Step by step 9 steps
  1. Step 1

    1 and 2 are handlers with 3 being a 3rd dump option and decoy handler cutters stacked vertically up the field cuts from the top reentering above the stack master (3) and handler door at the bottom of the stack

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  2. Step 2

    Cutters have four options to cut - Option 1 and 2 are most common for they are on the live side making the completion rate higher - this shouldn't discourage from 3 and 4

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  3. Step 3

    Example 1: R1 (1st cutter) cuts to 1 - stack pushes up, R2 (second cutter) follows with and cuts appropriately so they can receive the following through thus moving the disc up field

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  4. Step 4

    R2 (second cutter) then cuts progressing the disc up the field -- The B2 can also make a cut to the 3 or 4 postion if cuts are not working

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  5. Step 5

    if the cutter isn't open they return back to the stack at the cutter door and the flow continues with the next cutter continuing

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  6. Step 6

    4 continues the flow of cuts if they don't receive the pass then they return to the cutter door (refer to previous)

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  7. Step 7

    (applicable anywhere) If 6/any cuts and doesn't receive leading to or the stall count is too high and the cutter with the disc can call a dump (refer to other play for dumps 'vert dumps')

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  8. Step 8

    If dump is called stack returns to form to leave space for handlers to receive dump.

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  9. Step 9
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