Pattern Recognition

Charlie Reznikoff

Psychologist John Dewey debunked a commonly held belief called the stimulus- response reflex arc: you see something, you decide what to do, you respond. Instead, Dewey proposed, you only see what you have a mental framework for; this framework contains your response within it. In other words, your response exists before you see the stimulus. Many players have the experience of knowing they’ve thrown the goal before the disc leaves their hands, or “seeing” the lay out D before it happens. Great players don’t scan the field for openings. That takes too long. Great players recognize the beginning of a pattern that they can complete to their favor. Learning this pattern recognition takes experience, a good system, and focused drilling. No doubt, some players naturally learn quicker than others, and previous sports experience helps. Usually, though, the quick learners are the ones at practice working hard.

Sports Psychologist Alan Goldberg warns against asking players to think on the field. A player should not “see” the field in that sense. In the huddle don’t ask your team to do anything other than rely on its training. Team leaders should examine every drill, even (especially) the mindless warm up patterns. Those drills teach your team the patterns it will later use to read the field. If you want to throw to receivers cutting to space, don’t run the “straight on attack” drill. If you want to throw hucks from the middle of the field, don’t run the sideline huck drill. If you want to throw continuation swings after a dump, include that in your reset drill. To better read poaches, try scrimmaging 7(o) on 8(d) with the extra man poaching. Unless you’ve drilled it, your players won’t see it. And if you’ve drilled it wrong, they’ll do it wrong. Whatever your team is not “seeing” tells you, the team leader, where you need to drill differently.


Team Marking

Charlie Reznikoff

When marking, face to face, one-on-one with your opponent, you are more closed off from the game around you than at any other moment in Ultimate. This leads some markers to try for too much, going for every block. Others miss opportunities to help their teammates by adhering too closely to the force. Effective marking requires a balance between these extremes. One trick to achieving this balance (and knowing when to take a risk on the mark) is glancing over your shoulder at the oncoming cuts. A quick look behind you helps you not to bite on fakes. You can prioritize which throws to take away. You’ll have the opportunity to help a roasted teammate. And you’re much more likely to get a block.

A common example of this occurs after a deep pass is caught near the end zone. The defender, just taken deep, is often frantic, frustrated, and wants to get the defense personally. He may mark wildly, lunging for every fake. In doing so he makes end zone defense impossible for his teammates, and makes a goal more likely. Conversely, some defenders will mark conservatively, doing only what was agreed-upon before the point. Yet in this scenario, cutters commonly have a step on their defenders and conservative marking nearly guarantees a score. A well-timed strike of the mark would save the goal.

In Ultimate, finding the cutters and adjusting the mark accordingly gives the defense a huge advantage. Ideally the mark is not a one-on-one match up, but team defense, like a zone, requiring communication and vision.


The Blender

Charlie Reznikoff

What if the Minnesota Timerwolves had to play Macalaster College and a YWCA pick-up team on their road to an NBA Championship? What if the Commissioner of MLB also governed little league and summer softball league? Those levels of play differ so much they are hardly the same sport. Yet in the Club Series of Ultimate, players from all levels comingle on the same field. The best players in the world compete against absolute novices. It is all governed by a single organization, and usually only a skeleton crew of volunteers oversees the proceedings. This creates community and growth, but also creates tension. We use the term “Spirit” to negotiate the tensions that result.

Most disputes over Spirit are not about cheating. Overt, systematic cheating is so uncommon that it is shocking when it happens. Most games don’t need observers. Most Spirit debates involve different cultures of play mixing in the tournament setting. Some people play Ultimate primarily for the camaraderie; others would switch teams in a flash if they thought it would get them more wins. To each the other seems to have no clue what Spirit means. Some teams uphold meticulous pivot foot standards and blow off incidental contact; other teams pay no attention to travels but expect a truly noncontact game. These teams seem to have no respect for each other’s Spirit. College teams often bring a level of sideline psyche that feels taunting and aggressive towards their opponents, but is part of high level college gamesmanship. When a high school team brings that energy it seems unspirited and cruel.

Juniors, College, Club, Masters, Mixed, Open, Women’s. Each level involves players with different physical and emotional maturity, different experience levels, different life circumstances, and different reasons for playing. Put them all in a blender called the UPA and hit puree. Sometimes ugly, sometimes frustrating, the tension that results is discussed using the language of Spirit.


Secrecy & Spying In Ultimate

Charlie Reznikoff

In the summer of 2006 Sub Zero cut a player then accidentally left him on our email list. This guy later played for our competition. He forwarded to them our “playbook.” But before we uncovered the leak, Zero and this team played in finals of Sectionals. Early in the game we got our first defensive possession, near our opponent’s endzone. Mark “Paco” Enright picked up the disc and called the audible for me to cut for an immediate swing. My defender switched his positioning to overplay the swing (knowing the audible). I switched my cut and caught a goal. Paco and I had four years of playing together, making the adjustment easy. The audible call was just a starting point for us. By the way, Sub Zero won finals. Perhaps our opponents relied too heavily on their inside information, and forgot they had to play the game. I have twice had access to—but never used—the playbook of a top ten club team whom we played at Club Nationals. In both cases these playbooks were obtainable because they were in a digital format, easily forwarded by email.

At Labor Day 2006 Sub played an opponent from another region. As I set up the d-line (I always do so with my back turned to our opponents so they can’t hear) I reminded the team of the audible for a handler weave after a turn. Then I noticed the captain of the opposing team standing in the back of our endzone listening to my play call. We didn’t use our weave audible for that game. Many times as a coach I hear the other team openly discussing (for example) the zone they are about to throw. What do I do? I tell my team to prepare for a zone. I don’t actively eavesdrop, but if the other team announces their strategy, I respond. As a coach, I consciously decide how much secrecy is required in making play calls, assuming other teams are listening. On occasion I feel that clarity of strategy is more important than secrecy. In those cases you might hear me yelling the force, or calling the transition to “Man D!” from the sideline. Other times I place a premium on surprise and secrecy.

I do not consider any of the examples above cheating, or even unspirited. I give the above examples to illustrate two themes. First, as the sport evolves and elaborates, maintaining secrecy will become more important. I suggest all teams consciously protect their plays and audibles, especially digital documents that are easily copied and forwarded. Second, players win and lose a game, not plays. The best play is one that works even if your opponents know it. If your play self destructs as soon as your opponents decode it, it is not a play, it is a trap.


Two Scenarios For A 2nd Half Comeback

Charlie Reznikoff

Scenario #1. Your opponent has a short roster. In the first half they got breaks early. But they are starting to look tired and predictable in their offense. You have identified their play-makers. Your D line has already generated some grueling points for their O line. Meanwhile your team has legs, intensity, they just can’t cash in with breaks. In this scenario I’d turn up the defensive intensity with a straight up mark, specific match ups, and hard physical D. Take the other team’s key players out of their preferred game: make their thrower go deep, make their deep cutter throw, face guard the handler. Disrupt their initial play with a straight up mark, poaching off the dump handler, forcing into the stack, transition junk, or whatever. Above all, they should never get a one-pass-goal. Also unleash the team freak in the huddle, get everyone jacked, and let a frenzy loose on the field. Avoid stoppages of play and long discussions. After the turn, empower your key throwers to take deep shots. If you don’t get the goal, you at least have reset their offense against your smothering D. Bottom line: against a tiring team, disrupt the initial play then fall into smothering physical defense with quick transition.

Scenario #2. Your opponent is in rhythm and looking good. They show no signs of letting up. The match ups are not in your favor. Your defense is frustrated. Here you zone. Many teams don’t rely on zones in big moments, and that is unfortunate. If you know and trust two zones, you can change momentum in such a game. Start with your strongest zone. If your opponent takes a time out to discuss their offense, switch your zone. Throw in a point of intense man D after a few points of zone. Never let them regain their rhythm. Up to this point your D line has not had many offensive possessions. They’ve watched your opponents score at will. Commonly your D line will fritter away break opportunities with impatience. I’d emphasize to the team playing within itself and within the team’s offense. Challenge your team to out-think your opponent. Bottom line: against a team in rhythm, switch up your defenses and play methodical offense after a turn.

What not to do? Cheat. Often a second half deficit means travel calls, excessive fouling-and-contesting, doubling-teaming zones, etc. At times this is incidental to ratcheting up the intensity. Cheating shows the team’s lack of actual strategy. In any case (and I’ve been on teams like this), bad calls usually result in poor focus and lower energy for your own team. Against good teams, bad calls will allow them to slow the game down, rest, think, and reset their offense. Making key travel calls might get you some wins. But it will prevent you from learning how to actually stop the throw, and you will not grow as a player. My objection to cheating is not only moral. It’s practical. It usually does not work.


The Jailbreak

Charlie Reznikoff

For most zones, the vulnerable spot is ten yards behind the cup (or front wall). To get there you can go through the cup, over the cup, or around the cup. Through and over involve risk. Around requires patience and planned cuts. Ideally after the swing, before the cup is reset, the handler has two cutters available for the next throw, one a continuation to the line and the other a throw to the middle. Most zones will stop the continuation, force you to throw back to the middle, and hope the cup will get there to stop or defend that throw. As the cup tires, the window for throws to the middle opens. Once the disc is behind the cup, that player (a popper) should have continuation cuts to the middle of the field. These come from the other popper or the wings. Any reasonable throw, even for a minimal gain, should be thrown. Each throw forces the scrambling defense to readjust yet again. The throw to the middle, and the resulting jailbreak, is the most desirable outcome of the swing, and the best way to beat a zone.

