Step by step 13 steps
  1. Step 1

    This works best off of a static play (off of a pull or if your team turns it over). Basically when the other team starts playing offense and you gotta play defense. This is also most effective when the disc is on the sideline. There are many names for this defensive play. I only know them as either force inside flick or "Hardest". I'm so sure though that other people have made up their own word for this play.

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  2. Step 2

    We'll use a pull play as an example. It's a typical 5-2 vertical stack. Two handlers with 5 cutters but the first cutter is going to be the hybrid or the back up third handler just in case if needed. After the pull, run on down and set up the defensive positioning.

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  3. Step 3

    Set up the defensive positioning like this. Remember you're forcing flick (forehand). Notice the strange set up for defenders 6 and 7. Typically with the disc on the sideline, people tell you to force sideline. but defender 6 is actually forcing towards the middle of the field. Defender 7 should be positioned in front of H2 taking away the up line Berkley cut but they are positioned behind H2.

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  4. Step 4

    The key elements in this defensive play are defenders 6 and 7. 6 is going to force flick (or towards the middle of the field) and defender 7 is actually going to let H2 make a Berkley cut up the field. 7 Should NOT allow H2 to go for a dump. Defender 7 Needs to be forcing H2 to go up line.

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  5. Step 5

    Disc is in, H1 is trying to find someone open, H2 tries to go for a dump swing but defender 7 won't let him.

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  6. Step 6

    H2's only option is to go upline

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  7. Step 7

    As H2 tries to go upline, defender 7 stays with him but by doing so, defender 7 is now clogging the lane and prevent a very easy flick throw to H2.

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  8. Step 8

    This forces H1 to get creative and instinctively throw an inside-out flick to H2. This is where it gets really hard for the offense. They are being force to throw an IO flick but it's a short 5-10 yard pass. Usually IO flicks are thrown as hucks but not a lot of people practice throwing short IO flicks under pressure. This play will force H1 to make a bad throw. They'll either mess up the IO or they'll throw to where H2 used to be. 7 can easily block a straight flick pass to H2 just on positioning alone. Defender 6 just needs to make sure they are not broken and they prevent H1 from throwing a nifty scoober/high release. So 6's left hand should usually be higher than normal.

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  9. Step 9

    As defender 7 lets H2 cut up line and let's say the disc is successfully thrown, defender 5 can poach of H3 and intercept the disc. The key point defender 5 needs to know is that they are watching the play evolve but at the same time they're watching H3. This implies that defender 5 is facing the play and they're beside H3.

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  10. Step 10

    A short IO flick up line is a very hard throw to successfully pull off. If H1 is smart/experienced enough, they won't make that pass and instead they'll look for H3 to come out of the stack and run to the open side where H1 can make an OI flick throw

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  11. Step 11

    If this happens, then defender 1 has the opportunity to mark H3 and prevent the throw. If it does get to this point, then defender 1 needs to be on their toes and anticipate that this will happen. Many times this defensive play breaks down because H3 gets open easily and H1 can throw it to them (usually a nice OI flick throw).

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  12. Step 12

    By now, the stall count should already be at stall 8 so H1 will be forced to send it long or hammer/scoober to cutter 1. But if cutter 1 moves, then defender 5 can stop poaching the lane from H2 and re-take positioning against cutter 1.

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  13. Step 13
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