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!