From the Pull...
Cup runs hard to get to the disc before the first throw can be made. The mark (#1) goes straight to the disc, the 2 others (#6, 7) run a pattern that dissuades throws before getting into position.
The #6, 7 defenders continue and move into their proper cup positions (this software doesn't allow for multi-step moves, so I had to break it up).
At the same time, the downfield defenders have been moving into position.
Notes on positions General: -- playing zone D is still playing one-on-one, but with you covering the opponent nearest you instead of running all over the field to cover the same person wherever they go. -- middle defenders (#2,3,4) stand with their bums pointed at the sideline, allowing them to see both cutters and the disc --#5 is the deep. Their job is threefold: -- cover the deep & endzone -- tell #3 when opponents 4 or 5 cut through their territory -- call on #2 for help if several opponents cut deep
#2 is on the break side, making their opponent an unlikely or difficult target. If the deep (#5) needs help, they're the first option to go deep. Hence their position relative to their opponent (#6). If the offense manages to get the disc to their #2 (which is great for us, BTW), then Grover #2 protects against the throw to opponent #6.
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Assuming that doesn't happen (because the Grover cup rocks), the duties are as follows: #3 Grover is the mid-mid. Their job is to prevent throws to either opponent 4 or 5 *until they get really close to the cup*. At that point Grover #3 tells Grover #6 and they take over.
Here opponent 4 continues their cut to crash into the cup. Grover #3 yells "crash!" and abandons to cover opponent #5.
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The overall goal of the zone D is to push the offense toward the sideline--the worst spot in ultimate. We give up the swing from opponent 1 to 3 because that's what we want.
Grover continues to force the offence toward the line...
At which point the Trap is on! Grover #7 covers the upline Grover #6 sets the mark, forcing sideline Grover #1 covers the dump
Look here how stuffed up the offense has become: #3, 6, 7 are effectively unreachable for the handler. If the attempt goes to 7, Grover 4 & 7 are both there.
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If the handler tries a risky throw to 3 or 6 (probably a float-y hammer), Grover 2 is right there.
Those are the kinds of throws we want the offense to make: they're risky, easy to defend, and likely to result in turnovers. For Grover, the most important things are that we talk to each other constantly, move as a unit, and get "Up!" calls from our teammates on the sideline.