USAU 2019 Final: 3 times greater teamwork on defence could’ve prevented goals

Taking a close look at defence in the USAU National Final, and the potential for greater teamwork.

How to play Hex: Max Options using Balance and Shape, with Hammertron Prime

Featuring a sequence with 10 passes in 22 seconds in the New Zealand Mixed Nationals Semi-Final, we analyse Hammertron Prime’s use of balance and shape to maximise their options and generate goals.

How to play Hex: Flow – Analysis of 14 passes in flow from Stevens IoT

Analysis of 14 passes in flow from US College team Stevens IoT playing Hexagon Offence – 3rd video in the ‘How to play Hex’ series!

… read transcript / summary …

Full 3hr analysis session with Stevens Tech: https://www.youtube.com/watch?v=Ufyd8oe0aN8

Also from the How to play Hex series:
Hex Movement Decision Tree: https://www.youtube.com/watch?v=UUTyrYrPCq0
Analysis of Outbreak’s Hex Shape: https://www.youtube.com/watch?v=KvEaqAuN3Cg

Hey everyone!
Here’s some analysis of a US College team playing Hexagon Offence. It came about after I met TJ Stanton at the tryouts for New York Empire – his college coach Jason Thompson was already considering introducing Hex to Stevens Institute of Technology (as well as some other teams he’s involved with), and he knew they had to give it a shot after speaking to TJ.
This footage is from the final of the D3 Metro East Conference Championship, Stevens are in white against the college of New Jersey.

This point involves 14 passes in flow leading up to a score. I’m going to focus first on Stevens’ STRUCTURE and then on their MOVEMENT – not touching too much on their TECHNIQUE.
The three principles in Hex are to maintain shape, sustain flow, and control balance. Let’s stop the video here to look at Stevens’ offensive shape on the field during flow. Here are where their players are, and these are the hex shape points for this disc position near the far sideline. Around five of the seven players are near hex points, and there is no significant overload in any area as the player at the back can fill in here, and this player isn’t too far away from this prong position connected to the disc. 5 out of 7 with no overload is actually pretty good shape, bearing in mind shape is constantly deforming during play and shape maintenance is an ongoing task.
These players are then almost all immediately involved in the play, and although the opportunity for a pass to the near sideline is missed, the central position is filled in from afar and flow is sustained with another quick pass.

If we stop again, let’s look at offensive positioning, and compare to the hex shape points for this disc position. Around four of the team are near to shape points, the three prong positions are pretty much occupied, the only issue is that there is some overcrowding deep.
The fairly good shape facilitates the subsequent good flow. The upline cut has some separation that isn’t cashed in on, and the disc immediately moves across the pitch again. The shape is now really good, just needing small adjustments for the new disc position.

Now let’s look at the movement of the offence. The movement in hex is explained via the hex movement decision tree, which basically says take the first open pass in front of you, and face the centre of the space if nothing is developing.
If we pause here, Chris has just caught the disc and there is no option immediately open in front of him. He will turn immediately to face infield, where the centre of the shape is, which would have been slightly quicker if he had turned inwards rather than outwards after catching.
As the disc moves, Ronnie is moving across the field towards a hex shape point, which would have sustained flow nicely, however he turns away and clears, meaning the option the thrower takes is a little more risky.

If the pass had been made to the sideline and the catcher had turned inwards, they would have also seen the central player quickly, and been able to use them with a pass, or a very effective fake.

As the disc is passed, TJ immediately moves downfield, and provides a stall zero option in the direction the new thrower is facing during their catch.
Flow is sustained as the disc moves to the centre again, and Blake has two options available in front of him. After moving to the side, the disc flows all the way back across the field, continuing its path through the hex shape points smoothly.
Ronnie catches facing the backfield, and should turn inwards to face the centre of the space. He turns outwards but doesn’t waste any energy on an outwards auto-fake (which would be counter-productive for flow), instead finding the central option in good time and keeping the disc moving well.

