Nuture What You Like, Overcome What You Don't

Peri Kurshan

Team culture can often be overlooked as an important contributor to your team’s success, both in the short and long term. The culture of your team determines what types of players will be attracted to the team, will enjoy playing on your team, and will stick around season after season. There is no one “right” team culture, and it can be defined as much from the actions of a single individual (founder, strong personality, etc) as shaped over time by the collective actions and personalities of the group. Once your team is known as having a particular team culture though, it is very hard to overcome that perception, even once the reality has changed. So it is worthwhile identifying your team culture (real or perceived!), nurturing what you like, and trying to overcome what you don’t like.

Many aspects of team culture are neither positive nor negative, but depend on individual preferences. Some players want to play on a team that’s known for being hard-working and disciplined, others prefer to be involved with a team that prioritizes having fun and giving people freedom to expand their personal game. Some players want to win above all else; others want most of all to play with people they like. Some people like playing on a team where direction comes clearly and succinctly from above, others prefer a team where there is room for more people to be involved in decision-making. Most of us fall somewhere in the middle on all of these, but it’s worth figuring out where on the spectrum the preferences of the team as a whole lie. It’s a good exercise to do with your team at the beginning of each season- determine not only what your team’s goals are for that season, but what the team’s priorities are in terms of team culture. Sometimes this type of conversation will highlight the fact that the team’s goals and team culture priorities are not aligned!

Once you’ve identified what you want your team culture to be, incorporate elements of it into your practices and communications. Make sure to explain why things are being done a certain way (e.g. sprints for turnovers, or taking a weekend off so people can go play at a fun coed tournament) in terms of what you’ve collectively decided is the team’s culture. Try to ensure that big team decisions (schedule, type of offense, etc) are made with fostering the team’s culture in mind.

For many of us, playing Ultimate is such an important part of our lives that we can forget that when it comes down to it, we’re doing this for fun! It’s worthwhile then to try to make sure that our team’s culture reflects what we as individuals value most about the game.


Managing Intensity, Concepts, and Fun

Peri Kurshan

Practice planning can be daunting and it’s often hard to know where to start. It can be difficult to strike the right balance between fun and intense, learning and playing, covering everything and getting enough reps on any individual thing, etc. In my experience, it helps to have a broad, season-long outline from which to flesh out individual practices. This means having a rough idea of all the different strategies you want to cover in a season (specific offenses, specific defenses, fundamentals, etc), and making sure there are enough practices to cover everything (and if there aren’t, then to scale back your expectations of how much to cover in the season!). Keep in mind that you need to save a few practices at the end of the season for consolidation rather than learning new things. I’ve found that it’s better to cover fewer things and have everyone really on the same page than to try to cram too many offenses or defenses in. I usually try to cover no more than 1-2 concepts per practice (for a 4 hour practice- for a shorter practice scale it back to no more than 1). It’s also useful to have enough extra practices allocated for things that come up during the season, for example something you realize you need to work on after a tournament.

Once you have your broad outline set, and you’ve decided what you’re going to be covering in a particular practice, then it’s time to plan out the details of how the practice will be run. On Brute Squad we start every practice with a nice long warm up routine (it gets cold in Boston, and we don’t want any preventable injuries at practice!), followed by a warm-up drill that involves throwing with lots of touches, and enough moving around to build on the warm- up. We then go right into a quick game to 3. The goal of this game is to immediately get people’s intensity up and get them into the practice mentality. Jumping right into a game gets people’s minds off of whatever else is going on in their lives and helps them focus on Ultimate. It’s also good practice for coming out strong, since there’s no time to come back from an early deficit!

After the game to 3, it’s time to start introducing whatever concept we’re working on that day, whether it’s a 3 person cup zone defense, or a horizontal stack man offense, or maybe even just a focus on cutting fundamentals. Having a large white board to use to explain concepts is often helpful, but after you diagram it out, you may want to walk through it on the field as well. In any case, keep the talking portion of the practice to a minimum- this is most often where you’ll lose people’s focus if you tend to go on and on about things. Keeping things simple is often better than giving an exhaustive treatise on every aspect of what you’re discussing!

