AIR
BOUNCE
A backhand or forehand throw that is aimed slightly downward, but
is buoyed by a cushion of air.
AFTER A POINT
After a team has scored a point, they keep hold of
the disc and wait while the opposition walks back to the other end
of the pitch. The team that scored then throws off to start the
next point. This way, the teams change ends after every point.
BACKHAND
To throw the disc from the left side of the body
for right handed players (or from the right for left handed players).
The motion is similar in some respects to the backhand in tennis.
(Like the 'standard' throw that non-Ultimate players may be used
to).
BID
An impressive (but failing) diving attempt to catch the frisbee.
Often used in a positive way, ex. "Nice bid"
BLADE
A forehand throw that goes high in the air and curves left; an extreme
version of the reverse curve.
BREAK (SIDE, PASS
or CUT)
The side to which the marker is trying to prevent
the throw (or a pass/cut to this side).
CHILLY
Slow it down, be patient, wait a moment for the game to get reorganized
again.
CLOG
To prevent good cuts by standing in the way of your team-mates.
CLEARING
To get out of the area where the thrower wants
to pass the disc. Absolutely necessary after making an unsuccessful
cut or after throwing the pass. The importance of this is often
underplayed to beginners.
CORKSCREW (see "HAMMER")
Like a hammer throw but the frisbee is held in
a backhand grip rather than a forehand grip, so the frisbee flattens
out and curves the opposite way from the hammer.
CUT
An attempt to get free to receive the pass. Usually
starting with a body fake and/or a sudden change in direction or
speed.
D
Defense
DEEP
A receiver who cuts for hucks.
DEFENCE
The team attempting to prevent a score.
DISK IN
Signals that the disk is in play.
DUMP
Player who stands behind the thrower in order to help
out (must get free for an easy pass) when the offence gets in trouble.
ENDZONE
Area at the either end of the pitch within which
a point is scored.
FLOW
A series of quick passes to well timed cuts -
should result in an easy score.
FLYING DISC
Many people call it a "Frisbee." Ultimate
players call it a disc. ("Frisbee" is the trademarked
name for one particular brand of flying disc.) The disc is part
of what makes Ultimate so unique - depending on the skill of the
thrower, it can be made to fly straight or in a curve, hover in
mid-air or drop like a stone.
FORCE (or MARK)
To make it as difficult as possible for the thrower
to throw the disc in one direction (usually one side of the field)
in an attempt to make (force) him/her to make a pass to the other
side. See the relevant section for how and why this is done.
FOREHAND (or FLICK)
To throw the disc from the right side of the body
for right handed players (or from the left for left handed players).
The motion is similar in some respects to the forehand in tennis.
FREE (or OPEN)
To be available to receive the pass. The "free
player" may be unmarked or have managed to get away from his/her
defender.
HACK
A foul.
HAMMER
High overhead throw; the disc flies upside down in
a parabolic type path. The grip, release etc is similar to the forehand.
HANDLER
One of a team's primary throwers.
HAND BLOCK
This is when the defender stops the disc directly after it is released
by the thrower.
HUCK
A long pass; often nearly the full length of
the pitch and high to a tall player in the endzone.
INSIDE OUT
As a backhand, a throw to the right that curves
left; as a forehand, a throw to the left that curves right.
LAYOUT
When the player dives the catch or intercept
the disc. Also referred to as "going ho" (from going horizontal).
MAN-ON-MAN
The most common type of defence. Each person
on defense marks an offence player and attempts to stay as close
as possible with the intention of getting an interception or forcing
a mistake.
MID
A receiver who cuts for shorter passes than a
deep.
O
Offense
OFFENCE
The team with possession of the disc.
OPEN (SIDE,PASS or
OUT)
(i) The side to which the thrower is being forced
(or a pass/cut to this side).
(ii) Sometimes used to describe being free to receive a pass.
PICK
An intentional or unintentional block (like basketball) where a
player gets between you and the player you are covering
PIVOT
When you plant your foot (left for right handers
and right for left handers) and step to the side (allowing you the
throw around the marker).
POACH
When a defender moves away from their marker to try
and make an interception on a pass to another player.
POINT (or SCORE)
When the disc is caught in the end zone by a player
on the offence.
PULL
The throw at the start of each point that initiates
play.
REVERSE CURVE
As a backhand, a throw to the left that curves right; as a forehand,
a throw to the right that curves left.
RUN THROUGH
What you shout to tell another player to run past the disc without
picking it up
SCOOBER
A fast, difficult-to-intercept throw; similar to a hammer, a scoober
is held overhead, but with a backhand grip.
SKY
Jumping to catch the disc
STACK
Offensive strategy in which all the players line up down the middle
of the field and alternately make cuts to the side.
START OF A POINT
Each point begins with the two teams standing
on opposite end zone lines. The team with the disc throws it as
far down the pitch as they can, and the other team then takes possession
where it lands.
STALL COUNT
The defensive player counts up to 10 while defending the offensive
player. The offensive player must throw the disc before the 't'
of ten otherwise it's a turnover.
SWILL
A bad throw.
SWING
A lateral pass across the pitch - usually does
not result in any upfield movement. This is useful to gain a better
position or to reset the stall count.
SWITCH
This is when two defenders exchange the offensive
players that they are marking.
TURNOVER or CHANGE OF POSSESSION
When the disc has been dropped or intercepted
and the offense becomes the defense.
UP
What you shout to alert players that the disk is in the air
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