When executed properly, the Motion Offense is the most effective, fun to play,
enjoyable to watch, effortless offense in Ultimate.
With
decent spacing, effective penetration and solid balance, you can run an offense
that dictates tempo and once you've established to your opponent that you can
dictate tempo, you can pretty much do whatever you want. As with
most 'spread' offenses, the preponderance of the motion happens in isolation as
opposed to having 6-7 players cutting simultaneously. A practical side
effect of this is that this offensive formation is well suited for playing
against man on man, match-up zones (such as the clam or amoeba) and standard
zone defenses.
The basic formation in the Motion Offense is the 'wheel'. It's
a standard circle formation with a center post. Ostensibly, you want your
team to maintain this basic structure as much as possible as you move the disc
downfield. This is accomplished in one of two ways. One) the
players maintain pretty much their same relative positions as the wheel
cascades down the field and two) as players make moves in and out of the
formation, teammates move as quickly as possible to refill those positions
vacated by the rotations. Probably the most important 'spokes' on the
wheel are the flanker positions behind the thrower and off to the
sides. It is critical that the players who fill these roles provide
support to the team's effort by presenting themselves as viable options as
frequently as possible.

In general, when you are running a motion offense, you'd like to keep as many
options available as possible. If anyone has seen the movie Miracle
(about the 1980 Olympic Hockey Team), coach Herb Brooks incessantly beats the
players over the head with the mantra "maximize your options". I'm
paraphrasing slightly but he insisted that they execute a flow such that they
continually had multiple options and this mentality should be the
same in Ultimate if you elect to run a motion offense. In the typical
stack, Stanford or other 'conventional' offenses, the number of options at any
one time is limited. In the motion offense, establishing and maintaining
multiple options is the preeminent priority. Once you shift your emphasis
away from moving the disc downfield and toward a style of play that emphasizes
always having two or more options at any given time, you'll find that defenses
will adjust accordingly (by having to back off to guard all possible options)
and your team's overall fluidity will naturally benefit.
The Motion Offense for the most part is a thrower initiated offense as opposed
to 'conventional' offenses that are receiver initiated. For the most
part, you want your position players to make themselves available in their
respective areas but to maintain their relative formation similar to how you
would with a zone offense. Additionally, as opposed to other styles where
there is a lot of "east-west" or "north-south" types of cuts, in the motion
offense, the cuts are more radial in appearance. The fundamental
formation is that of a circle and therefore the game is played as more of a
polar one than that is based on a Cartesian plane. While most other
offense encourage throws 'to a space', this offense relies heavily on
direct
throws where the intended target is directly in front of the
thrower and there are no defenders in between the two. Just about
everything about the motion offense is 180 degrees out of phase with
'conventional' offenses that you may have played. The cuts are shorter,
the sense of urgency is replaced by a sense of calmness, players leave space
for the thrower to cut through, the objective is to manipulate the defense
instead of trying to score, throws are typically away from the marker as
opposed to trying to go through and confront the marker, the ideal time of
possession is around 500 milliseconds instead of 5 seconds, etc. In the
motion offense, when you dump the disk behind you, instead of cutting up field
and clearing, what you want to do is drift backwards and to the side and be
prepared to immediately receive the disc back. In this situation, you are
in the ideal location to support the offense so clearing is about the
worst thing you can do.
If you set as your intention to get rid of the disc as soon as possible and yet
under 100% control instead of catching the disc and immediately confronting the
attacking endzone and into the teeth of the defense, you'll find that you'll
make the players around you better, your personal statistics will improve
dramatically and your team's overall chemistry will improve. Also, once
you understand the philosophy of trying to drive your average time of
possession towards zero, you'll also be more inclined to change the way you cut
and support your teammates in order to give them the best possible chance to
get rid of the disc safely in less than 500 milliseconds. This is the
ying and yang of the motion offense and why support is so critical. In
this O, you are either the initiator or the initiatee so if you get the disc
from someone making a power move and you're unable to get the disc back to that
person, you've just gone from being the initiatee to the initiator. In
other words, when the flow is stalled and you're holding the disc,
you're
it baby. You're the triple threat now and it's your turn to
break down the defense and penetrate.
