The front players play a more conventional person to person. The marker is called 0 and forces forehand. 3 stands on the forehand side of the offensive player. 6 plays deep and is responsible for all long passes. The inside out forehand usually has a greater margin for error.
Few people can throw a long forehand well.
The forehand is a lower percentage throw, in general, than the backhand. When the thrower truly has a great hammer and uses it to beat the Clam. Players must be extremely comfortable with the concept of switching and playing defense. This rotation continues as long as the Clam is being played. The Clam will often shut-down five cuts during eight seconds of the stall count.