The black full-court press is most commonly used when your team desperately needs to force a turnover, but it can also be effective to keep the offensive team guessing what you’re doing. One of the benefits we talked about at the beginning of the article is that this defense increases the tempo of the game and encourages the opposition to take quick shots. 2-1-2 Zone The best player to trap the basketball on the sideline with is the first help defender. Offensive player #1's pass is made even more difficult by the fact that defensive player #2 forced him to pivot away from him and the resultant pass will have to be made left-handed. ...Jump Shot Here are my recommendations and the colors most coaches use: When in the white press, players do not trap on the sidelines. The most important rule to remember on an inbounds pass is that we want the opposition to catch the basketball below the free-throw line. Even if offensive player 1 is able to pass to teammate 2, the offensive team still has not advanced the ball past the half-court line and a ten-second violation is still a possibility. The last thing you must remember about this press is that it’s a man-to-man press; not a zone press. In run-and-jump pressure, the ball handler encounters similar situations, but aggressive coverage away from the ball will reduce the ball handler's ability to pass the ball. Forces the opponent to take quick shots – This is a great defense to run against teams that are great in the half-court. c. The other three players must rotate and put themselves in the best position to steal a pass. This means that the offensive team will move all offensive players into the front court except the player dribbling the basketball up the court and the player passing the basketball in. Similarly to ‘when to jump switch’, your players will get better at making these decisions as they gain more experience running the press. Diagram 2 - Varying the Run-and-Jump, Full-Court Pressure Defense.Defensive player #2 covers offensive player 2 and is in position to cover passes to either offensive players 2 or 4. /* GTCB - Link Unit - 160x90 */ Site Map They’re composed, smart, make pin-point passes, and can dribble like few others. In a trapping defense, either offensive players #2 or #4 would be open; however, in the run-and-jump defense neither player would be open. ...pick-opposite 'Chase' begins with man on the ball pressure almost at half court. b. ...guard-around Difficult for youth players to learn – The Run and Jump defense can be difficult for youth players to learn compared to other press’s because there’s no set starting point in the press and learning when to run and jump and when to trap takes experience. All the defense has done in this case is to have switched defensive players #1 and #2's defensive responsibilities. The players that are defending at half-court should be standing on the side of their opponent so that they can pick off any passes that are made over the top of the front line. Normal The #1 goal is to get the dribbler into an uncontrolled dribble down the sideline leading straight into the main sideline trap! The other three players on the floor are initially responsible for denying the easy pass up the floor by playing their opponents side-by-side. When the inbounder passes the basketball in to the point guard, they’re often instructed to immediately sprint into the front court leaving the point guard in a one-on-one situation. If the dribbler chooses to dribble up the sideline, the help defender trails and sets a blind-side trap as usual. I’m not saying this trap will never work, but I find the blind-side trap much more effective. Game Strategy When doing so, every player must rotate up one position so that the player who’s left open is the player furthest away from the basketball. Put a coach back as a lone defender to prevent the long over the top pass,, as soon as the ball crosses half court he is out of the play. Defensive Rebounding, Full-Court Offenses If the point guard dribbles down the sideline they must chase hard and trap them on the sideline. Post Player Workout And without the knowledge of how to run it, it’s nearly impossible to simulate in practice. Defending Guards This means that we will allow the opposition to reverse pass to another player. google_ad_slot = "0253931898"; This creates a difficult double team for the offensive player to break free from since the defensive guard is playing behind and stopping the pass over the top. This variation can be useful for young players still learning the run and jump defense to get them experience using the jump switch without the complexity of trapping and rotations. Offense. Players have to fully commit to each rotation decision. Pressure Products for Sale Run and Jump Defense Rules 1. For this reason, they all must be continually readjusting their defensive position so that they’re in the best possible spots to rotate and intercept passes. 3 on 3 Run and Jump Rotation Drill. We simply pick the basketball up while everyone falls back into help positions again. Website into any of the following languages using Google Translator: A basketball service providing tips to coaching & teaching the game of basketball to the youth of the world. The players closest to the rim defends the inbounds pass after a score – In order to stop the opposition from... 2. 1. If the point guard dribbles towards the middle of the floor they must be ready to jump switch with the on-ball defender. Reading the Defense Players must never be behind the line of the basketball – This rule is incredibly important to ensure that we’re in the correct position to help and to jump switch. 7. The best time to jump switch will depend on the skill of the point guard, the two defenders involved, whether the dribbler knows it’s coming, the speed they’re dribbling the basketball, etc. Deep bench rotations – You’ll rotate through more of your players on the bench. The main responsibility of the on-ball defender is to put a massive amount of pressure on the basketball. If they dribble towards the middle of the floor, the help defender can close out with high hands and force the dribbler to make a tough pass or pick up the basketball. A hard thing for players is that there’s no specific and clear moment where the players will know to switch to their half-court defense. Make conditioning a factor. It was first created by Dean Smith at North Carolina during the 1970’s. This variation can be implemented if you need to get a steal with little time on the clock, if you’re trying to cause a 5-second violation, or just to change up the defense and see how the opposition respond to it. As mentioned earlier, the full-court version of run-and-jump defense involves influencing the dribbler toward the sideline by overplaying him to one side. The run and jump press creates turnovers, steals, and easy baskets in transition. The goal of the jump switch is to confuse the point guard into picking the basketball up, rushing a pass that results in a turnover, or into committing a traveling violation. When they do, you can’t allow the offense any easy layups. This will usually be the second help defender. You’ll find that your guards can end up in foul trouble very quickly from reaching in on a trap or bumping the offensive player as they’re trying to get in front. If the dribbler has their head up and is able to see the floor they’ll see the middle defender sliding over and will usually have time to make the correct pass before the trap is set. As shown on the diagram to the left, defensive player #1 begins in a close guarding stance on offensive player 1, playing him slightly toward the middle to influence his dribble toward the sideline. Perimeter Workout Offense advances the ball with the pass up the floor, while the defense sprints to the proper position. This is why all defenders near half-court should be playing side-by-side on their opposition player. As they do this, the help defender must yell out ‘switch’ or yell out the on-ball defender’s name so that they know to switch. If they’re too far away, it gives the dribbler too much time to make a pass. The ‘Run and Jump defense’ is a full-court man-to-man press with rules that encourage jump-switching and trapping. This is the press coaches should use most often. ...Free Newsletter He was close to being correct, but still couldn't figure the whole thing out. By trapping there, the point guard has to make a much more difficult pass because they’re not allowed to pass backwards or it would result in a back-court violation. The difference is that the players in the front line must quickly find an opponent and establish ball-side position so that they’re denying the inbounds pass.