When I say
something at a team meeting or a practice Yngve gives me grief because I “said
something vague about …, and no one knows what you’re talking about.” My initial reaction is always anger derived
from frustration. I accuse my audience of
being idiots and incapable of critical thought.
Somewhere in my personal fuming BK usually points out “they don’t know
what you know.”
So here’s a post on
something I think is painfully and brutally obvious: “forceside in-cut”.
First, allow me to
establish what a “force-side incut” is.
The thrower is the orange dot at the bottom of the schematic. There is a purple line, “the mark”, showing
the defender who is putting a “mark” on the thrower. This mark is “forcing” our thrower to throw
to the right side of the image, or a “forehand”.
In order for the
thrower’s teammate, who is at the top of the schematic, “the cutter”, with no
defender in sight, to be able to get open for the thrower he can either run “deep”
or up the page and toward the endzone, or he can go “in” and run down the page
and toward the thrower. If he selects to
go in, he can either go in on the “force-side”, this is the right hand side of
our diagram, or he can go “break side”, this is on the left hand side of our
diagram.
Say we elect to
make a forceside incut. We have an infinite spectrum of angles that we can take
in order to make a good cut. I attempted
to draw this spectrum with a few choice green arrows, the red arrows show where
the spectrum has ended and you are now in the territory of making a workable
cut. Let’s step through this left to
right. The red angle on the far left
shows the cutter running straight at the cutters back. This cut is atrociously bad; there is no
reasonable throw a thrower could give us that would make this cut an option. Exploring this further, the mark is able to
take away a piece of the field. The
shape of what the mark takes away looks like a V extending out of his spine. An elite mark has a V with about an 80 degree
angle, a good mark has about a 60 degree angle, and a terrible mark has about a
15 degree angle. Even if the mark is
terrible, the red arrow on the left is running straight into this 15 degree V. See below:
The green arrow to
the far left is the first good in-cut angle.
The cutter is running at a spot just barely to the left of the marks
left hip. He is showing his thrower a
straight cut, and although this is a narrow alley to operate in the thrower has
a chance here.
This spectrum
continues with infinite possibilities until we get to the furthest right green
arrow. Look at the thrower, extend a
horizontal line from the thrower to the sideline so that this imaginary line
and the sideline intersect perpendicularly.
The intersection point of these two lines is where the cutter is trying
to go. See below:
The red line
furthest to the right represents an in-cut that is too flat, or a “wide throw”,
that is also a bad cut. These are easy
for defenders to “under cut” and get a d on, and they are difficult throws to
hit.
Now that we have a
universe of cuts, we can talk about how to throw to them. Let’s use the schematic below:
Again we have our
thrower at the bottom and our cutter at the top. The cutter is currently making a cut, this is
a freeze frame, and the green arrow shows us his vector. The thrower is going to see this cutter, get
excited and try to whip it right into his gut.
What stinks about this is that this is how our eye works. If you ever get the chance to go skeet
shooting the instructor will tell you to let your eye track the skeet and then
just shoot. In the Patriot Mel Gibson
tells his sons to aim small and miss small, meaning aim for the button on the
red coats jacket, and when you miss you’ll still hit his chest. Unfortunately for us, Frisbee’s travel
slowly, we can’t point and shoot at what we see we. We have to throw at what we know. The thrower knows where this cutter is going,
he can throw a soft, tightly spinning, slight roll curve pass along the blue
arrow that the cutter can run onto. He
is not going to “fire this one in there” he is just going to softly sit it into
space, again tight spin, slight roll curve, traveling slowly, and he is going
to let his receiver catch it. What’s a
roll curve? See below:
A good curve is a
curve that gets the disc out in front of your receiver and then curves back
into him. What I’ve drawn here is a roll
curve; a roll curve is thrown away from your body and then rolls back in. What I’ve drawn below is an invert; an invert
is thrown across your body and then comes back.
In the original
schematic:
For every single
one of these cuts our thrower wants to throw it early and put some roll on his
throw. Below is another drawing:
The yellow dot is
our thrower’s hand; the lines coming out of the yellow dot are examples of
different amounts of roll curve. Our
thrower is throwing a forehand into the page.
The red line represents a flat pass (spoiler alert: choosing a flat pass
has never been a bad idea), going up from the red line we increase the amount
of roll curve we put on our throw. Connecting
these two diagrams, as we go from left to right along the green incuts we need
to go bottom up in the diagram of roll curves. The wider a cutter is going, the more you’ll
have to throw it in front of him and the more roll curve you’ll need. The narrower a cutter is going, the less you’ll
have to throw it in front of him and the less roll curve you’ll need. In all of these situations an invert will
send the disc away from your receiver, that’s bad.
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