1) You cut too early, the handler isn't ready to huck!
2) You cut too late, stall count is high
3) You started too far away from the thrower (no space to work)
4) You cut directly away from the thrower (only): throw goes
over your head and is hard to read
5) You cut directly to the open space without "opening a
window": defender has an easier time
Step 2: the Lobster Cut
If the deep look is pump faked off /
is not viable, what next?
in theory yellow space is open...
but "D" is guarding that space
what if you go
(as if going deep)
1) You only juked / did not take 4-6 steps going deep:
Defender does not "buy" the cut or commit hips, and thus
they stay with you as you come in :(
Solution: sell the cut! make them "respect the deep threat"
by taking at least 4-6 steps and seeing when they commit hips
2) You run too far downfield (12-20 steps):
Uh oh, too far away from handler, by the time you come in
it's too late
3) Not angling cut towards the open (yellow) space / "passing
yay! you catch here or a I/O flick
to break the mark
1) You come too close to the handler (electric fence!)
2) You cut towards the handler rather than to open space:
There's no window!
3) You cut to open space but not towards the sideline:
Window is too small, 7-cut fail
4) You cut back in the direction from whence you came:
Uh oh, you're using up someone else's new cutting lane!
You did it!
1) Deep look
2) Coming in
3) 7-cut to clear out