A great deal has been made over the years with regards to
the word fun and who is or isn't fun to play with,
etc. Fun is obviously a subjective word but I believe that
the over usage of the phrase "let's just have fun"
has just been an excuse for maintaining the status quo and
preventing growth in the game almost as much as Spirit of the
Game has harmed the game's evolution. A lot of things were
really fun even before they evolved into something even better.
- Skateboarding was very fun even before
Tony Alva began carving up emptied out swimming pools in the
late seventies.
- Basketball was very fun for fifty years even
before the advent of the jump shot in the forties.
- Sliding down a mountain of snow was very fun for a
hundred years even before someone strapped a
skateboard without wheels to their feet and invented snow
boarding.
- Football was very fun for 40 years even before
people began implementing the forward pass.
- Bicycling was extremely fun for 100 years even
before people began putting extra knobby tires, dual
suspension and reinforced frames to create mountain bikes.
- Sex was very fun even before getting
another person involved....
- Ultimate is very fun, but it could be a
lot more fun....
I understand that you just want to have fun with Ultimate at
no matter what level you are playing at, from a lunch time pick
up game to the national championship but I am certain that no
matter at what level, ultimate can be significantly more fun
that what I've witnessed. From sweeping rules changes to
incorporating traditional sports philosophies, it is possible to
evolve the game into something far more fun than it is today.
The graph at the end of this page is my attempt to illustrate to
the best of my ability how to objectively measure individual's
strength and weaknesses so that you can make adjustments to your
own game or team for everyone to have more fun!!
Probably the most consistent argument that I've endured over
the years from players is that there needs to be balance between
the fundamentals that I emphasize and other skills. In
other words, when people are resistant in terms of changing
their game to be more team oriented, they push back with the
claim that there is a happy medium between playing fundamentally
sound, super organism, symbiotic, selfless ultimate and being an
egotistical maniac. Of course when that is defined in such
loose and ambiguous terms, there's no room for argument or
debate, or course there needs to be balance between the two.
I would sound like an idiot if I tried to dispute this fact.
But let's at least attempt to measure and define these things in
terms that can analyzed, categorized and easily referenced.
When we define categories, lets also at least place a
complimentary value in the equation to work out to a neutral
position (or at least an agreed upon ratio such as 70 % up field
looks vs. 30% down field looks; it doesn't matter to me what
value you pick but choose a number that is reasonable and
sensible). It also makes sense to agree upon categories to
measure to get an across the board look at balanced a person's
game truly is. The following description of measurable
categories and ensuing statistical analysis will provide insight
into your own game, who on your team is selfless vs. who is
egotistical, who is a team player or not, and where people need
to make adjustments to their own game in order to balance out
their attack in order to be more effective (not to mention more
fun to play with).
Ultimate is a simple game, ostensibly the same as either
basketball or soccer except there isn't even a net at the end of
the field to put the ball through making it even easier.
By playing with a grossly unbalanced game, people make this game
so much harder than it needs to be. Playing with
players who possess severely unbalanced attacks is like playing
a basketball game with players who only shoot from
beyond mid-court. It's not really very fun.
1) Initial Pivot Into
Coverage vs. Away from Coverage

In this diagram, I have attempted to define the 120 degree
area on the opposite side of the thrower from the marker as
Away From Coverage while leaving the remaining 240
degrees as Into Coverage. The acronym for
the percentage of Initial Pivots Into Coverage
is IPIC (or I pee, I see; hmmm or is that I Pick?).
As any intelligent player will tell you, the sideline acts as
the eighth defender (or in some people's eyes, the 8th, 9th,
10th and 11th) and so given that definition, pivoting towards
the sidelines is also another instance of pivoting into
coverage.
There are 360 degrees in a circle and yet 99% of all ultimate
players pivot 99% of the time directly into that one degree
where there is a defender who has the sole purpose of thwarting
their throwing effort. Ideally, the IPIC should be less
than 25% but you pick a number that you are comfortable with
that you believe will balance your attack. Call me crazy,
but it just seems to me that the first look when you get the
disc should be square to where the defense isn't
(including the sideline), not to where the defense is.
Even if you could convince me that it's a viable move to pivot
blindly up the sideline, there's no way you can convince me that
you should always pivot this way every time you catch the disc.
This would be like a boxer who only had an upper cut or a
basketball player who only could shoot fall away jumpers.
You need to have a variety of different angles of attack, not
just the same one over and over and over and over and.......
You tell me, why is it that almost every ultimate player on
the planet consistently pivots into the teeth of the defense
instead of away from it?
2) Throw Distribution
Towards Mark vs. Away From Mark

Similarly, a thrower's distribution can be quantified by
measuring the percentage of throws attempted into coverage
(i.e. towards the marker) vs. away from coverage
(away from the marker). Once again, 99% of all ultimate
players will have a disproportionately high number of throwing
attempts INTO coverage than away from coverage.
The acronym for measuring the percentage of throws towards or
away from the marker is Throw Percentage
Towards Mark TPTM. Of course there is
some grey area around the sides where the disc is neither
towards or away from the marker but I've tried to delineate it
with the same 120 degree arc as IPIC.
Again, pick a number that you feel is sensible for providing
a balanced attack but 65/35 sounds reasonable to me with 65% of
throws going in the direction of the marker.
Unfortunately, this number is typically over 95% for most
ultimate players which of course is not a balanced attack at
all. Usually this number will also correspond with the
negative/positive ratio of throws so a person with a high
TPTM is the kind of individual who rarely throws negative
throws.
3) Dribbling
Percentage of Dribbles vs. All Other Throwing Attempts
Over the past year, I went through a lot of effort to
describe how the Triple Threat concept in Basketball can be
applied to ultimate. Unfortunately, I made one big mistake
in doing so by defining the three threats to be 1) throwing for
a score 2) throwing a pass or 3) penetrating. Instead of
penetration, I should have used the word dribbling, of which
penetration qualifies as a particular type of.
Allow me to define a successful dribble in ultimate is
defined to be:
- a short sequence of two passes between two players with
no hesitation between the time the first pass is caught and
the second pass thrown.
- eye contact maintained between the two and both players
typically facing each other chest to chest for the duration.
- no defenders in between the two offensive players
- the end result is that the initial thrower is
immediately poised to dribble again (i.e. balanced, square,
disk right side up with both hands in backhand throwing grip
position; the player that he bounced the disc
off of hopefully is set in a square support position,
available and ready for another bounce)
People commonly misconstrue this as a 'give and go' and I
have done my best to eliminate that phrase from this literature.
Besides the fact that a give and go has somehow had a negative
stigma attached to it, it is widely misunderstood and commonly
poorly executed and confused with any combination of events
where a thrower gets the disc back.

There are two different roles in dribbling as there is the
dribbler and the partner who is playing the role of 'the
hardwood floor' and so in order to measure for balance, both
positions need to be measured separately. You can usually
tell that someone is a mediocre 'hardwood' if they have a high
IPIC so we can just concentrate on developing a
measurement for the dribblers.
Since dribbling represents 1/3 of the triple threat, it makes
sense that an ideal number for measuring a player's ability to
dribble should fall somewhere in the 20-40% bracket. In
other words, there should be a way to objectively conclude that
these players are dribbling at least 20% of the time. For
the time being, we'll just measure the total number of
successful dribbles and divide that into the total number of
throwing attempts. We'll use the acronym PTD, Pass
To Dribble ratio to indicate the percentage of
the time spent dribbling. A PTD of 100% is
indicative of a player who never dribbles or simply doesn't know
how.
4) Initial Cut After Throw
Into Coverage vs. Away From Coverage
Just as important as finding balance in where the thrower
initially pivots and where he/she eventually throws is balancing
the options of where that person goes afterwards. Not only
is this statistic, Initial Cut Into Coverage
(ICIC), usually disproportionately high (> 95%), it is
high in the direction that doesn't make any sense. Rather
than running away from the defenders into the open space,
players typically 'clear', which entails running into coverage
before emerging on the far end of the field and attempting to
reintegrate back into the offense some how. It seems to me
that a good balance between cutting into coverage and away from
coverage is 50% but choose a number you are comfortable with.

5) Defensive Liabilities
There are a couple of useful measurements for gaining incite
into an individual's propensity to have an offensive play end up
with you playing defense. High Scoring/Huck Attempt
Turnover Ratio SATR (including having
traveling violations appear as turnovers) & Scoring Attempt
Percentage (SAP). Players with high SATR
percentages are those who throw a disproportionate number of
throws towards the end zone that end up in turnovers (or
committed a traveling violation, which should be a turnover).
People with high SAP ratios have a disproportionate
number of their throws as either deep hucks or scoring attempts.
People who have both high SAP and SATR ratios are
totally not fun to play with and get ready to play defense if
you get one of these ego-maniacs on your team, you'll be on D
early and often (Gee, can I play defense now?). 20% seems
to be a reasonable number for both of these figures although one
could argue that the SAP should be closer to 10% or even
less.
5.1) Jack Off Factor
JOF or Jack Off Factor is
equal to SAP + SATR. Anyone who has a Jack-Off
Factor of over 100 means they are usually just our
there masturbating in front of everyone.
6) Assist to Turnover Ratio
In an attempt to balance out the distortion in the graph
where completion percentage is artificially high for people who
throw a lot of short, conservative throws, I've added a
statistic for the ratio of assists to turnovers. An assist
is like a hockey assist. In other words, if you throw to a
person and they throw a score, then you get an assist.
Turnovers in this equation are only going to refer to incomplete
passes and count for every pass that was incomplete, no matter
how perfect the throw was. This will take out the
subjective factor of whether or not the receiver 'should have'
caught the disc.
In order for the statistic to be measure in percentile form,
anything over a 1:1 ratio will be over 50 percentile and under
1:1 will be under.
7) Balance in duration of disc possession
Someone who has a high average possession time is
someone who is a ball hog, someone who never supports his team
mate's efforts to dribble by playing the hardwood, probably
someone who isn't pivoting much, looking around him or balanced
at all in distribution. The Average Time of
Position is an indicator about how well a person is
balanced in that it indicates how quickly he is able to 'check
off' from one receiver to the next if that receiver is covered.
If you are either dribbling a lot or playing 'the hardwood', you
are going to have a lot of possession times nearing 100
milliseconds so it's not difficult to drive your ATP down
to under 2 seconds. If you playing with someone who is
averaging 5 seconds or more, forget about trying to
establish any kind of rhythm or motion with these lunk heads,
they are far to egocentric to be distributing the disc just for
the sake of it. It's impossible to dribble with someone
like this, so don't even try it. ATP is measured
here again on a percentile basis where 2000 milliseconds makes
up 50%, under 1000 ms is in the bottom 10% and over 4500 ms in
the top 90%.
8) Total Incompletion Percentage
The Total Incompletion Percentage (TIP)
is useful in measuring not only an individual's
completion/attempt ratio but it also takes into account ATO
(Assisted Turn Overs). An ATO
is a statistic that takes into account what a receiver does with
the disc after you've thrown it to them. In other words,
if you throw to someone and they subsequently throw a turnover,
that counts as an incomplete in your total incompletion
percentage. This stat will reveal not only who is hurting
their team by throwing a large percentage of turnovers but are
also hurting their team by not making the players around
themselves better. If you are trying to reduce this stat,
you're not doing yourself any favors by throwing to a rookie, on
the sidelines, and then 'clearing'.
9) Co-operation Factor
The "hardwood co-efficient" HC factor is a direct
indicator of a person's inclination to cooperate in the motion
offense. Someone who has a low HC is a person who
can reliably and immediately get you the disc back when thrown
to, who moves immediately into support position afterwards, who
gives the disc back to you right side up and in the torso where
you can catch it with both right and left backhand throwing
grips.
10) +/- Takeaway/Giveaway factor
This is nothing new and I'm not sure that it belongs in this
graph but it is a measurement of how well a person is making up
for their turnovers by winning the disc back on the defensive
side of things. A giveaway is only considered to be an
incomplete pass so there is no counting dropped passes for the
receiver's statistics in the giveaway factor. Sorry to all
of you who'd prefer to measure differently but this makes it as
objective as possible. A dropped pass is an incomplete for
the thrower, no matter how perfect the throw is. The
anomalies will ultimately be factored out and what we are
looking for when we graph out statistics is trends and patterns.
An occasional drop of a perfect pass will be factored out in the
long run. Dropped passes will show up in the IRI
percentage (below). A more accurate and complete picture
of +/- might be taken if you add IRI onto the giveaway
factor but in that instance, you'll have one turnover appearing
in two separate individual's giveaway column.
A ratio of 1:1 take away to give away will result in a 50
percentile result, whereas if you have more give aways than take
aways, you'll be higher than 50.
11) Intended Receiver and an Incompletion
This is an interesting and poignant stat which should turn up
interesting results. This takes a slight bit of
subjectivity into account in that you need to assume who the
intended receiver was but usually it's pretty obvious and you
can also ask the thrower if you are unsure and hope they
tell the truth. This is very simple, if you are the
intended receiver and the disc ends up as an incomplete due to:
errant throw, drop, defense, incomplete cut, etc. it counts
against you. While this may seem a bit harsh as it is
measuring some things thought to be out of your control, it will
reveal a pattern of who makes better cuts, understands how to
read defenses better, has better hands, draws better throws,
etc. and so it actually is a very telling stat. Of course,
if you have someone on your team with a very high IRI
percentage, what do you do with them? You might be very
surprised to find out that one of your 'better' players is an
offensive liability.
Again, since this statistic can hardly be portrayed
effectively enough with any kind of percentage, we'll use a
percentile type system to rate players. People who have a
high relative percentage of incompletions in passes where they
were the intended receiver are going to have an IRI above
50%. In other words, if all players on your team average
100 throws thrown to them, and the average is that 95 of those
throws were caught except for one receiver who only caught 90,
he would be in 90 percentile bracket whereas someone who caught
92 would end up somewhere around 70%.