The score is generated as TJ executes a well timed power move from the back across Kyle’s immediate field of view after catching, and TJ is able to throw whatever he wants towards the end zone for one second.

The stall count does not rise above 3 for the fourteen passes leading up to the score. Stevens’ shape throughout is fairly good, which facilitates their ability to sustain flow and advance the disc forwards both directly and indirectly.

Now, if you’ve been watching this video wondering what on earth I’m going on about when I speak of things like hex shape points, here’s a little explanation of how hexagon offence works:

There are three main elements to all offensive play – structure, movement, and technique. Each are equally important as the other, usually an offence is defined by its structure so that’s what I’ll talk about first.

-Structure:
The hexagonal structure is made of equilateral triangles, the points of which are a comfortable distance away from each other – around 12 yards. If it’s windy, or if players are smaller, slower, or can’t throw very accurately over distance, the distance between these points reduces. You want this distance to be comfortable so that a player can sprint towards or away from the disc and be able to receive a pass in stride.

The structure is a shape rather than a formation – as the disc position changes, a formation such as horizontal or vertical stacks will shift and warp, whereas the hex shape stays constant and rotates relative to the available space. The thrower is usually on the edge of the shape, to avoid 1-to-1 defenders surrounding the disc and provide a second level of continuation on a fundamental level. The “hat” is a useful point to keep track of, as it acts as a balance point for the shape, so everyone one the field should be aware of it, maintain it, and build the shape around it. When the disc is on the side, the shape extends perpendicular from the sideline, utilising the space most effectively. The shape will naturally deform during play, so all players should be making efforts to maintain the shape when they are not directly involved in the play around the disc.
In order to best maintain shape, all players should have knowledge of where the hex points are for the disc position, and should each gravitate towards these points. As the disc moves and as the stall count rises, populating the hex shape points will give your team good shape, which facilitates good flow and maximises options. Gravitating towards the hex shape points to occupy them whenever you have any individual down-time is step one, communicating and staying connected to your teammates in order to create good shape as a team is the next level.
These movements to maintain the shape after it has deformed can often be considered as cuts which can be passed to.

-Movement:
The shape is the supporting structure for the movement. The stall count should be kept as low as possible, so the decisions and actions of a player as the disc is coming towards them, when is in their hands, and what they do immediately after it leaves their hands, are critically important to the movement of the offence.
The movement is based around principles and guidelines, rather than cutting orders and patterns.

Movement in hex best explained through the Hex Movement Decision Tree, so check out the video linked in the description below to learn more about that, and expect a video in the future about techniques, such as dribbling, which are best suited to flow-based offences like hex.

Let’s have a quick look at a few more scores from Stevens Tech in this game. Here we see a turnover from TCNJ, Stevens pass the disc quickly and keep it moving by taking the first available options, their shape is pretty good after some initial downfield overloading and they sustain flow fairly well, finishing it off with a long throw to space.
Here you see the hex setup as the disc is walked up after a turnover, TJ in the hat wrongfoots his defender and goes deep, no switch from the defence means a comfortable long throw, Chris has also chased it down and is clear to catch the scoring pass.

Now this is a good move from Ronnie to offer a stall 1 option, when typically the offence and defence would spend the valuable first three seconds of the stall focusing on the area in front of the disc. Instead, each of the poached players is used, and the discs swings to the far side. In particular, a smart defender like Ben Katz would typically poach off Joe here at the back and cause trouble downfield, knowing they won’t be involved in the play for a while, but against hex that doesn’t work as the moving disc finds them very quickly and turns that separation into a threat.
This is similar to the first clip, but in this case TJ comes under towards the hex point to continue flow. He turns inwards and finds a pass to the centre, which is all very nice. The next pass tears open the defence, changing the angle of attack so drastically that is TJ instantly free for the score.

