Glossary

Explanation of some of the more common terms used in Ultimate Frisbee.



Ultimate Frisbee Terminology


Please note: All statements will be made assuming a right-handed backhand throw. Left-handed backhand and right-handed forehand throws will result in a flight path opposite of the ones described here.

Air bounce - A backhand or forehand throw that is aimed slightly downward, but is buoyed by a cushion of air. rises up again.

Backhand - A standard throw; right-handed player places thumb on top of disc, curls fingers underneath, extends arm to left side of body.

Bid - An impressive (but failing) diving or jumping attempt to catch the frisbee. Often used in a positive way, ex. "Nice bid"

Blade/ knife - A forehand throw that goes high in the air and curves left; disc is vertical in flight.

Break - Throw behind the force - beat your marker, the disc is then caught on the closed or break side

Brickmark - Point 1/3 up the pitch in the centre which you can start play from if the pull lands outside the pitch.

Chilly - Slow it down, be patient, wait a moment for the game to get reorganized again.

Contested foul
- When you disagree with the foul call, the disc is then returned to the previous thrower (for example you feel you got to the disc first before there was contact that stopped them catching the disc)

Clog - To prevent good cuts by standing in the way of your teammates.

Closed side - Passing lane that being attempted to be blocked by the force.

Clearout - To run out out of the passing lane again after cutting and not receiving a pass to prevent clogging.

Cup - 2 defenders extend another players force by standing 3m (as close as they are allowed) from the disc whilst playing a zone defence.

Cut - A run by a receiver to shake his defender.

D - Defence

Deep / longs - A receiver who cuts for hucks.

Disc in - Signals that the disc is in play.

Dump pass - A short pass, often backwards, to a nearby handler.

Force - Guarding on only on one side of the thrower to make them throw to the other side.
The direction you want them to throw is the direction of the force.

Types of Force -

Force middle - Force the thrower to throw towards the middle of the field
Force line -  Force the thrower to throw towards the nearest sideline
Force Home/Away - Force the thrower to throw towards the home or away side
Force Forehand - Force the thrower to use a forehand throw
Force Backhand - Force the thrower to use a backhand throw

Forehand -  Also called a flick or sidearm

Foul - Illegal contact that stops you throwing, catching or marking another player. up to you to shout foul if you commit or are a victim of a foul then discuss it with the other player concerned (with good spirit!)

Hammer - An overhead throw with a forehand grip in which the frisbee is relesed at an angle so that it flattens out and flies upside down.

Handler - One of a team's primary throwers.

High release - A backhand throw held and released over the thrower's head; very difficult to block.

Huck - A long throw

Inside out - As a backhand, a throw to the right that curves left; as a forehand, a throw to the left that curves right. skip curve

Layout - Dive!!! "If you didn't catch it, you should have laid out"

Middle - A receiver who cuts for shorter passes than a deep.

Man D - Marking, man on man. one defensive player marks one offensive player and try to prevent them geting the disc.

O - Offense

Pick -  An intentional or unintentional block (like basketball) where a player gets between you and the player you are covering. ostruction.

 

Point block - When you are putting a force on a thrower and you manage to hit the disc to ground immeadiately after it's thrown.


Pull - Like a kickoff in rugby league or american football, the throw down to the other team which starts play after each point .

Roll curve - As a backhand, a throw to the left that curves right; as a forehand, a throw to the right that curves left. It will roll when it hits the ground!

Run through - What you shout to tell another player to run past the disc without picking it up - rest of the team might not be ready or in position.

Scoober - A fast, difficult-to-intercept throw; similar to a hammer, but thrown from over your left shoulder

Sky - Jumping to catch the disc

Stack - Offensive strategy in which all the players line up down the middle of the field and alternately make cuts to the side.

Stall count - The defensive player counts up to 10 (8 indoors) while defending the offensive player. The offensive player must throw the disc before the 't' of ten otherwise it's a turnover.

Swill - A bad throw.

Up! - What you shout to alert players that the disc is in the air

Un - contested foul - You agree with the foul call so the play reverts to how it would of turned out had a foul not been committed.

Wall - Line of 3 defenders in a junk zone defence who will be about 5m behind the player forcing the disc stop all up field throws.

Zone - Defensive strategy where defencive players mark zones or areas of the pitch trying to prevent space to pass into. usually has a wall or a cup.