The pull goes off (red is offense and blue is defense). Blue 4 runs down and challenges the initial throw. Blue 4 is called the rabbit (this can be changed and may be) because they are going to be doing the majority of the disc chasing. Blue 3,5,6 set up like a compact wall. They are compact when the disc is in the middle. Blue 2 and 7 are corners and blue 1 is the deep.
When the disc is swung, blue 4 forces sideline and the wall will tilt. Blue 6 is cutting off the up line throw, blue 5 is preventing any throw to the upper middle of the field and blue 3 is preventing the around throw. The wall is now looser than when the disc is in the middle of the field and is more like a flat 2-3-2 wall. The corners act like normal corners in Vortex and Cup (blue 2 and 7). The deep (blue 1) is acting like a normal deep and preventing the deep cutter from getting the disc.
The goal of this defense is to prevent the initial up field luck and to contain the offense to short, small gain passes.
Once the offense has been thrown 3-5 throws (this is decided on the line before the pull), the defense (blue) now crumbles and plays man.
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