Program Philosophy
Everything in this program hangs on four pillars. Every drill, play, and practice block should trace back to at least one of them — if it doesn't, cut it.
Skills Before Schemes
Players are developed, not positions. Every athlete in the program handles, passes, and finishes — bigs included. Schemes are only added once the skills underneath them exist.
Space & Pace
We play in open floors. 5-out and 4-out-1-in spacing is our offensive identity at every age: drive lanes stay open, the ball moves ahead of the defense, and everyone is a threat.
Pressure Is Identity
We make offense uncomfortable for 94 feet. Zone presses, man presses, and disciplined half-court defense — effort and communication are non-negotiable at every level.
Compete With Character
We keep score in practice, we sprint between drills, and we shake hands after. Effort, body language, and how you treat teammates are coached like skills.
Offensive Identity — Why Spacing First
This program teaches 5-out motion as the foundation (Youth and Middle) and 4-out-1-in as the varsity base. Spacing-based offense develops every player: there are no "stand on the block" kids, every possession involves reads instead of memorized patterns, and the habits scale directly to the modern game. Set plays (Horns family, zone attacks, OOB) are layered on top of spacing principles, never instead of them.
Rule of thumb across all ages: if a player catches and nobody is cutting or relocating within one second, spacing has died — restart the possession in practice.
Defensive Identity — Pressure at Three Levels
We defend in three zones of the floor, and every team in the program installs something at each level:
- Full court: zone presses (Havoc 1-2-1-1 Diamond, 2-2-1 Cougar) and the Run & Jump man press — dictate tempo and force sideline decisions.
- Three-quarter / half court traps: 1-3-1 wing trap to change rhythm out of timeouts.
- Half court: Pack Line man as the base with daily shell habits; zone menu of 1-3-1 (base and trapping) and the 2-1-2 trap — the 2-3 is a rare back-pocket look.
Player Development Ladder
What "on track" looks like by the end of each stage. These benchmarks drive practice-plan emphasis.
| Skill Area | Youth 7–10 | Middle 11–13 | High School 14–18 |
|---|---|---|---|
| Ball Handling | Both hands, eyes up, change speed on command | Combo moves live vs pressure, weak-hand full court | Creates advantage vs pressure, pace manipulation, PnR handling |
| Shooting | One-hand form inside 10 ft, legs-driven | Repeatable form to the arc, on-balance off the catch | Range + off movement, contested C&S, FT ≥70% |
| Passing | Two-hand chest/bounce on the move, sees teammates | Off the dribble both hands, hits cutters on time | Reads second defender, skip vs zones, pocket passes |
| Finishing | Both-hand layups off correct foot | Finishes through contact, inside-hand and floater intro | Full finishing package vs rim protection, decision finishes |
| Defense | Stance, sees ball + man, effort habits | Shell positions, closeouts, help-and-recover | Full scheme execution, scouting personnel, press rules |
| Game IQ | Spacing awareness, pass-cut-fill rhythm | Reads 2v1/3v2, recognizes advantage | Manages clock/score, attacks coverages, calls sets |
How We Design Practice
- Games teach the game. At least 40% of every session is live, scored, small-sided play. Constraints (no dribble, must paint-touch, +1 for charges) coach the emphasis for us.
- Activity ratio ≥ 70%. No lines longer than 3. If players are standing, the drill is redesigned or split across baskets.
- Teach → Rep → Compete. Every concept is introduced in that order, ideally inside one session: 3 minutes of teaching, blocked reps, then a live game that rewards it.
- Standards travel between drills. Sprint to the huddle, talk on every defensive rep, catch ready to play. These are scored like the drills are.
- Finish with the scoreboard. Every practice ends with something competitive and a free-throw consequence, so pressure is rehearsed daily.
8-Week Season Arc
The weekly plans in each age-group section repeat as a rhythm; this arc dictates what gets emphasized inside them.
| Weeks | Youth 7–10 | Middle 11–13 | High School 14–18 |
|---|---|---|---|
| WK 1–2 | Ball mastery, footwork, layup mechanics | Skill baseline + 5-out spacing rules | Shell habits + 4-out-1-in install, conditioning base |
| WK 3–4 | Pass–cut–fill intro, 1v1 competing | 5-out live, man defense install, press break intro | Press package install (Diamond, Cougar), Horns layer |
| WK 5–6 | 3v3 spacing games, defensive stance habits | 2-2-1 press intro, BLOB/SLOB basics | Zone offense, 1-3-1 trap, full OOB package, scout prep |
| WK 7–8 | Festival play, skills testing, celebrate growth | Game-prep rhythm, situations, re-test benchmarks | Situational mastery: ATO, 2-minute game, matchup plans |
Program Terminology
One shared language from 7U to varsity. Coaches use these words on day one so nothing has to be re-taught later.
| FILL | Replace the spot vacated by a cutter — spacing never stays broken for more than one beat. |
| 45 CUT | Basket cut from the wing at a 45° angle after passing — our default action after every pass. |
| LAKER CUT | Cut off a post entry — high or low off the post player's shoulder. |
| DUNKER | The short-corner pocket along the baseline where the 5 lives in 4-out. |
| GAP / NAIL | Help-side positions: one pass away sits in the gap; the nail is the middle of the free-throw line. |
| JUMP TO THE BALL | On every pass, defenders move while the ball is in the air — never after the catch. |
| ICE / WEAK | Forcing a side ball screen down toward the baseline, refusing the middle. |
| TRAP / ROTATE | Two defenders commit to the ball; the three behind them play the passing lanes in a triangle. |
| ADVANTAGE | Any 2v1/3v2 moment. Offense must play fast enough to keep it; defense works to erase it. |
| PAINT TOUCH | The ball entering the lane by pass or drive — the trigger that bends every defense. |
Youth Development
The job at this age is simple: build coordination, build skills, build love for the game. Small balls (27.5), low rims (8–9 ft) where possible, tiny bits of tactics, maximum touches.
Stage Priorities
We spend time on
- Ball-handling with both hands, eyes up
- Footwork: pivots, jump stops, correct-foot layups
- One-hand form shooting close to the rim
- Pass–cut–fill habits in 3v3 (the seed of 5-out)
- Athletic play: tag games, racing, jumping, landing
We deliberately avoid
- Zone defense and zone presses (they hide skill gaps)
- Set plays beyond one simple BLOB
- Long-range shooting that breaks form
- Positions — everyone plays everywhere
- Standing in lines; laps as punishment
Weekly Practice Plan · 60-minute sessions
Ball Mastery & Finishing
60 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–08 | Dynamic warm-up, ball in hands | Skips, hops, lunges while dribbling. Cue: "eyes on me, not the ball." |
| 08–18 | Ball-handling circuit | Stationary (pound, cross, wraps) → moving (Red Light Green Light). Both hands equally. |
| 18–28 | Mikan + form shooting | Both-hand Mikan ladder; 1-hand form inside 8 ft. Cue: "down together, up together." |
| 28–36 | Partner passing games | Chest/bounce on the move, Bull's-eye target scoring. Passes lead the runner. |
| 36–48 | 1v1 Cone Chase | Live finishing vs a trailing defender. Winners stay, everyone counts makes. |
| 48–58 | Sharks & Minnows | Dribble tag full court — conditioning disguised as chaos. |
| 58–60 | Huddle | Hands in, program break: "1-2-3 HARD WORK — 4-5-6 TIBURONES!" |
Pass, Cut & Play
60 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–08 | Warm-up: Mirror dribbling | Partner copies leader's moves. Creativity encouraged. |
| 08–20 | Layup ladder | Right hand, left hand, off the correct foot. Race format by teams. |
| 20–32 | Pass–cut–fill intro (3v0) | Pass, 45-cut to the rim, fill the open spot. This IS our offense — no play calls, just habits. |
| 32–46 | 3v3 no-dribble | Live, scored. Constraint forces cutting and passing. Coach only spacing. |
| 46–56 | Relay finishing races | Teams race through cones to finish. Loudest drill of the week — let it be. |
| 56–60 | FT fun + huddle | Everyone shoots one "game winner" free throw with teammates rebounding. |
Compete Day
60 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–08 | Warm-up: dribble knockout | Protect your ball, poke others' away. Eyes up survival. |
| 08–20 | Skill stations ×3 | 4 min each: finishing, handling, form shooting. Small groups, big touch counts. |
| 20–30 | Defense: stance & mirror | Stance, slide, "see ball and man." Zig-zag 1v1 at walk speed → live. |
| 30–52 | 3v3 tournament | Round-robin, games to 5. Mixed teams weekly so everyone plays with everyone. |
| 52–60 | Skills challenge + huddle | Rotating challenge (layup race, dribble course). Track scores across the season. |
Drill Library · Youth
Red Light, Green Light 8 MIN
Setup: All players dribble on the baseline facing coach.
Run it: Green = speed dribble, yellow = change hands, red = jump stop. Caught looking down = back 3 steps.
Coach: Eyes on the caller at all times; both hands.
Mikan Ladder 6 MIN
Setup: One player per side of rim, one ball.
Run it: Alternate right/left baby hooks off the glass. Ladder: 4 makes each hand, then reverse layups.
Coach: High off the square, opposite knee up.
Form Shooting Ladder 8 MIN
Setup: Start 3 ft from rim, one hand only.
Run it: Make 3 in a row to step back one step, max 10 ft. Miss form (guide hand pushes) = step in.
Coach: Legs start the shot; hold the follow-through.
Bull's-eye Passing 8 MIN
Setup: Partners 10 ft apart, target hands up.
Run it: Points for hitting the target hand: chest, bounce, then on the move. First pair to 20.
Coach: Step into the pass; thumbs down finish.
1v1 Cone Chase 10 MIN
Setup: Two cones at half court, offense one step ahead.
Run it: On "go" offense attacks to finish, defense chases. Rotate lines, count makes.
Coach: Long last dribble, body between ball and chaser.
Sharks & Minnows 8 MIN
Setup: Everyone with a ball on the baseline; 2 sharks without.
Run it: Cross the floor without losing your dribble. Stripped = become a shark.
Coach: Protect with body, eyes scanning.
3v3 No-Dribble 14 MIN
Setup: Half court, games to 5, winners stay.
Run it: No dribbles allowed — score off passes and cuts only.
Coach: Pass and cut hard; fill the empty spot. This is 5-out in seed form.
Relay Finishing Races 10 MIN
Setup: Two teams, cone course to opposite rim.
Run it: Dribble the course, finish, sprint back, hand off. Misses must be rebounded and made.
Coach: Correct-foot takeoff even at speed.
Zig-Zag Stance Slides 6 MIN
Setup: Cones zig-zagging up the sideline lane.
Run it: Slide cone to cone, drop-step at each turn. Add a dribbler to shadow when ready.
Coach: Nose behind knees, no crossed feet, palms up.
Middle School
Skills expand into concepts. 5-out motion goes live, man-to-man defense gets real structure, and players learn to handle their first taste of pressure — both applying it and beating it.
Stage Priorities
We spend time on
- Weak-hand and combo dribbling vs live pressure
- Form-to-range shooting: on balance, repeatable to the arc
- 5-out motion: pass–cut–fill live with reads
- Shell-drill defense: ball–you–man, help and recover
- 2-2-1 press intro and the 1-4 press break
- Advantage play: 2v1, 3v2 decisions at speed
Watch-outs at this age
- Growth spurts wreck coordination — re-teach footwork patiently
- Don't let one dominant handler bring the ball every trip
- Zone is allowed as a changeup only — man is the base
- Track FT and form-shooting numbers; celebrate improvement, not just makes
Weekly Practice Plan · 75-minute sessions
Skill Foundation
75 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–10 | Dynamic warm-up + two-ball handling | Two-ball pound, alternate, cross. Eyes up on coach's hand signals. |
| 10–22 | Change-of-pace cone series | Hesitation, in-out, cross at each cone, finish. Both sides of floor. |
| 22–36 | Form-to-range shooting | Make 5 at each spot moving out. Partner rebounds, calls out form breaks. |
| 36–46 | Star passing | 5-spot pattern, follow your pass. Add second ball when clean. |
| 46–58 | Closeout 1v1 | Roll ball out, sprint to closeout, play live to a stop or score. |
| 58–70 | 3v3 Cutthroat | Three teams rotate on scores/stops. Constraint of the week (e.g., paint touch first). |
| 70–75 | FT routine + huddle | Same routine every rep: breath, bounce, shot. Record makes. |
Concept Install
75 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–10 | Warm-up: full-court finishing | Chase-down layups in waves — sprint, catch ahead, finish. |
| 10–25 | 5-out motion: teach → rep | 5v0 pass–cut–fill, then add reads: deny = backdoor, help = fill behind. (See Offense section.) |
| 25–40 | Shell drill | 4v4. Jump to the ball on every pass; help one pass away; talk on every rep. |
| 40–52 | Press break: Breaker 1-4 | Walk the spots, then live vs 5 defenders. Middle first, sideline second, never in a corner. |
| 52–70 | 5v5 halves | One half 5-out only, one half vs token 2-2-1 press. Coach with freeze replays, max 20 seconds each. |
| 70–75 | Pressure FTs | Team target (e.g., 12 of 18) — miss the target, quick down-and-backs, shoot again. |
Compete Day
75 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–10 | Warm-up + weak-hand full court | Down and back weak hand only, then combos. |
| 10–25 | Advantage games: 2v1 / 3v2 continuous | Defense sprints back each wave. One-more pass beats one-on-one hero ball. |
| 25–40 | Skill stations ×3 | Finishing package, C&S from the arc, handling vs pads. |
| 40–65 | Scrimmage with constraints | Quarters: (1) must press after makes, (2) 5-out no calls, (3) OOB plays live, (4) open play. |
| 65–75 | Winner's circle | 1v1 bracket or hot-shot contest. End on competition + celebrate one "program standard" moment. |
Drill Library · Middle School
Two-Ball Series 8 MIN
Setup: Every player, two balls, half-court space.
Run it: Pound, alternate, one-high-one-low, walk → jog. Finish with two-ball cone weave.
Coach: Pound the floor hard; eyes on the rim.
Form-to-Range 14 MIN
Setup: 5 spots from 6 ft to the arc, partner rebounds.
Run it: 5 makes per spot to advance. Form break = spot resets.
Coach: Same shot every distance — the legs change, the arms don't.
Star Passing 8 MIN
Setup: 5 lines in a star, one ball then two.
Run it: Pass across the star, follow your pass. Add defender in the middle as a read.
Coach: Pass to the outside hand, on time, on target.
Closeout 1v1 10 MIN
Setup: Defender under rim, offense at wing with ball rolled out.
Run it: Sprint 2/3, chop to balance, high hand. Live to score or stop.
Coach: Take away the shot first, then slide on the drive.
Shell Drill (4v4) 12 MIN
Setup: 4 offense around the arc, 4 defense in shell spots.
Run it: Pass-only first: jump to the ball. Then live drives: help and recover. (Animated in the Defense section.)
Coach: Ball–you–man triangle; talk is mandatory.
3v3 Cutthroat 12 MIN
Setup: Three teams of 3; score stays, stop rotates.
Run it: Offense must honor the week's constraint to count a score.
Coach: Coach spacing between reps, not during.
2v1 / 3v2 Continuous 12 MIN
Setup: Full court, waves of offense vs retreating defense.
Run it: Score or stop, defense becomes offense the other way with a new wave.
Coach: Attack the free defender; make the easy pass early.
Chase-Down Finishing 8 MIN
Setup: Outlet catch at half court, trailing defender.
Run it: Catch ahead, one-two dribbles max, finish through the chase.
Coach: Long strides, ball high and away from the chaser.
FT Routine Reps 6 MIN
Setup: Pairs at each rim, tracked on the board.
Run it: Two at a time, swap, exactly the same routine every rep.
Coach: The routine is the skill. Same breath, same bounces.
High School
The full system: 4-out-1-in as the offensive base with 5-out and set-play layers, the complete press package, and game preparation run like a professional staff — scout, install, rehearse, review.
Stage Priorities
We spend time on
- 4-out-1-in motion with post reads and dunker spacing
- Pick-and-roll: handling it, defending it (Ice, hedge, drop)
- Full press menu: Diamond, Cougar, Fist man press, Run & Jump
- Pack Line base + 2-3 zone and 1-3-1 trap changeups
- Special situations: ATO, BLOB/SLOB, 2-minute game
- Strength, conditioning, and film habits
Weekly rhythm (in-season)
- Day after game: film + regen + skill work (light legs)
- Mid-week: hardest practice — live defense, press reps
- Day before game: scout walk-through + shooting + situations
- Every practice keeps a skill block — varsity players still develop
Weekly Practice Plan · 90-minute sessions
Skill + Defensive Foundation
90 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–08 | Dynamic warm-up | Movement prep + band work; captains lead. |
| 08–24 | Skill circuit | 3 stations: 55-second C&S, PnR reads 2v2, finishing package vs pad. |
| 24–38 | Shell → live 4v4 | Pack Line rules: gap positions, no middle, closeout short. Score stops. |
| 38–50 | Defensive transition: 5v4 scramble | Sprint back, build from the rim out, talk matchups. |
| 50–70 | 5v5 half-court: 4-out-1-in live | Paint-touch constraint. Freeze replays under 20 seconds. |
| 70–78 | Conditioning: 17s | Sideline-to-sideline ×17 in :60 — leaders set the standard. |
| 78–88 | Pressure free throws | 1-and-1s with team consequences; simulate bonus situations. |
| 88–90 | Huddle + film cue | Name tomorrow's emphasis; one clip assignment. |
System Install
90 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–08 | Warm-up + full-court finishing waves | Rim runs and catch-ahead finishes at game speed. |
| 08–28 | Offense install | 4-out-1-in reads 5v0 → 5v5; layer of the week (Horns set, zone attack). |
| 28–48 | Press install | Diamond and Cougar walk → live. Trap technique: feet, hands, no reach fouls. |
| 48–60 | Press break vs our own press | Best pressure we'll see all week is our own. Middle–sideline–reverse reads. |
| 60–75 | OOB package | BLOB Box, Stack, SLOB Winner — rep each vs live defense. |
| 75–88 | Situational 5v5 | Scripted: down 4 with 2:00, up 3 with :30, ATO needs a 3. |
| 88–90 | Huddle | Recite the install: players teach it back in 30 seconds. |
Game Prep & Compete
90 MIN| Time | Block | Detail & coaching cues |
|---|---|---|
| 0–08 | Warm-up + hot-hand shooting | Game-spot shooting with movement, partner competition. |
| 08–22 | Scout walk-through | Opponent's top 3 actions and personnel; scout team runs them. |
| 22–40 | Live defensive game plan reps | Coverage of the week (Ice all side PnRs, trap their star, etc.). |
| 40–62 | Controlled scrimmage | Refs if possible. Coach only the game-plan behaviors. |
| 62–75 | 2-minute game | Score/clock scripted; must use timeouts, fouls, press decisions correctly. |
| 75–88 | Compete finisher | 5v5 to 7 by 1s and 2s, losers run — winners shoot the run away at the line. |
| 88–90 | Huddle | Game keys ×3, said by players, not coaches. |
Drill Library · High School
55-Second Shooting 6 MIN
Setup: Shooter, passer, rebounder; 5 game spots.
Run it: Max makes in :55, sprint between spots. Rotate roles. Track season-long records.
Coach: Hop into the catch, same release under fatigue.
PnR Reads 2v2 10 MIN
Setup: Handler + screener vs live coverage.
Run it: Defense calls coverage (drop/hedge/ice); offense must make the counter-read: pocket, reject, split, or kick.
Coach: Read the second defender, not your own man.
Pack Line Shell Live 12 MIN
Setup: 4v4 or 5v5, offense fully live.
Run it: Stops earn offense. No middle drives allowed — a middle touch is an automatic loss.
Coach: Two feet in the gap off the ball; closeout short and mean.
Circle Box-Out War 8 MIN
Setup: 3v3 around the FT circle, coach shoots.
Run it: Hit, find, pursue. Offensive board = offense stays and defense runs.
Coach: Contact first, ball second.
11-Man Break 12 MIN
Setup: 11 players, continuous 3v2 both directions with outlet lines.
Run it: Defensive rebounders outlet and fill; scorers stay on.
Coach: Sprint wide lanes; ball ahead of the dribble.
5v4 Scramble 10 MIN
Setup: Offense outlets before defense can match up.
Run it: Defense builds from the rim out, sprints to matchups, plays until a stop.
Coach: Protect the paint first; the corner three is the last thing we give up... never early.
Trap Technique 2v1 8 MIN
Setup: Two trappers, one ball handler in a sideline box.
Run it: Trap on the dribbler's pickup: feet form an L, hands trace the ball, no reaching.
Coach: We want the lob or the panic pass — never the foul.
Press Break vs Scout 10 MIN
Setup: Starters vs scout team running opponent's press.
Run it: Score off the break = +2; crossing half cleanly = +1; turnover = defense point.
Coach: Middle first, sideline second, reverse to flip the press.
2-Minute Game 12 MIN
Setup: Scripted score, clock, bonus, and timeout state.
Run it: Play it out with real rules. Rotate scripts weekly (down 4, up 3, tie, no timeouts).
Coach: Rehearse the conversation: who calls timeout, who fouls, who inbounds.
Offense
Spacing is the system. 5-out motion is the program's foundation and the varsity's changeup; 4-out-1-in is the varsity base. Set plays are layered on top and always finish in our spacing.
Spacing Rules — Every Age, Every Possession
- 15–18 feet between players, always. If you can hand your teammate the ball, one of you is wrong.
- Every pass is followed by an action: 45-cut, screen away, or relocate. Standing still is a turnover waiting to happen.
- Cut hard, fill fast. An empty spot is a magnet — the nearest player fills it immediately.
- Drives have exits: baseline drive → drift and dunker; middle drive → lift and fill behind.
- Paint touches create shots. We hunt the lane by pass or drive, then play out of the collapse.
4-Out-1-In Continuities — From the Best Benches in Basketball
Four complete continuity systems, each animated all the way through the cycle until the offense returns to its opening shape. Pick one as your base and keep another as a changeup — they share the same 4-out spacing, so the habits transfer.
Elite Sets & Pro Actions
Signature actions from the best staffs in basketball — Shaka Smart's Marquette ghost-screen flow, Spain pick-and-roll, Chicago Zoom action, the Spurs' Hammer, and the Warriors' Elevator Doors — translated into our language and finished in our spacing. Steal from the best; teach it your way.
Half-Court Defense
Pack Line man-to-man is the base at every level once players leave the youth stage, with shell habits drilled daily. The zone menu is built on the 1-3-1 — a disciplined no-trap base and a trapping version out of the same shape — plus a 2-1-2 trap for short bursts. The 2-3 stays in the back pocket: we rarely play it.
Man-to-Man Non-Negotiables
- Jump to the ball while every pass is in the air — position is earned early, not late.
- Ball–You–Man: off the ball, you see both at all times. Lose vision, lose your spot.
- No middle. Force drives to the baseline and to help; the rim and the middle of the lane are ours.
- Closeout short: take away the drive first at youth/middle; at varsity, scout dictates (shooter = high hand, driver = short).
- Talk is a skill. "Ball, ball, ball" — "help left" — "screen right" — silence gets you subbed.
- Ball-screen menu (varsity): Ice sidelines, drop vs non-shooters, hedge vs elite handlers. One coverage per scout, everyone on the same page.
Press Package
Four presses, one press break. Zone presses (Shaka Smart's Havoc 1-2-1-1, the 2-2-1 Cougar) dictate tempo and trap on our terms; the Run & Jump man press attacks weak handlers and dead dribbles. Every press has the same goal: bad decisions before half court.
Press Principles
- Traps are earned, not forced: we trap on triggers — a lob catch, a sideline dribble, a picked-up ball — never in open space.
- Fouls kill presses. Trace the ball with hands, move feet, and live with a clean escape rather than a reach.
- The three behind the trap play a triangle on the passing lanes: one denies the closest outlet, one plays the middle, one protects deep.
- Sprint to Pack Line when beaten. Every press has a "beaten" plan: rim first, then shooters, reset the half-court defense.
- Age gates: Youth — no presses, ever. Middle — 2-2-1 Cougar intro only, no traps before half court until it's clean. HS — full menu.
Out of Bounds & Special Situations
Dead-ball possessions are free points for prepared teams. Three core plays cover the season; each has a quick-hitter look, a second option, and a safety — and each flows straight into our spacing if nothing is open.
Special Situations Menu
| Situation | Call | Plan |
|---|---|---|
| Need a 3, under :10 | WINNER-3 | SLOB Winner with the back-screen flattened into a flare for the best shooter; safety lifts for a second look. |
| Full-court, :03 or less | HOME RUN | Best passer inbounds; 5 screens the deep sprinter at half court; 2 streaks for the catch, 3 spots the rim for the tip. |
| Up 3, final possession | FOUL / SWITCH | Scout decision made at the timeout: foul at :05 before the shot, or switch everything and no fouls. Everyone knows before the ball is inbounded. |
| Protect a lead, 2:00 | DELAY | 5-out spread, dribble weave keep-away. Attack only layups and 1-more kicks; the shot clock (where used) is our friend. |
| Free-throw box-out | WALL | Lane players two-hand chest contact on the release; guard nearest the shooter checks the long rebound; sprint the outlet. |