13 February 2007

Videopapers

Check out these videopapers on Ultimate.

It is reassuring to see Dan recommends a power forehand, though I would debate exactly where the forefinger and index finger should be in that photo.

And good to see an Aussie in there: Clip 12

5 February 2007

Games of fun

Disc games and activities I like to play...

Any other good ones?

28 January 2007

Hammers

After throwing hammers today, I reckon it is about fingers.

Throw the hammer with your fingertips, not your hand. All the force goes through your fingertips, like you are pushing it.

Yeah hammers.

That is all.

17 January 2007

Measuring a good pull


How do can you tell if you have improved?

Sometimes it seems obvious to you.

But other times you need to measure that skill or aspect of your game.

Here is how I measure the quality of a pull. It is a useful system for pullers to compete against other pullers, or to compare their own pulls over time. This follows on from my 7 Postulates of Pulling.

Alpha pull - disc lands in the endzone, more than 5 metres away from a sideline.

Beta pull - disc lands in the field, but not in the alpha zone.

Brick pull - disc lands out of bounds.

Alpha (green) is better than beta (yellow) is better than a brick (white).

Take 10 pulls, and see how many alphas, betas and bricks you get. Maybe 6-3-1. Which is better than say, 4-2-4.

"But hang on a tick!" you say. "Why is it less valuable to land the disc near the back of the endzone? Isn't a disc that lands 1 metre from the back left cone a fantastic pull?"

The problem with such a pull is that you can't do it regularly. If you aim there 10 times, a bunch of pulls are going to land out, giving your opponents bricks. (Unless you are the most accurate thrower ever, in which case you are earning money playing disc golf in the US, not reading this blog.)

Aiming well within the bounds of the endzone should mean that almost no pulls land out. And that is far more valuable than 5 pulls in the corner and 5 bricks.

This is why I don't congratulate pulls that do land 1 inch from the back left cone. The puller is lucky the risk didn't backfire that time - they're not worthy of "Wow! Great pull!"

Addendum: Tao calls alpha pulls with lots of yummy hangtime "Alpha pluses". Making it a 4-tier scoring system.

GSWAP explained

In a previous post, I glossed over GSWAP.

Here is GSWAP explained. GSWAP is a 5 point guideline that is both a useful explanation for teaching a beginner to throw, and a good list to choose from if giving feedback to a beginner.

It is in the AFDA Level 1 Ultimate Frisbee Coaching Course. You may have seen some discs with the GSWAP explanation on them.

Grip - use a power grip. See previous post for the details.

Stance - for a backhand, stand side on to your target. For a forehand, face your target.

Wrist - flick your wrist, to give the disc lots of spin

Angle - angle the outside edge of the disc down towards the ground

Point - point at your target after releasing the disc

The beginner's throw doesn't have enough power?
Check their grip.

The beginner's throws are zooming off to the right too much?
Check their stance.

The beginner's throw is wobbly?
Suggest more wrist.

The beginner's throw turns over during flight?
Suggest more angle - ie point the far edge of the disc more towards the ground.

The beginner's throw is zooming off too high?
Suggest pointing at the target after release.

Beginner has a different problem? Which point would you choose?

11 January 2007

Sometimes you just need legs

In a competitive game, you sometimes rely on skilful throwing to win. You may rely on appropriate tactics.

But dang it, sometimes you can just use your physical advantages.

One example is stamina. If you have a slow handler defending you, and you have good stamina, start doing laps. Cut upfield, then cut downfield, cut up, cut down. No stopping or joining the stack. If they aren't smart enough to switch (and I find about 50% of the time they aren't), they will get exhausted marking you.

Then time your cut for a goal, or watch them make a throwing or catching error later in the point/next point.

When only a minority of players are doing a regular fitness program, and you are one of them, this is very do-able. Just be judicious in when you use this, and how often, or else in the next match you may be a step slower, and your next opposition will have the advantage.

Its usually been quite entertaining when I have seen it.

