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Drillbook Tyro 2004.

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Presentation on theme: "Drillbook Tyro 2004."— Presentation transcript:

1 Drillbook Tyro 2004

2 Symbols Cuts Throws Clearing & Returning to Stack 1 a

3 Curl Drill X1 X3 X5 X2 X4 X6 1 a b 2 This drill uses multiple discs.
There are two stacks about 10 yards apart, facing the same direction. The cutter (X1) from the front of one stack goes out and curls back and the player at the front of the other stack (X2) makes a well-timed throw (a) to the cutter. That thrower then becomes the cutter (Cut 2). Players should alternate stacks (e.g., after catching throw (a), X1 would go to the back of the stack behind X6). This allows you to alternate between forehands and backhands. Throw (a) is a rightie backhand. Throw (b) is a rightie forehand. The purpose of this drill for the cutter is to work on short explosive changes of direction that are not telegraphed. The goal for the thrower is to time a throw well, meaning as soon as possible without being too early for the receiver. Throws should be crisp, not floaty, and they should arrive shoulder-high. The receiver should be giving a visual cue that they are expecting a throw (such as holding hands out, or pointing immediately before the cutback, and eye contact) and the throw should be keying off of those cues.

4 Point Drill 1. 2. 3. X2 X4 X6 X8 X2 X4 X6 X8 X1 X2 X4 X6 X8 X1 a
b X2 X4 X6 X8 X7 X5 X3 X1 3. X2 c X7 X5 X3 X4 X6 X8 X1 This drill uses one disc. Two small stacks face each other with about 10 meters between the front of the stacks. A player throws to the other stack, then goes and marks the person as they try to throw. Player X1 throws (a) to X2. She then jogs forward and taps the disc in X2’s hand and starts a straight-up mark and stall count. X2 has to throw a catchable throw to X3 before getting stalled. Usually we start the stall count at 5. After X1 marks, she goes to the back of the stack. After X2 throws, he jogs across and marks X3, and so on. The purpose of this drill is to practice getting a throw through a mark to a pretty wide open player who is serving as your safety valve on a high stall count. It comes up sometimes because defenses sometimes will poach off the dump and have the marker try to take it away once the count gets above 5. The question for the thrower is: can you have a quick throwing motion (to avoid getting blocked) and still avoid throwing it into the ground or throwing a bullet? Throws should be softer rather than harder. They should arrive shoulder-high. Secondary goals – The marker should work on keeping their balance while marking. Don’t bite on a fake so badly that you give up an easy pass. The person behind the thrower (when X2 is throwing, this is X4) should watch for traveling and call it, to help the thrower learn to keep a pivot foot.

5 Charging Drill 1 a X1 X X X X X2 X3 X X X X b 2
This drill uses multiple discs. Two stacks face each other, anywhere from 15 – 25 meters apart. Players alternate making a small out/side move followed by a hard cut in. A throw is made from the front of the opposite stack. After making the catch, go to the back of the opposite stack. The purpose of this drill is to work on crisp throws to people who are timing a cut back to the thrower. The catch should be made on-stride and with arms extended. The throw should be geared to the receiver’s outside shoulder. The throw should be made early enough that it is caught before the receiver is halfway to the thrower’s stack. The receiver should run through when making the catch (don’t slow down as the disc approaches). A number of variations can be incorporated into this drill. Can add a mark and do slight breakmark throws. A person would mark, then throw, then cut. Or one person can mark for awhile. Can add a person in the middle, right between the two stacks, that the throws have to get around. Can have the cuts come from the farther ends of the stacks instead of from the nearer ends. In this case you catch, then you throw, instead of throwing then catching.

