Things we will shout at you when you’re on the field
Chilly – take your time, be patient, and wait for a good throw. usually yelled when we get a couple big passes off and want to slow down the tempo a little so as to protect the disc
Up! – the disc is in the air!! look up and catch it!! (usually shouted by the mark so their defensive team knows to D it)
Clear out – To get out of the passing lanes in order to avoid clogging. Either sprint into the stack or jog very wide around the handlers or to the break side. Just get out of the cutting lane.
Clear wide – When someone is running deep and the handler wants to huck it to them, run VERY WIDE around the field so you and your defender don’t get in the way of your teammate’s throw. This usually occurs when we’re getting a fast break and you have to get down the field on offense.
No around – Shouted at the mark to not get broken. I.e. if the force is flick, do NOT let a backhand off! Get more perpendicular on your thrower.
Hold the force – Make sure you’re forcing the correct side. This is usually yelled when you are on the wrong side and we need you to fix it.
Run Through – A call advising players not to pick the disc up from the ground after a turnover, but instead to run forward. The disc would often be pick up by the handler furthest back.
Common Calls (aka Rules)
Check Feet – A call that is made when a player catches the disc out of bounds but doesn’t realize it.
Foul – Non-incidental contact between opposing players. In general, the player initiating the contact has committed the foul. if contested, disc goes back to thrower. if uncontested, disc stays where the foul occurred (unless it occurred in the endzone in which case the disc is tapped in just outside the endzone)
“Contact” – Non-incidental contact by the mark on the thrower during the stall – no stoppage of play; stall count drops to 0
Disc in – A verbal shout signalling that the disc has been checked and is in play.
Pick – An (illegal) intentional or unintentional block where a player (on either team) gets between a defender and the player that is being covered. Play stops and defender may choose to either catch up to the offensive player or have the offense go back to where the pick occurred
Fast count – If the thrower thinks the mark is counting faster than one second per stall, “fast count” requires the mark to drop 1 stall count and count slower. (i.e. Stalling one-stall two-stall three-stall four “Fast count” stall three…stall four)
Stall – The marker’s audible count in seconds while defending the handler. A turnover results if the handler does not release the disc before uttering the ‘t’ of ten. If uncontested, turnover occurs and disc stays where thrower was. If contested, the stall comes in on 8.
Travel – A violation in which the thrower’s pivot foot moves while in possession of a live disc. Disc goes back to thrower.
Other lingo you should know
Banana Cut – An ineffective cut shaped like a banana. Don’t do these because it will not fool your defender. (i.e. big and loopy, instead of sharp and crisp)
Horizontal Cut – A horizontally-shaped cut across the field. These are difficult to throw to and easy to D. Don’t do these.
Break – To break your marker means to throw the disc past them to the side that they are covering with their force. (i.e. if you’re forcing flick/away and the thrower gets a backhand/home throw off, you’ve been broken. now run sprints in shame)
Dump – Refers to a short pass back to a handler, usually used to reset the stall count. The player this pass goes to is also called the dump.
Force – The direction to which a person who is marking tries to force the handler to throw. Alternatively, the marker can try to force the handler into a specific type of throw. You can force in / out, force home / away, force sidelines, force backhand, force flick, or force line.
Away – The Away side of the field, meaning the opposite sideline from our stuff. To force “Away” is to force the throwers to throw towards the away side
Home – The Home side of the field. To force home would be to force the thrower to throw towards the home side by blocking the away side.
Pivot – The particular part of the body (usually the foot) in continuous contact with a single spot on the field during a thrower’s possession once the thrower has come to a stop or has attempted a throw or fake.
Swing – A throw from one side of the field to the other (i.e. from right to left). The purpose of this is to get the defense moving and open up the field, not necessarily to move the disc down the field.
D – A defender deflects the disc in mid flight. we will usually yell to “CATCH YOUR D’S” so as to not allow another offender to catch it again
Ho – Short for horizontal; “Going ho” is the same as a layout.
Iso – Short for isolation; a system of offence whereby one player is isolated in the centre of the playfield.
Layout/bid – The act of diving while running in order to catch or block a disc out of your ordinary reach.
Marker – The defensive player within 10 feet of the thrower.
Open Side – The side of the playing field to which the handler is being forced.
Break Side – The side of the playing field to which the mark is not allowing the handler to throw to. When running deep, cutters should cut to the break side first so as to be able to see the huck as it goes in the air.
Out-of-Bounds – The line is out
Read – To judge the flight of the disc through observation of the angle of the disc, speed, direction of travel, and wind effect in order to perfect a catch or block.
Spirit of the Game – The underlying principle of sportsmanship inherent in all aspects of the sport of Ultimate that places the responsibility for fair play on the player.
Stack – An offensive strategy intended to manage space for cutting in which all the players line up (often down the middle of the field) and alternately make cuts. Common types include horizontal and vertical stacks.
Zone – A defensive strategy in which players defend against receivers in areas of the playfield instead of marking one receiver.
Cup – A defensive formation used in zone defense where three people are covering the thrower albeit only one within 10 feet of the thrower. Our cup is more of a candy cane shape than a cup.
Puke – The permanent mark in a cup. The puke is named as such because s/he runs the most to chase the disc and set a strong mark.
The Greatest – When an offensive player jumps out of bounds and catches and throws the disc back inbounds before s/he lands
Callahan – When a defensive player snags a D from the offensive team in their own endzone, resulting in a score. (usually happens from someone in the cup in a zone)
Types of throws
Pull – The throw from one team to the other that starts play at the beginning of the game and after each goal.
Huck – A long throw, generally at least half the length of the field.
Inside-Out – As a backhand: a throw to the right that curves left; as a forehand: a throw to the left the curves right.
Outside-In – For a backhand: a throw to the left that curves right; for a forehand: a throw to the right that curves left.
Scoober – An upside-down backhand throw released in front of the throwing shoulder.
Hammer – An upside-down, overhead throw; one of the more difficult of the common throws in Ultimate to master.
Blade – A throw that comes down very diagonally (close to vertical) instead of flat- difficult to catch