Showing posts with label stall count. Show all posts
Showing posts with label stall count. Show all posts

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.