Monday, 9 July 2012

The 13 different types of Dodgeball players





Most dodgeball players fall under one of a dozen or so 'types'.  Each type of opposing player should be treatedly differently, so it is important to understand who you are playing against.  I'll discuss these types using the 6-tool, 3-tendency model:
Here are the types.  They're in roughly decending order of quality, but with a few exceptions where convenient:
  1. Superstar / 6-Tool Player: 6-10 (out of 10) in all 6 tools, all tendencies fairly neutral.

     This is a player with no obvious weakness.  They make very few mistakes - they can throw, they can catch.  Fortunately they are fairly rare - even a touring team will only have 2 or 3 of these types of players.  A rec-league or low level competitive league may only have a couple of these players 
    in the entire league. HOW TO DEFEAT: Since they make few mistakes, the only way to get them out is through a co-ordinated attack (a co-ordinated attack being where 3 or 4 players all through a ball at the same target at the same time).  You want to do this early in the game, but not too early, for reasons I'll discuss in a future blog post.  Ideally, the superstar should be around the 3rd person of 6 you get out.  Second is good, first is a bad idea.

  2. Star Player:  5-8 in all 6 tools, all tendencies somwhat neutral.

     These players are more common.  They're above average, but they don't make you mutter 
    how the heck are we going to get this guy out?  They typically have one skill that is a bit weaker than the others.HOW TO DEFEAT: Like the superstar player, you want to get them out around 3rd with a co-ordinated attack.  If the star player has only an average arm and your team has a lot of players good at catching, you may want to instead try to catch one of their throws and pick a different target for a co-ordinated attack.

  3. The Average Joe: Roughly 5 in all tools, all tendencies somehwat neutral.

     If I was doing this in true order of quality, this player would be much lower, but it's a good contrast to the above two types.  They're an asset to a team, but tend to go unnoticed because they don't make you say 
    she's really good at X or That guy can't Y at all. Probably the most common 'type'; teams often have at least 1 or 2 players like this.HOW TO DEFEAT: Often this player will make a mistake, such as making a bad-throw or getting out of position, so you may want to wait to get them out that way, rather than on an early co-ordinated attack.  The exception would be is if there is no obvious choice to be the first target of a co-ordinated attack, then you can use them for this instead.

  4. The Natural Athlete: 5-10 in all tools except awareness, which tends to be 7 or less.  Tendency towards over-agression and self-oriented.

     The Natural Athlete is a dangerous player - they've got a great arm, can catch and are fast.  They just don't play very strategically and are often caught unaware.
    HOW TO DEFEAT: Not an ideal target for a co-ordinated attack.  Instead, figure out what their weakness is and exploit it.  Often they get caught out of position, which makes them ideal for an aggressive counter-attack.  Some of them also like to try to make the impossible throw, which leads to easy catches.  Don't bother with a co-ordinated attack until the team is down to 2 or 3 players, as they'll often get themselves out.

  5. The Cannon / The Artillery. Throw Quality and Throw Accuracy both well above average (7-10).

     Weaknesses in other areas prevent them from being a star or superstar.   One or more of catch, speed and agility are below average (5).  The good ones tend to be very team-oriented.  More often than not play a very passive game due to lack of speed/agility/catching ability.  They tend to stay back a bit further than most and launch rockets, like a point man on a hockey powerplay.   Position tends to be dominated by former baseball pitchers.  This is the type I fall under.  The best ones you 
    have to get out with a co-ordinated attack: They are rarely caught out of position so counter-attacks aren't effective and if they're on their game, they rarely have their throws caught.HOW TO DEFEAT: Against a team that doesn't catch very well, this is a very dangerous player.   They'll systematically mow your players down one by one.  You need to get them out early - either 2nd or 3rd (but not 1st).  The only effective way to do this is through a co-ordinated attack.  If they have trouble both dodging and catching, than 2 players should be enough.  If they're fast but can't catch or they're slow but are good at catching, then you'll need 3 or more.  Particularly for the latter, as the last thing you want is one of these players catching a ball.

  6. The Wild Thing / The Loose Cannon.  Like above, except with below-average (rather than above-average) Throw Accuracy.

    These are the guys who throw a billion miles per hour, but have no idea where the ball is going.  Most leagues have a bunch of these players.  They tend to throw with an over-the-top motion, causing their throws to stay very high.  These are the players that end up accidentally heat-shotting opponents.  Often, but not always, they tend to be a little more aggresive than regular cannons.
    HOW TO DEFEAT: Duck.  They look more dangerous than they are.  Since their throws tend to sail high (or wide, or both), you should be able to avoid getting hit by staying low.  Unless you are terrific at catching, it's best to avoid trying to catch their throws unless you absolutely have to.  It's best to get these players out with a co-ordinated attack later in the game, after you've taken out the superstar, star and cannon players.

  7. The Sticky Fingers. Catch 7-10, all other skills average or below-average.  Catch-oriented, but not overly so.  Tend to be team-oriented and passive (due to lack of speed).

