Thứ Năm, 31 tháng 7, 2014

All about Frisbee P2

Ultimate Frisbee Rules
Ultimate Frisbee Rules are played differently depending on the place and level of competition. Ultimate frisbee in a casual setting such as a pick-up game can have slightly more laxed rules or more strict rules depending on the ultimate players involved. With that stated, many ultimate frisbee tournaments and most ultimate frisbee leagues abide by the general following guidelines.
Frisbee-disc-Hanoi
Frisbee Hanoi

Progressing the Ultimate Disc Up Field
The Ultimate disc or Frisbee can be thrown in any direction and will remain in the offenses position as long as it is caught by another offensive player on the same team before it hits the ground or is intercepted. After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non-pivot foot. Once the disc is caught, the player holding the disc must come to a complete stop as quickly as possible and can only move on a pivot. If the player with possession of the disc is able to throw the disc before being able to come to a complete stop that is acceptable, as long as it's within a few steps. This constant motion of the disc allows the opportunity for the "Greatest" rule possible. A "Greatest" occurs when a player jumps from within bounds to catch a disc that has passed out-of-bounds, this is also known as an "ultimate play". The player must then throw the disc back in-bounds before his feet or any other part of his body touches the ground. The thrower may only catch their own throw if another player touches it in the air.
The 10 second "stall"count can begin once an Ultimate player gains possession of the disc. The count can only be enforced if a defender is counting it out loud. Otherwise the offensive player with possession of the disc may hold onto the disc without passing it indefinitely. If a defensive player switches out with whomever was currently defending the player holding the disc, the stall count must start over.
Scoring
A point is scored when a player catches a pass in the endzone his team is attacking. In older versions of the rules, only offensive players could score. However, current Hanoi Ultimate and WFDF Ultimate rules allow a defensive team to score by intercepting a pass in the endzone they are defending. This play is referred to as a Callahan goal or simply a Callahan. It is named after the well-known ultimate player, Henry Callahan.
After a point is scored, the teams exchange ends. The team who just scored remains in that end zone, and the opposing team takes the opposite end zone. "Losers walk." Play is re-initiated with a pull by the scoring team.
Change of possession
An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc. The game continues from the place which the Ultmate disc stoppped or the place where it went out of bounds. Play does not stop because of a turnover.
Reasons for turnovers:
  • Stall — a player on offense does not release the disc before the defender has counted out ten seconds.
  • Throw-away — the thrower misses his target and the disc falls to the ground.
  • Drop — the receiver is not able to catch the disc.
  • Block — a defender deflects the disc in mid flight, causing it to hit the ground.
  • Interception — a defender catches a disc thrown by the offense.
  • Out of bounds — the disc lands out of bounds, hits an object out of bounds or is caught by a player who lands out of bounds or leaps from outside the playing field.
Pull
To begin play the ultimate players from each team line up on their endzones, and the defense team pulls (throws) the disc to the other team as a "kick-off". Pulls are usually long throws, and they are thrown in efforts of giving the offiensive team poor field position and a to make it easier for the defense to get down the field to stop advances of the disc.
The pull is often started by a member of the defending team raising one arm with the disc to show that they are ready to pull the disc and begin play and announces "Ultimate!" The team that pulls to start the game is usually decided in a coin toss. Instead of using a coin often an ultimate frisbee disc is used.
Stoppage of Ultimate Play
Play may stop for the following reasons:
Fouls
A foul is the result of contact between ultimate players, although incidental contact (not affecting the play) does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If the ultimate player committing the foul disagrees with the foul call, the disc is returned to the last thrower.
Time outs and half-time
By Eleventh Edition rules, each team is allowed two time outs per half. The halftime break occurs when one team reaches the half-way marker in the score. Since most ultimate games are played to odd numbers, the number for half-time is rounded up. For instance, if the game is to 13, half comes when one team scores 7. A break may also occur if an injury occurs.
Injuries
Play stops whenever an ultimate player is injured—this is considered an injury time-out. During the duration, it is customary for players on the field to kneel or sit to ensure that they stay in their original positions. The injured person must then leave the field, and a substitute may come in. If an injured player is substituted for, the opposing team may also substitute a player.
