Wednesday, January 21, 2009

Monday Jan 19

Focus: Cutting/clearing and Endzone Offense.

Cutting/Clearing.

For an offense to be successful, the five players down-field need to work together to create space and opportunity for one person to get the frisbee. This means that a good cut not only leaves your defender in the dust, but also moves the defense out of the open spaces on the field, and creates room for your teammates to get the disc.  Other examples of good cuts include a cut that moves the mark (makes either an open throw or a break-mark throw easier), a cut that creates space for a teammate (clearing), a cut that moves the defense away from the cutting lane (removes a poacher), a cut that keeps defense off balance (defense doesn't know where the frisbee is going to go if the thrower has multiple options).  The best way to get the defense out of position -- and to improve the chances of a completed pass -- is for the five downfield players to make good cuts.  

One of the main goals of downfield cutting and clearing is to create space for others.  This means your D has to believe you are a credible threat and stay close to you.  If you cut in hard and then clear by jogging back into the stack or jogging deep, your defender will know you are not looking for the disc and stay in the space you are trying to clear, taking away cutting options from your teammates.  That's 1 defender playing effective D on all 5 people on O!  So clear as fast, if not faster, as your initial cut.  

The idea of clearing for space also applies to the thrower on O, not just the cutters.  Give the thrower space to make a good throw -- imagine how much room you would like between you and the person you are throwing to, then think about how closely you run by your throwers.  If you are trying to move up-field from behind the disk, don't forget to first run to one of the sidelines, or as far away from the thrower horizontally as possible, and then sprint down the field. Running by the thrower instead of out wide is not ideal because it brings in more defenders to where the disc is.  Often, this will result in a silly turnover.

Getting open on a defender is easy if you understand 2 basic principles.  1. It's a foot-race to the disc.  2. You can give yourself a head start by catching the D off guard/abusing your defender's reaction time.  If you are faster than your D, or if you are already significantly closer to the disc than your D, cut straight to the open space because you are already open.  If you are about the same speed as your defender, or you think your D has a step on you, try to get open on your defender by varying your direction and/or speed.  Remember in driver's Ed when they told you not to tailgate because it the reaction time for the human brain/body is 1.5 seconds, and you won't hit the brake in time?  If you get your defender to commit to running in one direction and then make a sharp turn and run in the opposite direction, they will need at least 1.5 seconds to react, recover and chase you down.   That's probably enough time to get open.  Alternatively, you can run fast in one direction, stutter step to get your defender to slow down, and then accelerate forward.  A great cut will often implement both a change in speed and a change in direction.  Lastly, if your D ignores you, poaches off of you, or stops paying attention, make a cut!  These are great cuts because you get to move the disc upfield and you get to make the D feel silly.  

While making cuts down-field, don't forget to communicate with your teammates. You can let them know if you are cutting in, cutting out, or clearing. Don't worry about defensive players hearing you talk. Such communication will help us more than our opponents.

Drill: clearing drill.

Endzone Offense.

Our main endzone offense will involve three handlers outside of the endzone, one isolated cutter in the middle of the endzone, and three players spread out in the very back of the endzone, two at the back corners and one in the middle (NB: you will probably have to sprint to get to theses positions in time because the endzone is big).  To call the play, the thrower should yell out iso-"name."   After the O sets up with the "name" isolated, the cutter will have 5 seconds to get open. If she can't get open, she will clear to the break side and the handlers will give and go amongst each other until they score.  If your D poaches off of you, which is likely to happen with this play, yell for the disc and go for the score!

Drill: endzone offense in teams.

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