This is a brief introduction to 3-2-2 zone offense. Zone offense is all about patience and being consistent with 100% throws. Handlers will move the cup to the sides of the field and generate holes in the coverage. Poppers and deeps will coordinate cuts to create open spaces for up field throws. Once the disc gets behind the cup, poppers and deeps work together to keep the disc moving up field before the cup catches up.
This is intended to teach the very basics of zone defense. Zone offense will be covered in a different animation.ZoneD is primarily played when the wind is blowing and will affect the flight of the disc. The defense sets up to defend specific zones of the field and prevent any upfield throws, forcing the handlers to move the disc sideways and backwards. This makes the offense handlers throws the disc many more times than they would in normal man-man defense. By increasing the number of throws the handlers need to make, you increase the chance that the wind will force a turn over by a poorly executed throw or bad decision. Ideally, the handlers will either (1) mess up a throw to each other or try a riskier throw that is likely to be affected by the wind and get D'ed.
P1 - Push-Point (marks at start, goes to cup when trapping) P2 - Middle-Middle (middle of cup at start, stays in cup when trapping) P3 - Trap-Point (will be in cup at start, and mark when trapping) P4 - Trap-Side Wing (will help trap in cup when on side) P5 - Weak-Side Wing (prevents overhead throws to the weak side) P6 - Short-Deep (will shade to trap side and take away overhead throws) P7 - Deep-Deep (prevents all deep throws, lets players know what's going on)
Cutting from the front and movement of stack down field. Note: in real play, one or two cutters will be designated to have freedom to cut at will and break side (backhand side)