6 Cone Race Charging Drill
1 2 X X X X2 X1 X4 X5 X X X X9 X3 This drill uses multiple discs. Two stacks face each other, anywhere from 15 – 25 meters apart. Two cones are positioned near the front of the receiver stack. The cones are about 3 meters apart. The goal is to throw a completion to a teammate who has a couple of strides ahead of their defender and is cutting back to the thrower. [Upper Diagram] X1 has the disc. X9 is marking. X3 jogs toward the near cone and touches it, then cuts back hard toward the thrower (Cut 1). As soon as the receiver touches the front cone, the defender X4 can start pursuit from the back cone (Cut 2). [Lower Diagram] After X4 has served as the defender, he/she is the new receiver. So X4 jogs back to the front cone, touches it, then charges hard back toward the thrower (Cut 3). When X4 touches the cone, X5 can start to pursue from the back cone (Cut 4). The purpose of this drill is to work on making cuts and throws that take advantage of what the defense provides. This has two elements: X9 is marking all the time. X9 can change the mark while the receiver is jogging to the front cone. So in the upper diagram, when X3 turns around after touching the front cone and starts cutting back to the thrower, X3 needs to make a cut that makes sense given the mark. X9 is forcing backhand, so X3 cuts to the appropriate side. In the lower diagram, X9 is forcing flick, and X4 cuts to the correct side for an easier throw to be made. The thrower should adjust to the mark. In the upper diagram, X9 is marking loosely and well to the side. This allows X1 to make a throw that is almost straight downfield (Throw a), and to make it early. This is advantageous because it allows less time for X4 to catch up to X3. In the lower diagram, X9 is marking hard and more straight-up. So X2 makes a throw more out to the side (Throw b), and puts enough float on it for X4 to adjust and make the catch. You can vary whether players alternate stacks, or stay within a stack for awhile and then switch stacks en masse. I do think it runs more smoothly when one person stays the marker for awhile. X4 X9 X X X X X2 X5 X X X X 3 b 4

7 Dumping Drill Note: the X0 can cut to wherever the X1 will be able to throw easily, to include a second dump cut. X’s are offense. Y’s are on defense. X0 starts with the disc and dumps to X1 with throw (a). After dumping, X0 cuts for the give-n-go, getting the disc back (throw b). Reset and repeat. Y0 should start the drill by choosing whether to force forehand or backhand, then checking in the disc at a stall count of “Stalling… 3.” Ideally X0 should start to look to dump at about 6. After X1 gets the disc, Y1 should also start the stall count at 3. The purpose of this drill is to practice: Setting up your initial position as the dump. It should be as shown by X1. If Y0 switches the force before checking the disc in, then X1 needs to notice that and get to the other side of the thrower before the count reaches six. The thrower and the dump working together based on what the dump’s defender is giving them. If the defender is facing X0, then X1 should point in the direction they want the throw, then cut in that direction. X0 should fake a throw the other way to throw off the defender, then complete the dump. If the defender is facing the dump (face guarding), then X0 should indicate a preferred direction and wait for X1 to set up a cut in that direction, or simply throw a floater in that direction and let X1 run it down. If the defender is overplaying the dump throw, then X0 and X1 should both recognize it and do a throw up the line. Give and go cuts. Recognizing when the give and go is viable and when it is covered. Y0 a X0 Y1 X1 b

8 Bender Drill X1 X2 X X X X4 X3 This drill uses multiple discs.
There is one stack at the front of the end zone and three cones. X1 curls around the far cone, comes up and turns back at the middle cone. When X1 reaches the middle cone, X2 can begin pursuit from the near cone. X3 throws a bender around X2 to X1 for a goal. After defending, X2 becomes the new receiver. After throwing, X3 becomes the new defender. So you throw, then you defend, then you receive, then you go to the back of the stack. The goal is to learn to throw benders as an option for an isolation scoring play. And to time a throw to a change in direction from a teammate, without overthrowing and without ending up in a jump-ball situation.

9 Timed Curls Drill X a X X X X1 b X X X X2 c X X X X3
This drill uses multiple discs. One handler sets up alone. Next to him are three stacks (imitating handler/middle/deep) all facing the same direction and spaced about meters apart. The lone handler starts each cycle of this drill by yelling “Disc in.” Three cutters go simultaneously, one from the front of each stack. The first one curls in front of the lone handler then cuts back sharply and gets the disc (a). In time, the second one does (b), and then the third (c). The second cut is a little less sharp and more rounded than the first. The third cut is very rounded. This drill is not meant to cycle through very quickly. After each trio of players goes, there is a pause while the first two (X1 and X2) come back to the stacks. Otherwise it gets clogged. The goal is quality, not quantity. The purpose of this drill is to work on timing the second and third cuts based on what is happening. The second two throws should be made with no hesitation, just a pivot. Throws should be made so that they can be caught on-stride and in front of the receiver. The third stack needs more players in it than the other two, because it takes longer to return, and they get more winded. Usually we run this with people staying in one stack for awhile (say, three cycles through for each player), then switching the entire stacks around. c X X X X3

10 Endzone Drill c X X X X6 X4 X3 X5 X X X2 b X1 a
This drill uses one disc. There is one stack at the front of the end zone and one stack at the back. X1, in a corner of the endzone, catches a disc to start the drill. The front player on the front stack (X2, who would’ve just thrown to X1) does a fake cut forward then curls back behind X1 and calls for the dump. X1 makes the dump (a). The front player on the front stack, X3, times a cut to receive the swing pass (b) from X2. As a continuation, the player at the back of the back stack, X4, makes a cut to the opposite corner of the end zone. The pattern then repeats for that half of the field. See the next page. Throws should be made “from the outside”. X1’s dump throw (a) is a rightie backhand, because that releases the disc from closer to the sideline. X2’s swing pass (b) is also a rightie backhand, because that releases the disc from a point farther from the end zone. X3’s scoring throw (c) is a rightie backhand, too. The purpose of this drill is to work on the dump-swing-score sequence. Timing and accuracy are emphasized. Dumps should be soft, swings should be crisp, scores should be caught on-stride (lead the receiver). X2 b X1 a

11 Endzone Drill, Cont’d d X4 e X3 X X X X6 X5 X X X X2 X1
After throwing, players move quickly to the stack that is opposite the one they just came from. They alternate stacks. See X1 and X2 in the diagram. Now that the disc is on the other side of the field, The dump, swing, and scoring throws should all be rightie forehands. Tips: Invest something in your dump and swing cuts. Imagine a defender, and where that defender would position themselves in this situation, and how you would create space between yourself and that defender. Notice how the players “set up” the dump by faking a through-cut first. Notice how the swing cuts “set up” their cuts by first going in another direction. Notice that the swing cut can be a fake away from the thrower then back toward (as in X5) or a fake through-cut followed by fading back away from the thrower (X3 on previous page). Both of those are good, and they are MUCH better than just jogging out a few feet and standing still, waiting for some defender to get a layout D on you. X2 X1

12 Endzone Drill, Advanced
X1 2 c 3 X X X X X3 b This drill uses one disc. This is a variant of the standard endzone drill. The front stack is eliminated. Instead of the swing pass being made to a player from that stack, it is made give-and-go style to the person who just dumped it. The swing pass should be a softer, leading pass for X1 to run down. This is a good variation for when you have a lot of handlers show up. It mimics a dump-swing give-and-go that is often very useful in game situations. 1 X2 X1 a

13 Leading Drill a X X X X X2 2 1 X1 X X X X X3 b
This drill uses multiple discs. Players begin in two parallel stacks about meters apart and anywhere from 15 – 35 meters from the front of the end zone. Players alternate throwing a sweet scoring throw, then cutting to the endzone themselves to receive a throw from the opposite stack. Alternate stacks. Throws should be made from the “outside” side. X2 throws a rightie backhand. X3 throws a rightie forehand. Count consecutive “quality” completions. A quality completion is in the end zone and one that could not have been defended as long as the receiver was a couple of strides ahead of their defender. The throw leads the receiver. The receiver does not have to slow down or reach behind him for the catch. The throw does not hang in the air and become a jump ball. For a throw that is caught but not “quality,” keep the count where it is. For an incompletion, start over at zero. Cuts can be like X1’s Cut 1. It starts with a fake of going straight, then cuts at a pretty sharp angle across the field, angling to the front of the end zone. They can also be like X2’s Cut 2. It is pretty much a full sprint from the get-go, and is angled more subtly, toward the back of the end zone. The thrower should read the style of the cut and make a catchable throw. Ideally, a throw to X2’s type of cut (Throw b) should spend some of its flight path about feet above the ground, so it is flying safely over any hypothetical teammates/defenders in that space. X X X X X3 b

14 Long Leading Drill X X X X1 a 1 X X X X X X X2 2 X X X X3 b
This drill uses multiple discs. Players begin in one of three stacks. A stack on the left and one on the right each have four players. Those players have discs. The remaining players are all in the center stack. The stacks are 15 meters apart and anywhere from meters from the front of the end zone. A player from the center stack cuts forward (Cut 1) and gets a long throw from the left stack (Throw A). The next person in the center stack then cuts (Cut 2) and receives a throw from the right stack. After throwing, a player goes to the back of the center stack. After receiving, a player goes to the back of the stack that they just caught the disc from. Throws should be made from the “outside” side. X1 throws a rightie backhand. X3 throws a rightie forehand. Count consecutive “quality” completions. A quality completion could not have been defended as long as the receiver was a couple of strides ahead of their defender. The throw leads the receiver. The receiver does not have to slow down or reach behind him for the catch. The throw does not hang in the air and become a jump ball. For a throw that is caught but not “quality,” keep the count where it is. For an incompletion, start over at zero. Ideally, a throw should spend some of its flight path about feet above the ground, so it is flying safely over any hypothetical teammates/defenders in that space. 2 X X X X3 b

