By using heads up play and anticipating where the next throw will go, the defense will be able to effectively shut down big plays just by taking an extra step.
Force is flick
In this example, H2 will throw it to H3
H3 will send it to cutter 4
Now let's say 4 has the disc, and waits for everyone to reset
cutter 4 throws a break throw (against the force) dump pass to H2. and gets back into position.
Now that H2 has the disc, they'll try to either send it to 1 or H1 for a continuation pass, to keep the flow and momentum going. If they stop the flow, it gives the defense a chance to catch up and the play can break down and crumble. They do not want to do this, so H2 will pass it as soon as they get the disc.
Since H1 is blocked off by their defender, the best option (usually) is a cutter making an in cut towards the handler. In this case, it is cutter 1. To prevent this continuation throw, defender 6 needs to catch up to their man, and instead of running towards them in a straight line, run towards them in a curved line.
Even though the defender has to take an extra step or two, it's enough to block off the continuation pass and effectively shutting down the offense's momentum.
When defender 6 gets close enough to H2, start the stall count and keep forcing flick.