Basic aim is to stop the comeback cuts to the disc, and the dump cut at high stall counts. Some switching is possible, e.g. when a cutter near the front of the stack goes long, or a cutter in the back comes in. Some teams switch more liberally than others.
How to beat it: Have a succession of cuts going to the force side, with each cut being a fake deep then a cut in, or vice-versa. Break the force periodically to keep the downfield defenders honest. If trapped on the sideline and there is no open-side receiver available, give the dump handler 4 or 5 seconds to get open, either up the line or running away from the endzone.
How to beat it: Same as force forehand. Since the huck is a bigger threat, use it more.
Basic aim is to force the offense to dump-swing a lot and constantly have to reposition their stack.
How to beat it: The difficulty here is when the disc is on the sideline and the marker is forcing towards the middle of the field, attempting to deny upfield throws.
Keep the stack in the middle of the field or maybe a few yards towards the far sideline. Now the players in the front of the stack have ample room to make one of two cuts: (1) a 45 degree cut upfield and towards the near sideline, which a good thrower should be able to hit with an inside-out throw, or (2) a swing pass towards the middle of the field. The players in the back of the stack can either cut deep or coming back towards the disc (the comeback cut to the disc may have to flare slightly towards the middle of the field if the mark is set). For the deep throw, the thrower may have to fake the huck both backhand and forehand in order to get it off, as the marker is probably standing right in front of the thrower.
Perhaps a better option is to run the spread offense.
How to beat it: Stack in the middle of the field. Experienced throwers should have no problem throwing midrange throws straight up the field. Make sure that wide throws have enough velocity and curve on them so that the defender can't pick them off.
Alternatively, a team can run the spread offense. Because of the mark, the cutters may occasionally have to cut side-to-side (usually a no-no in a standard stack offense).
Other 3 deep. Center deep stops any long throw, and side deeps play on the sidelines and take away in-cuts off the swing. Anything over the side-deeps' heads should be devoured by the center deep. The mark can switch with someone in the wall if he is tired.
Basic aim is to stop most yardage-gaining throws, leaving dumps and swings open.
How to beat it: There are three ways to advance the disc: through the wall, over it, or around it, and few defenses can stop all three options. The middle of the field tends to be the most vulnerable though (going through or over the wall).
If the wall is fairly tight, you can go around it by dump-swinging and then getting a quick throw up the sideline. If it is close to the disc, you can throw over it. If it is spread out wide, go through it.
Downfield players need to work together to get open. The best way is to exploit localized 2-on-1 or 3-on-2 matchups. For example, two poppers can split the middle wall. One cuts in to the left, and the other cuts in to the right. Or one can cut straight in towards the disc and the other can drop back for the hammer.
Similarly, a wing and a popper or a wing and a deep can split a defensive wing. One goes deep, another goes in.
Basic aim is to lure the disc to the sideline by allowing easy dump-swings, then force a turnover on the trap.
How to beat it: The trap is an aggressive maneuver, and the zone offense wants to break it. Doing so means that the rest of the defense is out of position. If you are the dump handler, get in position to receive a break-force dump pass, and give your thrower plenty of time to break the throw. Everybody should be able to complete a break-force throw to a stationary receiver 10 yards away in 5 seconds. If all else fails, the dump handler can cut into the cup and catch the disc there, resetting the count.
One idea is for the short-deep to slightly overplay the hammer side and the middle-middle to slightly overplay the forehand side.
Basic aim is to stop most yardage-gaining throws and straight swings with the cup.
How to beat it: Same deal, either go around, through, or over the cup. Adjacent offensive players need to exploit 2-on-1s or 3-on-2s as well. Two poppers can split the short-deep by remaining behind the cup, or split the middle-cup by both cutting in. A popper and wing, or a wing and a deep, can split the defensive wing. If the deep-deep is watching one offensive wing, the other can streak deep.
How to beat it: When the disc is on the sideline, the two short-deeps are typically closer to the middle of the field, so try breaking the mark up the sideline. There's also usually no one covering the middle of the field, so hammers to the middle of the field are an option. Another trick is to exploit the lack of a deep-deep by sending two offensive wings in and a popper deep.
Other than that, remember the 3 ways to beat a cup, and remember to exploit odd-man situations in the backfield.
How to beat it: Break the mark. Exploit the fact that there's no longer a `cup.'
How to beat it: Similar to any trapping zone, it is very weak just after the trap has been broken.
Basic aim is to stop short-yardage-gaining throws with the wall, and shut down the dump and swings by playing man-to-man on the handlers. The idea is that (perhaps after a steady diet of 1-3-3 or some other conservative defense) the other team will panic and not realize that the deep area is open.
Imagine how you might adjust your defense if you wanted to play a cup zone, but you wanted the cuppers to cover 3 handlers man-to-man to shut down the dump. The downfield players would need to play closer to their men, since there's no longer the middle-cup to stop throws up the middle. So for example, when the disc is pulled 3 might line up as 3rd in the stack, cheating on the forehand side. As soon as he sees anyone cutting to the forehand side, he switches onto that cutter and follows him until he either (1) clears long and is picked up by the deep 6, (2) clears short for a dump, or (3) returns to the stack. Once 3 releases his cutter, he'll return to the "stack" and watch for the next cutter. 4 does the same thing on the backhand side. 5 watches up the middle, because once 3 and 4 are in play, there's a wide-open space where the stack used to be. Covering this area is 5's responsibility.
When the offense sets up their stack, 3 and 4 shouldn't come out too far into the passing lanes. You don't want to telegraph this defense too early.
Typically the best way for 3,4,5 to play this defense is to face-guard their cutters, so that they can see multiple cutters at once. They have much more area to cover than similar players in a zone would.
Basic aim is to stop yardage-gaining throws by playing switching man-to-man and to stop dump and swings by playing straight man-to-man on the handlers. This defense will leave the difficult throws open (pinpoint hammer, zinging a forehand by the defender's ear, etc.)
This defense is easy to set up off a stoppage of play. Off the pull, it is more difficult to set up--the pull either needs to be really deep, out of bounds, or the defense should be called off.
How to beat it: Flood one area of the field with receivers just when the defense is trying to switch assignments. For example, one receiver can cut to the forehand side and be covered by 3. He can then clear deep. Just as 3 is running deep and about to hand the receiver off to 6, another receiver can cut to the forehand side.
The spread offense can also work, as 5 and the defender on the open side will often end up having to cover two receivers at once for a few seconds.