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How to create space in basketball without the ball


How to Move without the Basketball and Get Open Shots

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To score more points, your goal is simple... You want to use a variety of movements to get enough space for a wide open uncontested shot.

To get open, you'll want to use a variety of cuts and screens. You can learn about the dozens of different screens and cuts, by reviewing these offensive diagrams.

Once you have a basic understanding of different cuts and screens, you should learn some basic guidelines and tips that apply to all screens and cuts.

Here are some universal tips to help you move without the ball and score more points:

  1. Set your man up before using the screen. In other words, before rubbing off a screen, take a step away from the screen and fake like you're going the other direction. Then you can rub off the screen. This will get your defender off balance and give you more space.
  2. Run off screens shoulder to shoulder. There should be no space between you and the person setting the screen. This makes it difficult for the defense to "slip" through and take away your shot.
  3. Read the defense! One of the best skills you can learn as a player is how to read the defense. If your defender cheats over the screen, then you can flare the other direction so the defender gets stuck behind the screen. If the defender denies you the ball and overplays the passing lane, then back door them cutting hard to the basket. These are just a few examples. Learn the different ways you can read the defense. This will make you a better player!
  4. When cutting, vary your speed. In other words, you might want to take a few steps one direction at half speed, then quickly change direction sprinting off a screen. This keeps the defense guessing and off balance.
  5. Know where your teammates are at. This comes with experience and game awareness. The better you know your teammates and your offense, the easier it will be for you to find them and use their screens.
  6. Never stand still for more than two seconds. If you're a great shooter, keep moving. Don't stand in one spot for more than two seconds.

We suggest that you check out this excellent video by Rip Hamilton that shows you how to move without the ball. He also shows a few simple drills:

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How To Use 12 Basketball Cuts To Score More Points

By Daniel Benjamin

Home > Coaching > Basketball Offense > Moving Without The Basketball: How To Use 12 Basketball Cuts To Score More Points

Basketball is the ultimate game of movement, both with and without the ball. And unfortunately, proper cutting movement is one of the most undervalued skills in youth and scholastic basketball.

Why is cutting so important?

Cutting does a number of things to cause havoc for a defense.

  • It helps an offense get a player open.
  • It also creates proper spacing - which in turns gives the offense enough room to operate properly.
  • Cutting makes defenses pay attention to each player on the court rather than focusing on help defense.

The most important thing cutting does for your offense is score buckets without running set plays.

Teams should be able to score at least 10 buckets a game off cuts - even off of common cuts like the V-Cut, L-Cut and back and/or dive cuts --if done properly.

Players like Reggie Miller, Ray Allen and Rip Hamilton made a career off of reading a defense and then using appropriate cuts to get open.

In order to be able to score off of cuts, there are a few things that you need to remember. . .

  1. Being able to read the defense and making the proper cuts. There may be times that you need to setup your defender before going into the cut.

  2. You need correct timing. Try to “time” your move, so that you are open when you are able to receive the pass.

  3. Change Speeds. This makes you unpredictable and difficult to guard.

  4. Cut hard: A quick, hard first step is key. Explode out of the cut.

  5. Have your hands ready to catch and be in position to shoot or be in triple threat position.

  6. Once you catch the ball after using cuts such as V-cut, L-Cut (up-and-out), flash cut or shallow cut, rip-the -ball through low and hard (so you are in triple threat position). As you rip-the-ball through, swing your front foot past the defender’s front foot and use a quick-low and explosive first step to blow by the defender. You can also use the rip-through to create space and shoot a jumper off the catch.


12 Common Basketball Cuts and How to Score

The following will describe and demonstrate how you can score baskets with these 12 common basketball cuts.

1. V-Cut:

The V-cut is a common cut that is used by a wing player to get open against man-to-man defenses.

There are two basic V-cuts a player can use to get open: a quick or short V-Cut and a Jam-Down, V-Cut.

When using the short V-cut...