There are several fundamental terms and definitions that assist in understanding
solid performance in the motion O. They include
Balance,
Velocity, Negative and Positive
Movement, Support, Dead
Air
and Triple Threat/Triple Threat Position.
There are three (at least) types of Balance; individual (both
physical balance and a balanced distribution) and balance in your
overall team attack. As an individual you should be balanced as much
as possible, be balanced on top of the hip of your pivot foot when you have the
disk. Decelerating into catches so that you can achieve instant balance helps.
Balanced distribution means that you're not primarily focused on any of your
throws. In other words, you're not pivoting towards you sidearm every
time you catch the disk and you shouldn't always gravitate towards the
endzone. If you have a balanced attack as a person, the defense has to
honor each of your threats and if we maintain a balanced attack as a team, we
will always have two and usually more threats at all times. Team
balance means that your team presents the defense with as many possible
concurrent options as possible.
Velocity is a term I use for the speed of the team's motion as
it collectively goes up field. When I watch 'conventional' ultimate, there is
little control over the team's velocity in this regard. This reminds me of
watching a novice skier going down a hill without any control over how fast
they get there. Its pretty easy to have control over your velocity if you
maintain good balance, as an individual and as a team, as long as you set that
as your intention. The key to having the most fun, whether it's snow
boarding, surfing or playing this kind of offense, is controlling you're
velocity but pushing the envelope so you can go as fast as you can but under
enough control so you don't crash. If you feel yourself getting out of
control, gather yourself, get your balance and then look to push again at the
next opportunity.
Dribbling means two players, squared (shoulders, hips,
feet, head) towards each other with no defenders between them
passing the disc back and forth rapidly but under complete
control and without looking around at your other players (much).
The whole object of the motion offense is to get two defenders
on the outside of two offensive players and with enough cushion
to be able to establish and maintain dominance over the
possession. Too often, when this case arises, a typical
player will forgo this tremendous advantage and pivot outwards
towards one of the outside defenders rather than pivot inwards
where he is guaranteed a successful outcome.
Negative and Positive are descriptors used to
indicate the current relative orientation of your flow. Negative being
movement away from the attacking endzone and positive being movement towards
the endzone. Negative movement does not mean a dump and then a 'clearing
cut'. Negative movement would typically consist of standing with your
back to the attacking endzone, a throw away from the attacking endzone followed
by a cut also away from the attacking endzone (all as if the endzone opposite
the attacking endzone is the destination). The balance between
negative
and positive in the motion offense should be some
where around 60-40. The balance the most players today have is about
98-2. Not very healthy.
Positive Attack Position is standing facing the
attacking endzone, shoulders and hips square to the endzones with your
center of gravity ~12 inches in front of your pivot foot.
Negative Attack Position would be standing with you back
to the attacking endzone, shoulders and hips square to the endzones with
your center of gravity ~12 inches in front of your pivot foot (which would mean
that your center of gravity is negative to the attacking endzone).
The Two Man Game refers to the situation when there are two
offensive players, typically in the 'backfield' with no defenders near
them. The idea here is that the two individuals position themselves
square towards each other (meaning that both players have their
shoulders, hips, feet and EYES are directly squared towards the
other) and pass the disc back and forth to each other holding on to the disc as
little as possible. While these two players play the
Two Man Game, they drift downfield without any particular speed till just before a defender
arrives. At this point, the player with the disc fakes one more throw
back to the other and then turns and fires a give and go move past the
defense. The Two Man Game
accomplishes a few things. It dictates to the defense that 'we are in
control' and the defense tends to play a bit softer and it also drives your
average time of possession way down. You'll find that if you run the Two
Man game as much as possible as opposed to always turning to look down field,
you'll have more options at your disposal.
The Triple Threat Position occurs
every time a player has possession of the disk and is aware of the three
threats (pass, score or penetrate) and uses all three equally to apply pressure
to the defense.
Balance must
predominately be directly over the pivot foot.
From this position, a player can pass to another player, try to score it
or penetrate in any direction (even backwards). What it accomplishes:
when players play with the triple threat mindset, it changes the way a defense
can play against you.
