Get ready to toss and catch the ultimate guide to Ultimate Frisbee lingo!
Whether you’re a sideline supporter or a disc-diving player, these 30 buzzwords will transform your chatter from novice to MVP.
So, lace up your cleats, and let’s spin into the essential slang that’ll have you talking like an Ultimate champ. Game on!
Must-Know Ultimate Frisbee Terms, Phrases and Slang:
- Backhand
- Bid
- Break
- Catch
- Disc
- End zone
- Flick
- Hammer
- Huck
- Layout
- Marker
- Pivot
- Pull
- Stall
- Turnover
- Zone defense
- Cup
- Double team
- Forced side
- Goal
- Handler
- Poach
- Stack
- Swing
- Travel
- Upwind
- Downwind
- Scoober
- Strip
- Timeout
Table of Contents
#1 Backhand
A fundamental throwing technique in Ultimate Frisbee, where the disc is held with a forehand grip and released from the thrower’s side across the body. 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 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.