top of page
Making Calls

 

The thrower has several calls to defend against an overly aggressive marker. These include "Straddle", "fast count", “double team”, "foul", and "strip". Know the rules governing these calls. Some common mistakes are:

  • Not checking the disc after a stall

  • Marker not going back 2 seconds on 1st Fast count or Double team call.

  • Not calling fast count when the marker doesn’t start with “Stalling”.

  • Throwing after making a call. Any throw made after a call is in jeopardy. If it is a turnover it will generally stay a turnover.

 

Always be aware of the stall count. Be sure to call the contact fouls that affect your pivots and releases. One tactic of an aggressive mark is to foul early to prevent throws and get a high stall count. However, a close mark is the most beatable mark. A good fake and a step past a close mark puts the release point behind the marker and is unstoppable. So if you feel you’re in control of the marker’s movements, don’t be quick to call fouls.

 

Once a call is made, the thrower should stop play. Determine the resolution of the call quickly and agree with the marker as to the stall count. Use the down time to establish communication with a cutter. Eye contact and elbow points work great here. When the marker is checking in the disc, be sure to face them squarely so you present all the throwing options and force the defenders to be prepared for all cuts and throws.

bottom of page