Weather
While Ultimate Frisbee may be played in a myriad of weather conditions including heavy rain and deep snow (It's A Beautiful Day to Play Ultimate!), nearby lightning should result in stoppage of play with ultimate players seeking shelter.
Substitutions
Ultimate teams are allowed to substitute players after a point is scored or for an injured player after an injury time out.
Refereeing
Players are responsible for foul and out of bounds or scoring line calls. Players resolve their own disputes. This creates a spirit of honesty and respect on the playing field. It is the duty of the player who committed the foul to speak up and admit his violation. Occasionally, official observers are used to aid players in refereeing, known as observers.
Observers
The introduction of observers is, in part, an attempt by the Hanoi Ultimate to allow games to run more smoothly and become more spectator-friendly. Because of the nature of play and the unique nature of self-refereeing, ultimate games are often subject to regular and long stoppages of play. This effort and the intensity that has arisen in the highest levels of competition have led many members of the ultimate community to lament the loss of the Spirit of the Game
Ultimate Frisbee Rules: Strategy and Tactics
Ultimate Frisbee Rules
Ultimate Frisbee Strategy: Offense
Ultimate Frisbee teams employ many different offensive strategies with different goals. Most basic strategies are designed to create open paths on the field to complete a pass to a specific receiver. Organized ultimate teams assign positions to the players based on their specific strengths. Designated throwers are called handlers and designated receivers are called cutters. The amount of autonomy or overlap between these positions depends on the make-up of the team.
Vertical Stack
One of the most common ultimate frisbee offensive strategies is the vertical stack. In this strategy, the offense lines up in a straight line along the length of the field. From this position, players in the stack make cuts (sudden sprints out of the stack) towards or away from the handler in an attempt to get open and receive the disc. The stack generally lines up in the middle of the field, thereby opening up two lanes along the sidelines for cuts, although a captain may occasionally call for the stack to line up closer to one sideline, leaving open just one larger cutting lane on the other side.
Horizontal Stack
Another popular offensive ultimate frisbsee strategy is the horizontal stack. In the most popular form of this offense, three handlers line up across the width of the field with four cutters upfield, also lined up across the field. It is the handler's job to throw the disc upfield to the cutters. If no upfield options are available, the handlers swing the disc side to side in an attempt to reset the stall count while also getting the defense out of position.
Many advanced teams develop specific offenses that are variations on the basics in order to take advantage of the strengths of specific players. Frequently, these offenses are meant to isolate a few key players in one-on-one situations, allowing them more freedom of movement and the ability to make most of the plays, while the others play a supporting role.
Players making cuts have two major options in how they cut. They may cut in towards the ultimate disc and attempt to find an open avenue between defenders for a short pass, or they may cut away from the ultimate disc towards the deep field. The deep field is usually sparsely defended but requires the handler to throw a huck (a long downfield throw).
Feature
A variation on the horizontal stack offense is called a feature. In this offensive ultimate frisbee strategy three of the cutters line up deeper than usual (roughly 5 yards farther downfield) while the remaining cutter lines up closer to the handlers. This closest cutter is known as the "feature." The idea behind this strategy is that it opens up space for the feature to cut, and at the same time it allows handlers to focus all of their attention on only one cutter. This maximizes the ability for give-and-go strategies between the feature and the handlers. It is also an excellent strategy if one cutter is superior to other cutters, or if he is guarded by someone slower than him. While the main focus is on the handlers and the feature, the remaining three cutters can be used if the feature cannot get open, if there is an open deep look, or for a continuation throw from the feature itself. Typically, however, these three remaining cutters do all they can to get out of the feature's way.
Ultimate Frisbee Rules: Defense
The force
One of the most basic ultimate frisbee defensive principles is the force. In this ultimate frisbee strategy, the marker effectively cuts off the handler's access to half of the field, by aggressively blocking only one side of the handler and leaving the other side open. The unguarded side is called the force side because the thrower is generally forced to throw to that side of the field. The guarded side is called the break-force side because the thrower would have to "break" the force in order to throw to that side.
