Teaching Systems

 GENERAL

  1. Goal 
  2. Problem / Solution 
  3. What to do 
  4. What not to do
  5. Scoring / Rotations 
A CONCEPT
  1. The goal 
  2. Each action 
  3. Each action relative to opponent 
  4. Each action variably 
DRILL 
  1. Setup in formation 
  2. The goal 
  3. What to do
  4. What not to do 
  5. Scoring and Rotation 
POSSESSION GAMES 
  1. Goal 
  2. Constraints 
  3. Officiate 
  4. Summarize Results 

MIXER DRILLS

   PROGRESSION #1 (Threes)


- Coach passes to any of the four players 

- Go and Catch 

- Lift behind the ball 

- One dribble, one pass 

- Passer rebounds 

PROGRESSION #2 (Replacing)













- Player 1 passes to any of 3 teammates
- Replace the wing spots opposite of the drive 
- Replace to the corner when throwing it to the top 

PROGRESSION #3 (One Mores)

- Player 2 passes to either 4 or 3
- Immediate one more pass and than drive 
- 1 and 2 have to get aligned on the weakside 

PROGRESSION #4 (Deep Corners)










- Player 1 passes to either of the deep corners 
- Replace their drive 
- Fill opposite on a one more 
- 4 is looking to fill on the strong side 

WHEN GOING TO 5v0..
- the goal is to do everything with a 2nd penetration and one more 

PHOENIX SCREENING DRILL

 Here is how the "phoenix" drill goes...

PROGRESSION #1 

- 2 Offensive Players (PR Ballhandler + PR Screener) 

- 1 Defensive Player (PR Ballhandler Defender) 

- They are all balanced on one foot 

- They all land on two feet at the same time 

- The defender can land square to the ballhandler, or square to the screener 

- If the defender lands square to the ballhandler, the screener wants to hold his screen and reverse pivot 

- if the defender lands square to the screener, the screener wants to forward pivot and get out of there 

PROGRESSION #2 

- same idea..

- just everybody takes a few steps back

- so now the ballhandler dribbles, the screener runs, and the defender is stationary 

PROGRESSION #3

- the defense tries to slide way under, or get over 

- most of the time the defender has to open up to slide under, so the screener can slip in front of his face 

- if the defender is able to "slide" way under, than you twist and rescreen 

DIGITAL PASSING INDEX

 

0 SERIES
0.1
Pregame warm up;
tip drill, bob night, star drill, layup lines, free shoot / stretch / ballhandling
0.2 National Anthem and Starting Lineup
0.3Opening Tip / jump balls
0.4Bench Ettitquite; wolf call, shot clock call, sub in, sub out. 3 point made, dunk made, buzzer beater
0.5Full / Media Timeout
0.630 second timeout
0.7After we foul, play call
0.8After they foul, play call
0.9______
10 SERIES TRANSITION
10.15Rim Runner
10.12Pass ahead strong side
10.13Skip ahead weak side
10.14Pitchback
10.1432 Side Reversal
10.125Wing to big
10.135Wing to big
20 SERIES ADVANTAGE MIXER 
20. 5HighLob to dunker spot
20.5LowBounce pass to dunker spot
20.5NashNash around to dunker spot
20.Red2Red box strong side pass
20.Red3Red box weak side pass
20.Red4Red box pitchback
20.Blue2Blue box strong side kickout to kickup
20.Blue3Blue Box weakside kickout to kickup
20.Blue4Blue box trail kickout to wrap behind
One more
Crescendo
Full Crescendo
25 SERIES POST UPS 
25.25Entering post right side
25.35Entering post left side
25.25flashFlash nail high low
25.35flashFlash nail high low
25.52Skip Opposite Double team
25.51Cutter double team
25.54Lane Line double team
25.53 Strong side corner double team
30 SERIES OFF BALL 
32 getguard gets
32 curl guards curls
32 sit guard sits behind
32 gut guard gut cut
32 eyes guard backdoors
34 slip screener slips
35 pop screener pops
40 SERIES NO ADVANTAGE MIXER 
Lane PassLane to lane pass
Wing PassLane to wing pass
EyesBackdoor cut
GPS Gap Kick Swing
SkipSkip Pass
50 SERIES ON BALLS 
50.15passes to roll man
50.52,53,54roll man kickouts
50.14 divebackcut
50.14gocatch and go
50.13shake three
50.13go shake go and catch
50.145pass boomerang
50.345pass reverse boomerang
60 SERIES 2 MAN GAMES 
414 screen for 1
424 screen for 2
434 screen for 3
444 leads the way
454 swings down to 5
Circles Invert the positions
70 SERIES 3 MAN GAMES 
Chest Stagger
ArmShuffle
Cross Cross Down
Strong Flex
80 SERIES1 MAN GAMES (iso)
12345Post Mismatch (pre-switch)
12345Post Mismatch (post-switch)
12345Perimeter Mismatch (pre-switch)
12345Perimiter Mismatch (post-switch)
90 SERIES QUICK HITTERS 
open layup backdoor, backpick, slipping screens
open three off a single, off a double, off a triple. differnet movment than normal
100 SERIES LOOSEN UP BALLSCREENS
Horns Zipper cut to horns, up, down and twist
New ZealandSame horns entry into new zealand two sides, before a ballscreen
Chin Wing entry to chin, double, jersey
Gael 40 entry to a high tag single ballscreen
Elbow circles dive entry, enter to elbow for over the top split screen to open corner ballscreen with movment weakside
Step Up Weave to 4, blur and follow with 2, right back to the 1 for a step up pop and backcut
Fist A flex action for the pg to go to the post or recieve a middle ballscreen
Knights that crazy dho flex play thing
110 SERIES PRACTICE OFFENSES 
Drive Kick
Post Ups 
Mover Blocker
Continuity