Depending on what you’re working on, it’s usually helpful to try to break things down into minimal components, and then drill the individual components. For example, if we’re working on man defense, we might start out by doing a drill that just works on proper footwork and staying on the open side of your player. Then after a while we might incorporate adjustments you make once the disc is in the air. Basically, the more you can break things down, the easier it will be for people to incorporate what you’re trying to teach. And if each drill builds on the previous one, slowly putting the pieces together, your players will get to solidify their muscle memory for one action while adding another one. With all this drilling, you can see how one concept can end up taking up a large portion of a practice!

Finally, you can only spend so much time drilling- it’s important to take things back to realistic, game situations. We usually end practice with focused scrimmages, in which we try to incorporate what we’ve learned that day either by forcing the defense to throw a particular D, or by adding incentives to the scrimmage (for example, if we were working on deep defense, we might use a 2-point line to encourage deep throws). Ending on a scrimmage also ensures that people get a chance to do what they’re really there to do- play and have fun!


Rotate 90°

Peri Kurshan

The anti-reset mark can effectively make the backfield dump a very difficult throw. Here are a few ways to prevent this defense from making your life as a thrower difficult.

First of all, the D is most effective on a high stall count when you are running out of time and options (and many teams will only shift their marks to take away the dump once the stall count gets high). Looking to your resetter very early lessens the chance that the anti-reset mark will be set in the first place. In a similar vein, faking and pivoting early and aggressively will make it less likely that your mark can tell when you’re actually looking for the reset.

If you do find yourself with an anti-reset mark and a dump that’s covered up the line, there’s a simple trick that you can use to make your remaining options seem much less daunting: turn your back to the sideline and then mentally rotate the field 90 degrees so that you now imagine your endzone of attack to be in the direction you are facing. The mark will now be a regular angled, force one-way mark, and the person at the front of the stack is now standing in the open side lane.

Chances are their defender may not have adjusted to the mark opening up your options to hit that front of the stack player. Make sure your reset handler and their defender stay out of the way, preferably by staying back for the dump so that the mark continues to force the same way. The front of the stack player is now in a good position to either make a cut on what is now the open side, or even better, simply wait for you to put a pass out straight in front of you for them to run onto. From the perspective of what the real field actually looks like, this pass will be a cross-field pass into the middle of the field. With a little bit of float on that throw, you can put it out in front of your target such that they run onto it with momentum towards the break side of the field, and their mark trailing them on the open side- great opportunity to a continuation yardage cut on the break side!


Tips & Insights

Peri Kurshan

When the disc is dead, always check behind your back to see where the first threats are and position yourself to take those away most effectively. It’s the one chance you have to see what’s about to happen behind you before you set up your mark—use it!

I try to think of my arms and legs separately as a ’two-pronged’ defense. Think of your arms as being on a separate vertical plane from your legs, so that the thrower has to get through 2 vertical planes of extremities rather than just one. Stand in marking form, with your arms outstretched, then step your break side leg slightly back. Now when you are marking, it is psychologically harder for the thrower to throw under your arm because they can’t tell where your leg is (they know it’s farther back than your arm).

Vary your distance from the thrower. If you are always in the same place the thrower has 10 seconds to plan out a way to break your mark. I like to start out marking closer, and then as the count gets higher I move slightly backwards, and eventually stand up straighter. This minimizes the chances that I’ll foul the thrower on a high stall count, changes the way in which they have to throw in order to break me midway through the stall count, and standing up taller puts me in better position to stop Hail Mary hucks on stall 9.

As a mark, you can’t take away everything. Study your thrower. Try to mark up on the same person over and over again, figure out what they like to do best, and then take that away. Force them to throw something they are slightly less comfortable with. Hopefully that throw will be less well-calibrated and less expected from their teammates and result in a few miscues.


