Step by step 8 steps
  1. Step 1

    One defender, #1 runs down and plays chaser and always runs to put the mark on the disc

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  2. Step 2

    We create two walls of defenders, one short, one deep who wrap themselves around the thrower in the ideal throwing lanes (approx 10 yards from disc). Notice 5,6,7 for a sort of curved cup (but not like in zone) that is tires to poach and predict the areas offense will cut into

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  3. Step 3

    The arrows indicate the likely throws from offense #3 so 5,6,7 generally hold positions in these areas. It is critical that we have a sideline teammate for each of the three defenders who can shout to 5,6,7 to tell them when crashers are coming. 5,6,7 can't spend all their time facing the disc nor with their back to it.

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  4. Step 4

    As the disc moves 2,3,4 continue to play deep of any cutters talking with each other to keep any long options covered. During these transitions 5,6,7 should try to return to their C shape and then listen for and look for threats to cover. It is tempting for #5 to really get attached to handler #1 but if #1 starts to pull him out of position #5 needs to resist that temptation and return to form.

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  5. Step 5

    As the chaser gets tired and the handlers are not directly covered it is obvious that a good handling team can keep the disc alive. The goal is make sure they can't find an open target even though they may have many seconds without a mark on their throw.

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  6. Step 6

    They easily get it out the sideline with an easy look at the power cut of #6 up the line. defender #7 holding his space and trusting in the second wall plants himself on the line facing the thrower and makes himself big forcing the handler #3 to throw around him to his #6. Meanwhile defender #3 who has spent the whole time deep and facing the whole play sees #6 break away from #7 along the line and comes over to challenge him whereas handler #3 had no idea defender #3 was even in the play. That combined with #7 standing in the throwing lane sets up a low percentage pass by the O

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  7. Step 7

    Turnover, out of bounds, or at the very least epic play required by offense to keep this disc

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  8. Step 8
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