Off the pull / drop / out of bounds / stallout, we'll be forcing THE CLOSEST SIDELINE (if unsure, the handler mark chooses and shouts)
#1 is always the handler mark ("chase"), i.e the person applying the stall count #2 and #3 are "mids", i.e. preventing short-to-medium throws in the space directly in front and behind them #4 and #5 are "deeps" - they cover deep space, i.e. from the back of the endzone to the area where "mids" can not backpedal quick enough if the disc goes behind their heads
The main things each group should stick to: Chase - don't get broken. Your force is very much perpendicular to the sidelines, i.e. they move it strictly up or strictly down - no around throws forwards AND backwards. Once this disc moves, you run to the new handler to start counting again. Mids - close the easy short gain throws to the open side - you're already there, so should have better position than attacking team. Mid closer to sideline shouldn't allow the disc go around him/her, the one closer to the middle of the pitch should keep an eye at forward throws across the field (chase can get broken after all) Deeps - don't get burned deep, contest every throw that floats in your direction. Support mids as to not to leave too much space behind their backs.
Preventing the short gainer 1: if red's number 2 goes upline, our #2 counters with the movement into the same are to discourage that or minimise the gain - if they get a couple yards at the expense of being even closer to the sideline, it's fine. Deep #4 helps narrow the gap unless he/she is dealing with someone going directly deep.
#1 sprint to stall count again, #2 goes back in position , #4 repositions based on where deep threats are going
Preventing short gainer 2: if any of the numbers 3-5 are coming from the back to crash into the front space (marked by cones), one of the deeps (or sideline) shouts "%playerName%, right/left shoulder crash!" to indicate that %playerName% has an opponent trying to run in front of them from their right or left shoulder respectively, e.g "#3 right shoulder crash!". The defender then make 1-2 steps in this direction and towards the disc to either make the attacker change his mind or having to sprint all the way to the handler for 1-meter throw.
If the danger is neutralised, the mid goes back to where he was, deeps keep monitoring deep space, chase keeps counting. NB if the center-field mid takes too much of a shift away from the sideline and the gap in the middle is too big, the sideline mid moves a bit to the center to narrow it.
Dump: the idea is to keep them on the same sideline, we can't afford to let them swing the disc all the way to the other half. So upon a dump, the chase first runs to block the throw across the field and only than closes on the person with the disc, everyone else moves up the field by the amount they lost by the dump
Now that they have (hopefully) abandoned the idea of swinging the disc, #1 goes back to stall counting.
If the swing occurred, it's change of force to the other sideline. everyone rushes to the other half, #2 now responds for the center of the field, #3 is sideline mid
Repeat on the other side. Any time they get far into the breakside, we switch force, it's always nearest sideline.
Imagine the long disc happened (anything behind the mids). Everyone drop back ASAP (everyone has to be between our endzone and the disc), chase runs the hardest to start counting
Once we get close to our endzone, if we can, we switch to man (but that is risky as it's easy to double mark one person and leave another alone), otherwise we play the wall zone
You'll be essentially responsible for a quarter of the endzone front to back.
#1 is still chasing, but the force is less up-down, the people in the back are now lined up with the people in their area - you're now responsible for them going both under and deep, If the person leaves your area - let them go.
Always be on the open side of your mark, just like in man. Call for help if there's height mismatch.
If the disc changes the side, the force obviously changes too and it's still only #1 to run around stall counting.
By then you've forced them in at least 10 throws and haven't given up an easy huck to the endzone. Now it's a battle of who's more patient - don't try to be too aggressive on the disc, don't give them an easy score and you will be rewarded!