Tuesday, December 4, 2007

Pulls

Naturally, each game begins with a pull, at which point the puller (usually someone known to possess a good arm) cries "kick" or "kyeak" or "disc" or the score and releases the disc to the other team. In professional Ultimate, the rules are that if the receiving team makes physical contact with the disc but somehow doesn't make the catch, it's automatically a turnover. We play, however, that the receiving team is allowed to drop the pull. Interestingly enough, however, teams usually will have a designated pull receiver who literally stands about seven yards behind the rest of the team (yes, pulls can go rather deep).

Since the receiving team is allowed to drop the pull, this rule punishes line drives (we can knock the disc down!) and encourages a high throw that flies the length of the field. As a result, at times the puller may misjudge the angle at which he is releasing the disc (too high) and have it come back to him rather than towards the receiving team. The best height, it seems, is about ten or twelve feet - just low enough to move swiftly down the field, and just high enough to prevent other members of the receiving team knocking the pull down prematurely.

Once the disc has been released, the members of the pulling team automatically become the defense, and usually run down the field to begin defensive activities. In TF, cherrypicking has become rather common - members of both teams (usually girls) will run down the field toward the opposing goal, and take up station there for the remainder of the point. (On occasion one may find a guy there as well.) I'm not going to talk defensive strategy in this post, but let me just say that this (rather mutual) tactic really does stretch the field. It definitely forces all teams to have a safety. Even if cherrypicking doesn't happen (and it really usually does), teams will assign a safety anyway. Possibly even two.

When drafting, remember a puller. These are important to grab early (think high draft pick), because not only can they pull, but they are usually capable of the "long bomb" or the huck, which is about the same. Of course, a huck definitely needs a target, so that's a handler skill, but that's not super important when looking primarily for a puller. If you've never played before, look during the throwing session for those who are firing deep; you'll find them easily. Examples include Dave Fournier, Evan Skally, John Reilly, Eric Hart, Joel Petit, Colin Scull, and Aaron Joseph. All these definitely also have different handler/receiver/defensive skills (a real plus!), but if you're looking mainly for a puller, grab someone like this.

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