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50 terms · 24 WFDF hand signals · throws · offence · defence · zone · positions · general

Official WFDF hand signals — 2025–2028 rules edition. Hold each signal for 5 seconds so all players can see it. Download PDF ↗

🥏Flick / Forehand / SidearmThrowThrow

A throw released from the forehand side of the body. For a right-handed thrower, the disc spins counter-clockwise. The most common throw for attacking the force side.

🔨HammerThrowThrow

An upside-down overhead throw. The disc travels in an arc and lands flat. Effective for throwing over defenders, especially in a zone.

🌀ScooberThrowThrow

An upside-down inside-out throw, released like a forehand but with the disc inverted. Used to skip the disc around a mark.

🚀HuckThrowThrow

A long throw, typically to a deep cutter running toward the end zone. High risk, high reward. The disc travels more than half the field.

End zoneThrowerCutterhuck — long throw
🔁Around breakThrowThrow

A throw that goes around the outside of the mark, on the break side. Used to beat the force.

↙️IO break (inside-out)ThrowThrow

A throw that goes inside the mark and curves back to the break side. A common way to break the force without going fully around.

📩DumpThrow / ResetOffence

A short backwards or sideways pass to a handler behind or beside the disc. Used to reset the stall count and restart the offence.

End zone at topThrowerDumpshort reset pass
↔️SwingThrowOffence

A wide lateral pass from one side of the field to the other. Used to shift the disc and attack from a new angle.

ThrowerHandlerswing — wide lateral pass
🔄PivotThrow / MovementOffence

The thrower steps around on one fixed foot to reach around the mark and open up new throwing angles. The pivot foot cannot move once established.

Throwerpivot foot (fixed)Markstep around
➡️Force (middle / sideline)DefenceDefence

The mark takes away one side of the field. "Force middle" pushes throws toward the centre. "Force sideline" pushes throws toward the nearest sideline.

Field — top viewThrowerMarkforce right (sideline)mark blocks left
🛑Straight up / Close / No huckMarkDefence

"Straight up" — mark takes away both sides equally. "Close" — called on a short count. "No huck" — a short count that specifically takes away the long throw.

🔄Change forceDefenceDefence

A defensive call to switch the direction of the force — usually between points or after a timeout.

👤Match (man-to-man)DefenceDefence

Each defender is personally responsible for one offensive player, following them anywhere on the field.

🔥Fire / MeltDefenceDefence

"Fire" = switch from zone to match defence. "Melt" = switch from match to zone. Called loudly during play.

🦀Clam / BracketZone variantDefence

Two defenders play zone on a single handler — one in front, one behind — while the rest of the team plays match defence on their players.

Two defenders bracket one handler, rest play matchH (O)FrontBackO2DO3DMatch D on all others
🔙Back-back / DeepDeep defenceDefence

The last defender in a zone, positioned deep to take away the huck. Also used in match defence for the deepest player to drop back and cover long throws.

📏Line for oneDefensive callDefence

Shifts the force to push the thrower toward the sideline, narrowing the available field. A quick call to force a harder, tighter throw.

Point blockDefenceDefence

The mark blocks the throw directly at the moment of release — preventing or deflecting it immediately.

🦅Poach / PoachingDefenceDefence

A defender intentionally leaves their assigned player to intercept a likely throw — gambling on reading the disc. Effective when a player is out of the play, but risky: it leaves the abandoned offensive player open behind.

Poaching — D leaves assignment to intercept discThrowerTargetD on targetO3 open!Poach DD moves off O3 → intercept laneO3 left open behind
📌TrapZone strategyZone

The disc is forced to the sideline. Once there: the middle of the cup moves up to mark the disc, the original marker switches to cover the dump, and the top covers the sideline huck.

sidelineDiscMidMkOffDumpTopMid marks discMk covers dumpTop covers huck
🥤Cup (zone positions)Zone positionsZone

Three defenders shift around the disc: one to the left, one at the top, one to the right. Behind them: three short-deeps (SD) spread left to right. One deep-deep (DD) covers behind everyone.

End zone at top — zone defence positionsDiscLeftTopRightCup (3)SDSDSDShort-deeps (3) — left to rightDDDeep
🎯Short deep (SD)Zone positionZone

One of three defenders between the cup and the deep. Spread left to right across the field to cover mid-range throws through the zone.

