Team Defence

Rob Rutherford
30 Dec 1992

Philosophy

Ultimate is biased towards the offence. In high level Ultimate, most of the time the offense WILL complete passes and score goals. In a one-on-one situation, we all know that an offensive player of a certain level can almost always get clear from a defensive player of the same level. (By level I mean a combination of physical ability and experience).

Strange as it may seem, the consequence of this is that as the level of play increases, the importance of defence also increases. In a game between New York and Sweden, say, the winning team will be the one that gets the greatest number of defensive blocks (since neither team will 'accidentally' turn it over).

Therefore, as the level of play increases, it is no longer adequate to play 'good, solid defence'. You must get BLOCKS. As I see it, there are two main ways in which a team can get blocks:

  1. Having physically superior players who are capable of manufacturing blocks out of 'normal' defence. We've all had the experience of Sam Howard appearing from nowhere for a layout block, or Luke running past you like you're standing still. This can't really be taught, you've either got it or you don't. (I see these sorts of blocks as a bonus. They get your team 'extra' blocks, no matter how good (or bad) the rest of your defence is. There are certainly a few players on our team who are capable of this sort of block.)
  2. Playing smart Team Defence. The basic idea is that everyone on the field is working together as a team, just as much as in offence. Too many teams/players see defence as a purely 'personal' thing: if your player doesn't touch the disc, then you have done your job in defence. Of course this is a fundamental aspect of defence, but the fact is that your player WILL get the disc. Team Defence is about how you could help stop your TEAMMATE’s player from getting the disc! Team Defence CAN be learnt. Team Defence creates blocks because Team Defence changes it from one-on-one (where the offense player has the clear advantage) to seven-on-seven (where good defensive teamwork will beat average offensive teamwork).

Of course, an absolutely essential pre-requisite is to have a really tough, basic defence that doesn't give away any 'soft' passes. In this way the pressure mounts on the offence and a block can be realised.

By the way, getting blocks does involve taking a risk. This is really the point I'm trying to make. In a game where 80% of the time the opposition is going to score 'no matter what you do, it really IS good odds to go for a block that has only a 40% chance of coming off. The hardest thing to learn in this kind of defence is when to go for the block and when not to. Going for a block with only a 10% chance of success is NOT good odds...

Basic Principles of Team Defence

When you are defending a player who does not have the disc, you should know the answers to the following questions ALL THE TIME. If you EVER don't know the answer to questions 2, 3 or 4 then it is ALWAYS worth looking away from your player to find out.

1. Where is my player?

Reason: Fairly obvious, but note that even if you are helping someone else, this remains your Number 1 priority.

When to check: All the time!

2. Where is the disc?

Reason: So you can predict where your player is likely to cut. Also so you can anticipate whether the next force direction is likely to be the same or opposite.

When to check: After an 'up' call.

3. Which way is the force?

Reason: So you can predict where your player is likely to cut.

When to check: You should 'hear' this!

4. Is my player currently the 'deepest' player on offence?

Reason: So you can protect yourself from the huck.

When to check: Whenever you're not sure!

5. What else is going on? That is, where are all the other offenders and defenders?

Reason: So you can call a 'switch' if someone else on your team needs help. So you can analyse the structure of the opposition's offence to help predict where the next pass might go. So you can see a set play 'coming' before it is ignited. So you can drift a little away from your player (since you know your teammate will help cover him), to help cover a sideline trap.

When to check: Whenever you can do so 'safely'.

You should always position yourself according to your answers to the above questions.

When you hear the 'up' call, you should ALWAYS do the following things, in this order:

  1. Find the disc in the air and check where it's going. This would generally be a split-second glance to determine the general direction in which the disk is going.
  2. Ask yourself, "Can I get to this disc before any offensive player?" If you think the answer is more than 50% "Yes", go for the disc at 110%. Make a quick decision and stick to it! If you go for it and don't make the block, just try to get back on your player as quickly as possible.
  3. Ask yourself, "Is my player going to get this disc?". If so, and if you aren't going to get the block, then try to be on your player, counting and forcing, as soon as s/he has caught the disc. In other words, don't 'overshoot' trying to make a block you're never going to get. For a short pass, usually you should keep the force in the same direction. Always yell the direction of the force as early and as loud as you can.
  4. If neither 2 nor 3 apply, then ask yourself, "If the disc ends up in position X, and if the new force is to Y, then where (Z?) is the most dangerous place my player could cut?". Stick closely to your player, but make sure Z is covered!

Some Notes:

Switches

 

Helps

Traps

Forces