Showing posts with label offense. Show all posts
Showing posts with label offense. Show all posts

Niji: Number of Touches

I was talking to a Japanese women's player, and she mentioned that American teams in general don't touch the disc as often in practice compared to Japanese teams. Basically, American drills are focused on certain situations and the application of set plays than getting a high number of touches. I thought about this and I would have to agree.

(Kind of like Soccer.)

Drills run at WM are a good example; there are very few drills that focus on getting a high number of touches and throws. Even the ones that do are hampered by the fact that you have a lot of wait time. My friend even related this to the difference in the way Japanese players develop their throws versus American players. While this is a little iffy, the point that catching and throwing 5 times more would make you better at catching and throwing seems to be fair.
More Touches! (actually those are iPhones but we can pretend)

So, what can be done? The answer is elegantly simple: Just more run drills that involve more throwing and catching per minute. One such drill is where you are in groups of three, and basically do the box drill, just with 3 people. (this is also a great warm up drill) 10 flicks to the open side, 10 io flicks, 10 open side backhands, 10 io backhands, 10 hammers, and adjust cuts to make sense.
Basically, this is part of the puzzle of how to develop players faster that I've been overlooking.

So, what I would recommend, is getting drills that focus on touching the disc often and quickly (with actual catches and realistic throws). I think that it would especially help if captains would take a moment to explain what is being accomplished in each drill, and what skills one is supposed to glean from each. This will help players focus on what they are doing, as well as actually help improve players, rather than drills just being a glorified and prolonged warm up.
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Niji: Zone Offense and Strategically Subbing Players

So last week, we played a team called Peach, which extensively used zone. In fact, they never went man if they could help it, and frustrated our o-face. Obviously, this would have been avoided, had we practice more together, and knew who would do what against a zone. But alas, this was not the case.

So what should have we done?

1. Thought of the huck and D as an option sooner. We had height, by a lot.
2. Taken a time out and chilled out. We shot ourselves in the foot because constantly turned it over *down field*. We would break through the zone (after we figured out how to do so), only to turn it over.
3. Most importantly, figured out an offensive set against the zone.

This third point is what I want to focus on most:
We kept subbing people in somewhat haphazardly, and we never got a working rhythm against the zone. I think this may have been our biggest downfall.
At some point, to me it seemed that a handler set of Ishii-san, Osho-san, and I was able to open up the zone, but we didn't really stick to this. The handlers I was working with kept changing, as did a lot of the other personnel, which makes it hard.
blah blah, you get the idea.
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O-line and D-line

If your o-line scores every offensive point, you will never lose.

But, unless your d-line can break your opponent, you can never win.

The best o-line is not simply about having no turns. While this has happened, its near impossible to actualize. So then what? It's tough on a smaller team like WM, where we have to draw from a smaller talent pool, but this problem remains: An o-line player has to be able to play defense when the disc is turned over. In fact, no player who does not play good defense should ever be allowed to play offense. Because doing so makes it clear to everyone on your team that that is okay. And it most certainly is not.

Your thoughts?
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Niji: Change of Pace & How to Practice It

One of the things I pride myself on is getting rid of the disc as fast as possible. Though I am still not mature enough of a player to always heed by this, as long as I am playing with players I am comfortable with, the disc rarely stops in my hands. In fact, one of my biggest pet-peevs in ultimate is someone holding on to the disc for no reason.


Fact: You do not need to look up-field every time you get the disc.
Fact: If the dump is poached, you should hit it right away.
Fact: While "looking dump by 5" is a good benchmark, it is not an excuse to look upfield even if there isn't anything there until then.
Fact: Waiting on a cut leads to poach D's.
Why?
Cuz other smart defenders are watching you wait on a cut, and since its probably the only thing happening at the time (cuz otherwise, why would you be waiting for a cut to develop, right?), its easy to see coming.

So this is a change of pace, compared to most American style teams, that tend to wait longer on cuts, and dump on a higher stall count. Japanese teams are different from this in that they always hit a poached player right away, especially dump or IO break. They like to get rid of the disc quickly, and to capitalize on the break side. I think this play-style would really fit WM and would love to see it implemented.