    If I was doing this in true order of quality, this player would be in the top 3.  Another 
    very dangerous player, since making a catch is the most valuable thing you can do in dodgeball.   These players were often 1st basemen in highschool.  Big, slow players who can snag anything close by.  Think Boog Powell.  Prince Fielder.  Mo Vaughn.   Frank Thomas.  John Olerud.  If you do not play strategically, this player will kill your team.  As a cannon, this is my least-favourite player to play against, because they're the most able to neutralize me.HOW TO DEFEAT: There are two ways to get this player out.  One is through a co-ordinated attack, but it has to be very co-ordinated.  A delay between throws will kill you, because they'll catch the first ball.  Even on a co-ordinated attack throws need to be kept low and off-center.  Low throws tend to work very well, as this player tends not to jump much.

      The exception: Sticky finger players tend to have average-to-below arms.  If you get one with a below-average arm who has a tendency to make bad throws, you may want to wait and get the player out that way instead.

  8. The Grabber.  Like the Sticky Fingers, but has a strong tendency to overcommit to catches.  Are often, but not always, not quite as strong catchers as Sticky Fingers. Tend to be, but not always, a little more agile than Sticky Fingers.

    Consider this player to be a 
    wannabe Sticky Fingers.  These are the players that dive and slide and jump trying to make catches.  They're dangerous if you make a throw right at them, but they tend to get themselves out if you play smart.HOW TO DEFEAT: Whatever you do, DO NOT THROW DIRECTLY AT THIS PERSONEVEN ON A CO-ORDINATED ATTACK.  They're a fairly weak player, all things considered, but they'll hurt you if you're not careful.

    This is another good target for someone to go after if you need a very quick out early in the game - just throw a ball about 7 feet high and 2 feet to the side.  Or do a co-ordinated attack, but again make sure to keep everything knees and below and/or well off to the side.   I prefer to get this player out very early since they have the potential to hurt you (and they're an easy out).  The exception would be if you have a team of all accurate throwers, in which case this player is neutralized and you can just ignore him until late in the game.

  9. The Tasmanian Devil. Average-to-below average in most tools except speed and agility which are average-or-above.  Tendency to be very aggressive and very self-oriented.

    This is the guy you see running around like a chicken with his head cut off.  Runs all over the place.  Frequently out of position.  Often winds up screening other players.  If these players have a good arm or can catch, they can be dangerous.  Unlike the Natural Athlete, this player has at least one significant weakness: Has trouble catching, has a weak arm and/or has an inaccurate arm.
    HOW TO DEFEAT: Unless he's giving you a lot of problems, a co-ordinated attack is typically not necessary - instead wait until he's out of position and hit him with an aggressive counter-attack.  If heis causing problems (due to his arm or his ability to catch) or there are no other obvious targets, then he makes a good first target for a co-ordinated attack.

  10. The Hummingbird / The Gnat / Mr. Impossible to Hit. Avery annoying player.  I don't have a good name for them (I'm open to suggestions).  This is the 5'2" 100lb person who can't throw, doesn't catch much, but is very quick, very agile and impossible to hit.  Highly dodge oriented and much less aggressive than the Tasmanian Devil.   Lots of teams have a player or two like this. On a losing team, this player tends to be the last one out.

    HOW TO DEFEAT: Ignore him.  Unless there are no other good targets, do not bother with a co-ordinated attack.  You'll likely miss and you'll have wasted an opportunity to get out a more useful player.  Eventually they get tired and they get easier to hit.  Or they make an ill advised throw and you can get them out that way, which is even better.

  11. The Helper. Below average in almost every tool and knows it.  Typically average or above awareness and does not make too many mistakes.  Makes up for a lack of talent by actively grabbing rebounding balls that are headed to the other side.  On a team with a lot of very good players, this player can be quite useful.

    HOW TO DEFEAT: If you need a quick first out, a co-ordinated attack on this player will get him out.  Otherwise ignore.

  12. The Non-Entity. Below average in almost every tool and knows it. Usually someone's spouse or friend they called up because they were short players.  But unlike a helper, just kind of stands there.

    HOW TO DEFEAT: If you need a quick first out, a co-ordinated attack on this player will get him out.  Otherwise ignore.

  13. The Chest Passer / The Get Out of Jail Free Card. Below average in almost every tool and doesn't know it.  Very self-oriented, does not wait for opportunities to make co-ordinated attacks (possibly due to lack of awareness).  Makes really ill-judged, ill-advised throws.  Their throws tend to be more like chest passes in basketball (hence the name).   A player like this just kills the team he's on, because he ends up giving the other team a free catch and allows the other team to bring back a player (like a get out jail free card).  In rec leagues, there will often be a player like this on a team; I have seen teams with 2 or 3.

    HOW TO DEFEAT: Unless absolutely necessary DO NOT THROW AT THIS PLAYER. EVER!  Let him make a bad throw so you get a catch and a teammate back in the game.   With enemies like these, you don't need friends.

Thank you and good Luck
New Zealand Dodgeball Association