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48 Ultimate Frisbee terms defined, including the pull, huck, scoober, Callahan and stack, each explained in a single line.

Ultimate Frisbee terminology names two things above all: the throw and the space it was thrown into. The words related to Ultimate Frisbee below are the ones called out on the line before the pull, and the Ultimate Frisbee glossary underneath gathers the words associated with the disc that sideline chatter assumes you already know, the frisbee slang of skies, bids, hucks and universe point.

Must-Know Ultimate Frisbee Terms, Phrases and Slang:

  1. Backhand
  2. Bid
  3. Break
  4. Catch
  5. Disc
  6. End zone
  7. Flick
  8. Hammer
  9. Huck
  10. Layout
  11. Marker
  12. Pivot
  13. Pull
  14. Stall
  15. Turnover
  16. Zone defense
  17. Cup
  18. Double team
  19. Forced side
  20. Goal
  21. Handler
  22. Poach
  23. Stack
  24. Swing
  25. Travel
  26. Upwind
  27. Downwind
  28. Scoober
  29. Strip
  30. Timeout

Ultimate Frisbee Glossary: Every Term A to Z

TermWhat It Means
AroundA throw sent around the marker rather than past their body, the standard way to beat a force.
BackhandThe basic throw, released across the body from the throwing side with a backhand grip. Reliable, and the first throw anybody learns.
BidA committed attempt at a catch or a block, usually involving a dive or a jump.
BladeA throw released at a steep angle so the disc knifes over the defense on its edge before flattening out.
BookendsGetting the block and then catching the goal on the same point.
BreakA throw that beats the marker's force and reaches the side of the field the defense was protecting.
CallahanA defender catching the offense's throw inside the end zone they are attacking, which scores immediately.
CatchReceiving the disc cleanly with one or both hands. A drop is a turnover.
CupThe three defenders who form a curved wall around the thrower in a zone, cutting off the direct forward pass.
CutA sharp run to get free for a pass, usually a change of pace or direction rather than pure speed.
CutterA player whose job is to run those cuts downfield, as opposed to a handler who works with the disc.
DA block or defensive play on the disc. Getting a D is the defensive equivalent of scoring.
DiscThe 175 gram flying disc the game is played with.
Double TeamTwo defenders guarding the thrower at once, which the rules do not allow.
DownwindThrowing with the wind behind you, which carries the disc further and flattens the flight.
DumpA short backwards or sideways pass to reset the stall count when nothing downfield is open.
End zoneThe scoring area at each end of the field. Catching the disc inside the one you are attacking scores a goal.
FlickThe forehand or sidearm throw, released from the side of the body with the thumb on top and fingers under the rim.
ForceThe side the defense makes the thrower throw to, called out as force forehand or force backhand so the whole team knows where to expect the disc.
Forced SideThe side of the field the force leaves open, and the side the defense is set up to cover.
GoalA point scored by catching the disc in the opponent's end zone.
GreatestA play in which a player jumps from inbounds, catches the disc beyond the sideline and throws it back in before landing.
HammerAn overhead throw released upside down at a downward angle, sailing over defenders in a high arc.
HandlerThe player who takes most of the throws and organises the offense, comparable to a quarterback.
Hospital passA floaty throw that hangs long enough for players from both teams to arrive under it at speed.
HuckA long throw down the field, aimed at a receiver running deep.
Inside-outA throw released with the disc angled so it curves back inside the mark, past the defender's body rather than around them.
LayoutA full horizontal dive for a catch or a block.
LidSlang for a cheap, floppy plastic disc, the kind that comes free at events. Not what a real game is played with.
MarkerThe single defender guarding the thrower and counting the stall.
ObserverA neutral official used in some competitive play who rules on contested calls. Ultimate is otherwise self-refereed.
PivotKeeping one foot planted while stepping with the other to open up throwing angles.
PoachLeaving your assigned player to sit in a passing lane and look for a block.
PullThe throw that starts play at the beginning of a point and after every score, like a kickoff.
ScooberAn upside down throw released with a flick grip over the front of the body, useful for short passes over a defender.
SkyTo out-jump everybody else and take the disc out of the air above them.
Spirit of the GameThe principle that players call their own fouls and keep the game honest without referees. It is written into the rules, not just into the culture.
StackThe offensive formation, vertical or horizontal, that lines players up to keep cutting lanes clear.
StallThe count from one to ten spoken by the marker. Reaching ten is a turnover.
StripKnocking the disc out of a receiver's hands after they have caught it, which is a foul and returns possession.
SwingA quick pass across the field to change the angle of attack and move the defense sideways.
ThumberAn overhead throw held with the thumb under the rim, flying upside down like a hammer but released differently.
TimeoutA stoppage called by a player with the disc or from the sideline, used to reset the offense or rest legs.
TravelMoving the pivot foot illegally, or setting up the pivot in the wrong place.
TurnoverAny loss of possession: a drop, a block, an out of bounds throw or a stall out.
Universe pointThe last point of a game, with both teams level and the winner taking it all.
UpwindThrowing into the wind, which needs a flatter, harder throw and shortens everything.
Zone DefenseDefending areas of the field rather than individual players, usually built around a cup, and most effective in wind.