A Slow-Developing Chess Game

Peri Kurshan

Zone O is like a game of chess- you spend a while moving your pieces around the board, not making much apparent headway, trying to find the weakness in the other team’s defense, and then suddenly you see your opportunity to capture their queen and it’s off to the races! Zone O also often showcases the triumph of craftiness over athleticism. You don’t need to be faster or taller or quicker than the other team- you just need to be skilled with the disc, disciplined, and know how to take advantage of the opportunities that present themselves.

Handlers in a zone need to be quick and have good breakmark throws- or at least have a very quick release so that they get rid of the disc before the mark can adjust. They don’t necessarily need to have great hucks, since it’s rare that your hucking opportunities will come from behind the cup. They do need to have great chemistry and experience working together, so they can advance the disc quickly.

Many teams have begun implementing a 2 handler zone O. The idea behind having 2 handlers is that you’re more likely to have a numbers mismatch downfield (since most zone D’s have at least 3 people in the cup). With 2 handlers behind the cup, your options are to either swing the disc around to a wing (where the wing is acting like a more traditional 3rd handler), or try to advance the disc through the cup. One way of getting through the cup is to have a handler “crash” the cup (run up into the cup and catch the disc inside the cup, preferably right in front of one of the other cup members). If the handler catches the disc in this position, it is easier to throw through the cup since the shortened distance between the thrower and the cup means there’s less time and range for the cup to be able to intercept those throws.

Once your handlers are able to reliably get the disc through the cup, the next step is to make sure they have open targets to hit in the small window of time they might have to get their throw off. The key to this is the numbers mismatch. If you try to make sure that you arrange your upfield players in such a way as to have a numbers mismatch in the “layer” of players directly behind the cup, you will increase your chances of being able to capitalize on that numbers mismatch (for example, by having 2 poppers being guarded by 1 short deep).

Now if you have handlers that can get the disc through the cup and receivers that are open behind the cup, the next step is to capitalize on having broken the zone: keep the disc moving so that the cup can’t re-form around you (give- and-go’s, quick short passes), and look for long strikes. This is where your huckers come in- if you can afford to put a long thrower in the popper position, they’ll be in a much better position to get a long throw off since they won’t have a cup around them. Typically you’ll find that the deep strikes are more effective from the wings than from the deep position, since the deep is often already being guarded by the defensive deep-deep. The offensive deep is actually in a great position to cut in for a popper, since the defensive deep-deep is unlikely to follow them in (and if they do, well, there go the wings…!).

For a zone offense to be effective, the disc must be kept moving. Any stagnation allows the defense to set up, take stock of where the threats are, and regain the advantage. If you keep the disc moving, even if it’s just with short easy throws, you will prevent the defense from being able to adapt quickly enough and will eventually find the holes in their formation.


Use All Of Your Players

Peri Kurshan

I believe that what makes a team successful is its ability to use all of its players. Most good teams have a few superstars- those players that are game- changers and whose absence can really hurt the team’s chances. However, the difference between good teams and great teams, I believe, lies in how the team utilizes its role players. Ultimate is truly a team sport, and if the top players on a team aren’t supported by a solid and confident group of role players, the team will have many exploitable weaknesses.

For clarity, I’m defining a role player as someone who doesn’t have top-notch skills in every facet of their game (although hopefully they have top-notch skills in at least one part of their game, or else they’re unlikely to get on the field much!).

So how do you use and build up your role players? First of all, everyone on the team must be given a role that plays to their strengths. Secondly, everyone must know exactly what their role is (and isn’t!). If everyone on the team is asked to do the same things, and expected to achieve to the same degree, then some people are being set up to fail- you’ll be asking them to do things that they’re not able to do. And with failure comes lack of confidence, which causes more failure, etc. Instead, the team strategy should be designed to maximize the number of times players are put in situations in which they are likely to succeed. This means the strategy should depend on which players are on the field, and conversely, which players are on the field should depend on your strategy for that point. If your strength is being a great receiver, you should be expected to cut deep a lot, but then the team should make sure you have a high-percentage option to throw to. If your strength is as a big thrower, you might be expected to take more risks with your throws than other team members. If everyone is clear as to what they are and aren’t expected to do, people will be able to set themselves up to succeed as much as possible.

