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A collection of vocabulary terms, play names, and defensive schemes for Ultimate Frisbee based on the provided lecture notes.
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HOT
Cutters activated in front of the thrower, such as 2 or 3 in the H-stack.
COLD
Cutters that are not currently active.
RAIL
Cutters that start at the 1 and 4 position of the H-stack.
TEXAS
A sideline call for a stopped disc involving an immediate around throw to reset in the center of the field.
GEORGIA
A sideline call for a stopped disc involving an immediate upline cut from the reset.
ON STAGE
The act of setting up for your actual cut.
POACH
A call made to the thrower signaling that your defender is no longer effectively guarding you.
HIGH SIDE
The non-trap sideline where the offense is being forced towards the middle of the field.
LOW SIDE
The trap sideline.
CHALLENGERS
Handler dominators (3s).
BLOWBY (CULVER)
A handler reset cut going toward the breakside.
HARDEST
A handler reset cut going upfield in the middle of the field dump set.
Defense Hand Signal 1 finger raised
Backhand force (righty).
Defense Hand Signal 2 fingers raised
Forehand force (righty).
ORBIT
Shifting defensive position on a cutter based on the new position of the disc (e.g., following a dump swing to cover the break side).
AUTO
A pre-emptive call between defenders to automatically roll, such as when defending a blowby cut.
ROLL/SWITCH
A call to switch defenders on offensive players, typically used when defending give-goes.
SEAL
Committing to stopping the continuation of throws to the break side from the mark.
FM
Force middle defense.
HOME
The sideline with the team's backpacks and equipment, used primarily for FM force calls.
AWAY
The sideline without the team's backpacks and equipment, used primarily for FM force calls.
BETA
Handler sag defense.
STRONG SIDE
The side of the defense where most players are located and/or where the disc is situated; used in zone defense.
WEAK SIDE
The opposite or further side of the defense where fewer players are located; used in zone defense.
JAM MARK
A mark focusing on preventing around throws and/or applying heavy pressure on the around throw.
GAME ON CUT
A clearing cut intended to create a throwing lane and continuation pass on the break side for the reset player.
Martini Zone D
A defensive play signaled by the hand sign of sipping an imaginary martini.
Diamond Cutting
A Ho-stack initiation where cutter 3 breaks breakside for a throw option and to clear space, while cutter 2 makes an openside decision cut.
ACE
In a horizontal stack, the second look reset located positively horizontal of the handler on the breakside.
GTO (3-2)

Slash (3-2)
Flood 2
A standard Ho-stack pull play where 2 slashes across the field for an under pass while 3 and 4 clear space diagonally.
Clear 34
A standard Ho-stack pull play where 3 and 4 clear hard across to create space for cutter 2's under cut.
Doctor’s Orders
A standard Ho-stack pull play where RESET #2 runs a game on cut to clear space for the rail 1 cutter's under cut.
Orange
A Vert Endzone Zipper play where FoS cutters 1 and 2 cut to opposite sides to set up a gut shot for cutter 3.
Banana
A Vert Endzone Zipper play where FoS cutters 1, 2, and 3 cut to opposite sides to set up a gut shot for cutter 4.
Madness
An endzone bracketing defense designed to prevent gutshots and initial FoS cuts.
Doghouse
A Ho-stack bracketing defense designed to stop pull plays, utilizing 4 cutter defenders in specific lane and deep coverage roles.