Ho stack is set up with 3 handlers and 4 cutters. (I'm only showing one defender [force] for now)
"Active pair" (in this case: 2&3) start cutting in cycles towards the open side
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3 gets looked off
Now the active pair is 3 and 4
3 cuts under first because he/she is coming from the break side.
3 gets looked off( (poor guy)
4 gets the disc
When a cutter receives the disc, his/her first priority is to see if one of the handlers is available for the dump. The cutter should do this BEFORE he/she turns to look up field. As a cutter, once you throw the disc you clear out into the empty space on the other side of the field
If for some reason no. 4 can't dump the disc and is now looking up field, the only active cutter is no.3... We don't want just one active cutter so...
Players 1 and 2 have mocved across, so the empty position in the ho-stack is on the opposite side of the field. Now we have two active cutters again (2 and 3)!!
2 gets looked off
Enter step description...
When the cutter finally makes a pass, he/she clears out to the empty space in the ho-stack
This next cutter was able to dump the disc to a handler, so the typical Ho-stack setup has reformed.
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If player 4 looks up field it gets a bit confusing.
The inactive cutter on the BREAK SIDE fills the gap by making an undercut
*IMPORTANT* THIS ONLY HAPPENS IF WE ARE BEING MAN MARKED! If we are up against a zone, the central handler should always be able to get open for the dump (as there is always an unmarked open side for that handler) and the cutter (no.1) would never have to throw to another cutter.
Here's what you would do against a zone:
3 gets the disc and there will always be a huge open side for him/her to give the disc back to a handler
It's so easy to make that pass back to a handler when you're against a zone, which simplifies it loads.