Observations from Clubs - women's ultimate

The Japanese women set the standard here. Dominance. They took 1st, 2nd and 3rd. I saw one team warm up in pairs. They would jog along throwing flat throws to each other in pairs. Can you throw an inside forehand to someone on your right as you jog along? Every player on this team could do this - flat, sharp and accurate. Pure throwing skills might have been a major part of the Japanese women's dominance.

Aussie results across the divisions. See here. The Aussie's final placings:
Open (21 teams): 2nd, 3rd, 6th, 18th, 21st
Womens (18 teams): 9th, 10th, 12th, 16th
Mixed (40 teams): 9th, 12th, 20th, 26th, 31st, 37th
Masters (11 teams): 3rd, 9th, 11th

Aussie men vs Aussie women. Both divisions had numerous Japanese teams, some easybeats and a sprinkling of ok-to-excellent European and US teams. Yet the Aussie women could barely crack the top half. The results echo Finland 2004: strong in Open, solid in Mixed, lower in Womens.

Where can our women's teams improve the most? Fitness? Tactics? Regular competition? Talent recruited into the sport? Playing less mixed ultimate (is this dominated by men?), or something else?

How do women's teams compare to open teams in other countries?
Japan - Women are better, judging from Perth and Worlds 2004
New Zealand - Women are better, judging from Aussie Nats 2006 and Perth
UK - comparable
US - comparable, judging from UPA Champs and Worlds 2004
Canada - ditto

Any lessons to be learnt from the Kiwis and the Japanese?

Observations from Clubs - new tactics

I think the Buzz Bullets set the standard. I heard second-hand of their zone-to-man transitions on set counts, ie only transition when the count gets high. Transitioning in advantageous situations seems like a positive evolution from what I have used the last few years - transitioning after a predetermined number of passes.

Now that I think about it, some of my teams from years and years ago would transition on someone's call. I wonder why we drifted away from that? Maybe because we were trying to implement the non-audibled transition, after 4 passes, for example. And that devolved into a vocalised 4 pass transition.

The approach of the Buzz Bullets strikes me as more valuable.

The Bullets were also very threatening with their skills: sharp hucks, quick disc movement, agile pivoting, lurking poachers. They never looked like losing, despite their height mismatches against many teams.

4 January 2007

Observations from Clubs - fresh legs

Here is the first in a series of observations from Clubs in Perth...

Fresh legs are critical. Day 3 saw a three team round robin between Thong, Fakulti and Chilly.

The games that day looked like this:
  • Fakulti played Chilly (first game of the day for both): close two-point game to Fakulti
  • Thong played Fakulti (Thong's first game, Fakulti's second): Thong win by six.
  • Chilly played Thong (Chilly coming off a five hour rest, Thong coming off the middle of the day game vs Fakulti): Chilly by 14.
So the first match had a close result (both teams rested), and the other two wins went to the rested team. I'd be interested to see if this pattern was replicated elsewhere.

Also, Subzero had a relatively small rotation. They were seeded 1st and came 4th (bear in mind seedings only have limited accuracy). After losing narrowly to SubZero, a Clapham player advised us to run them around, due to their small rotation.

4 December 2006

Photos of grips

Here are some photos of forehand grips.

I am only looking at forehands here because they are harder to learn, less intuitive (ask any non-ultimate player to throw a disc, and they will generally throw a backhand, not a forehand), and there is more variation in them, among Ultimate players.

Most players should use a power grip. (Scroll down to 3.2). I am certain about this.

Power grips

Jeff Cruikshank, Furious George, thrower extraordinaire. I recommend having your your ring finger and pinky fingers straight, and supporting the outside of the disc, like Jeff does.

Miranda has the pinky and ring fingers bent.

Tom Rogacki, Chilly, who has huge hands

A Kiwi

Tarrant

Mad Dog


Hybrid grips

Meg Campbell, Ishtar

Rachel

Split finger/Beginner's grip

Still looking for good examples...

The first step of helping a beginner...

...is of course, make Ultimate fun so they come back for more.

But the next "first step" is GSWAP.