By placing
your weight on your non-pivot foot, pivoting around to the outside or only
looking to score, you become a double or sometimes even a single threat making
it much easier to defend both you and your receivers. Playing this way is
similar to always 'picking up the ball' off a dribble in basketball. If
you are dribbling in basketball and you pick up your dribble, the defense can
play you differently because you've lost your ability to penetrate.
Similarly, in Ultimate, if you don't present the ability to penetrate visa vi a
give and go move where you can effectively get the disc back anytime you want,
defenses can play significantly more aggressively on your
remaining 'threats'.
A Triple Threat is a player who is
capable at any time of penetrating a defense in any direction, passing to
another one of his teammates or throwing a score to one of his teammates.
There are very few legitimate triple threats playing ultimate today but
hopefully over the next few years there will be a lot more.
A Piston Cut is a short move (2-3 yards) in
towards the disc followed by a rapid fallback into formation if you don't
receive the disc. The idea being that you don't want to consume either
too much time or too much energy in finding out if you are getting the
disc or not. If you post up (A basketball term meaning that you stand on
one side of your defender and hold your ground) your defender and then make a
small entry cut, you should know immediately whether or not you are the target
or not. If you are not, you want to 'piston' back into formation as
quickly as possible as to reset and be able to make another piston cut (or any
other cut for that matter) from your set formation.
Offensive Rotations occur when a player moves out of position
and the rest of the players adjust accordingly to re-establish the basic
formation with the least amount of team movement in the shortest amount of
time. For instance, in the diagram above, if the
Center Post runs a give and go move to the
Right Wing but is unable to get
the disc back from him, he needs to continue through and hopefully take the
place of the Right Wing. In another example, a flanker
may have pushed up-field on a back door type of play and in this instance, the
other flanker rotates around to replace him and the opposite wing then rotates
into position to take over the other flanker's job.
Support is something that is almost non-existent in ultimate
both in terms of implementation or philosophy.
Support
implies working in such a way to provide strength to your team's overall
structure. In the motion offense and especially in the above diagram, if
you are supporting the formation, you are both placing awareness on the basic
spacing on your team as well as aggressively working to re-establish that
formation when it becomes overbalanced in one way or another.
Keeping The Disk Alive is the idea that
you try to maximize the amount of time that while you are holding the disk,
there is at least one live option; meaning that the disk is cocked and ready to
be thrown and there is a receiver aware that he is a viable option.
Dead
Air is the opposite and it means that as long as you are flailing
around with big windups or sitting there waiting for someone to cut and not
'checking off' your other options while you are holding on to the disk, all that time you wasted is all
Dead Air. The receivers are responsible by maintaining eye
contact and staying open instead of running looking in another direction. This
is not to say that you always have to throw the disk as soon as possible, it
just means to always have options. When a thrower dumps the disk and then
clears, not even looking at the thrower, he's killing the disk. When a
thrower is pivoting and not being aware of the available options while he's
pivoting, he's killing the disk. When the disk is alive, the defense has
to honor it and you have a better chance at keeping them flat footed.
This may be the number one thing I would change in Ultimate if I had a magic
wand, so many players kill the disk by greedily just looking downfield for a
piece of glory.
A Direct
Throw is one in which there are no obstacles between the thrower
and receiver and the flight of the disc is a relatively straight
trajectory,
targeted preferably somewhere in the abdomen of the receiver.
Conversely, an Indirect Throw is one which is target to a
location other then where the receiver is and the receiver must meet the disc
at that location, is a throw that curves to get to the location (hammers,
benders, scoobers) and goes around defenders to reach its destination.
Important Offensive Statistics to measure effectiveness
in the motion offense:
- Points
- ATP average time of possession
- CP completion percentage, potentially
even broken down by :
- Right Handed (further broken down by throw selection: {sidearm, push, back
hand, scoober}, stall count {<2<5<10}, etc.)
- Left Handed (further broken down by throw selection: {sidearm, push, back hand,
scoober}, stall count {<2<5<10}, etc.)
- ATO
assisted turn over
- TCP total completion percentage {including
ATO's factored in}
- TRP total reception percentage
- TOP total offensive percentage (aggregate of
TCP & TRP)
POINTS
is a measurement of scoring effectiveness both on
scoring receptions, throws and assists.
Catching a score: 1 Point Throwing a score 1 Point Assist
2 Points:
An Assist is similar to a hockey assist. If I throw the
disk to you and then you throw a score, I get the assist. The
highest number of points you can get on a score is 3. If you throw the
assist on a give and go move and then catch the score you'll get 1 point for
the score and two for the assist. If you and your team attempt to
accumulate the highest personal points, your team will win
more often because people will shift their focus from scoring goals to getting
assists; in other words, making the players around themselves better.
Magic Johnson made Byron Scott look like a superstar and that's the objective
of any good point guard, putting the people around you in the best position to
be successful.
ATP is Average Time of Possession (note: this is an important
distinction from Average Stall Count). If you ad up all the time the disk
is in your hands and divide it by the number of possessions you had, it will
come out to a number between 0-10 (stall count). I like to
encourage individuals to get his number below 1.5 seconds.
I don't want anyone ever rushing their throws, but if set as your
intention driving this number towards zero, it will be easy to stay below
2. Personally, I strive to be around 1 second on average.
CP is Completion Percentage. This is pretty straight forward
and objective. If you throw it and it is not caught it is an incompletion.
Any competent player should be able keep this number above 95%. That means
nineteen completions per each incomplete pass. Meaningful breakdowns on
completion percentages on all of the various throws provides useful feedback as
well. Break the statistics down, not only as different types (hammer,
sidearm, backhand, etc.) as well as distances (<10 yds, >10 and <25
yds, >25 yds) and you'll be left with a meaningful picture of how to adjust
your team's game.
ATO stands for Assisted Turn Over. This takes a level of
indirection into account to measure your offensive production. If I throw to
Billy Bob and he then throws it away, I get an ATO. This makes me responsible for
the possession even after I've have thrown it. You want to aspire to minimize
this number as low as possible and there are things you have under your control
to see to it that you put you and your team mate in the best position to
succeed. ATO is one of the most telling stats there is. Someone
could have a very high completion percentage but then have several ATO's so his
overall effectiveness isn't very good and meanwhile he's sitting back saying "I
haven't had any turnovers".
TCP is Total Completion Percentage. This is calculated the same
as completion percentage put it also takes into account ATOs and the successful
completions that the receiver did throw after you threw to him. Competent
players shouldn't have any problem keeping this number above 95%.
TRP
is Total Reception Percentage. This statistic goes
beyond how many passes that you caught vs. how many dropped. The
TRP
takes into account all passes where you were the intended receiver. If
you were the intended receiver and the thrower gets hand blocked, it goes down
basically as an incomplete for your TRP. This may seem a
bit harsh but if the sampling rate is high enough, anomalous incidents will be
factored out while the general trend and pattern will hopefully indicate
whether there is a problem with this individuals ability to get the disc.
TRP equals the total number of receptions over the total number of
intended passes. *note: if I am the intended receiver but I don't catch
the disc and a team mate does, it is marked down as a reception--again, this
would normally be an anomaly occurrence anyway.
TOP is the Total Offensive Percentage and is calculated by
dividing the total number of Passes, Assisted Passes and Intended
Receptions by
the number of completions, assisted completions and catches. This figure
will give you the overall offensive strength of each player on your team.
It is basically the combination of Total Completion Percentage with the Total
Reception Percentage.
By measuring performance and calculating these percentages, you'll be able to
discern in a fairly objective matrix, your teams individual's numbers.
Direct correlations can be easily seen between the players who don't fall
within acceptable operating parameters and your teams inability to perform at
it's best. Probably the easiest way to accurately measure these numbers
is by videotaping your teams games and then transcribing the statistics after
the fact. Certain values, such as Average Time of Possession are going to
be near impossible to ascertain in real time and you're going to have to rely
on video to go back after a game and calculate. It may seem like a
tedious task but it will be well worth it as the bottom line information
garnered from these numbers will allow you to make intelligent (and probably
surprising) observations about who is or isn't performing up to par on your
team.
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