THROWING IN THE PRESENCE OF A MARK
One of the traits that distinguishes the top players and teams from lesser ones is the ability to throw effectively in the presence of a mark. Many teams look for a mark-breaking pass as the first option in their stack offense. Other teams rely on the thrower to be able to put it in the corner regardless of the mark for their endzone offense. However it is used, the break-the-mark pass should be an important part of any offensive scheme.
When I grew up in this game, breakmark throws were a magical
thing, only to be used by the wizards we knew as handlers. A
couple of the guys could throw these wicked backhand airbounces,
and one player used a forehand airbounce almost to the point of
throwing nothing else, and a well thrown overhead was a rarity.
Now, breaking passes come in a lot more flavors (scoober, inside
out, high release backhand, curving throw around the mark, step
through the marker and call foul, etc.), and a larger percentage
of the players can execute them well. At the club level, being
able to throw a ten yard pass against the mark to a wide open
receiver should be considered a basic skill. If a player
cant do this, he is a huge liability on offense, especially
against a zone.
How exactly to break the mark depends on what you are comfortable with and what the marker is giving you, since several options exist. The well-rounded player should be able to use whichever method is most convenient, but each of us will develop a favorite.
Probably the most popular method is the inside out (or invert) pass, the equivalent of a slice in tennis or golf. This would be, for example, a forehand throw to the backhand side of the field to a hard cutting receiver when the force is forehand. What to do: Good extension is important. Begin by making some sort of fake to get the marker off the forehand (perhaps a pivot to the backhand side, or a fake overhead, or even a slight lean to the backhand side without actually stepping will usually open up some room), then step sideways and release the pass flat or with a slight inside out tilt. You can step forward as long as you make sure that your hand and shoulder goes with you. If it trails behind, your body is then out of position and a bad throw usually results. When to throw it: When the marker is close and is really exaggerating the force. When the marker is upright. Advantages: Its a quick throw that usually doesnt require a lot of fakes. It can be thrown under the defenders arm, or the thrower can step out and throw it past the defender. Its a fairly natural throw. Disadvantages: When thrown to a receiver cutting across the field, this throw has less of a margin of error, since it is usually a fast moving pass coming from a non-optimal angle. Often, the throw has to go by the defender. When marked tightly, it is often easier to fake and throw around the mark.
It is more difficult to master the technique of throwing around the mark, but once done, this is probably a more reliable throw than the inside out. How to do it: In the above example, this throw would be done by faking the inside out hard so that the marker tries to block it, then pivoting and stepping around the mark to throw an airbounce or other floating backhand. Again, good extension is important. On the forehand side, most often you should step backwards a little bit and throw a curving pass around the marker. When to throw it: When the marker is playing more straight up. When the marker is very aggressive and bites on the inside out fake. When the marker is far off (big curving throw required). Advantages: This throw comes in at a better angle than the inside out. Since it is a floating pass thrown in front of the receiver, there is more margin on the velocity and placement of the throw. Sometimes a quick release will catch the marker of guard. Disadvantages: The throw is often blind, since the marker might be blocking the throwers view. The thrower often has to extend himself a lot, making him off balance. A good marker might not bite on the fakes, making it difficult to get this throw off. This throw wont travel very far, so it can be used reliably only for short passes.
The high release backhand is thrown from shoulder or neck height over the markets shoulder and should travel flat and float. How to throw it: a) Set up with a backhand grip with your back to the marker. And the disc in front of you. As the cut is being made, throw it quickly over the markers arm. b) Face the marker, and then quickly pivot and throw it over the marker while stepping. Extra effort should be made to put a slight inside out edge to it, to guarantee that the pass doesnt turn over too much. When to throw it: When the marker is low, perhaps because of a height mismatch. Advantages: Difficult to stop, especially for a tall thrower. Great pass on calm days or at altitude since it quickly gets past the marker and defender (this pass was one of our main offensive tools in winning Boulder in 1992). Disadvantages: Less effective in wind. Hard to throw when the marker plays off the thrower.