So then how do you practice this?
Well, its not too hard if you keep the above facts in mind, but a great way to get it across team-wide is to make the stall counts come in at 6. Basically, with a shorter amount of time to do something with the disc, you force players to move the disc quickly and thus, naturally generate a less stagnant offense.

If you consider yourself an upper level player (or handler) on the team, try this one for kicks:
Make yourself get rid of the disc within the first 3 counts. Remember, this is not to *look* dump by 3, it is to *hit* the dump by 3. It's a tough job, but I believe that you can do it.

Anyway, if you try it out, let know how it goes. Individually, and as a team.
'Till next time.
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The Role of a Cutter

As a cutter, you must always be dangerous.

What I mean by this is that one must be scoring deep, catching stuff under in positions where one can destroy a defense. Essentially picking holes in the defense....

In order to do this properly, you must cut to places where the handlers want you to go, cutting to places where the defense doesn't want me to go, cutting to places that make the handlers realize where they should be throwing.


The role of a cutter is to bring the potential out of a handler, to bring the best out of a handler.

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Making the First Move

First point of the game, first offensive point you play.

What's on your mind?
I'm always thinking about making a big first impression.

As a handler, there is nothing more important than the first thing you do. The second I get the disc, I try to immediately break my mark, or at least pivot quickly the second I get the disc and let him know that I can break him like a bitch around backhand. Why, do you ask? Well think about it. If you were that defender, what would be going through your mind?
"Oh shit, this guy likes to break around backhand, and he has a good one."
All of a sudden, in one fell swoop, you're dictating how he plays.

Boom. Roasted. (Game over man.)

You can do the same thing as a cutter. Or as a team. Set up a big play right away, for a good deep cut shot. A little bit of a higher risk, but the benefits are bountiful. You show that you can take your man deep. You show that our handlers have the deep shots. Immediately, the opposing d-line has to respect your deep cuts, opening up the in-cuts.
Again. You dictate how THEY play.
Try it out.
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Thoughts On Pick-up/Practice 5/27

Um.


Marks: people's marks suck. IE, its way too easy to throw through a mark.
- Point to take away: A team that prides itself on its marks will give opponents a really tough time. Really stress the importance of a good mark; it'll pay off.

Fitness: Mediocre, somewhere in between not wanting to hurt my knees and not being in shape, I'm taking it too easy on myself. Push myself a little harder. Also, playing good defense and shutting my man down for the first 4, 5 seconds doesn't count. Don't rely on the mark to let me play lazy. Smart does NOT = lazy. That being said, I was doing a good job of anticipating and choosing some points within the flow of the game to make some plays. Being able to make plays when I choose to felt good.
- Point to take away: Smart never equals lazy. No matter what.

Throwing/decision-making: Pretty good for the most part, only had one or two turns because of a throwing error. One turn on a miscommunication, one turn throwing deep. One huck went way farther than I intended, but still hit my man in stride. Otherwise, on point.
- Point to take away: Focus.

Offense (cutting): Good overall. Never had trouble getting open.

Defense: Just play harder. "Go for it!" mentality is lacking. Aka, too close to too many D's to not get them. One extra little push.

Quick movement: When McCoy, Ted?, and I were moving the disc, we worked it beautifully. Why? Quick movement of the disc. We never lingered on any one cut/cutter for more than a second or two. Defense never had a chance to even set up a mark, let alone get close to a D. This worked because we all saw where each of us were cutting and anticipated where the next open space would be, making it so that we all had easy options to throw to, while never clogging each other.
- Point to take away: Quick decision making + quick cutting to adjust to the quick movement + awareness/anticipation = flawless offense.

Deep balls: Experimented a bit with juking out my defender. If the disc was coming in a little slower and a little floatier with my man right on my heels, I would pretend to set up my jump a second earlier than I actually was going to, and thus, slowed down my man who also would try to set up his jump. Then, I'd just run under it for the easy catch.
- Point to take away: Little tricks can make it easier for you on offense: You don't necessarily need to play a disc straight up and sky your defender.
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A Year in Retrospect Pt. 2

Here we go...


