We only run T-stack (Vertical stack with 3 handlers) when we are
within 15 meters of the front of our scoring end zone. Back
of the vert (preferably best matchup) should be at the back of the
end zone, and first cut should come from there, unless a play
(Flash, Moses) is called, so listen to the handler with the
disc. If no completion, clear back to the front of the
stack. We get more conservative as we get closer, so run
hard, but relax and expect a lot of swings. Time outs are
also encouraged in this situation.
In every other situation we are always going to run a Horizontal
stack offense that integrates diamond cutting with the Strong and
Weak Space concepts
discussed here. Of course, Strong Space is also
limited by distance depending on the thrower, as indicated by the
Sweet Spot oval, below. After possibly faking, cut in a
straight line and do NOT react to fakes by the thrower. Just
remember that you don't have to go toward the disc, and that fakes
tend to be ineffective if your mark is several meters or more away
from you to start.
The best angle to make cuts, whether in or out is about 30° from
Vertical in Strong
Space. With an overly conservative mark that looks like this
the diagram on the left, but with an aggressive or straight-up
mark, it's more like the right diagram. Good
Cuts are in green and Bad Cuts
are in red:
After a brick or stoppage of play, we want our first look to be
at the Sweet Spot, which is just the Strong Space on the force
side. It can be attacked from the X starting points by the
two cutters closest to the force side of the disc (whether on the
sideline or in the center) by:
- If you have a better
match up than the other cutter make the primary cut, the other
will see that and do the secondary in opposite direction.
Handlers can often see this better than cutters, so listen!
Angles can vary with the mark, but no inverse angle (2 to X)
first cuts!
- If you do not get the disc, Clear (as hard as you cut) to Weak Space, look
at who is coming in behind you, then continue to the closed
(break) side or out deep in the Weak Space in order to find the
hole and recycle yourself into a new attack on what should by
then be a different Strong Space.
- If you do get the disc, your first look should be back toward
center, or to the closed/break side if you are near the center
of the field. This should only be thrown for an easy
(90%+) completion. Otherwise, immediately back to a
handler. Holding the disc for more than 3 seconds
(regardless of the count) disrupts the entire offensive flow.
The initial goal is good angles and timing between the two cuts,
with both reaching the 3 positions around the same time.
Again, cutting angles can and should vary with the mark.
Some other simple tips:
- Do not come closer than 12m to the disc into Handler Space.
This reduces the chances of completion and prevents handlers
from moving as they should to get resets in this particular
style of offense. Clear into Weak Space instead! The
only exception is if a current handler tells you to "Fill!"
- Pay attention to how your defender is guarding you.
Fakes are only useful if they are quite close to you. If
they start more than 2m away, just run the other way at a good
angle, even if it's away from the handler and make them chase
you. Even in somewhat challenging weather, good angles are
more important than distance for any competent handler.
- When cutting in, remember that the Clear and continuation cut
to the break side (backhand in this diagram) can be even more
valuable than the easy throw to Strong Space. Just try to
make sure you are not disrupting a better in cut from deep
before you continue there.
- When you Clear deep, make sure you go far enough, often most
of the way to the end zone, if unsure. This will keep you
ahead of the play if others are getting the disc, and make it
easier for you to see the next open space that you should
attack.
- Expect the disc to move at least every 3 seconds. Once
we've had at least one pass, the motion above should always
result in one cutter going out to deep space, and another coming
in from it. Try to anticipate where the disc will swing
when coming in from deep and start your cut before it gets
there.
- If you have a very bad match up, the best thing you can do is
to draw your defender into Weak Space by going there
yourself. This will either make a good defender useless or
allow you to get free as they Poach off you. If the latter
happens shout "Poach!" to help the handlers recognize the
situation. Of course, the Weak/Strong Space will keep
changing; so you will have to keep moving, but recognize that
the changing angle of attack is another thing that can get you
open.