I took the time to throw with a beginner on my Hat team on Sunday morning. After two throws, it was time to help him with the most fundamental thing - throwing.

And the most fundamental step is grip.

The guideline for teaching throws is the acronym GSWAP.

Grip
Stance
Wrist
Angle
Point

Grip comes first in this list. Because it is the first step in the throwing action, and the most important.

Advise beginners to use the power grips for forehand and backhand. See here.

Folks with small hands are allowed to use beginner's grips. But tell them to try the power grips on 20 throws first.

So back to our beginner. With a proper forehand power grip, his wobbling 6 metre throws became stable 15 metre throws. Improvement -> confidence -> enjoyment.

And of course, don't forget that with beginners less is more. After you offer advice, let them practice and play with their new grip/cut/stance/endzone play. Ask them how it is going.

You need to offer more compliments than criticisms or suggestions. Every time.

Portable whiteboard fun

At World Clubs, all the captains received a free whiteboard/clipboard.

I found it really useful at the Melbourne Hat this weekend.
  • I could write our teamname on it (being in Spanish, we really needed to write it down - especially me, Mr visual learner).
  • We played Hangman on it.
  • We played Mr Squiggle on it.
  • We kept the score on it when one of our games didn't have a scoreboard.
And of course, I could use it for the obvious use - drawing up a set play for the team to learn/discuss.

18 October 2006

Introduction to Risk/Reward

Jim Parinella talks about risk/reward for offence and defence.

I thought I would do a little intro to risk and reward.

And you get to participate!

Scenario 1
Team A can reach the endzone in 10 short passes, each with a 90% probability of completion.

What is their probability of scoring? (hint: 0.90 x 0.90 x 0.90 x ...)

The same team can also reach the endzone in 2 long passes, but each of these has a 70% probability of completion.

What is their probability of scoring in this case?

So should Team A use short passes or long passes?

Scenario 2
Team B can reach the endzone in 10 short passes, each with a 95% probability of completion.

Or Team B can alternatively reach the endzone in 2 long passes, each with a 60% chance of completion.

Should Team B use short passes or long passes?

These two scenarios illustrate risk and reward. Every pass has a risk, but some passes have a greater reward relative to their risk. Basically, break throws and long throws will have a greater risk than a simple 5 metre open pass, but sometimes the reward more than justifies that risk.

When I am playing defense, I think mostly about how to make the opposition (who are on offence) choose the wrong option, ie I first try to cover the potential passes that give them the best reward for risk.

The 7 Postulates of Pulling

We undervalue good pulls. A quality pull will put the receiving team on the back foot, in their endzone, with time to get maybe one uncontested pass off.

A bad pull from your team says "We don't really care about defence, and we are happy to let our opponents start 44 metres from this endzone, instead of 60 or 70 metres downfield."

So pulling needs to receive more attention, more allocated time in training and more recognition by the pullers and the rest of the team. Not just occasional hollow support such as only saying "yeah, let's try and do better pulls".

The following 7 Postulates of Pulling are up for debate - but the need for more respect for pulling is not.

1. Only a designated puller may pull. (A designated puller is one chosen before training or the game, and has had pull training)

2. If there are too few designated pullers, the pulling captain chooses the substitute(s).

3. The puller must pull from the left or the right of the field, not from the middle where they would have teammates on either side.

4. The six teammates must stay on-side, so as not to get in the way or distract the puller's pull.

5. A puller shall throw a backhand.

6. A puller must have a pulling routine.

7. Pullers must be one of the four deepest defensive players (ie they are not asked to run down and contest the first couple of passes, by being in a cup, or marking a handler).

17 October 2006

Photos of forehand stances

Here are some photos of players' stances, just after or as they have thrown.

I have chosen forehand stances, as the forehand is a more unnatural action for many.
* Update - I removed some shots since they were still holding the disc or the camera angle was different (I want to compare apples with apples). But here are more from Mixed Nats 07:
Here are more again:
What works? What about their stances can they improve on? What do their stances say about their throwing action?

Do you have any photos to add?