That’s all for now, congrats to Stevens for winning the final, and also congratulations to Belgian team Helgtre who recently got silver at the Belgian National Championships playing hex and flex strategies. Click Subscribe if you haven’t already and I’ll see you again soon!

Felix reacts to Frank’s ‘Triple Threat applied to Ultimate Frisbee’ video

Felix reacts to Frank’s new video on the Triple Threat Principle – Let’s Be Frank EP2, and digests the key parts of the video.

Hexagon Offence v2.34

v 2.34 – July 2021
Concept first published 1st Jan 2013
Older version also available en Français (v2.1)

Hex is a naturally fast-paced offence, which flows organically and is a lot of fun to play. It is easy for beginners to pick up, and liberating for experienced players to play. Here’s what a well played Hex looks like:

Is this good offence or bad defence? Check out our analysis of the defence in this clip

If you want to win and have fun, follow these three guidelines:

1. Control your balance (technique)
2. Keep the disc moving (movement)
3. Maintain team shape (spacing)

Players work together as a team to maximise options, meaning there are tons of opportunities to get involved in the play. For beginners this means more disc time, less restrictions, and more fun. For high level teams this means the offence can adapt quickly to defensive change by utilising the spread nature and changing the angle of attack with quick disc movement. Training Hex will typically develop intuitive, well-rounded players who are comfortable with the disc and have a versatile skillset.

Here’s a 35 minute video (available to $1+ patrons) where Felix introduces Hex from scratch – where it came from, why teams are playing it, how it differs from stack, where it’s going, and how it fits into the landscape of modern ultimate frisbee strategy. This video serves as an “academic base” to help players learning hex to gain a fuller understanding and get on the same page as each other. Originally recorded in 2019, remastered for 2021.

Here’s a quick video on how to play hex offence (and flex defence):

If you’d like to introduce Hex Offence to your team, check out this video and join the Training Tier of our Patreon to receive a new training drill video every month!


1. Control your balance

In terms of individual technique, being in control of your balance whilst catching and throwing means you are in control of your body’s acceleration and deceleration as well as the flow/direction of the disc – a powerful combination!

When used to counter defensive imbalance and/or exploit space, a thrower who is prepared to throw’n’go in any direction after catching can generate flow and penetrate through defensive setups.

There are two basic types of throw: the pivot-throw, and the throw’n’go (or half-pivot). Pivot throws leave the throwers static, throw’n’go moves end with the thrower running. Pivot throws are useful for getting the disc around a defender and adding power, throw’n’go moves are useful for getting separation after releasing the disc, and offering an immediate return option to keep the disc moving. Pivot throws are more suited to low-tempo, isolation-based offences such as side stack, throw’n’go moves are more suited to high-tempo, flow-based offences such as Hex.

When give-go moves are strung together and the active player changes direction with the disc in their hands, this becomes dribbling. When done without travelling, and when supported by an offensive structure that spreads players around the field, dribble moves can be very difficult to stop and can result in uncontested scoring passes. Check out this analysis of Tyler Kinley from Sockeye dribbling against the champions at the time, Revolver:

2. Keep the disc moving

Sustained flow is very valuable and hard to defend against, so players should take any open pass available to them without hesitation, prioritising keeping the disc moving above gaining yards. The decision tree below is a guideline for how players should move, and where they should look, in order to have the best shot at keeping the disc moving. Hex players should try to internalise this decision tree, as it covers 95% of the situations they will face during a point on the field.


full image of the Hex Movement Decision Tree

In this video from 2018 I walk viewers through the steps of movement decision tree, and look at a point of hex being played from it’s perspective.

