This D augments the force two finger. Break it out after a team has gotten used to your force flick. Double Happiness got very efficient at beating our force flick, which we had used for over a year against them. No team has better inside-out flicks than they do. But force backhand threw them off.
Few players throw the inside out backhand well.
I'm always surprised at how teams panic when their first cutter, open all game so far, is suddenly shut down. Use the clam once the opponent has established it's offensive rhythm. Clam to zone is another good D to follow successive points of man. It looks like a man, kind of, gives you a few shots at a block early and then settles into a zone. If the opponent lasts three passes you're simply back in the force two finger.