If offensive players hang out too deep, they will miss the continuation cut after the swing, and more importantly, they will miss the jailbreak. If these players stay nearer to the disc, they will draw the deep defender in and, when the jail break happens, a cutter can blow by the deep D for an easier huck.

I would practice zone starting with a swing and with the cup out of position. Practice splitting the D after the swing and flooding the middle. This will help your offense learn to coordinate their jailbreaks and also teach the defense to recover after a swing.


Drilling For The Sideline Trap

Charlie Reznikoff

An organized approach to sideline situations gives the offense a great advantage. For example: a well-isolated huck down the line or a series of swings to the breakside. Unprepared and against a good defense, a team facing a sideline trap will likely turn the disc over. I would challenge any team to spend more time practicing from the sideline. Most teams have only one play for the sideline, and many for a centered disc. Most teams design their plays to start from a stopped disc. Most teams draw up their endzone offense assuming the disc centered, ten yards out. Most teams do not train for when things break down. Like most teams, Sub Zero spends the majority of its energy developing strategy for the middle of the field, for the best case scenario, and for the O-line catching the pull, though this represents the minority of our actual offense. Teams that use wishful thinking when designing strategy and drilling will get forced into unplanned situations by a good defense. No situation more exemplifies this than the sideline trap.

Sub Zero ends practice with a scrimmage, O-line versus D-line. If the O-line scores, they pull to the D-line. The D-line calls a play, receives the pull, and centers the disc. Yet this never happens in a game. Why not instead have the D-line set up on the sideline with the disc? Why not spend entire practices with possessions starting randomly around the field, giving the team only 20 seconds to set up? Or, do the same but ask your players to set up out of position with no play call. You could practice offensive possessions with your team setting up a play, but start with a swing to the trap and flow from there. Your frustration in that practice will lead you to develop strategy for those situations. I suggest that every team dedicates fifty percent of its practice


What Is A Role Player?

Charlie Reznikoff

We’ve all seen certain players take over games, throwing hucks, getting lay out Ds, or getting open against good defenders. These players are revered. What is a role player? Everyone else.

I avoid using the term “role player” because it implies a value judgment on those players who don’t get the glory. The player who throws hucks isn’t a role player. The player who uses his mark to stop the hucks is a role player. You might not notice the second guy but he’s why his team wins games (instead you think the thrower “just had a bad game”).

The year Sub Zero went to semifinals their offense featured a slow player with bad throws whose job it was to set the stack and burn poaches. He played every O point and most points he didn’t touch the disc. Because of him the primary cutter had a cutting lane. Sub Zero acknowledged this guy’s contribution in the huddle, even though to other teams he was a joke. Had he not gotten credit for his role, he might have gotten greedy for the cutting lane. On every team, a few players will garner the attention and draw the cameras. The rest of us need to find ways to contribute quietly. How a team treats the players who don’t get the glory affects the team’s performance.

Players should not be fitted to roles for strategic purposes. The role should be fitted to the player. Strategy in Ultimate and especially in college Ultimate is reactionary. In the 1990s almost all college teams played a vertical stack with two handlers. In the 2000s the Hodags brought the split- stack with three handlers and dominated. Today split-stack or some variant is widely used. People saw what worked and copied it. The thing is, split stack worked for the Hodags because it played to their strengths and because they understood it. As a strategy it is not in itself better than the vertical. As defenses adjust to the split and horizontal stacks, the vertical will come back. Every year 90% of college teams run approximately the same zone. A few teams did not get the memo, and they dream up their own zone. If these novel zones use the strengths of their players, they can surprise other teams. In Ultimate, roles are not platonic forms; they can be molded to the situation and to the player. A successful team uses whatever strategy best fits its players.

One of my first captains saw me working tirelessly to fix my weaknesses. “Don’t do that,” he said. “Spend 70% of your energy improving your strengths.” He was right. I’ll never win a game jumping. But I might win a game marking. Every player needs to excel in something, even if it’s something subtle. When the player deploys that skill, his confidence grows, he’ll relax, he’ll play within himself, and the team will benefit. What he does won’t get him on Clip of the Day. But he has developed a strength that he can count on in big moments. To develop a player, make him focus on his strengths. Then create a role for those strengths. As a team, celebrate his strengths. When he gets called a “role player,” he’ll just laugh. He knows what he’s contributing.