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1  General / Ulti Strategy / Re: Rule Question: Contested Travel on: October 05, 2013, 11:48:41 PM
Contested or non-contested, the outcome is the same, so it's really a moot point.  The disc is returned to the thrower, and the count is resumed after a check.  If a travel is called and the disc is turned over (dropped, out of bounds, D'd, etc) it would stand as a turnover.  It is win-win for a  defense.  If you are playing a team who does not play by the rules, I would contact your league or tournament director, or request an Observer.  In an Observed game, the observer can overrule a travel call if he agrees it to be in error.
2  General / Ulti Strategy / Re: I want to improve my deffense, but i m SMALL HEIGHT, HELP! on: October 05, 2013, 11:32:17 PM
Small guys will always be challenged on deep throws or jump balls.  You can help yourself simply by choosing who you cover when possible - cover handlers or height comparable people.  As far as physical training, increasing your vertical can be a huge advantage - plyometric training (be careful, this needs to be a slow progression - plyo can do serious damage if you do too much too fast) worked really well for me.   There are videos on youtube for increasing your vertical.  As the other poster mentioned, being short can give you other advantages, especially on the short game (no pun intended).

Shorter players can typically:
Layout faster
Turn faster
Have quicker short burst speed

This makes you invaluable for defense on under cuts or in a zone.

As a marker, work on making your defense unpredictable - handlers can throw around you if they know what to expect, but if you keep them guessing they will have more trouble throwing around you with confidence.

Cheers -
3  General / Ulti Strategy / Re: Double Team Rule on: October 05, 2013, 11:08:30 PM
Don't confuse guarding with facing.  You can often guard a player without facing them.  You can face thrower or be at an oblique angle as long as you are defending your offensive player from attaining the disc.  You just have to be aware of their location.  Additional point - your offensive player doesn't have to be within 3 meters, they could easily be 15-20 feet from the thrower and still be legitimately guarded from within the "Double Team" radius.
4  General / Ulti Strategy / Re: Hammer throw is not going very far? on: October 05, 2013, 11:04:08 PM
Hammers are primarily about release angle and stability.  Wrist snap doesn't hurt, but there is typically a lot of arm behind it anyway, so form is key.  The more horizontal the disc at release the faster and farther it will fly, often though, slightly shallower than 45 degrees will yield best results for regular use.
5  General / Ulti Strategy / Re: Indoor tactics? on: October 05, 2013, 10:55:32 PM
Indoor is tricky.  There are a lot of variations an the game.  Are you playing smaller walled fields or open fields?  Can you play off the wall?  Regular endzone or box endzone?  How you play varies greatly depending on the field space.
6  General / Ulti Strategy / Re: two handler zone offense (videos) on: October 05, 2013, 10:53:27 PM
You should look up RISE UP Ultimate.  They have a lot of videos on structured play. https://www.riseupultimate.com/
7  General / Ulti Strategy / Re: Where to take the disc if caught out of bounds behind end zone? on: October 05, 2013, 10:48:31 PM
If it was caught before he landed out of bounds, it is considered in play until he lands, so the disc would be put into play at the nearest spot of the field (e.g. straight up from the spot where he landed on the front of the endzone). If he lands out of bounds before the has control of the disc, it would go back to where it left the playing field - e.g. the sideline where it went out. That assumes that the disc never entered the space over the playing field at all. I believe if it crossed over the back cone of the end zone it would be put into play on the front of the endzone where it crossed back out of bounds. Hope that helps.
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