Defense

2-4-1 D

dancarman

2-4-1  

Drills

Best Handle Drill

marcusmenzel

6 discs spread in a semi circle. throw two IOs, two flats, and two OI's switch between back hand and flick. 3 lines of cutters... Blue numbers are the handler stations, the handler should run to each disc and check it in then throw. Red numbers are cutter at the end of the drill have the last cutter put a deep huck up for the handler to theoretically D but really just catch it, focus on body positioning.  

WarmUp

Pilz/Mushroom

jankrueger

Warmup with cuts, horizontal lead pass, sideline pass & sideline defense  

Offense

Set play from endzone, ho stack

dancarman

exploits holes in the defense to push it up field with quick cuts until a deep makes a move and strikes. Run it right off a pull and you should have an open throw to your deep.  

EndZone

Basic Endzone with Wheel

pana

The Big Ideas: 1. Advantages: 1. Disadvantages: 1. Responsibilities: Handlers- Cutters-  

EndZone

Endzone from Sideline

pana

The Big Ideas: 1. Advantages: 1. Disadvantages: 1. Responsibilities: Handlers- Cutters-  

EndZone

IsoStack

Shanda

This is an isolation play. The players stack closely at the back of the end zone. Player #4 is your best cutter/best mismatch. Player 4 moves up and makes a cut for the catch. If player 4 does not shake their mark, the move up the sideline and get to the back of the stack while the handlers dump and reset. If a second mark moves in to help mark the unmarked player should move to the open side of the field. Handlers may also take the opportunity to cut into the open side of the field.  

Offense

Attaque - Stack horizontal

psevigny

Stack horizontal  

Offense

L to the B. Rambo/Mullet

alteregorich

Vertical play to be used anytime there is enough time to set up. This is a play where only the males cut on the break side for two consecutive throws. Then it becomes flow with the disc going to who ever is open. This play is called by the handler using "Rambo" or "Mullet" but not both. This allows for multiple calls for the same play. With the play being specific to gender and not player position in the stack, it will take longer for the opposition to figure out the call.  

Offense

BW Sideline Dump

RobbieS

Just various dump sideline scenarios  

Defense

3-2-2(1-1) Trap Zone A

pana

The Big Ideas: *Give up something, but not everything *When a zone D compresses the O, it wins *Play person to person defense within your space *Communication is key Advantages: 1. Slow down offense 2. Constricts playing space for the O 3. Puts pressure on weak handlers 4. Forces lots of throws 5. Transition into a sideline trap on both sides Disadvantages: 1. Can be beaten with PATIENCE (i.e. continuous swinging to tire the cup out then hit poppers when available) Responsibilities: 1. Cup (Push point, Trap point, and Middle)-Trap-P and Middle set a 'flat mark" denying all upfield throws while Push-P forces a swing to the force side so a trap can be set. 2. Wings (weakside, trapside)-Cover poppers and offensive wings. Play up and towards the middle when possible making the O throw over you. On a swing to sideline, cover the line first then the middle. Take away throws directly on sideline. 3. Deeps (short and deep)-Take away long throws and play up when possible. Person to Person defense. Short Deep talks to cup while Deep Deep talks to Wings. CALL ON: Any fruit or vegetable CALL OFF: Any Pastry  

Defense

1-3-3 Trap Zone

pana

The Big Ideas: *Give up something, but not everything *When a zone D compresses the O, it wins *Play man to man defense within your space *Force lots of passes *Communication is key Advantages: 1. Take deep options away 2. Constricts playing space for the O 3. Puts pressure on weak handlers 4. Forces lots of sideline throws 5. Transition into a sideline trap on both sides Disadvantages: 1. Can be beaten easily with PATIENCE (i.e. continuous swinging to tire the rabbit out then hit poppers when available) 2. Can be broken with quick throwing forcing rabbit to play catch up. Responsibilities: 1. Rabbit-Deny all upfield throws by utilizing a flat mark to force a swing to either sideline so a trap can be set. 2. 1st Wall-Cover poppers by limiting space in front or between each player in the wall. Also, 2/3 of the wall will always serve as part of the sideline trap on either sideline. 3. 2nd Wall-Take away long throws and play up when possible