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GUIDELINES

Getting your hand behind the ball relative to your target.
This is the number one issue that players have. Just like shooting a pool ball, the pool stick has to be behind the cue ball, relative to the target. A lot of players will try to shoot from the underside of the ball. They do this because they overtrained a traditional layup when they were young, and got use to scooping the ball from the underside. In college, when most of your paint shots will be 2-5 feet from the rim, touch needs to be developed, and that requires shooting the ball from behind, not underneath or the the sides. 

Converting Horizontal movement to Vertical movement
It is common to see NBA players finish their paint shots by landing inbounds, while it is also common to see college players finish their paint shots by landing out of bounds. Whats the difference? The pros are better at deacelerating into their finish so they can finish vertically, instead of horizantaly towards the rim. This requires an ability to have a sticky step in your finish, that slows you down prior to takeoff

Eliminating Torque 
Many times, players will shoot the ball against their own momentum. Put more specifically, their lower body will be moving one way and their upper body will be twisiting the other. "Torque." This happens most often when players cross the midline of the floor and try to finish on the other side. Players need to learn how to eliminate tourque.

Not finishing with 2 feet when their is contact
If the player has a step on their defender, they should finish fast, before contact can slow them down. However, most finishes will occur with contact from the primary or secondary defender. Players should finish with two feet in this situations to maintain balance, eliminate tourque and gain vertical momentum. 

Picking up the ball after one dribble 
In a live game, it is extremely rare to finish from the three point line after one dribble. Players need to get used to taking two dribbles to get to the rim. The player that picks it up after one is left taking long strides that lead to off balanced shots. Additionally, if they can skip a step after the second dribble they can find an extra step that will help them have more options in the paint. 

READS


The attacking offensive player must attack the paint with "eyes up" and the ability to read the help defenders. Remember, the golden rule of paint reads. If there is a player in front of the circle, you better pass it, if there is a player out of the circle, you better rack it, if there is a player in the circle, its your call, 50/50.

FRONT OF CIRCLE
When the secondary defender is in front of the circle, the player needs to SLOW DOWN. The defender in front of the circle is a threat to take a charge if any of the offensive players momentum flows into him. The player will need to execute a jump stop here, so that they can create an angle to pass, or possibly pivot his way into a shot. Low percentage options here are the floater and the euro step. Some players excel at these shots, however it is rare. 

OUT OF CIRCLE
When the secondary defender is out of the circle, the offensive player is free to score on his own man. If he does not anticipate contact from his primary defender, he will want to finish fast, off of one foot, without chopping his feet. If he does anticipate contact, he will want to finish off of two. 

IN THE CIRCLE 
When the secondary defender is in the circle, it is up to the individual offensive player to develop a gameplan based on his skillset. A smaller, pass-first player, could hesitate and nash dribble around the secondary defender. A bigger, but not as athletic player, could use a jump pass or an evasive maneuver. An athletic player could jump directly into the defenders body and attempt to draw the foul or finish. A stronger player could jump stop and ground the help defender, using pivots and shot fakes to find an angle. However the player gets the job done, the defender is in a disadvantage situation. He would prefer to be in front of the circle to wall up and take the charge. In the circle he has to jump straight up, and he is very close to the rim. 

VIDEO EXAMPLES

  1. Dallas Mavericks
  2. Utah Jazz

ONE FOOT FINISHING SERIES 
There are two types of finishes in the paint. The one foot finish and the two foot finish. The game could demand a fast finish, or a controlled finish. It is up to the players to develop a feel for what works for them in any given situation.

TRADITIONAL 
For a fast finish, you want the step before your takeoff step to accelerate you to the rim. For a controlled finish, you want the step before your takeoff to "stick" to the ground, slowing your pace. 

INSIDE HAND 
For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

REVERSE 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

GOOFY

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

VIDEO EXAMPLES
  1. Traditional 
  2. Inside Hand 
  3. Reverse
  4. Goofy
TWO FOOT FINISHING SERIES 
There are two types of finishes in the paint. The one foot finish and the two foot finish. The game could demand a fast finish, or a controlled finish. It is up to the players to develop a feel for what works for them in any given situation.

PRO HOP
For a fast finish, you want the step before your takeoff step to accelerate you to the rim. For a controlled finish, you want the step before your takeoff to "stick" to the ground, slowing your pace. 

JUMP STOP SHOT FAKE 
For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

JUMP STOP FORWARD PIVOT 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

JUMP STOP REVERSE PIVOT 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

VIDEO EXAMPLES
  1. Pro Hop
  2. Jump Stop
  3. Forward Pivot
  4. Reverse Pivot 
DRAG STOP FINISHING SERIES 
There are two types of finishes in the paint. The one foot finish and the two foot finish. The game could demand a fast finish, or a controlled finish. It is up to the players to develop a feel for what works for them in any given situation.

PRO HOP
For a fast finish, you want the step before your takeoff step to accelerate you to the rim. For a controlled finish, you want the step before your takeoff to "stick" to the ground, slowing your pace. 

JUMP STOP SHOT FAKE 
For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

JUMP STOP FORWARD PIVOT 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

JUMP STOP REVERSE PIVOT 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

VIDEO EXAMPLES
  1. Pro Hop
  2. Jump Stop
  3. Forward Pivot
  4. Reverse Pivot 

STICKY STEP FINISHING SERIES 
There are two types of finishes in the paint. The one foot finish and the two foot finish. The game could demand a fast finish, or a controlled finish. It is up to the players to develop a feel for what works for them in any given situation.

PRO HOP
For a fast finish, you want the step before your takeoff step to accelerate you to the rim. For a controlled finish, you want the step before your takeoff to "stick" to the ground, slowing your pace. 

JUMP STOP SHOT FAKE 
For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

JUMP STOP FORWARD PIVOT 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

JUMP STOP REVERSE PIVOT 

For a fast finish, you want to land on both feet and immediately attack the rim. For a controlled finish, you want to utilize shot fakes and pivots to find an angle to the rim or for a pass. 

VIDEO EXAMPLES
  1. Pro Hop
  2. Jump Stop
  3. Forward Pivot
  4. Reverse Pivot