#1 Backhand

A fundamental throwing technique in Ultimate Frisbee, where the disc is held with the thumb on top and the fingers underneath, then released across the body from the throwing arm’s side. It’s known for its reliability and is the most common way to throw the disc.

#2 Bid

An attempt to catch or block the disc that involves a player diving or leaping, showing maximum effort. It epitomizes the spirit of the game, as players “bid” their body to make a spectacular play.

#3 Break

A throw that leads the disc to an area of the field defended by the opposing team, usually around their marker. Successfully executed, it breaks the force and shifts the defensive strategy, often leading to scoring opportunities.

#4 Catch

The act of receiving the disc, which can be done with one or both hands. A secure catch is essential, as a dropped disc results in a turnover, shifting possession to the opposing team.

#5 Disc

The flying disc used in Ultimate Frisbee games, typically a 175-gram, 10.75 inches diameter disc. It’s the central equipment of the sport, with its aerodynamics enabling the varied and strategic play that defines Ultimate.

#6 End zone

The scoring area at each end of the Ultimate field, where a player must catch the disc to score a point. The end zone play is critical, requiring precision and timing from both the thrower and receiver.

#7 Flick

The flick, also known as the forehand or sidearm throw, is a common throwing technique in Ultimate Frisbee. The throw is executed with the disc held on the side of the thrower’s body, gripped with the thumb on top and fingers underneath.

#8 Hammer

The hammer throw in Ultimate Frisbee is an overhead throw where the disc is released at a downward angle and with a vertical spin. This throw travels over the players in a parabolic trajectory, making it useful for passing the disc over defenders to a teammate.

#9 Huck

A long-distance throw, typically referring to a deep pass down the field in Ultimate Frisbee. The huck is often a strategic move to advance the disc quickly and outpace defenders.

#10 Layout

An athletic move where a player dives horizontally towards the disc to make a catch or block. It is a dramatic and often game-saving play, showcasing commitment and skill.

#11 Marker

The defensive player assigned to guard the person with the disc, applying the stall count. The marker plays a crucial role in pressuring the disc handler and initiating defensive plays.

#12 Pivot

A fundamental footwork technique where the player with the disc keeps one foot stationary (the pivot foot) while stepping in any direction with the other foot. This increases their throwing angles while maintaining a legal stance.

#13 Pull

The throw that begins play at the start of a point or after a score in Ultimate Frisbee, comparable to a kickoff in football. A strong pull gives the throwing team’s defense time to set up downfield.

#14 Stall

A verbal count by the marker, indicating the maximum time (typically ten seconds) the disc handler has to throw the disc. If the stall count is reached, it results in a turnover.

#15 Turnover

Occurs when a pass is not completed, intercepted, knocked down, or if the disc goes out of bounds. The opposing team gains possession of the disc and the opportunity to score.

#16 Zone Defense

Zone defense in Ultimate Frisbee is a strategic defensive style where players are assigned to guard specific areas of the field rather than marking individual opponents. This method is effective in disrupting the flow of the game and can be particularly useful in adverse weather conditions, as it forces the offensive team to make more difficult throws.

#17 Cup

A defensive strategy in zone play where three defenders form a curved wall around the handler to prevent direct forward passes. The cup is designed to force turnovers through limited passing options and pressure.

#18 Double Team

Occurs when two defenders cover a single offensive player, often a strategic decision to apply more pressure or to limit the capabilities of a skilled handler. This can leave other players open and requires strong team communication.

#19 Forced Side

Refers to the defensive strategy of making a thrower pass the disc to a particular side of the field. This limits their options and makes their movements more predictable, aiding the defense in regaining possession.