3. Maintain team shape

Most offences are defined by their structure (vertical stack, horizontal stack, side stack) as adherence to the structure is of utmost importance to the offence being successful. Hex prioritises quick disc movement, which is facilitated by maintaining good team shape. Players should keep good spacing between each other and the disc throughout their possession, as this will maximise their options for sustaining flow. Locally, players should make equilateral triangles, the overall team shape that forms with 7 players is a hexagon;

When a team focuses on maintaining their shape and keeping the disc moving, they can generate and sustain flow – as explained in this analysis of USA D3 team Stevens IoT;

Players should gravitate towards shape positions during play and when flow has stopped. Most of the off-disc movement in hex is purposeful repositioning to maintain shape and create space for each other, rather than cutting to get the disc or clearing to an inactive area. The shape will deform naturally whenever the disc or players move – it doesn’t need to be perfect, but shape maintenance is an ongoing task for each player which will benefit the team. “Shape Police” can be designated, whose task it is to oversee the shape during a point. The “hat” is the name for the central point in the shape, which dictates where the shape lies on the field relative to the disc. Note that the player in “hat” is expected to change frequently and fluidly during a possession.

The disc should be on the outside of the shape, and as the disc position moves across the field, the shape rotates a full 180 degrees – so when the disc is on the sideline, the central “hat” point is directly towards the centre of the field. In this analysis of Australian club team Outbreak Mountain playing Hex, you can see their shape deforms as their players gravitate towards more traditional areas like where a vertical stack would be, rather than maintaining their spacing and the hex shape;

Combine and train these three elements – technique, movement, and shape – with freedom, creativity, and teamplay – and you’ll not only enjoy training and playing more, but your team will develop faster and start to see great results. Youth coaches in particular often contact us to say their players have begun communicating and working together far more than they have done previously, and are enjoying the discovery process of implementing a more freeform offence. Elite teams are building upon the fundamentals of Hex, training transitions, recurring sequences, and moves which revolve around dribbling and quick disc movement, rather than cutting patterns and orders.

Here’s analysis of Japan using excellent technique, movement, and spacing to score a point against an elite US team at the World Championships:

Once a player learns how to play Hex well, their field awareness and game-sense develops to a point where transitioning to a more conventional, yards-based offence is a relatively easy step, and the two styles can even be combined in the same possession. Teaching players who have learned conventional stack-style for a few years how to play Hex can have it’s challenges, as there are many “fundamentals” which apply to one style but are counter-productive to the other. Traditional drills and techniques are designed with stack-style in mind, so training your team to play Hex means switching to incorporate flow-centric drills, techniques, and exercises. We have many years of experience with training Hex, and have documented a number of tried-and-tested drills and exercises which you can find linked below in our Training program.

You are also invited to join our Discord community ($1/mo pledge), where players and coaches familiar with Hex are actively discussing how to play, challenges during practices, sharing ideas, and asking questions.

Training

When training hex, ensure you are dedicating time to the three main elements of the offence: Technique, Movement, and Shape. Hex (and ultimate itself) are in relatively early stages of development, so there are a limited number of tried-and-tested drills to train hex-style play. The training resources linked below are what we have been using since 2012 to efficiently and effectively train teams to play good hex – the How to Train Hex series should make your life as a coach much easier, and is available to $8/mo Training Tier patrons;

To get Hive Ultimate more directly involved with the development of your team – either to have a 1-to-1 chat, or to collaborate with planning elements of your trainings & your season, check out the higher tiers on Patreon. If you wish your team to all get on the same page at the same time, we can also look into running a Hex Clinic in your city. Emailto begin a conversation.


Optional: Key points for experienced players

  • Shape: Avoid flooding downfield when the disc is on the sideline – “rotate” backwards so two players are behind the line of the disc, two players are level with the disc, and two players are downfield. This is easily the most common shape mistake as players are used to clearing downfield, but it can be helped by the thrower facing directly infield rather than looking down the sideline. The backfield should look a lot more like it does in football/soccer than it does in traditional ultimate, and aggressive attacking moves can start from behind the disc.
  • Movement: Aim to release the disc in 1 second. Take the early open pass regardless of yardage or field position, and look to get the disc back as soon as possible. De-prioritise gaining yards, prioritise initiating and sustaining flow. Avoid looking downfield for plays to develop – holding onto the disc longer than 3 seconds is damaging for the offence.
  • Technique: Follow your throw – when the disc is in your hands, instead of viewing nearby spaces as areas for your receivers to cut to, view them as areas which you can attack immediately after releasing a pass. Take the easy early option, and attack the space with your off-disc movement to receive a return pass.