Shooting

JUMP SHOOTING..

Its all about the "jump" and the "shot." 
You have your shot. 
And you have your jump. 

The shot catapults the ball.
The jump powers the catapult. 
The goal is to connect the two. 

KEYS TO THE SHOT 

We want to create a catapult with our arms. 
We want the ball to launch at a 45 degree angle. 
We want the ball to go straight.

To create a 45 degree angle...
We need to find a set point that allows for that.
We need the elbow to provide vertical power. 
We need the wrist to provide horizontal power 

For the ball to go straight..
We need the palm to provide force through the middle of the ball. 
We need the fingers to keep the ball moving towards the target. 

KEYS TO THE JUMP 

We want our legs to power the catapult. 
We want maximum power, with minimal up and down movement. 
We want maximum power, with minimal side to side movement. 

This will keep our catapult from bobbing up and down and moving left and right. 
The up and down keeps our eyes on the target. 
The left and right keeps catapult pointed to the target. 

WHAT NOT TO DO...

The jump and the shot have to be in sync with each other.
Which puts some constraints on what you can do. 

The jump lasts less than a second. 
So if the shot is longer than a second, 
It will not be timed up properly with the jump.

There are three things that slow the ball down. 
1. To far in front of body
2. To far behind your face 
3. A hitch at the set point

You will want to shorten each of these three things as much as you can while maintaining comfort and relaxation. 

COACHING QUES...

1. Control the center of the ball 
2. Have it leave the pinky and thumb at the same time
3. Elbow up and wrist out 
4. Elbow up 6 inches, wrist out 6 inches, at the same time 
5. Finish it with the fingertips 
6. Legs drive it, arms guide it 
7. Full body shot, from your toes to your fingertips 
8. Assertive and soft 

FREQUENTLY ASKED QUESTIONS

Why do I need to load? Why not get the ball right to the set point?

Because of a vertical jump. Try and dunk a basketball without swinging your arms as a counter movement. Same applies to the jump shot. The more you can load into the ground, the more power you can generate for the shot.

Why do you need to keep the ball in front of your face and close to your body?

The jump takes less than a second. So you want to get the ball from the loading position, to the set position in under a second. 

Why do you want to stay square to the basket?

Because this is the most balanced position that you can be in. 
Because you are more likely to jump off of both legs from this position. 
Because you are less likely to turn while in the air

Do I need to stand ten toes to the rim? 

Not totally. You will want to stagger your stance slightly, so that your shooting shoulder can stay relaxed. Each person will have slightly different levels of shoulders mobility and this will dictate how much that they need to turn. 

What angle should my arms be at, at the set point?

This will also be dependent on your shoulder mobility and also your motor program. You will want to stay within your comfort zone. For some shooters, it will be a square and for others it will be a V. The extremes would likely be a set point below your chin and also over your head. If you are between those two, and somewhere around the chin, nose or forehead, you should be fine.  

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WHAT TO DO...

So what does a nice shot mean? 
Goes straight. 
Has Arc. 

Everyone will have a set point specific to them, and that is important..

What does a nice jump mean? 
Provides power. 
Provides stability. 

Whats the best way to get the ball to go straight with arc?
A lifted catapult.

What is the best way to provide power with stability? 
Square to the basket.