15 Four Corners Drill X 2 X X2 X X3 b 1 a X1 X4 X X X X
This drill uses one disc. Use six players at a minimum. Set cones in a square meters to a side. A stack forms at each cone. A player cuts (Cut 1) from one stack toward another. A player at the stack where the cut originated throws (a) to the cutter. The first person at the cone where the receiver arrives makes a cut toward the next stack (Cut 2) and gets the next throw (b). And so on. Count consecutive completions. Alternate the direction of travel of the disc, and alternate forehands/backhands to match. For example, in the diagram above (disc going clockwise) the players should throw rightie forehands. Sometimes as a variation we will have the cuts start toward the inside and curl out. But that tends to create collisions between the receiver and the next cutter. So 90% of the time we start the cuts toward the outside and curl them back in, as shown in the diagram. X1 X4 X X X X

16 All-Hands Drill d 3 X2 X X X 4 c b 2 X X X X3 X1 X X X 1 a
This drill uses multiple discs and a lot of players. There are two “handler” stacks parallel and 20 meters apart. A third “middle/deep” stack is in front of one of the handler stacks and meters downfield. Player X3 makes a charging cut (1) and X1 throws (a). X1 then makes a give-and-go cut (2) and gets the swing pass (b). As soon as X3 makes throw (b), she starts downfield (Cut 4). Meanwhile, X2 times a cut (3) to get the continuation dump throw (c) from X1. X2 receives the dump and then looks up to make a huck throw (d) to X3’s deep cut. The purpose of this drill is to work on a variety of throws integrated in one pattern, and to run the middle/deeps till they drop. Usually people stay in one stack for awhile and then the stacks rotate. Also, alternate which side of the field the middle/deep stack is on, to alternate forehand/backhand hucks. In the diagram above, throw (d) is a rightie forehand. A quality huck is one that could not have been defended as long as the receiver was a couple of strides ahead of their defender. The throw leads the receiver. The receiver does not have to slow down or reach behind him for the catch. If the throw is behind, the receiver should aggressively go back for the disc, not just stand there and wait for it to arrive. Play like there’s a defense on the field! Cut 4 can start with a fake of going at 80%, then cut at a sharper angle and accelerate as a timed move off the dump (c). Or it can be a full sprint from the get-go, but it shouldn’t outrun the throwing range of the hucker X2. The thrower should read the style of the cut and make a catchable throw. Ideally, a huck should spend some of its flight path about feet above the ground, so it is flying safely over any hypothetical teammates/defenders in that space. But it should not hang in the air above the intended receiver and become a jump ball. b 2 X X X X3 X1 X X X 1 a

17 All-Hands Drill, Variation
X2 X X X 4 c 2 3 This drill uses multiple discs and a lot of players. There are two “handler” stacks parallel and 20 meters apart. A third “middle/deep” stack is in front of one of the handler stacks and meters downfield. Player X3 makes a charging cut (1) and X1 throws (a). X2 cuts to centerfield (Cut 2) and gets the swing pass (b). As soon as X3 makes throw (b), she starts downfield (Cut 4). Meanwhile, X1 curls behind X2’s cut and times a cut (3) to get the continuation dump/swing throw (c) from X2. X1 receives the dump and then looks up to make a huck throw (d) to X3’s deep cut. This varies from the regular All-Hands, in that the swing and dump receivers are swapped. The purpose of varying it is to make a handler run a little right before throwing a huck. b X X X X3 X1 X X X 1 a