The scoober is thrown with the forehand grip over the backhand side shoulder of the marker. It is best used when on a tight mark to a wide open receiver coming back toward the disc on the break side. How to throw it: Just throw it out there as flat as possible and let the receiver run to it. Make sure that you turn your shoulder all the way across your body so that your back is slightly to the marker when you throw. When to throw it: When the marker is off you. When the most desirable passing lane is directly through the marker and you cant get it around him. Advantages: Cool throw. Quick release, especially for those players who hold the disc with the forehand grip while pivoting. Disadvantages: Cool throw, so the thrower can easily get infatuated with it and use it too much. Sometimes the disc can stick in the hand and either go right into the ground or have too much hyzer and not float at all.
The hammer (normal overhead) can be a great weapon. It is most effective when thrown to a receiver cutting away from the thrower at a 45 degree angle. Usually, the defender is fronting the cutter, the rest of the defense is on the force side, and a large area is open. This can be used for anything from a soft 10 yard throw (almost like pushing a dart) to a huck. How to throw it: Forehand grip, similar motion to throwing a football. The release point determines the arc of the pass (early release flies high, late release flies low). When to throw it: In the zone, to get it over the marker and the cup. When the receiver is cutting away from the disc to the backhand side. Advantages: It reaches the receiver quickly, so the defender usually has no chance at it. Since its a leading pass, the receiver will often catch it with his defender several yards behind him and out of the way (if youre coming back to the disc and your defender is behind you, he is still in the way of your next throw). Disadvantages: Often dropped, even if its well placed. Less margin for error if the throw never flattens out. Hard for the receiver to catch in a crowd if it floats. Harder to master.
All of these choices involve either faking the marker out of
position or throwing it around a stationary marker. The latter
requires a quick release. Hot box, with its lower stall count and
quick short passes, can help a player develop quicker throws. The
former requires believable fakes. A good fake will look like a
normal throwing motion up until the time of release. Indeed,
often my "fakes" are just throwing attempts that are
aborted because of good marking. This means that a fake involves
more motion than just the arm, that it is done at normal speed,
and that it sets up something else. Faking just for the sake of
faking is usually counterproductive. (Often while faking, some
cut might open up suddenly, and the faker will be out of
position.) Usually, the fake will be of the "fake right,
throw left" variety. Fake the inside out forehand, the
marker steps over to block it, then pivot quickly to the backhand
before the marker can adjust. One way to set up the backhand huck
is to throw a quick backhand fake, step around as if youre
throwing the forehand around the mark, then take the full step
across for the long backhand. Sometimes you might have to do this
several times before the throw is open. Even when you are
planning on throwing around the marker, a quick misdirection move
will open up the throwing area more. Before an inside out
forehand, sometimes a quick overhead fake will get the marker
standing more upright, so you can then throw under his arm more
easily.
Finally, develop confidence in these throws. Feel comfortable enough with these throws so that you know will be able to get it past any marker that doesnt tackle you. When you have assembled the full repertoire of these throws, you know that however the marker chooses to force you, he will not be able to prevent everything.
Sidebar: (this could be a simple picture with players labeled A, B, and C. First frame shows A at the bottom, B marking him, C some distance away. Second frame is B at the bottom, C at the top, A is marking C. Third frame is B at the bottom, C marking him, A at the top. ASCII representation below)
Drills can help develop these skills. Most drills should use a
marker, even if all the marker does is stand passively. One drill
requires three players, one acting as the thrower, one as the
marker, and one as the receiver, with the roles rotating every
pass. The receiver stands 10-15 yards away from the thrower and
marker. The marker chooses a force, and the thrower attempts to
complete the pass, then runs up to the receiver to become the
marker for the next throw, and continue in this fashion. Spend
some time forcing backhand, forehand, and straight up, and
experiment with tight, aggressive marking and loose, relaxed
marking.
C C A
A
B C
A B B
(Ive tried to draw the marker slightly forcing forehand in each case, not sure how it will turn out on your screen).
Sidebar:
What to think about when confronted with the mark:
Sidebar:
How to break the mark: