Glossary
Terms explained the way a player understands them, then the way a coach uses them.
Actions 30
Back screen
A screen set behind a defender's back so the cutter goes to the rim. Why it beats a defender in a normal stance and how teams guard it.
Backdoor cut
A denied player cuts behind his defender to the rim. The standard punishment for a defense that plays the passing lanes.
Cross screen
A screen set across the lane, usually to free a post player for a seal on the ball side. How to set it, and the three ways defenses fight it.
Double drag
Two transition ball screens back to back, one big popping and one rolling. One defender has to cover both, and he cannot cover both.
Drag screen
A ball screen set in transition, before the defense has matched up. The quickest way to get an advantage without running anything.
Dribble handoff (DHO)
The ball handler dribbles at a teammate and hands the ball over, screening on the way past. A screen the defense cannot switch cleanly.
Elevator screen
Two screeners stand apart, the shooter sprints between them, and they close the gap behind him. A one-shot special for a set-feet three.
Flare screen
A screen that sends the cutter away from the ball rather than toward it, finished with a skip pass over the top of the defense.
Flex cut
A baseline cut off a cross screen to the ball-side block, the signature action of the flex continuity. How it is run and how it is stopped.
Floppy
The shooter starts under the rim with a single screen on one side and a double on the other, and picks whichever side his defender plays wrong.
Ghost screen
A screener runs at the ball, never makes contact, and sprints back out behind the arc. The simplest way to punish a switching defense.
Give-and-go
Pass the ball and cut to the rim. The oldest action in basketball, and the first thing a defender who watches the ball gives up.
Hammer
A baseline drive one way plus a weak-side flare screen to the opposite corner, finished with a skip pass. The help defender cannot do both jobs.
Iverson cut
A guard cuts wing to wing across two elbow screens to catch on the move. The standard answer to a defense face-guarding your scorer.
Pick-and-pop
The screener steps back behind the arc instead of rolling. The two-man game for a big who can shoot, and the answer to a defense that sits in drop.
Pick-and-roll
One player screens the ball handler's defender and rolls to the rim. The action every half-court offense is built on, and every way teams guard it.
Pin-down
A screen set low that sends a cutter up toward the ball. The most common off-ball screen in basketball, and the one with the most reads.
Pistol
The early-offense series between two guards on one side of the floor. A handoff or a ball screen, with a trailing big arriving behind it.
Ram screen
A screen on the screener's defender before the ball screen, so the big arrives free. The simplest answer to a team that hedges or switches everything.
Re-screen
The screener sets it a second time, usually going the other way, when the first one produced nothing. It catches the defense mid-recovery.
Reject the screen
The ball handler drives away from the screen instead of using it. The counter to a defender who cheats to the screen side, and to an over-committed ICE.
Screen the screener
The player who just set a screen gets screened himself. It works because defenses relax on a screener the moment his job looks finished.
Slip
Leaving for the rim before the screen is actually set. The counter to a defense that switches early or jumps out hard at the ball.
Spain pick-and-roll
A ball screen with a back screen on the roller's defender, and the back-screener popping out for three. The hardest single action to guard in drop.
Split cut
Two players screen for each other above a post entry. Every switch or bump on the split leaves the post one-on-one with the whole lane.
Stagger screens
Two screens set one behind the other rather than side by side, with four reads off them: curl, straight, fade and reject.
UCLA cut
Pass to the wing, cut to the block off the high-post back screen. The standard 1-4 high entry, what it opens up, and how to guard it.
Veer
The big shows a ball screen, never sets it, and veers down into a pin-down for the corner shooter. Two defenders end up guarding one ball.
Zipper cut
A guard cuts straight up the lane line off a screen at the block or elbow to get the ball against denial. The entry that starts a hundred sets.
Zoom
A pin-down straight into a dribble handoff. Two screens back to back with the ball moving, so the shooter is already downhill when he catches it.
Coverages 22
Blitz
Two defenders trap the ball handler on the screen and the other three cover four. The most aggressive pick and roll coverage there is.
Chase
Off the ball, the defender locks onto the cutter's hip and trails him over the screen. It takes away the catch and shoot and gives up the curl.
Closeout
Sprint two-thirds, chop the last third, hand high. Closing out at a shooter and closing out at a driver are not the same job.
Deny
One pass away with a hand and a foot in the passing lane. What denial buys you, and the backdoor cut that punishes it.
Drop coverage
The big stays back toward the rim on a ball screen while the guard fights over the top and chases. Why teams play it and how to attack it.
Gap
One pass away, a step off your man and into the driving lane. The compromise between denying the catch and protecting the paint.
Going over the screen
The on-ball defender fights over the top of the screen and stays attached to the dribbler. The coverage for a handler who can shoot it.
Going under the screen
The on-ball defender ducks beneath the screen and meets the dribbler on the other side. The coverage for a handler who will not shoot it.
Hard hedge
The screener's defender jumps out above the screen and pushes the ball backward before recovering. Not a trap, and here is how to beat it.
Hedge
The screener's defender steps out at the ball for a beat, then recovers to his own man. Why teams hedge a ball screen and how to make them pay.
Help side
The defenders away from the ball. Ball-you-man, the split line, and why help that arrives early is help that can still recover.
ICE
On a side ball screen the guard jumps to the high side and refuses the screen, pushing the ball down the sideline to a waiting big.
Low man
The bottom weak-side defender who owns the rim on a baseline drive and on the roll. Everything behind him is an x-out.
Nail help
The nail is the middle of the free-throw line. The defender standing there is the first body a middle drive has to get through.
No middle
Forcing the ball away from the middle of the floor. In most gyms it means force baseline, but check which one the staff means.
Pack line
A man-to-man system where only the ball is pressured and the other four keep a foot inside an imaginary arc about 16 feet from the rim.
Sag
One pass away, dropped toward the paint. Sagging concedes the catch to crowd the drive, and lives or dies on the closeout.
Stunt
A fake help. Show hard at the ball, make the driver flinch, then recover before you have actually left your own man.
Switch
The two defenders trade players as the screen happens. The simplest coverage there is, and the one that hands you a mismatch to hunt.
Tag the roller
A help defender bumps the rolling big for a beat and recovers to his own man. It buys time at the rim and costs you a shooter.
Top-lock
The defender stands between the cutter and the screen so the cutter cannot use it at all. It kills the shot and gives up the back cut.
X-out
The weak-side rotation where two defenders cross paths: the low man takes the rim, the next man up takes the corner he left.
Zones 7
1-2-2 zone
One on the ball, two at the elbows, two on the blocks. A pressure zone that is soft at the high post and in both corners.
1-3-1 zone
One at the point, three across the middle, one running the baseline. Long arms in the passing lanes, and two corners for one defender to cover.
2-3 zone
Two defenders up top, three along the baseline. Where a 2-3 zone is strong, where the holes are, and how to move the ball to find them.
3-2 zone
Three defenders across the top, two along the back line. What a 3-2 takes away, what it gives up, and why many teams 3-2 is really a 1-2-2.
Box-and-1
Four defenders in a box around the lane and one who chases your best scorer everywhere. How it works and the simplest ways to break it.
Matchup zone
A zone that picks up whoever enters an area and passes him on. Zone rules, man-to-man pressure, and the seams the handoffs leave.
Triangle-and-2
Three defenders in a zone triangle, two locked onto your best scorers. When a team uses it and how to make the three guard five.
Sets 8
1-4 high
Four players across the free-throw line extended and the lane empty. The alignment for backdoor cuts, UCLA cuts and elbow ball screens.
1-4 low
Four players along the baseline with the top of the floor cleared. The standard inbounds and press-attack alignment, and what it gives you.
4-out 1-in
Four players around the arc and one inside. The compromise that keeps driving gaps, a screener and an offensive rebounder at once.
5-out
All five players outside the arc and nobody in the post. The spacing that makes every drive a gap and every pass a cut.
Box set
Four players in a box around the lane. The most common inbounds alignment, because every screening angle is available from it.
Chin
The Princeton-family continuity built on a back screen for the passer and a flare on the weak side, run over and over until something opens.
Horns
One guard up top, two bigs at the elbows, two players in the corners. Why the alignment stretches a defense and what you can run from it.
Stack
Players lined up one behind the other so no defender can see the ball and his man. The inbounds alignment built for lobs and misdirection.
Concepts 11
Advantage
The moment the defense is one player short where the ball is. It is real, it is short, and it decays with every extra dribble.
ATO (after timeout)
A set run straight out of a timeout, against a defense that cannot have scouted the call. Why the package stays small and how to build one.
BLOB (baseline out of bounds)
An inbounds play from under your own basket. The box, stack, line and 1-4 low alignments, and what each one is good for.
Continuity vs quick hitter
A continuity repeats until something opens. A quick hitter is one possession with a shot at the end. How to choose for your roster.
Pocket pass
The short pass into the gap between the retreating big and the recovering guard, thrown before the big commits to the ball.
Press break
Getting the ball up the floor against full-court pressure. Five principles that work against any press, and the two mistakes that cost you.
Short roll
The screener catching in the middle of the floor instead of rolling to the rim, then playing four-on-three against a blitz or a hard hedge.
Skip pass
The cross-court pass that skips a receiver. When it is the safest pass on the floor, and when it is the one that loses you the game.
SLOB (sideline out of bounds)
An inbounds play from the sideline. Less room than a BLOB and no running the line, so the first pass has to be built into the set.
Spacing
Twelve to fifteen feet between players, corners filled, the paint kept open. Spacing is a habit your players carry, not a shape on a diagram.
Two-for-one
Getting a shot up late in a quarter so you get the ball back for a last one. The clock number depends on the shot clock you play with.