You know the whole quarterback-receiver question... who makes who look good? Does the receiver have incredible hands, or does the quarterback just know how to get the ball where he wants it? In TF, the receiver and handler have a similar connection. However, the most important part of this connection, I would argue, is the catch.
And since the receiver is the one who makes the catch, the receiver is the one who makes the handler look good.
Think about it. It doesn't matter too much where the handler throws it (unless, of course, it goes way out of bounds); if he can get it within ten yards of the receiver, he's done his job. He can't always be dead-on. It's all receiver, receiver, receiver.
Now, since we've assigned so much responsibility to the receiver (calling the play, making the catch), here are some practical things for to keep in mind as the receiver.
1. Dive. Unless you're on Astroturf (and wearing shorts/T-shirt) or rocky ground, dive! Professionals call this a "bid" - and it really is. You're completely committing a direction and falling, so you really can only dive once per play. So while caution is definitely advised (in regard to both safety as well as positioning), you can cover so much more ground while diving than when you're running. If you can overcome the fear of hitting the ground (and know how to fall correctly), diving is a tremendous asset to your receiver skill repertoire. Plus, if you're getting shot at, you know how to hit the ground. :)
2. Attack the disc. As I said in part 1, Sarby can easily play catch, but what if he's running full speed toward the disc as it's traveling full speed towards him? In order to prevent the defender from making a play, that's really what you're going to have to do. Hands are so necessary in this case. Practice this in the throw-around before the draft. Run directly at the thrown disc and try to catch it (preferably one-handed; it allows for so much more fluidity and range of motion).
3. Use your height. This is the reason tall players can make good receivers. But it's not enough to just be tall. You need to be able to gauge your maximum height range (that is, if you jump as high as you can), and know at what point you can go up for the disc. A receiver that is never airborne makes for a great dump/swing, but never an actual offensive threat.
4. Fight for position. There is a reason armies will battle for the high ground - because it's better. It gives them an advantage. Same idea here. You'll need to know where your defender is and what he wants to do, and you will want to find the spot at which point it will be the best time to go up and make the catch. And you want to get there before the defender does. Since all players are entitled to the space above them (and since frisbee is a non-contact sport) - defenders can't interfere with the catch in any way, shape or form. They can hit the disc, but if hands meet hands, that's a foul.
It seems like a fourth part may be up and coming... types of receivers!!
Monday, March 10, 2008
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