  • Start with a few medium speed steps toward the middle of court - go no lower than the third hash mark in the lane -- and then cut hard (in a shape of a V) back to the ball.
  • When making the final leg of the cut, plant your inside foot hard, and step off quickly with your other foot to your foot.
  • Prior to the making final cut, you want your hands in tight to your body but already set to catch the ball so you push-off your defender (legally) in order to help create space. If you extend your hands, it is an offensive foul.
  • Once you catch the ball, rip-the-ball through and read what the defense does. If the defender backs off and you are in your range take the jumper.
  • If the defender is still in your grill after the rip-through, attack the defender's front leg by getting your front foot past the defender with a low-quick, explosive first step. You can either go-to-the basket or pull-up for a J.

In the Jam-Down V-Cut, walk your defender down to the block. Then plant your inside and quickly make the V-Cut back to the ball.

Both V-cuts are best used on the weak-side of the offense for an isolation situation.

 

2. L- Cut (up-and-out):

The L-cut is a great way to get open on the perimeter when starting on the low block. It is called an L-Cut because the cut looks like an L.

When making this cut, you don't need to be quick but you need exquisite footwork and use your body to hold off the defender.

  • Take your defender up the lane - may go to elbow or cut it off short.
  • Once you are ready to make the cut, get your top foot over the defender's foot and then use your body to nudge the defender a slight nudge to create space.
  • Have your hands ready as you cut out to the wing.
  • Rip-the-ball through after catching the ball, if you created enough space through your cut get ready to step into your shot for a jumper.

You can also use the cut when starting in the high-post by going down the lane and then out.

 

3. Shallow Cut:

A shallow cut is a perimeter cut that is used when you are exchanging positions. It also can be used when replacing a player, who has vacated his position by dribbling or passing and cutting. You can use this type of cut versus man or zone defenses.

When using a shallow cut, you make an underneath cut and then popping out to where the player was previously located.

You can also use a shallow cut to relocate on the other side of the floor. For example, you are on the right wing and the point guard from top of the circle dribbles toward you. You make an underneath cut (through the lane) and pop out on the left side of the floor

Scoring options off a shallow cut are the same as if you used a V-cut or L-Cut.

 

4. Dive Cut or Basket Cut:

A dive cut is any cut toward the basket and will many times result in an easy lay-up for you or a teammate.

 

5. Back cut:

A back cut is used when you cut behind the defender and it is primarily used when you start out on the perimeter. It is a cut that should result in a great scoring opportunity for you or a teammate. It is also a cut where you may have to set-up your defender. You must use an explosive first step.

You can use the back cut in a number of situations. Against man-to-man defenses...

  • You use back cuts when a defender is over playing you or denying you the pass on the perimeter.
  • You can also cut when a teammate is dribbling at you. In this situation, you may have to take a few steps toward the ball before making the cut.

A great time to make a back cut is when you are on the “weak-side” wing - when the ball is either up top or in the high post (against man or zone defenses). The defense is adjusting to dribble or ball movement and preoccupied with helping/collapsing on the high post.

Another way you can use a back cut - either “weak-side” or “ball-side” - is when you are in the corner and rub your defender off a teammate (back-screen) who is stationed in the low-post.

For back cut to be an effective scoring option, timing between the cutter and passer must be perfect. The passer must be an accurate passer.

 

 

6. Face Cut (Front Cut):

A face-cut is where you cut in front of the defender in order to be on the ball-side of the defender. It is typically used in a “give-n-go” situation and generally results in a layup for you or a teammate. Though there are times, where a short pull-up jumper is available.

Unless your defender is completely sagging off, you will likely need to set-up your defender before cutting. A quick jab-step or a couple of steps away from the ball should give you enough space to pull-off a face-cut.

The face-cut is a hard cut.

 

7. Deep Cut:

A deep cut is a cut where a wing player cuts underneath the basket from one side of the court to the other side. The best place for the cutter to end up is either in the opposite corner or for a 15-to-18 foot mid-range jumper between the wing and corner.

This cut is especially successful against zone defense because the defense often loses sight of the player cutting particularly if they are preoccupied with the ball and other players.

The deep cut can also be effective against man-to-man defenses.

When making a deep cut, you can use your low-post players as screeners by running your defenders into/off them. Or during a set play, they can set a screen.

 

8. Curl Cut (Circle Cut):

This type of cut is where a player curls around a screener. It is one of the most effective cuts to get a shooter the ball in ideal position to score.