🛤️Rails / WingsZone positionZone

Defenders covering the sideline areas. The wing on the disc side = strong side. Opposite wing = weak side.

🎈PoppersOffence vs zoneZone

Against a zone, poppers are cutters who move toward the disc in the middle of the field to receive short passes through the zone.

⬆️Vert (vertical stack)Offence setOffence

Cutters line up in a vertical column down the centre of the field (approx. 2/5 handler, 5/5 cutter setup). Creates clear lanes on either side for cuts.

End zone at top — vertical stackH1H2C1C2C3C4HandlersOpen lanes either side
↔️Ho (horizontal stack)Offence setOffence

Handlers spread across the full width of the field at the back. Cutters line up horizontally across the middle (approx. ¾ setup). Creates a large deep space in front of the stack.

End zone at top — horizontal stackH1H2H3Handlers spread across fieldC1C2C3C4Deep space ↑
📚StackOffence structureOffence

The formation where cutters line up (vertically or horizontally) to manage space and take turns cutting one at a time.

Cutters queue and go one at a timeHC1C2C3C4Cut, then clear
🔁Give-and-goOffenceOffence

Throw to a teammate, then immediately cut to get the disc back. The act of throwing creates space for the original thrower to cut into.

🚪ClearOffenceOffence

A cutter who is not going to receive the disc moves out of the active lane to give space to the next cutter.

📢As calledOffenceOffence

Execute the play exactly as described before the point — no improvising. Confirms the team is running a set play.

TurboOffenceOffence

Do not set up — throw immediately to the first open player. An attempt to move the disc before the defence can organise.

🔃CycleOffenceOffence

Cutters rotate through positions in sequence. Each cutter takes their turn, clears, and the next one goes — creating continuous motion.

💨Jam cutCut typeOffence

The second handler cuts behind the disc to receive a quick dump pass, reversing the direction of the field.

H2 cuts behind disc for a quick dumpH1 discH2H2 cuts behinddump — field reversed
Magic cutCut typeOffence

A specific cut pattern (definition to be confirmed).

🚩End zone setOffenceOffence

A specific play or formation used when the offence is close to or inside the attacking end zone.

💪Power positionOffenceOffence

The thrower's optimal stance with weight on the pivot foot, disc held firmly, ready to release in any direction.

🤝Handlers (primary / support)Offence positionPosition

Handlers move the disc at the back of the stack. The primary handler is the first reset option. The support handler is the secondary reset option.

✂️Cutter typesOffence positionPosition

Initiation cutter = starts the offensive sequence. Continuation cutter = continues flow after the first throw. Finisher = attacks the end zone to score.

🏃Layout / Layout DGeneralGeneral

A full-body dive to catch or block the disc. A "layout D" is a diving block attempt by a defender.

🏆CallahanGeneralGeneral

When a defender catches an offensive player's throw in the end zone — scoring directly off a turnover. Worth one point.

GreatestGeneralGeneral

A player catches the disc while airborne after jumping from inside the field as the disc was going out of bounds, then throws it before landing.

🎯PullGeneralGeneral

The opening throw to start a point — like a kick-off. The defence pulls the disc to the offence.

🧱BrickGeneralGeneral

When a pull lands out of bounds. The receiving team picks up the disc from the brick mark — a set position closer to their own end zone.

⏱️Stall countGeneralGeneral

The mark counts to ten out loud. If the thrower has not released the disc by "stall ten", it is a turnover.

⚠️PickGeneralGeneral

Called when an offensive player runs through another player's path, blocking the defender. Play stops briefly and defenders can reposition.

🖐️StripGeneralGeneral

When a defender knocks the disc out of a receiver's hand after they have already caught it. The receiver keeps possession.

❤️Spirit (of the game)GeneralGeneral

The founding principle of ultimate: players self-referee and uphold fair play, respect, and sportsmanship at all times.

Disc spaceGeneralGeneral

The rule requiring defenders to maintain a minimum distance from the thrower before establishing a mark.

Fast countGeneralGeneral

Called when the mark counts too quickly — the count must be reset back two numbers.

🔀Turn (turnover)GeneralGeneral

When possession changes from the offence to the defence — due to an incomplete pass, a stall, or the disc going out of bounds.