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One more of my personal favorites to add to this list (from the living library of Jonny G.). It's pretty much #4 but from a non-thrower perspective. 4a. If your offense is totally discombobulated, and the stall count is getting high, run yourself (and your defender) straight through the stack. Odds are 99% that the defender will call a pick, thus resetting the stall to 5 and giving your offense a chance to compose itself. Bonus: For the cheat-master, be sure to contest the pick to give your team extra time to call a play. [EMAIL PROTECTED] (Jason) wrote in message news:<[EMAIL PROTECTED]>... > 1. When marking, count the first stall count, then skip to 10. > Fast count, or contested stall, either way, count goes to 8. > > 1a. A more realistic version is to count fast on the first few counts, > when people aren't paying as much attention, then slow down when it > gets important. you've shaved a second or two off the stall, and they > aren't likely to call it. > > 2. When coming up to mark, bump the thrower every time. If they don't > call the foul, you've just shut down the thrower's fast break. If they > do call the foul, you reset the count--but ha! it hadn't even > started--and you've still killed the thrower's fast break. > > 3. When throwing, aim for the defender's hand. Any hand-to-hand > contact is a foul on the marker, so hey, free throw. > > 4. When being marked, on a high stall count travel like a > mutha-fucker. Travel called, count drops back to stalling 6, and > you've gotten yourself a couple free seconds. > > 5. Call travels on every huck, especially forehands. Many guys lift > their pivot foot when following through, and even if you're wrong, > they can't contest. > > 6. Remember that no (first) game-winning score is EVER valid. If you > don't make your opponents double-score for the victory, you're not > cheating effectively. Some practiced cheaters can force triple scores > or more. > > 7. Defending in the stack, always set up behind another defender. > This way, if your man cuts in, you call a pick, killing flow. > > 8. Make some bad calls, then retract them. People will think, "hey, > he's finally getting good spirit." Idiots. > > 9. Nobody knows how far 10 feet is. Always double team in the cup. > Even if they call it, they lose 2 seconds while you're backing off. > > I know that's 9 ways, not 7, but what did you expect from a cheating > fucker? > > Moral for the day? Remember that every team probably has a couple of > these guys--EVEN YOUR TEAM-- but that most of the people are there to > play ultimate. And even if a team has a reputation for being > assholes, you should make a fresh evaluation every year. Even assholes > graduate...after 6 or 7 years of playing. > > -Popeye > #12 UCLA
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