A curl cut can occur anywhere on the floor from low-post to the three-point line.

In order for the cut to work, you must read the defender. If the defender is trailing, you then curl off the screen for the shot.

The key to a good curl is quick movements and staying low (around the screen). You must also come off the screen as tight as possible so that you don't take yourself into a help defender.

If the defender tries to go under the curl screen or switches, the best option could possibly be the next cut.

 

9. Flare Cut:

The flare cut is very similar to the curl cut. The only difference is if the defender takes away the curl, you flare (pop behind the screener) for a shot or drive.

A flare cut can also be used against zone defenses.

 

10. UCLA Cut:

The UCLA cut involves two perimeter players along with a player in the high post. It usually results in a lay-up for the cutter.

It starts with the player on top of the key passing to the wing player and then going directly to the strong side block off of the high post's screen.

11. Flash Cut:

A flash cut is made by any player who starts in the post and flashes towards the ball in the high-post. The cut involves quick and explosive movements.

You have several options once you receive the ball in the high post. You can either pass it to a cutter/ hand off, kick it back out/reverse the ball or rip-the-ball through and pivot to get in triple threat position (drive or shoot).

 

 

 

12. Larry Bird Cut:

This cut starts out on the perimeter and involves either a post player or a perimeter player who has the ability to post up a smaller player.

The cut starts with the player on the wing making a quick cut down towards the low block. Once you are settled where you want to post, make a quick stop with your defender tight against your body. You then pivot, sealing the defender on your backside.

After sealing the defender, space out to the corner for a 15-to-18 foot jumper.

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general principles of interaction between players in basketball

Cylinder principle

To regulate the correct sports behavior, a fictitious cylinder is presented above each player, the boundaries of which directly depend on the height and size of the athlete. The space within it is called the Cylinder Principle. It is limited to the boundaries of the cylinder of the defender and the attacker without the ball. In front, these include the palms of the player, behind - the buttocks, and on the sides - the outer surfaces of the arms and legs.

Strict requirements are placed on the cylinder principle. For example, a player can put his hands in front of him, but only so that they do not go beyond the boundaries of the position of the feet and knees. At the same time, they must be bent at the elbows so that the forearm and hands are raised in the correct protective stance.

A defender is prohibited from infringing on the offensive player's ball-carrying cylinder during normal basketball movements within his cylinder. Such a violation is equated to improper contact with the enemy.

The boundaries of the attacker's cylinder with the ball are defined by three key points:

  • Front - feet, bent knees and hands holding the ball above the level of the hips;
  • Behind - buttocks;
  • On the sides - the outer surfaces of the elbows and legs.

The attacker with the ball must have enough free space inside his cylinder. Nothing should prevent him from performing the correct basketball actions, which include dribbling, turning, shooting and passing. Violating the boundaries of the attacker's cylinder with the ball is also prohibited for him. That is, he cannot put his arms and legs outside of them in order to capture more space. Such behavior is equated with incorrect contact and is punished in accordance with the rules.

Vertical principle

During the match, players can independently choose a position that is advantageous for themselves. In this case, it is important not to violate the boundaries of the opponent's cylinder. The principle of verticality provides protection for both the floor and airspace of the player. That is, it provides control over the integrity of the boundaries of the players' cylinder during their jumps. If, during a jump, a player violates the boundaries of his cylinder and makes contact with the opponent's body, he is considered responsible for the contact and must be penalized in accordance with the rules.

At the same time, a defender jumping vertically upwards without violating the boundaries of his cylinder, as well as raising his arms upwards strictly above himself, is not a violation. An attacker who is both on the floor and in the air is considered a fouler if he makes contact with a defender in legal guarding position if he:

  • Pushes the defender away with his hands in order to gain more space;
  • Extends the limbs in front of the body to cause contact both during the game and immediately after the ball is thrown.

Correct guardianship position

To assume a legal guarding position, the defender must:

  • To be face to face with one's opponent;
  • Stand on the floor with both feet.

When marking, the defender's correct position extends to the vertical space above him. Moreover, there are no height restrictions, that is, the entire space from floor to ceiling is considered permitted, but limited by the boundaries of the defender's cylinder. This means that he is allowed to both jump vertically upwards and raise his arms. The main condition here is to respect the boundaries of your cylinder.

