The zone is played by forcing them one way. The mark shifts the positioning of the mark as the disc is swung from one sideline to another sideline. The wall should always be moving as a unit and stay close when necessary. The middle of the wall is responsible for directing traffic in the wall. Everyone in the wall should be focusing on the right side (if force forehand) and vice versa. The wings should be looking to push towards the middle if the disc is not on their sideline. The deep should be looking to protect the deep space and always stay more towards the open side
This is how the zone should set up if the disc is on the break sideline. Crash wall (4-red) is shifted slightly towards the middle handler. The open wing (6-red) pushes in towards the middle to help clog space because the disc is on the opposite side of the field.
This forces the middle handler to move backwards for the swing.
Reset
The crash wall should NEVER go past and overcommit because you then lose the shape. The crash wall should stay parallel to the handler at most. This is what happens if you overcommit.
Reset and assume that the disc is swung to the middle.
The wall then moves as a unit without sprinting too quickly because you are only as fast as the slowest player. If the disc is swung, it is often too late to get a block so worry about the next throw instead of the pass that has already happened. Notice that the mark is now on the side of the handler. The wall is also a lot tighter.
If someone crashes through the wall, ONLY the crash wall should be crashing in with the person.
If the person crashing then leaves the wall, leave with the person and reset the shape again.
If the disc is swung to the open sideline, the whole wall then moves again as a unit. The crash wall is hustling diagonally across the field rather than just running towards the thrower to cover more space. Notice that the mark is now sitting behind the thrower. It is important for the break wall to stay a few extra metres back laterally then how you would normally set up. Do not get too close to the thrower so that you cover a larger range of angle. This is to prevent the break throw across the field. The break wing then pushes towards the middle because the disc is not on their sideline. We are forcing them to throw backwards or an overhead throw across the field.
The backwards option we are allowing them to have but we are making it difficult.
Reset.
The overhead option we are giving them but the break wing is anticipating for the throw to go up so we can get a block.
Reset
The idea of this zone is for the wall to move as a unit because if we don't and the disc is swung around/behind us, we are massively out of position.
Reset.
Crash wall or the open wing should aim to stop any 1-2 give gos whenever possible and be in the contest.
The zone should be playing aggressive and clamp down on the handlers when the frisbee is on either sidelines. If the wall gets broken, the wall should then hustle to contain their forward options and pin them towards the sidelines again. The mark needs to always keep their hands low (below their hips).