Optional: Extra Videos

Here’s analysis of Manuela Cardenas from Revolution / Colombia, using throw’n’go techniques and dribbling;

This video shows New Zealand team Hammertron using their shape and balance control to provide multiple options to keep the disc moving;

What is Dribbling, and can it change the way the game is played? Motion Offence pioneer Frank Huguenard tries to explain how he sees it.

Further reading:

Do you still have questions, like: “How does hex handle a defensive look where the main cutting space is covered and cutters are being passed between defenders?” Felix’s Q&A answers that question and more:

Non-stop footage of Hex Offence in action

Footage taken from multiple different teams over a wide span of years.


Next: How to Train Hex

Hex Movement Decision Tree

 

 

… read transcript / summary …

Hex Movement Decision Tree: Brief explanation / shortened transcript of video

The way I’ve been looking at offence recently is to break it into three elements; Movement, Structure, and Technique.
This decision tree is a guideline for how to sustain and generate movement of the disc. The left side pertains to movement of the disc, and the right side is more focused on players who are off-disc.

If you have the disc in your hands then you have three questions; Is someone open in front of you?, Is the previous thrower open?, and Can you continue the path of the disc? If the answer is Yes to any of these three questions then you take the open pass, and look for the return pass, before returning to the start of the decision tree. If the return pass is successful then you enter a loop on the top left of the tree, which is where give-go / dribbling moves thrive.

If the answer to any of the three ‘open’ questions is Maybe, then you fake. The answer could be ‘maybe’ because you’re not confident with the distance or type of throw the option is asking of you, or because the defender is half-covering the throw, or for any reason you’re not happy with the option – in this case, fake, and return to asking “Is someone open in front of you?” – which may be the player you just faked an option to.

In some situations it’s better to look to continue the path of the disc before looking back to the previous thrower. Looking back to previous thrower lends itself to a more dribbling-style of Hex, but looking first to continue the path of the disc fits in quite nicely with techniques players have learnt from conventional offences.
If all then ‘open’ answers are ‘No’, then you should face the centre of the space. In Hex, this means you face where the Hat position is (the central player), and you should have all your team mates within your field of view. At this point you return to asking yourself if anyone is open in front of you.

Let’s say you go for the return pass and don’t get the disc back into your hands. The first question to ask yourself is ‘Am I in good hex shape?‘. The details about hex shape / structure are defined in another video, but if you decide you are not in good hex shape then you should reposition – with urgency. Repositioning moves are like cuts, and simply repositioning may well provide the thrower with a viable passing option.

If you are in good hex shape, ask yourself if you are open. If you are, communicate with the thrower by gesticulation or vocalisation, to let the thrower know you are a potential option for them to hit or fake to.

If you aren’t open, see if the thrower is looking at you. If they are, you should try to generate an option for them to either hit or fake to – by moving, or by gesticulating towards space. This will create further options for your team mates.

If you’re in good hex shape, not open, and the thrower is not looking at you, then you should see whether you can create useful space for a team mate. This means looking around to take note of your team mates positions and their defenders relative positions, and working out whether you moving in any direction could create a space, or occupy another defender, which would be useful for your team mate. If you can, then you should generate this option.

If none of these things are the case, then you should chill – don’t stress or feel pressure to create an option, because if everyone on your team is going through the same decision process then the thrower will be faking to half-options, looking at players to generate options, and so on, and the options will come. Continue monitoring the situation to see if you can create useful space for a team mate, to make sure you’re in good hex shape (as a team), and to see if you’re free or if the thrower is looking at you, but aim to become comfortable being in the position of sustaining offensive possession as a team.