This is done because, assuming evenly matched players, the advantage is almost always with the handler and against the marker. It is relatively easy for the handler to fake out or outmaneuver a marker who is trying to block the whole field. On the other hand, it is generally possible to effectively block half of the field.
The marker calls out the force side ("force home" or "force away") before starting the stall count in order to alert the other defenders which side of the field is open to the handler. The team can choose the force side ahead of time, or change it on the fly from throw to throw. Aside from forcing home or away, other forces are "force sideline" (force towards the closest sideline), "force center" (force towards the center of the field), and "force up" (force towards either sideline but prevent a throw straight up the field). Another common tactic is to "force forehand" (force the thrower to use their forehand throw) since most players, especially at lower levels of play, have a stronger backhand throw. "Force flick" refers to the forehand; "force back" refers to the backhand.
When the marker calls out the force side, the team can then rely on the marker to block off half the field and position themselves to aggressively cover just the open/force side. If they are playing one-to-one defense, they should position themselves on the force side of their marks, since that is the side that they are most likely to cut to.
The opposite of the "force" is the "straight-up" mark (also called the "no-huck" mark). In this defense, the ultimate player marking the handler positions himself directly between the handler and the end zone and actively tries to block both forehands and backhands. Although the handler can make throws to either side, this is the best defense against long throws ("hucks") to the center of the field.
One-on-one defense
The simplest and often most effective defensive ultimate frisbee strategy is the one-on-one defense (also known as "man-on-man" or simply "man"), where each defender guards a specific offensive player, called their "mark". The one-on-one defense emphasizes speed, stamina, and individual positioning and reading of the field. Often players will mark the same person throughout the game, giving them an opportunity to pick up on their opponent's strengths and weaknesses as they play. One-on-one defense can also play a part role in other more complex zone defense strategies.
Zone defense
With a zone defense strategy, the defenders cover an area rather than a specific person. The area they cover moves with the disc as it progresses down the field. Zone defense is frequently used when the other team is substantially more athletic (faster) making one-on-one difficult to keep up with, because it requires less speed and stamina. It is also useful in a long tournament to avoid tiring out the team, or when it is very windy and long passes are more difficult.
A zone defense usually has two components. The first is a group of players close to the handlers who attempt to contain the disc and prevent forward movement, called the "wedge", "cup", "wall", or "clam" (depending on the specific play). These close defenders always position themselves relative to the disc, meaning that they have to move quickly as it passes from handler to handler.
The wedge is a configuration of two close defenders. One of them marks the handler with a force, and the other stands away and to the force side of the handler, blocking any throw or cut on that side. The wedge allows more defenders to play up the field but does little to prevent cross-field passes.
The cup involves three players, arranged in a semi-circular cup-shaped formation, one in the middle and back, the other two on the sides and forward. One of the side players marks the handler with a force, while the other two guard the open side. Therefore the handler will normally have to throw into the cup, allowing the defenders to more easily make blocks. With a cup, usually the center cup blocks the up-field lane to cutters, while the side cup blocks the cross-field swing pass to other handlers. The center cup usually also has the responsibility to call out which of the two sides should mark the thrower, usually the defender closest to the sideline of the field.
The wall involves four players in the close defense. One players is the marker, also called the "rabbit" or "chaser" because they often have to run quickly between multiple handlers spread out across the field. The other three defenders form a horizontal "wall" or line across the field in front of the handler to stop throws to cuts and prevent forward progress. The players in the second group of a zone defense, called "mids" and "deeps", position themselves further out to stop throws that escape the cup and fly upfield. Because a zone defense focuses defenders on stopping short passes, it leaves a large portion of the field to be covered by the remaining mid and deep players. Assuming that there are seven players on the field, and that a cup is in effect, this leaves four players to cover the rest of the field. In fact, usually only one deep player is used to cover hucks (the "deep-deep"), with two others defending the sidelines and possibly a single "mid-mid".
Alternately, the mids and deeps can play a one-to-one defense on the players who are outside of the cup or cutting deep, although frequent switching might be necessary.
