File Description Aliases
2 Second Window The window in which a player on the disc must read the field and decide — if something is developing, play it through; if nothing is developing, reset.
Active Handler The handler currently in primary ball-carrying position with the disc.
Break Side The side of the pitch the force is closing off — the harder, higher-value side to throw to.
Buzz Switch A defensive technique where two defenders swap their marks in motion to disrupt a give-and-go or handler exchange.
Catch in Stride Receiving the disc while still in motion, ready to throw or cut again without a stop.
Continuation The cut and throw that come immediately after the disc is moved — the next link in a flow sequence.
Cup The front layer of a zone defence — the players directly pressuring the disc and the immediate surrounding space.
Cutback Reversing momentum along your cutting line to reset an unsuccessful cut or create a new angle.
Danger Zones Areas of the pitch where the risk of conceding or turning over the disc is highest, defined separately for defence and offence.
Deep The back defender in a zone, responsible for the deep space and any over-the-top shot.
Dump Handler The handler offering the reset option behind or beside the active handler.
Effective Force A mark that is fully settled, correctly positioned, and able to react to both the disc and downfield movement.
Flow The state where the disc and the offence are continuously moving — every catch is a release and every release is a cut.
Force The side of the pitch a defender's mark is set up to allow throws to — and by extension, the side they take away.
Force Middle A defensive setup where two front defenders force the disc toward the middle of the field rather than to one sideline.
Free Poaching When a defender leaves their mark to disrupt cutting lanes without being punished.
Give-and-Go Throwing the disc and immediately cutting for an in-stride return — the engine of our play style.
Inside-Out A throw shaped to start inside the marker's body and curve outward — the primary tool for breaking the force at close range.
Iso An offensive cutter set apart from the rest of the formation so they can work 1v1 against their defender in clear space.
Mark The defender stationed on the thrower, applying a force and contesting throws.
Neutral Space The area of the pitch between the under space and scoring space — low value for attacking cuts, high value for clearing.
Open Side The side of the pitch the force is set up to allow throws to — the easy side to throw to.
Outside-In A throw shaped to start outside the receiver and curve back in — the counterpart to the IO, used to fade a disc into space.
Pivot Stepping out around the established pivot foot to change throwing angle and move the marker.
Power Position Channel The space ahead of a player who has just caught the disc in stride, before their defender can establish a force.
Reset A backward or lateral pass that buys time, refreshes the stall, and gives the offence a new picture.
Scanning The process of reading the pitch for options before committing to a decision — ideally completed before the disc arrives.
Scoring Space The high-value attacking zone in the final 15 metres before the endzone, where scoring pressure is highest.
Secondary Handler The handler who occupies dump space when the dump handler has moved.
Side Stack A stack of offensive players pinned to one sideline, leaving a wide central area for an isolated cutter to work.
Slash Cut A horizontal cut across the front of the disc that opens up both an under and a deep option from the same motion.
Sliding A marking technique that maintains a consistent force direction by moving with the thrower's pivots rather than reacting to them.
Split Cut A cut that attacks directly at a defender to force a commitment, then exploits the angle they leave open.
Stall Count The 10-second clock the marker counts on the thrower — the rule-based time pressure on the disc.
Strike Cut A direct downfield cut toward the endzone, made to receive the disc in stride or into the power position channel.
Swing A long lateral pass across the field that moves the disc from one side to the other and re-shapes the picture.
Trap A force or zone shape set deliberately to keep the disc on the sideline and deny the swing back into the field.
Under Space The high-value attacking zone in the first 15 metres in front of the disc, where most resets and continuation cuts are received.
Upline A handler cut that attacks vertically up the sideline or up the lane the disc is on, against a defender expecting a backfield reset.
Vertical Stack An offensive formation where cutters line up vertically through the centre of the field, leaving lanes on either side for cuts.
Wing The wide-positioned defenders in a zone, responsible for the sideline lanes, swings, and supporting the cup.