Throws
Safety
Movement
Defense
Random

100

A fundamental throw in ultimate that is released with the back of the hand facing the target.

Backhand 

100

Non-incidental contact between opposing players, ie contact that affects the outcome of the play. In general, the player initiating the contact has committed the foul. Often results in a stoppage of play to adjudicate the infraction.

A foul 

100

An offensive technique where immediately after throwing, a player begins making their next cut, usually in an attempt to receive the next pass

Give and Go

100

The area of the field behind the thrower relative to the direction of offensive movement that a team must defend.

Backfield 

100

A pass that is caught for a goal. One of the fundamental offensive stats in ultimate.

Assist 

200

A fundamental throw in ultimate that is released with the palm of the hand facing the target or towards the sky. Similar to a tennis forehand or a sidearm pitch in baseball.

Forehand 

200

A Foul 

Hack

200

to prevent good cuts by standing in the way of your opponents.

Clog

200

To intercept or knock the disc out of the air on defense that creates a turnover. The most basic defensive stat tracked in ultimate.

Block 

200

A Big 4 component we discuss that should allow the game to be perform smoothly 

Know and Follow the Rules

You can also give compliments and encouragements 

300

a long throw; equivalent to a bomb in football.

Huck 

300

A disagreement between opponents over a foul or violation call. A contested call generally causes the play to reset.

Contest 

300

Motion from an offensive player that leaves an area of the field in order to make space for teammates to enter a possible throwing lane. Often occurs after a cut that was not thrown to.

Clear 

300

To defeat a team without allowing them to score any points; a shutout.

Bagel 

300

the throw that begins the possession, much like a kickoff in football.

A Pull

400

An overhead throw with a forehand grip that is released close to vertical that turns over as it travels and reaches its target upside down. If not a foundational skill, much closer to a fundamental than a trick throw.

Hammer 

400

What a bad throw is called 

Swill

400

An offensive player that is tasked with trying to get open in isolation, often in an endzone setting.

Alpha 

400

a fast, difficult-to-intercept throw; similar to a hammer, a scoober is held overhead, but with a backhand grip. Offensive players throw these to get past close defenders 

A Scoober

400
Once you catch the Frisbee this is the only allowed movement

A pivot 

500

like a hammer throw but the frisbee is held in a backhand grip rather than a forehand grip.

Corkscrew 

500

An unsafe bid, whether offensively or defensively, where one player ends up badly colliding with or landing on another player’s back.

Backpack 


500

an impressive (but usually failing) attempt at diving to catch the frisbee

Bid 

500

A Big 4 component everyone should perform to prevent teams from scoring 

Do their share of the work

Persevere never give up 

500

You get at most this many steps to slow down after catching the frisbee before you must pivot

2 steps