Advanced Flex – Principles in Detail

(c) Felix Shardlow v.1.03 8th July 2021

Also available in French / en Français (v0.97)

Part of a series:
Advanced Flex – Principles in Detail
Advanced Flex Part I: Counter-Strategies
Advanced Flex Part II: Communication
Advanced Flex Part III: The Stall 3 Game-Changer

Be sure to also check out the Flexplanation page which includes videos of the basic concepts of Flex.

Considering sharing this page with your team? Before you do, please first read through the Hive Ultimate Content Sharing Policy, as this page is technically patrons-only.

Intro

Flexagon Defence is not a zone, nor is it strictly 1-to-1 defence. Flex employs local positioning guidelines to reduce offensive advantage wherever possible. Where zonal marking utilises role-based teamwork and dynamic positioning; 1-to-1 defence employs simple positioning rules and focuses on athleticism; Flex utilises a set of principles which encourage defenders to work as a team, dynamically recognising any offensive mistakes or inefficiencies and attempting to punish them to gain advantage.

In Ultimate, offence by default has a huge advantage, and if they play very well then it’s very difficult for any defence to stop them from scoring. Actively gaining advantage on defence requires the ability to recognise offensive mistakes, and then utilise a combination of teamwork, positioning, and athleticism to capitalise.

Basic Flex Movement Decision Tree

The 3 Flex Principles

  • Communicate
  • Switch / surround where appropriate
  • Cover all offensive players as a team

Communicate

Aim to open a communication channel with nearby teammates as soon as they are within range, so it can be used instantly when opponents move. There are three main ways of opening & using a communication channel:

  • eye contact – keep your head up – positional information is shared & acknowledged, chances for miscommunication reduced
  • gesticulation – keep your eyes open – pointing, indicating
  • vocalisation – keep your ears open – use names, inflection, and directional shouts to move teammates

See, sign, say. Opening a communication channel with your teammates ensures immediate feedback and facilitates learning from each play on the field. Communicating is a valuable skill which can be learned through practice, will help your team get on the same page, and fosters a growth mindset. As players become more familiar with each other, communication moves from vocalisation to gesticulation, and on to the point where simple eye contact will communicate a significant amount of information and initiate teamwork on defence.

Players and teams will naturally develop their own lexicon once they apply the Flex principles and make efforts to communicate. To read more about the specific words and phrases which we have found to be useful in Flex, see Advanced Flex Part II: Communication and Flex Part 4: Communication.

Switch / surround where appropriate

  • Proximity is the trigger you are looking for, to indicate switching/surrounding is appropriate
  • When facing a stack, use your communication channels and reposition as a team to surround
  • Surround with the same number of defenders as there are offensive players
  • The fewer players involved in the stack, the closer the defenders should position
  • Cutting players should be marked 1-to-1, whilst the remaining surrounding defenders reposition & tighten up to keep the stack covered
  • If there is space between all offensive players, and their movement cannot be punished with switches, mark 1-to-1 until the opportunity to switch or surround arises
  • Prepare to switch marks early – pre-empt offensive movement if possible, as late / reactive switches only limit damage – they do not necessarily gain advantage for the defence
  • Prepare to switch marks when opponents move towards occupied or busy areas
  • Switch if mutually beneficial for defenders, and both offensive players can be easier covered
  • Both players must move quickly to cover their new marks

Offensive players who are occupying the same space as each other, or moving towards occupied areas, are making mistakes – be prepared to punish them to gain advantage!

Cover all offensive players as a team

By default, Flex does not involve poaching. Poaching indicates an individual’s decision to leave their mark – this can be applied as an advanced or emergency tactic to good effect, but by default the defence in Flex involves coordinated teamplay, rather than individualistic poaches.