Athleticism

For the most part I am skeptical of any workout schedule or routine. Same goes for theories on when to stretch. Luckily my stretching suspicions are founded in a lack of science. Here's a good article on stretching:
http://www.nytimes.com/2008/03/13/health/nutrition/13Best.html

Sadly, my workout doubts do not hold water. There seems to a certain way to workout/stay in shape. Even though the field of physical fitness adjusts to scientific discoveries pertaining to the development of muscle and such, this does not give anyone an excuse not to workout. This is what I tell myself haha.

So, Ill go on and do all the workouts doled out to me by my captains. It'll keep me in shape. But I will begin to change when and how I stretch. The variables will be types of stretches, whether to stretch after warmups after practices (or both), and for how long. My gut says to vary the stretches every two weeks, always stretch after practice ends and stretch for a moderate amount of time (around 10 mins maybe). Sidenote, I think a swimmer told me that you should stretch a quarter of the time you spent working out. Sidenote on that sidenote, I hate unsubstantiated workout advice. Pisses me off. For all we know they made it up.

Athelticism wins games. A team that has better athleticism can keep up/beat a team that has everything else but.

Bids

All mindset? Sure, at first. But once youre over that hump, I think it's more about physical not mental commitment. If youre running all out and your body is low youre more likely to bid successfully than when youre standing straightup. Of course body positioning and speed become irrelevant after youve done it a few dozen times on the worst surfaces imaginable (e.g. The Barksdale Desert)

"All about the toe" - Andy

Reading the Disc

"Decide where its going to go immediately after its thrown" - Niji
"Take a few steps back in preparation for the catch, then attack" - William
Only intentionally backpedal from the disc.
Oh and attack that shit.

Cuts

I dont like turtles I like cutting.
Stuff I need to work on:
1. Instinctively I know when to make a cut. Go all out when it occurs to me, and already be cutting when it occurs to me. Trust yourself Luke.
2. More than one fake is ok.
3. Try both playing off the defender's position and cutting where you want to cut
4. Alternate feet in which to pivot
5. For handler cuts, always move right after a throw. Quick.

The Mark

A certain demotivational poster comes to mind.
1. Staying close is key for the first six counts or so, after that backup.
2. Hold that force, dont get faked out of position.
3. On a turn it, depending on field position of the disc and players, it helps to go strike for two seconds max to cut off the huck.
4. Bring the condoms.

Conclusions for the year: I have learned alot, something Im proud of. Alot more to go, to put it simply. Looking forward to all of it.

Aight. Thoughts on high school pickup to come.




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Thoughts on Pickup Game- 5/23

A few thoughts from my first game of pickup for the summer:
We had only 12 to begin with so we played savage 6's for the first 7-8 points, needless to say i played all of about the first 12 points that we played with very little down time, i was disappointed that i got quite tired after these points and my ability to make plays was decreased for the rest of the game, i guess this is somewhat expected considering i haven't played in about 3 weeks but i would like to improve my stamina and maybe learn to conserve energy more effectively, tips for this- remember to eat and drink before playing/ bring snacks and water as my lack of doing these obvious things definitely did not help. On another note, we ran a really sloppy vert for the most part (not wholly unexpected for a pickup game) and I found cutting to be challenging without a structured stack due to lanes being clogged, this really enforced the importance of having a structured stack

Good to take away from the day-
Threw some really good flick hucks, some that i thought were good were unfortunately not caught I'm assuming its because it was a pickup game
Threw a really good backhand huck for a score.
Worked on my fakes and break mark throws and definitely felt some sort of improvement as the game progressed
Played pretty good defense (on a random note I was called out for bodying up on a strike cut)
Made good short throws and dump cuts, played relatively good handler
Realized the extent of my improvement over the course of the year in both throwing, cutting, and defense playing against players that were not on a collegiate level as i was able to dominate the game until i became fatigued

Things I still need to improve-
My mark is still kinda shaky (though macked one or two, need to work on being lighter on my feet, got semi-broken a few times
better decision making with the disc, threw away too many discs of throws that i did not need to make; make sure communication has been established before throwing
Remember the rule of thirds

A lot of these observations are a bit basic but still vital to improving my ability on all levels going forward, furthermore pickup games are obviously not the place to improve on a lot of aspects of the game as hard man D and cutting deep are quite a bit easier due to an overall mismatch in athleticism. 0 comments