18 Stack Weave Drill X3 X1 X2 X2 X2 X4 X6 X1 X3 X5 c d b 2 4 3 1 a
This drill uses one disc. There are two stacks about 10 yards apart, facing the same direction. To start the drill X2 cuts out (1) and X1 throws them the disc (a). X1 cuts immediately after the throw behind X2 and them up next to them (2) for a short swing pass (b). This should be a rightie forehand. X3 then cuts straight out (3) and X1 throws a long swing (c). This should be a rightie backhand. As soon as X2 threw to X1, they cut back across the field (4) timing their cut to receive a short dump/swing pass from X3 (d). This is a rightie backhand. The drill would continue with X4 cutting for the long swing from X2 and X3 cutting around for the short dumb/swing pass. You return to the opposite line from which you started after you throw the long swing. Remember once you throw the short dump swing you start cutting immediately or else you will be in the way of next throw. The purpose of this drill is to work on dumping and swinging. It also works on timing your cut to receive the next throw. You should also focus on catching the disc, pivoting, and throwing immediately.

19 Three-Man Weave X3 X2 X1 X2 X1 X3 X1 X2 X3 d c b a 1 2
This drill uses one disc. It is a good warmup when there are not a lot of people around. Three people stand side-by-side about 5-15 yards apart. Think of each player as occupying a “lane.” The goal is to weave from lane to lane making short reliable throws. X1 has the disc in the far left lane. X3 cuts forward and to the center lane (1), while X2 curls behind X3 (2) to the open lane. X1 throws (a) to X3 who immediately makes a continuation swing throw (b) to X2. X1 moves forward after throwing, to stay even with the others. Now the pattern repeats. The person on the outside (now X1) cuts to the middle and receives the first throw (c). The person in the middle curls to the open side for the continuation swing throw (d). The pattern then repeats. The purpose of this drill is to develop the ability to throw in rhythm, make throws that can be caught in stride, and not break down when you get winded. Try to make it all the way up and down a 70-yard field. b X2 X1 X3 a 1 2 X1 X2 X3

20 Chain Gang XX X1 X2 XXX X3 XXX X4 XXX a b c
This drill uses multiple discs. THIS DRILL MUST START WITH X1 CHECKING THE DISC ON THE GROUND AND SAYING “DISC IN.” UNTIL THAT HAPPENS, EVERYONE NEEDS TO STAY IN THE STACK! At “Disc in,” X2 and X3 both begin their cuts. X2 does maybe a one step out-fake and then goes in/across for throw (a) from X1. X3 begins by moving outward but watching the play develop. At the moment that X2 catches the disc, or slightly beforehand (such as when (a) is in the air), X3 cuts back toward X2 for a continuation pass (b). The cutback is highlighted on the diagram. The two lightning bolts happen at the same time. At the moment that X3 begins their cutback to the disc, X4 begins cutting by doing a fake cut toward the thrower. At the moment that throw (b) is caught or nearly caught by X3, X4 cuts away for a continuation deep throw from X3 (throw (c)). The two crescent moons happen at the same time. This leads to the successful accomplishment of a smooth goal. See smiley face. At the end of a cycle, X1 goes around to the end of the X4 stack and everyone else moves forward. One advanced variation we can try is that after X1 throws, they he/she tries to sprint out and guard X4. Can the string be completed quickly enough that X1 can’t catch up to the huck? The purpose of this drill is all timing and setting up your true cut by going the opposite way first. All of the throws in the above diagram would be rightie forehands. The key to having this drill work is to start in a coordinated fashion. The person in the X1 position needs to check that every stack is ready, that everyone is paying attention, and that no one is clogging any part of the side of the field about to be used. Only then should they check the disc in. a b c

21 Pickett Drill X2 X X4 X3 X3 X X4 X2 X X X1
This is a fairly simple drill designed to help with flow down the field after a couple of throws are made and the stack needs to move up the field. X1 is the front of the handler stack and the three receiver stacks are lined up perpendicular to the handler stack. At the start of the drill X2, X3, and X4 all start by cutting away from the disc. After a couple of steps, X4 cuts back to X1 and gets the disc. X3 is looking over their shoulder while moving up field, and, once the X1-X4 throw is made, they cut back to X4 to get the continuation throw. X2 is doing the same as X3, but, being further up the field, is now in position to cut back to X3 once X4 makes the throw. Incidentally, this drill will help us clear since the receivers who just completed the drill need to get back into a stack without inhibiting the next iteration. This drill can be a little confusing at first as the receiver starting closest to the disc (X2) is the last one to get it. It is also easily adapted to having defenders. The flow of a single person is to go from thrower position, to X2, to X3, to X4, and back to thrower. X X1


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