 Junk defense
An ultimate frisbee junk defense is a defense using elements of both zone and man defenses; the most famous is known as the "clam" or "chrome wall". In clam defenses, ultimate defenders cover cutting lanes rather than zones of the field or individual players. The clam can be used by several players on a team while the rest are running a man defense. This defensive strategy is often referred to as "bait and switch". In this case, when the two ultimate players the defenders are covering are standing close to each other in the stack, one defender will move over to shade them deep, and the other will move slightly more towards the thrower. When one of the receivers makes a deep cut, the first defender picks them up, and if one makes an in-cut, the second defender covers them. The defenders communicate and switch their marks if their respective charges change their cuts from in to deep, or vice versa. The clam can also be used by the entire team, with different defenders covering in cuts, deep cuts, break side cuts, and dump cuts.
Spirit of the game
Ultimate is known for its "Spirit of the Game", often abbreviated SOTG. Ultimate's self-officiated nature demands a strong spirit of sportsmanship and respect. Described by the official ultimate rules established by the USA Ultimate.

Frisbee-picture
Frisbee Picture

Ultimate Frisbee History
The ultimate frisbee history begins with Joel Silver, a graduate of Lafayette College, proposed a school Frisbee team on a whim in the fall of 1968. The following spring, a group of students got together to play what Silver claimed to be the "ultimate game experience," adapting the sport from a form of Frisbee football, likely learned from Jared Kass while attending a summer camp at Northfield Mount Hermon, Massachusetts where Kass was teaching. The students who played and codified the rules at Columbia High School in Maplewood, New Jersey, were an eclectic group of students including leaders in academics, student politics, the student newspaper, and school dramatic productions. One member of the original ultimate team was Walter Sabo, who went on to be a major figure in the American radio business. The sport became identified as a counterculture activity. The first definitive history of the sport was published in December 2005, ULTIMATE: The First Four Decades.
While the rules governing movement and scoring of the disc have not changed through Frisbee History, the early Columbia High School games had sidelines that were defined by the parking lot of the school and team sizes based on the number of players that showed up. Gentlemanly behavior and gracefulness were held high. (A foul was defined as contact "sufficient to arouse the ire of the player fouled.") No referees were present, which still holds true today: all ultimate matches (even at high level events) are self-officiated. At higher levels of play 'observers' are often present. Observers only make calls when appealed to by one of the teams, at which point the result is binding.
College Ultimate Frisbee History
The first intercollegiate ultimate frisbee competition in history was held at Rutgers's New Brunswick campus between Rutgers and Princeton on November 6, 1972, the 103rd anniversary of the first intercollegiate game of American football featuring the same schools competing in the same location.
By 1975, dozens of colleges had ultimate teams, and in April 1975, players organized the first ultimate tournament, an eight-team invitational called the "Intercollegiate Ultimate Frisbee Championships," to be played at Yale. Rutgers beat Rensselaer Polytechnic Institute 26-23 in the finals.
By 1976, ultimate teams were organizing in areas outside the Northeast. A 16-team single elimination tournament was set up at Amherst, Massachusetts, to include 13 East Coast teams and 3 Midwest teams. Rutgers again took the title, beating Hampshire College in the finals. Penn State and Princeton were the other semi-finalists. While it was called the "National Ultimate Frisbee Championships", ultimate was starting to appear in the Los Angeles and Santa Barbara area.
Penn State hosted the first five-region National Ultimate Championships in May 1979. There were five regional representatives: three college and two club teams. They were as follows: Cornell University-(Northeast), Glassboro State- (Middle Atlantic), Michigan State-(Central), Orlando Fling-(South), Santa Barbara Condors-(West). Each ultimate team played the other in a round robin format to produce a Glassboro-Condors final. The Condors had gone undefeated up to this point; however Glassboro prevailed 19-18 to become the 1979 national champions. They repeated as champions in 1980 as well.
The first College Nationals made up exclusively of college ultimate teams took place in 1984 in Somerville, MA. The event, hosted by the Tufts University E-Men crowned Stanford its winner, as they beat Glassboro State in the finals.
