Frisbee
Frisbee
Frisbee
FRISBEE
FRISBEE
HISTORY
DISC IN: The call a player makes when checking the disc in from
a dead disc to a live or in play disc.
TERMS
FA K E : A quick cut in one direction before switching directions and making a cut to catch the
disc.
A q u i c k m o v e m e n t t o f a k e a t h r o w . T y p i c a l l y u s e d t o h e l p b r e a k - f o r c e .
F L I C K : S e e f o r e h a n d .
F O R C E : A m a r k e r w i l l s t a n d i n s u c h a w a y t o a l l o w t h e t h r o w e r t o t h r o w t o o n e a r e a o f t h e f i e l d .
Three types of force are force-away, force-home, force-straight-up.
F O R C E S I D E : T h e s i d e o f t h e f i e l d w h e r e t h e t h r o w e r i s b e i n g f o r c e d t o t h r o w .
F O R E H A N D : A l s o k n o w n a s a “ f l i c k , ” t h e f o r e h a n d i s a t y p e o f t h r o w w h e r e t h e d i s c r e l e a s e s o f f
the first two fingers and is lead by the forehand. Typically this throw is released from the same
side as your dominant hand.
F O U L : N o n - i n c i d e n t a l c o n t a c t b e t w e e n o p p o s i n g p l a y e r s ( s e e I I . H f o r a d e f i n i t i o n o f i n c i d e n t a l
contact). In general, the player initiating the contact has committed the foul.
G I V E ’ N ’ G O : A q u i c k p l a y b e t w e e n t w o p l a y e r s , w h e r e t h e y q u i c k l y p a s s t h e d i s c t o o n e a n o t h e r
while running up the field.
G R O U N D C O N T A C T : A l l p l a y e r c o n t a c t w i t h t h e g r o u n d d i r e c t l y r e l a t e d t o a s p e c i f i c e v e n t o r
maneuver (e.g. jumping, diving, leaning or falling), including landing or recovering after being
off-balance. Items on the ground are considered part of the ground.
TERMS
GUARDING: A defender is guarding an offensive player when they are
within three meters of that offensive player and are reacting to that
offensive player.
HANDLER: A player who is assigned the role to move the disc up the
field and has the ability to throw the disc exactly where they want it to
go. Kind of like a quarterback in football, except that there are usually
multiple handlers on the field at one time.
HOLD THE LINE: Before the pull the players line up in their defending
end zone. When a team calls “hold the line” they are asking the other
team not to move out of their current line up.
S T R A I G H T- U P A t y p e o f f o r c e w h e r e t h e p l a y e r s t a n d s i n f r o n t o f t h e t h r o w e r. Ty p i c a l l y t h i s
i s o n l y u s e d a t t h e e n d z o n e o r t o h e l p p r e v e n t a l o n g t h r o w.
STRIP: When a player has possession of the disc and another player causes them to lose
the disc.
SWING: When the disc is moved laterally to the other side of the field.
T H R O W: A d i s c i n f l i g h t f o l l o w i n g a n y t h r o w i n g m o t i o n ( i n c l u d i n g a f a k e ) t h a t r e s u l t s i n t h e
thrower losing contact with the disc.
A pass is equivalent to a throw.
An intentionally dropped disc is considered a thrown disc.
The act of throwing is the motion that transfers momentum from the thrower to the disc in the direction of
flight and results in a throw. Pivots and wind – ups are not part of the act of throwing.
A throw is only considered complete when an offensive player gains possession that is not otherwise
negated.
An offensive player in possession of, or who has most recently possessed, the disc, is the thrower .
TERMS
TURNOVER: When the disc is defended, goes out of bounds or is not
caught the offensive team becomes the defensive team and vice
versa.
TRAVEL: When a thrower moves their pivot foot anytime before they
release the disc. A person catching the disc is allowed up to three
steps in order to stop after catching the disc. Any further steps and
the player should move back to make up for the extra steps.
UP: A call by the person marking the thrower to allow the defensive
team to know the disc has been thrown.
2. PO W ER THRO W ING
In Ult imat e, pow er t hrowing can make you a deadly thr eat, with the ability to
put the dis c anywhere on t he field. While developing power t hrowing, it is
critical to practic e wit h a mark, so you can get good repet itions of how it is to
huck in a game.
3. BREAK T HROW I NG
Quite s imply, having the abilit y t o break the mark opens up an entire half of
the f ield where dow nf ield def enders aren’t playing defense. Read that again.
It might be daunting to break t he mar k, but with practice, fakes, shimmy’s and
different release points and angles you can acquire t his skill.
BASIC SKILLS
4. SPEED
If you have great speed, you can find success on the Ultimate field even if
every other ski ll on thi s list is lacking. Without speed, you can still be
successful by mastering other skills, but with enough of it, you can have an
instant impact. Speed on defense leads to blocks and speed on offense
leads to downfield receptions.
Acceleration is a very important subset of speed because this is where you
can open a throwing wi ndow on offense and limit a throwing window on
defense.
Sprinting is the other important subset of speed. On offense, avoid running
at the same tempo the entire point. It makes you predi ctable and easy to
guard. Instead, change up speeds, from 0% to 100%. Your defender will
always have to be ready, and when you truly sprint you become impossible
to cover on that move.
Initiate Play — Each point begins with both teams lining up on the front
of their respective endzone line. The defense throws (“pulls”) the disc to
the offense. A regulation game has seven players per team.
Self-Refereeing — Players are responsible for their own foul and line
calls. Players resolve their own disputes.
RIVERA,
MIELDRED