#20 Goal

A point scored when a player successfully catches the disc in the opposing team’s end zone. Achieving a goal involves teamwork, precision passing, and strategy to outmaneuver the defense.

#21 Handler

An experienced player who primarily controls the disc and sets up offensive plays, similar to a quarterback in football. Handlers need strong throwing skills and strategic vision to direct the flow of the game.

#22 Poach

A defensive move where a player leaves their assigned opponent and moves into open space to make an interception or to cover another area of the field. Poaching can disrupt the offense if done effectively.

#23 Stack

An offensive formation where teammates line up in a vertical or horizontal line to create structured cutting lanes. The stack helps to create space on the field and provides a systematic approach to passing the disc.

#24 Swing

A strategic move where the disc is quickly passed from one side of the field to another, aiming to displace the defense and create open spaces. Swinging helps maintain possession and advance the disc towards the end zone effectively.

#25 Travel

Occurs when a player holding the disc moves their pivot foot without throwing the disc or establishes a pivot at the wrong spot. This infraction is similar to traveling in basketball and results in a stoppage of play.

#26 Upwind

A term describing the direction opposite to where the wind is blowing; throwing upwind is challenging due to increased disc resistance, requiring more power and control. Teams facing upwind must adapt their strategy to account for the wind’s impact.

#27 Downwind

Refers to the direction the wind is blowing; throwing downwind means the wind will assist the flight of the disc, potentially altering its speed and distance. Players often use different throwing techniques to capitalize on the wind assistance.

#28 Scoober

An upside-down throw that uses a flick grip, with the disc flying over the thrower’s head. It’s useful for quick, short passes over defenders and often surprises the opponent due to its unconventional release angle.

#29 Strip

An infraction that occurs when a defensive player knocks the disc out of a receiver’s hands after they have gained possession. A strip is often unintentional but results in a foul call, allowing the offensive player to retain possession.

#30 Timeout

In Ultimate Frisbee, a timeout is a break in play that can be called by a player on the field with possession of the disc or by a coach, depending on the rules of the tournament. Timeouts are used for strategic discussions, to rest players, or to stop play due to an injury.

FAQ

What is the first throw of an Ultimate Frisbee game called?

The pull. One team throws the disc the length of the field to the other to start play, at the beginning of the game and again after every score. It is the closest thing Ultimate has to a kickoff, and there is no serve.

What is a huck in Ultimate Frisbee?

A huck is a long throw downfield, thrown to a receiver already running deep. Hucking is the fastest way to move the disc, and also the riskiest, because a floaty one hangs long enough for the defense to arrive.

What throw is used overhead to pass over the defense?

The hammer. It is released upside down at a downward angle and travels in a high arc over defenders’ heads. The scoober and the thumber are the other two common upside down throws, both for shorter distances.

What is the scoring area called in Ultimate Frisbee?

The end zone. There is one at each end of the field, and a goal is scored by catching the disc inside the end zone your team is attacking.

What is it called when a defender follows one player everywhere?

Person defense, also called matchup or man defense, where each defender is responsible for one opponent wherever they go. The alternative is zone defense, where defenders cover areas of the field instead.

What does lid mean in frisbee slang?

A lid is a cheap, thin, floppy disc, the sort handed out free at events. It flies badly in wind and is not what a game is played with: Ultimate uses a 175 gram disc.

What are some words related to Ultimate Frisbee?

They split into throws (backhand, flick, hammer, scoober, huck, dump, swing), plays (cut, layout, bid, sky, poach, stack, cup) and rules (pull, stall, travel, turnover, strip, Spirit of the Game). The glossary above gathers them all.

What are some Ultimate Frisbee terms for beginners?

“Backhand,” “Flick,” and “End zone” are some Ultimate Frisbee terms beginners should start with. These terms are essential for throwing techniques and understanding the scoring areas of the game.

What are some funny Ultimate Frisbee terms?

“Huck,” “Hammer,” and “Bid” are some funny Ultimate Frisbee terms. They add a playful element to the game, referring to long throws, an overhead toss, and an athletic attempt to catch the disc, respectively.

What is a famous Ultimate Frisbee phrase?

“Greatest” is a famous Ultimate Frisbee phrase that describes a player jumping from inbounds, catching the disc, and throwing it back into play while still in the air and before landing out of bounds.

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