EndZone
End Zone Sideline Dominator Iso
RunrunrunEnd Zone Iso Play 1. We're looking to Iso Handler 1/2/3/4 whoever is playing pos 2 2. Handler 2 will go for STRIKE, score if completed 3. If failed, Handler 2 will go for INSIDE/AROUND look, score if completed 4. If failed, Handler 2 will go for IMMEDIATELY RESET (NEAR) 5. If reset completes, look to hit Cutter 5 at the top left corner for a score, meanwhile Handler 1 will move into reset position 6. If unable to hit Cutter 5, Cutter 5 will clear to the back of stack. Handler 1 will go for SLIDER. Look for IMMEDIATE HIT to Handler 1 7. If SLIDER fails, Handler 1 will take quick OPEN SIDE RESET 8. Handler 2 will GIVE AND GO for a short POP/BACKHAND. If fail, repeat step 2 onwards
Offense
Horizontal
RUFSe inicia la jugada, con un stack horizontal bien distribuido a lo ancho de la cancha, aprox a 20m de manejo. El manejo se posiciona empleando las posiciones de poder. (manejo del lado abierto retrasado, manejo del lado cerrado adelantado). Si el disco lo tiene 1, cortan 4 y 5. Si el disco lo tiene 2, cortan 5 y 6. Si el disco lo tiene 3, cortan 6 y 7. La persona que "inicia" el corte eligiendo hacia donde cortar, es quien esté del lado ABIERTO. En este caso dan forehand, por lo que siempre será la que está a la derecha de la pareja activa. El compañero de la pareja activa, espeja al corte. En este drill, no se muestra el trabajo de manejos. Esto se mostrará en otro drill. No prestar atención al paso 5 por ahora.
Defense
FSU ho zone
styrochromeThe goal of this play is to break pull plays. We only stay in it for one or two throws. As soon as they get into momentum, we can let it go and settle into regular defense.
Defense
FSU vert zone
styrochromeThe goal of this play is to break pull plays. We only stay in it for one or two throws. As soon as they get into momentum, we can let it go and settle into regular defense.
Offense
Standard ho (center, trap, break)
styrochromeNot rules-based, it's principle based! 1. Look for open space - you must clear and don't stand still too long 2. Flow away from the disc 3. When we start swings, look sideline to sideline when possible 4. Deep cuts are still viable 5. Look at handler bumps 6. When a cutter gets the disc on the trap side, the break side handler must clear into the cutting slot 7. Don't stay on the trap sideline too long. Keep the disc moving and look at your reset 8. Communicate as cutters
Offense
PLACESM
styrochromePLACESM (dead-disc vert plays) potato breakside one to five Lumberjack one under breakside deep, five goes open side under, four also goes Ares/airey’s? - breakside play to bounce Candy in out in 3 deep, quick cuts, five sets direction Egg - TRAP strike / fill Sausage - sideline, dump isolation Moses - reverse candy handler calls play