So how do players ever improve, if they’re only asked to do the things they’re already good at? This is a very important question to address, since pigeon- holing players into very specific roles can lead to them getting frustrated and bored, or at the very least to slowing their improvement. On our team, we divide the season into two halves. In the first half of the season, everyone is encouraged to work on expanding their game. We focus a lot on fundamentals, and teach the same things to everyone. This doesn’t mean that everyone has a green light to go crazy. Rather, people are encouraged to work on things that are just outside their comfort zones, so that they push the envelope and work on expanding their repertoire. In the second half of the season, we ask people to take stock of where they are. The team leadership works with individuals to clearly outline roles and expectations that will enable the team and the individuals to maximize their rate of success.


What To Do When The Field Shrinks

Peri Kurshan

The field shrinks when you reach the endzone.

Your defender no longer has to worry about your deep cuts, and so can front you by a larger margin. The pressure builds- a turnover here in the “red zone” seems particularly disheartening. All of a sudden, everyone is cutting at once, forgetting about rules and technique, just anxious to get the disc and finish the point.

However, it is precisely here in the red zone that it becomes all the more important to remember your team’s strategies and offense. Does your team like to cut from the back of the stack in the endzone? Don’t cut off other cutters by flaring out laterally from the front. Does your team look to score from a handler cutting up the line? Don’t make a cut from the stack that leaves you hanging out in the front corner.

It’s important that teams have a clear idea of how they want to score in the endzone. For some teams, patient resetting by the handlers will allow star cutters the time they need to set up their cuts. For other teams, the aim might be to get the disc into the hands of their star handler in the middle of the field, and then rely on them to break the mark to whoever is there. Whichever the case, it’s important for the cutters to know their responsibility, the cutting patterns they should be running, and most importantly, how they should be clearing!

One way of establishing an effective cutting system in the endzone is by having it be position-based: for example, perhaps whoever is at the back of the stack has the priority and responsibility to cut. Everyone else knows not to cut off the cuts coming from the back of the stack. Another way to maintain order in what might otherwise be chaos is to have a player-based system: have a designated scorer whose role is to make cuts in the endzone. This latter technique has several advantages, one being that you can figure out which of your cutters is best at getting open in tight spots (or has the best ability to grab errant throws), and give them priority in the endzone. Another advantage is that you can separate the roles of your cutters such that the designated endzone scorer is not your go-to yardage cutter, and might have fresher legs than the other cutters on the field.

Whenever people are cutting in smaller spaces, errors are harder to correct for, since the disc is in the air for less time, and there are more defenders in the area. So it’s important that your cutting technique leave you as much ability to correct for throwing error as possible.

For example, to hit a receiver cutting laterally across the front of the endzone (i.e. when the path of the disc will be roughly perpendicular to the path of the cutter), the thrower needs to place the disc at exactly the right spot- too far in front of them, and the disc will be out of reach, too far behind and the defender will snatch it up. For a receiver coming from the back of the stack, or for a handler cutting up the line to receive a short away pass, the path of the disc is more similar to the path of the cutter, and so that cutter can make small adjustments of their trajectory to compensate for a disc thrown a bit more towards one side or the other. So, once you know that you’re the cutter whose role it is to make the cut, it’s important to set yourself up in a good position, so that you can make a cut that maximizes your ability to complete the play.

Lastly, a good endzone offense probably either swings the disc back and forth to allow cutters to time their cuts off of a swing, or works on getting the disc into the middle of the field and then trying to keep it there. Try to avoid having the disc stuck on the sideline for too long, as then the usable space for your cutters is even smaller…unless your endzone strategy is to score off of hammers to the opposite corner.