The Ultimate Frisbee History of Club and International Play
In California ultimate clubs were sprouting in the Los Angeles - Santa Barbara area, while in the east, where the sport developed at the high school and college level, the first college graduates were beginning to found club teams, such as the Philadelphia Frisbee Club, the Washington Area Frisbee Club, the Knights of Nee in New Jersey, the Hostages in Boston and so forth. Arkansas also has a few formidable teams located in the towns of Pocahontas, Newport, and Batesville.
In the same year, ultimate arrived in the United Kingdom, with the UK's first clubs forming at the University of Warwick and the University of Cambridge, and Purley high school, by the late 1970s and early 1980s there were also clubs at the University of Southampton, University of Leicester, and University of Bradford.
Some of the previous Information was derived from https://www.facebook.com/nemdia and nemdia.com
Frisbee-throws-Play
Frisbee Throws

Ultimate Frisbee Throws
Below are a list of throws commonly used in ultimate frisbee games. Although there are many other throws in the ultimate world these are probably the most common and the msot necessary throws to know.
Backhand - This is probably the most popular throw in ultimate frisbee. This is when you curl your arm around the disc and tuck it into your body then straightening your arm releasing the disc in the appropriate direction with a final flick of the wrist. The thrower should remember to step into the throw for maximum power upon release.
Forehand - A close second in popularity, the forehand, is also refered to as the flick, two-finger, and side-arm throw. Momentum comes from the flick of the wrist. This is done by holding the disc out to the side with your index and middle finger on the under side of the disc and then singing your arm forward and whipping your wrist in a motion similar to the motion of rat tailing someone with a towel.
Blade - The Blade is a flat vertical throw used to get over a defender's head. The disc is held the same as in a forehand throw and projected up and forward holding the disc perpendicular to the ground.
Overhand - The overhand is like a backwards backhand. The disc is held with four fingers on the top of the disc and your thumb underneath. The disc is then brought from behind your back around to the front with your nuckles facing up. You then flick your wrist rotating the disc counter clockwise and propelling it forward. This throw is often used for quick catch and releases such as in a "Greatest" situation.
Duck - This throw is similar to the "Overhand" throw in that you hold the disc with four fingers on top of the disc and your thumb wraps underneath, but the disc is rotated the opposite direction, however. The duck is thrown with the disc pointing towards the thrower and is then whipped with the wrist and forearm in the desired direcion of travel. Like the overhand this throw is usually only used in a quick and catch and release situation.
Hammer - The hammer is gripped just like a the forehand but the disc is then brought over head and thrusted forward and somewhat upwards with a wrist flick. The motion is very similar to throwing a baseball.
Scoober - A variant of the forehand throw, the scoober, is similar to the hammer and thrown from a backhand stance. The release of the scoober typically more flat than the release of a hammer but the flight path is very similar to the hammer. Used to throw over defenders, the scoober is usually a short 10 - 20 yard throw. While holding the disc with a forehand grip turn the disc over so it's belly side up, and bring the disc across your body. Lead the throw with your elbow and flick the disc forward.
High Release - A variation of the backhand this throw releases the disc above the throwers shoulders to get around a defender.
Thumber - The thumber gets it's name from the grip of this throw with the thumb holding the disc on the inside of the rim and the other four fingers on the top of the disc. The disc is release with an overhand or side arm making sure to flick the wrist through the finish.
Chicken Wing - Another backhand variation, the chicken wing throw, is gripped the same and released the same as the backhand but the disc is always kept on the right side of the hip (for right handers) instead of reaching across the body.

Ultimate Frisbee Terms
Backhand - usually the standard throw for ultimate players. This throw has the players fingers curled under the disc with the thumb on top. The arm is extended and brought across the left side of the body.
Bid - a failed attempt to catch or block the disc.
 Bomb - When one team breaks up an advancing teams offense and throws the ultimate disc to nobody on the opposite side of the field. This tactic is used to reset the teams offense and clear out of your own endzone.
 Bookends - When a defensive player effectively defends the disc and scores on the ensuing possession
 Brick - A pull that is untouched by the receiving team and lands out of bounds.
 Blade - A forehand throw that is thrown high in the air and falls hard and fast to the left side.
 Callahan point - ( UPA rules ) When an opposing team has their pass intercepted in their own endzone. This results in a point for the intercepting team.
 Chilly - Used to remind a player to stay calm and patient with the disc, in hopes that they do not rush a throw.
 D - Defense or Defend
 Corkscrew - a reverse hammer ( see hammer )
 Cut - integral part of a route by a receiver
 Disc in - signals the opposing the team that the disc is coming into play
 Dump - A throw to a person who is usually used as a safety valve. Normally someone that is standing close or even behind the thrower for an easy outlet.
 Foot Block - When the foot is used to block a pass immediately after it releases the players hand
 Force - A tactic used by the defending team to force the thrower into a specific type of throw, or force them to throw to a specific area of the field.
Forehand / Flick - Thrower leads with middle finger, arm never crosses the body and at the extension of the arm, the player flicks the wrist to throw the disc.
Greatest - Catching a disc out of bounds and throwing it back in bounds while still in the air.
Hack - Foul
 Hammer - A forehand grip that is thrown over the head. This throw results in the ultimate disc flying upside down before tailing off at the end of its flight.
 Handler - The person with the ultimate disc
Hospital Throw - A throw that stays in the air for a long time, allowing multiple players to be going for the disc at the same time, thus increasing the chances for injury.
 Huck - A long throw that extends at least half the distance of the field in an attempt to reach a downfield receiver
 Layout - A diving catch or diving to defend the ultimate disc
 Mark - Similar to a force, but the defender is attempting to block all possible throws by moving arms and legs to get in the way of the throw. Contact is not allowed.
 O - Offense
 Pick - Stepping in front of the disc while on defense and either catching or knocking it down
 Pull - A long throw that starts play and initiates the opposing teams possession. This is used in a similar way to the kickoff in football
 Scurvy - One of the ultimate embarrassments for a defender. It is the act of faking out the defender so bad that they believe the disc has been released.
 Sky - When a player grabs or defends the ultimate disc at a much higher point than the other players on the field
 Stack - offensive strategy that lines up offensive players one behind the other as they each break a separate way in an attempt to get open
 Swing - Throwing the ultimate disc across field usually to reset the stall count or open up a different side of the field, this throw is not necessarily intended to move the disc closer to the goal line
 Stall count - the defensive player counts up to ten, if the disc is not released before the count reaches ten, it results in a turnover
 Swill - A bad throw, usually one that does not have a lot of spin, and not likely to be caught without great effort from the receiver
 Taco - A disc that is warped, if it happens during game play, the disc is either straightened or replaced. If it is too bad to be fixed you can always get a new one at www.nemdia.com
 Turn - Short for turnover, and alerts players that the disc will be going to other way
 Up - Shouted once the disc has been released to alert the other defenders

Frisbee-shop
Frisbee Disc

Ultimate Frisbee Discs
Ultimate Frisbee discs begin with the Original Wham-O Frisbee® Disc which was used when the sport was born in 1968. However, in 1981 the Discraft Ultra-Star™ was released and a decade later the Ultra-Star™ was deemed the Official disc for Ultimate in High School, College, and Professional Ultimate Players Association (now known as USA Ultimate) tournaments.
Discraft Ultra-Stars
Discraft Ultra-Stars are 175 gram Ultimate discs, 10.75 inches in diameter, and are known for their excellent contoured grip and flight consistancy despite scuffs or poor weather.
Wham-O Frisbee Discs
Wham-O Ultimate Frisbees are still approved discs by USA Ultimate (the governing body of Ultimate in the USA). And despite the differences between the Frisbee and the Ultra-Star, the two names are often now interchanged in common speech.
Innova Pulsar Ultimate Discs
The newest Ultimate Disc to professional play is the Innova Pulsar Ultimate disc. It is the official disc of Major League Ultimate (MLU) and unique in a few ways. The overall diamter of the Pulsar is lightly diminished compared to the Frisbee Disc or Ultra-Star disc and the flexibility of the plastic is a bit more ridgid.


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