Step by step 6 steps
  1. Step 1

    Blue is Offense, Red is Defense. 1 is flat mark, 2 and 3 are the same roles as in slush/tech where they prevent big throws through the middle. 4 is responsible for crashes. 5 and 6 take away hammer/scoober throws. 7 is deep safety and taking away hucks

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  2. Step 2

    Disc is swung from the middle to the left side. Notice that the mark by 1 is slightly Richmond. Then 3 is also Richmond forcing the handler upline where the 2/4 can help take away crashes + upline. The 3 only goes halfway with the handler before going back to his home position in case the disc is swung. 2 takes away the short sideline throw. 5 moves back several yards to prevent a shorter hammer. While 6 pinches in to take away a blade cross field throw. 7 is still deep.

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  3. Step 3

    So assuming the handler reset (2) goes upline and doesn't get the disc. They will get the disc to Blue 3, then we are going back to the middle diamond shape but then Red 3 has to seal in case they try to continue to swing the disc.

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  4. Step 4

    Then from the middle, they manage to swing to the right sideline. Instead of tiring out Red 1, Red 3 becomes the mark as he is the closest. Then Red 4 takes away the short upfield, 1 is forcing upline and then 2 is free balling.

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  5. Step 5

    This is hard to diagram, if they manage to break through we should consider either going to man right away with the "Sticky" or "Fire" call. Otherwise the diamond needs to reform and then we can slow them down. The two biggest risks is if Blue 3 pulls the defender too far that the gap to throw to Blue 1 opens. We are fine if they want to throw backwards and around more but we CANNOT get broken THROUGH the cup.

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  6. Step 6
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