  • All individuals should be marking one specific player, or be part of a balanced surrounding setup
  • Surrounding setups should have equal numbers of offence and defence
  • Leave no offensive player unmarked
  • Get help if trying to cover two players
  • Avoid defensive double-coverage
  • Solo poaches send false signals to other defenders, and can cause a breakdown of Flex due to chain reaction

The offensive team have the same number of players as the defence – and one of their players isn’t allowed to move!

Global Positioning

Flex doesn’t really have a prescribed shape or formation, as the local positioning of the defenders is entirely dependant upon the positioning of the offensive players. If you find players are marking too much like 1-to-1, not looking for enough switches or surrounding opportunities, then players can be assigned initial positions. Players should be very willing to switch positions mid-point and stick with players 1-to-1 where appropriate, otherwise the defence turns into a zone / poaching, and many of the above principles are broken. Calling positions in Flex should be used as a tool to change the way your team is approaching the defence and get them playing more as a team – conversely, calling 1-to-1 matchups should be used as a tool to stop your players from poaching and apply more individual pressure. A well played Flex sits squarely in-between 1-to-1 and zone, adjusting as the situation dictates.

If the theory of both offence and defence in Ultimate are explored to depths, a hexagon (rotatable 2-3-2) shape emerges as most efficient use of space by 7 players. The hex shape is only utilised in Flex defence in three circumstances:

  • When playing against Hex offence – shape knowledge will help the defence to pre-empt offensive movement and punish positioning / movement mistakes
  • When the team are very experienced with playing Flex, and wish to employ more advanced ideas related to global switching & surrounding
  • If the defensive team are not switching or surrounding enough during normal play – calling initial positions can be useful as it puts defenders into a more ‘zone-like’ mindset, where they will be more actively looking to connect with team mates and essentially switch and surround the offence.

If a Flex team is surrounding too loosely, blowing switches often, or if poaching becomes an issue, calling initial match-ups on the line can encourage the defence to adopt a more 1-to-1-like mindset.

If calling positions, by default: 2 forwards, 2 wings, 2 backs, 1 hat (central player).
If your opponent is playing horizontal stack it’s recommended you start with person-to-person marking, but if calling positions: 3 forwards, 2 wings, 1 hat, 1 back. For more on playing Flex against specific offensive strategies, see Advanced Flex Part I: Counter-Strategies
The terms “forward” and “back” refer to how you see the field when on the line before a point – “forwards” are comparable to “handler marks”, “backs” are comparable to “deeps”.
Remember that Flex is not a zone, and position calling should only be used in the three situations listed above.

The force – recommended: if the disc is near the middle force middle, if the disc is near the sideline force towards the line – this leaves defenders on either shoulder of the force in all situations. The force is not a critical part of Flex – it can often be left til last when making sure all offensive players are covered, and it can change depending on opponents / conditions. There should certainly not be a player chasing the disc and putting on multiple forces in a row (unless you have incorporated an advanced switching system into your Flex).

How to Train Flex

Understanding the theory is one thing, but training players to apply the principles in game situations requires focused work at trainings. Felix has been coaching these principles since 2012 and has a number of drills which are effective at developing players communication and field awareness skills so they can effectively switch and surround in game situations. The content is presented in a number of Flex drill videos, which are available on the $8 patreon tier.

Next parts in this series

Advanced Flex Part I: Counter-Strategies
Advanced Flex Part II: Communication
Advanced Flex Part III: The Stall 3 Game-Changer

Considering sharing this page with your team? Before you do, please first read through the Hive Ultimate Content Sharing Policy, as this page is technically patrons-only.


Optional video examples

Zoney Flex in action against FWD at Europeans – fast forward to 37:48:

More recently, Hammertron Prime played a zoney version of Flex at NZ Nationals 2019 (as well as playing Hex Offence):

GB Mixed U23’s played a zoney version of Flex at Worlds in 2015 – below is a video of the first time it was introduced to the team:

Hex/Flex in action against Japan at Worlds: