Friday, December 2, 2011

Ultimate Frisbee: A Gentleman's Game

      The game is intense.  The game is fierce.  The game has no refs.

     Ultimate frisbee is one of the few competitive team sports that does not have an umpire, a referee, or an official.  That's because frisbee doesn't need 'em.

     Frisbee is a gentleman's sport.  It was built on the idea that teams can play competitively and with intensity, but still be civil without mommy, daddy, or the guy who looks like a zebra to separate them when things get heated.  As much as you want to win, you must respect your opponents as people.

     There are plenty of fouls that can be called, but they are called by the players.  Usually the person most involved with the play in question calls the shots.  This can be tricky on skin-of-your teeth plays where no one is going to see the instant replay cameras, but more often than not honesty wins out.  Other player on the field or on the sidelines with a good view are often expected to share their best, most honest ruling.

      Part of being a good player is knowing not only when to call a foul, but when to keep your cool.  Using discretion in the midst of a heated battle can be difficult, but it must be learned.  Yes, games can get out of hand.  But the best solution is let your game do the talking.  Talking or playing dirty is never a desirable solution.  You and your team must keep each other in check should someone start getting his or her panties wadded.  



     Frisbee is a gentleman's game, and purists and disc heads and new players all agree that is is the only way it should be.  Long live sportsmanship.  Long live frisbee.  

Thursday, December 1, 2011

The Layout

     One of the greatest beauties in ultimate frisbee is the layout.
     These are the plays that deserve to be on Sports Center's Top 10.  Few have made it.  But one day, good friends, one day.  

     The layout is the single best display of man's dedication to this great sport.  Two types of layouts exist: the defensive and of offensive layout.  The defensive layout? Running full speed ahead, jumping out entirely vertically, just tipping the disc away from the hands of an offensive player.  It's glorious.  The offensive layout? Same concept, the just finding enough of the plastic between the ends of ones fingertips before the disc makes any contact with the ground.



   Both require dedication and self sacrifice.  Both can leave beautiful battle scars.  Both deserve praise and respect from ones teammates.  The best way to do it?  Practice.  Don't be afraid of the ground, just get the disc at all costs.  It may not tickle, but the incredible feeling of actually making that catch far outweighs any main that could come from hitting the ground.  It's guts.  It's glory.  It's a layout.

Wednesday, November 30, 2011

Stall 10!

     Some sports have a play clock.  Others, a shot clock.  Ultimate?  A Stall Count.
          (Stall One.)
     When on defense, you don't have to give your opponent all day to throw.  Often times, the worst throws made athe throws that are rushed.  So rush them!
          (Stall Two.)
     The stall count can be started and continued by only one defender at a time, and this defender must be within 10 feet of the player with the disc.  They count to ten, each count taking roughly one second.  Most players, in the heat of the game, say, "Stall one.  Stall two. Stall three..." in order to keep their count to roughly one second. If the defender counts too quickly, the player holding the disc can call "Fast Count," and the defender keeping the count must start over.
          (Stall Three.)
     Once the defender reaches the "T" in "Stall Ten," it is a turnover and the player with the disc must fork it over.
         (Stall Four.)
     What makes this entity of ultimate so great?  It really keeps the pace of the game going.  Football players can stop and catch their breath for 15 seconds after every 5 seconds of play.  Not frisbee players.
          (Stall Five.)
    Let's examine the best way to counteract a stall count:
~Be aware.  Know where your teammates are when you get the disc.
          (Stall Six.)
~Know what kind of throws you can complete
          (Stall Seven.)
~Know who on your team can break free of their defenders
          (Stall Eight.)
~Get rid of the disc quickly.  The longer you hold it, the more time you give defenders to settle in their defensive formation.  Keeping the disc moving prevents this.
          (Stall Nine.)
~Desperate?  Once the stall count gets to seven or eight, get ready to rear back and huck a Hammer.
          (Stall Ten!)




And just for kicks and giggles, here's a video any ultimate player will enjoy:


Tuesday, November 29, 2011

Hammer Time!

    The Hammer.  Big.  Bold.  Daring.  Maybe even Desperate.

     The Hammer is a throw very different from the flick or the backhand.  Why?  Because it flies upside down.

     While "normal" throws are released right-side up for utmost distance and accuracy, the hammer flies upside down, making it a little more difficult to place that spot-on pass.  However, a throw as bizarre as this does have its place.  As the stall count gets high, it is much easier to rear back and unleash a Hammer than try to sneak a regular throw past a defender.

     The Hammer is thrown more like a baseball than a frisbee.  Take the disc in a grip similar to the flick (see The Flick for details), and release it upside down over your head.  The key to a strong hammer is a well-timed release and a strong snap of the wrist.  These take a lot of practice to place them where you want to.  They make good arching throws that can really clear a field of defenders better than a flick flying at head level.

Visual learners, check out this video if you want to see how it's done.

Wednesday, November 16, 2011

Typical Tournament

      There's no feeling like loading up a bunch of tiny, fuel-efficient cars and driving to an ultimate frisbee tournament.  Nervous anticipation builds as you get closer and closer to your destination, and reaches its peak as you step from the car, seeing your competition for the first time.  But by the time you take the field, all the butterflies are gone and it's just you, a disc, and your teammates.  
      Recently, the Tornado Magnets made their premier showing at No-Shave November, a tournament held at East Tennessee State University.  Their priorities were to get more playing time together as a new team (first and foremost), but they also came to win.  This may give you an idea of what a typical weekend tournament looks like for many players.  

Saturday
6:00 AM - wake up and finish packing/loading vehicles
6:40 AM - breakfast
7:00 AM - depart (1.5 hour drive to ETSU)
8:30 AM - arrive - Captain's meeting takes place while the rest of the team unloads and begins warm-up routine
9:00 AM - first game - pool play begins (Tornado Magnets vs. Tsunami Ultimate (ETSU)) Lost 10-13
11:00 AM - second game (Tornado Magnets vs. Tennessee Tech A) Lost 11-13
1:00 PM - bye - lunch break and breather
2:20 PM - discuss what went wrong in games 1 & 2, drills 
3:00 PM - third game - (Tornado Magnets vs. Tsunami Alumni) Lost 7-13
5:00 PM - depart for temporary housing

       Fortunately, one of the Tornado Magnets players lived about 40 minutes from the field, and his family welcomed the entire team to stay at their place.  They cooked a homemade meal (satisfying all the college students), and all of the players who were dripping sweat and covered in dirt took hot showers.  Bedtime came very early for a team of primarily college-age athletes, as all were tired and ready for some sleep. 


Sunday
7:00 AM - wake up, eat breakfast, pack vehicles
8:00 AM - leave for ETSU
8:40 AM - arrive late for the captains meeting.  discover that because Tsunami Ultimate used many of their Tsunami Alumni players without other teams consent, they would take a lower seed and play only their Alumni team, bumping the Tornado Magnets up in Sunday's bracket play
9:00 AM - fourth game - begin bracket play (Tornado Magnets vs. Tennessee Tech A) Win 13-9
11:00 AM - bye - play fantasy frisbee at the Tennessee Tech A vs. Tennessee Tech B game, rest
1:30 PM - fifth game - championship game (Tornado Magnets vs. ETSU Alumni) Lost 7-13
3:30 PM - depart for home

This was not the most well-organized tournament, and some teams lacked the sportsmanship a frisbee team should posses, but the weather was nice and the frisbee was fun.  Tornado Magnets returned battered, beaten, and exhausted.  However, there is no time that Tylenol is more effective, hot showers feel so good, and sleep is so amazing as the night after a frisbee tournament.  Play on, Tornado Magnets, play on!

Wednesday, November 2, 2011

The Name Says it All

      There are few ultimate frisbee players that want to play for a team with a dumb name.  Fortunately, they are playing frisbee, a sport where creativity is highly encouraged, especially in the selection of a team's name.


     Many teams choose names that are the classic, intimidating names.  Winners of this year's USAU Championships include teams with names like Revolver, Blackbird, Surly, and Fury.  Short names with tough connotations are popular in any sport, so naturally many teams tend to be attracted to these.
   
     Some are just cool names (Silver Bullet Band, Beard of Zeus, or Rawhyde).  Some are named after a part of frisbee lingo (Roober Duckies, the Roober being an upside-down flick thrown across one's chest).  Some names are just funny, like the up-and-coming Tornado Magnets.  And, let's be honest, because ultimate frisbee is a huge sport among college students, some crude humor is always on hand.  Hence, teams like Jacks on Jill, Play Us if You're Gay, and Free Mustache Rides are not necessarily PG names, but they make you chuckle all the same.
   
     The best names are the most creative.  If you are a team in search of a name, be patient.  Something funny or worthy of your frisbee stature will present itself in due time.  Don't force it, and be creative.
   
     Play on, friends.  Play on!

Saturday, October 15, 2011

The Flick

     Do you play frisbee?  Wait, let me rephrase that: do you PLAY frisbee?  This is the throw that differentiates between frisbee players and frisbee PLAYERS.  Real players mean business, and real players throw flick.
   
     The flick (or forehand) is a must-know in advanced frisbee leagues.  It is difficult to defend and easy to control (if you know what you're doing).  But, like all throws, the only way to make your flick unstoppable and spot-on every time is to practice.
     
     A proper flick can be held multiple ways before it is "flicked" (released).  The Walking Man is the preference of many, spreading one's index and middle finger on the underside of the disc, ring and pinky fingers enclosed in the fist and thumb outside the lip of the disc (see picture).  Another popular grip is similar, but the index and middle fingers are placed together against the inside lip under the disc (see picture).  These are the most widely used flick grips, however variations do exist.  Combinations of three fingers or one finger placed under the disc can also produce and effective flick.  As always, practicing and finding what works best for you is well-advised.
     The best flicks are thrown with the strongest wrist.  The more a disc is spinning the farther it will travel. That said, when you prepare to release, make sure your wrist is working overtime and your arm is on vacation.  Your shoulder should not be the propelling force of your throw, rather, it must come from your wrist.
   
     If you find yourself trowing blades (disc slices the air vertically instead of flying horizontally), try dropping your wrist (lowering the outside of the disc) when you release.  Throwing proper flicks without slicing can be difficult at first, but this can be corrected with practice.  
     Using your non-dominant foot as your pivot foot, step out (away from your pivot foot) with your dominant foot as you release with your dominant hand.  This will make your throw much more difficult to defend.  Another way to prevent slicing is adjusting the position of your step and the angle of your body as you flick.
     The flick is most commonly used in games as a direct, accurate pass for any length.  The best players can throw a flick the length of the field, and show-offs can throw it between their legs.




   
Play on, ultimate players, play on!

For a VERY detailed description of how to throw a forehand,

Thursday, September 29, 2011

The Backhand: Kickin' it Old School

     This is the throw, the throw that started it all.  It's the throw you learned in gym class.  It's the throw that players at all levels began with, the launch pad for frisbee careers.  It is what the right hook is to boxing, or the scissors to arts and crafts time.  It's necessary.
   

A backhand is thrown by gripping the disc, top facing up, in the dominant hand (the one you feel most comfortable throwing with).  In gym class, you may have been taught to place your index finger along the edge of the disc (other fingers curl up under the disc) and upon release, point to where you are throwing as a means of boosting accurately (as seen here).
 

   This is acceptable, however if all fingers (except the thumb, which remains on top of the disc) are tucked under the disc, the power you possess and the distance you can throw will be increased dramatically.  You will have better grip and can develop equal amounts of accuracy with practice.
 
    Important things to remember when throwing a backhand: keep your release level.  If the disc is level when it leaves your hand, it will fly level.  If you are getting nasty hooks (disc flies sideways), time your release so that the disc is level when it leaves your hand. Another thing that will ensure beautiful backhands is knowing that it's all in the wrist.  The more that disc spins, the more air it slices, and the father/straighter it will fly.  So, upon your release, make sure that your wrist is doing its fair share.


   The best way to consistently throw perfect backhands? Practice.  Go throw with anyone you can find, and the more often you do it the better you will get.  Also, using a quality disc can work to your advantage (see It's All in the Disc).  But practice makes perfect, so be it with your team, your mom, or that guy that hangs around Burger King, get out and throw!




     Bonus Material: Please try this at home!

Sunday, September 25, 2011

The Field of Dreams

     Anywhere you play ultimate frisbee is a good place to play ultimate.  However, some places are better than others.

     There are many places you could play ultimate frisbee, but this doesn't mean you should play everywhere.  For example: rail yards.  If the trains didn't run you over, the tracks would trip you up. Parking lots are good, but the first time you lay out you may regret it.  That is why grass surfaces are preferred.  Open fields, parks, stadiums, or frisbee fields are ideal.

       A regulation frisbee field is 70 yards by 40 yards, with end zones a whopping 25 yards deep.  That's plenty of space for all your laying out and all your hammer throws, without running you ragged over a field as big as a football field.

 
 
      Other places that make good venues (especially at night) are tennis courts.  Now there is nothing regulation about this, but it is a great way to practice and have fun at all hours.  Playing on one side of the nets, you can imagine the lines of the court to the fence make a simple, lighted playing space.  However, adding rules like "switches" across the net can make the game interesting.  For instance, as soon as a disc is throw from one side of the nets to the other, it is legal to use the other side of the courts.  However, everyone must stay on the same side.  Again, this isn't USA Ultimate sanctioned or anything, but it can be very fun.

 



     Wherever you play is a good place to play.  No matter the surface under your feet, the game is about winning.  Just kidding.  It's really about sportsmanship, camaraderie, and having fun.  Now get playing!

Friday, September 23, 2011

It's All in the Disc

      It's all in the disc.  All the running, chasing, throwing, catching: it's all done in pursuit of the plastic god.  That's why you had better be sure what you're throwing isn't the Justin Bieber of discs: flimsy and sure to crack at some point.
   
     Ask anyone in the ultimate frisbee world, and they'll tell you there is only one disc.  Discraft has been producing the Ultra-Star since 1981, and it has become the staple of the ultimate world.  The traditional white disc, weighing 175 grams and stamped with the classic Discraft design, has been the only sanctioned disc of USA Ultimate (the powers that be) since 1991.  That's 20 years of being at the top! It was selected because of its balance, how it is weighted, and its durability.  It is comfortable and easy to throw, and has become the universal choice among picky disc-heads everywhere.
     There are other discs, of course.  Wham-O made the first disc that flew through the air.  Formed in the 40's and 50's, the first discs were the evolution of pie-plate tossing on college campuses.  However, it has taken a back seat to the Ultra-Star, as it was never of the same quality or caliber of it's newer cousin.



   Other discs are mostly created by lesser known manufactures, usually for the sake of advertising.  Some of these can be fun on family vacations, but you probably do not want to hit the competitive field sporting an off-brand.  These are often weighted poorly or have sharp edges that can do some damage to the catcher's fingers.
 
Those off-brand discs can be cheap (free-$10 wherever sporting goods/summer recreational stuff is sold), however, top-of-the-line Ultra-Star discs aren't much more expensive.  The best place to find these high quality heroes of the air is online at http://discraft.com/order.html#retail.  You will spend between $12 and $15 per disc, but as usual buying in bulk can be cost-effective.  Also, if you are buying in bulk you can purchase discs directly from Discraft, and custom designs can be printed on them.  There are hundreds of colors and the designs are endless.  Discraft does not do small orders, but they have hundreds of retailers who would love to sell you a disc.  They also supply a variety of weights, as well as disc golf discs (should that be your area of interest).
   Keep in mind when you look to purchase your plastic that you will want to get used to throwing and catching exactly what you will be throwing and catching in game situations.  This will ensure that weight and shape of something unfamiliar will not affect your performance, and you can focus more on your game.  Happy playing!