Marking of a player in control of the ball

Marking a player who holds or dribbles the ball does not take into account time and distance factors.

The player with the ball is subject to more guardianship, so he must always be alert at all times. That is, each time the opponent takes the correct starting position of guardianship over him, he must be ready to stop or change the direction of his movement on the playing field. This does not take into account the time during which this was done.

While in a legal starting marking position, the defender must not make contact with the ball carrier. After taking the correct starting position of guardianship, the defender can move parallel with the guarded opponent, but at the same time he cannot interfere with his movement on the playing field by exposing various parts of his body (arms, legs, shoulders, hips).

The following factors shall be taken into account when the referee makes a decision in a situation where a defender collides or blocks a player in possession of the ball:

  1. Defender getting into the correct starting position while marking, standing face to face with the opponent in possession of the ball, and touching the floor with both feet at once.
  2. The defender is allowed to either stand still or jump vertically upwards or move around the playing field in order to maintain the correct starting position. At the same time, it is important to take into account the fact that he is allowed to move only to the sides or back in relation to the enemy guarded by him.
  3. A defender is allowed to leave the floor with either one or both feet for a moment in order to maintain the correct starting position while guarding, and provided that he moves to the side or back of the opponent he guards. It is strictly forbidden for a defender to move forward towards an opponent in possession of the ball.
  4. When a defender collides with the torso of a player he is marking, he is considered to be at the point of contact first.
  5. After taking legal guarding position, the defender must always face the player he is guarding. However, he is allowed to make a turn inside his cylinder in order to avoid injury.

If the defender complied with all of the above points, the opponent in possession of the ball is recognized as the offender and the person responsible for the contact.

Warning of a player not in control of the ball

A player who is not in possession of the ball can freely move around the basketball court, choose and occupy any position convenient for him. The main thing is not to violate the boundaries of another player.

As time and distance factors are taken into account when marking a player not in possession of the ball, the defender is not allowed to restrict him in choosing his position. That is, he must give him enough time and distance to stop or change direction.

The distance directly depends on the speed of the enemy. It must correspond to or exceed 1 normal step, but in no case should it be less than it.

In the event that a defender first assumes his correct starting position in marking, while ignoring the important factors of time and distance, which subsequently leads to contact with the opponent, he will be liable for him.

After a defender has acquired the correct starting position while marking, he is allowed to move in parallel with the player he is marking. However, at the same time, he cannot prevent his movement by exposing various parts of his body: arms, legs, shoulders and hips. At the same time, he is allowed to turn away from his guarded opponent by turning inside his cylinder in order to avoid injury.

Airborne player

A jumping up player can land on the same spot he jumped from. He can land in another place, but on condition that the position and the direct path to it from the place of the jump were not occupied by other players (opponents) at the time of the jump.

If a player, after landing, cannot stand still, as a result of which he collides with an opponent who has taken the correct starting position for marking, he is considered to be the culprit of the contact between them. If a player jumps into the air, the opponent must not move in his path from the jump to the landing.

If, while a player is airborne, any movement is made by an opponent below him that results in further contact between them, this will be considered an unsportsmanlike foul. In some cases, it can be equated to a disqualifying foul.

Screen: correct and incorrect

Screening is understood to be an attempt to delay an opponent or prevent him from taking a desired position on the basketball court.

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A screen is legal if the player placing it:

  • Was within its cylinder and was immobile at the time of contact.
  • At the time of the contact, both feet were on the floor.

In case of an illegal screen, the player placing it:

  • At the time of contact is in motion.
  • At the time of contact does not take into account the factors of time and distance in relation to the enemy who is in motion.
  • Does not leave enough distance for a stationary opponent. At the same time, he puts a barrier out of sight of his opponent, as a result of which contact occurs.

When in sight of an immobile opponent, the player has the right to place a screen as close to him as he wishes. The main condition for this is to avoid contact with him.

When placing a screen out of sight of a stationary opponent, the player must leave room for him to take 1 normal step towards the screen. Moreover, this step should not lead to their contact.

When an opponent is on the move, the screening player must consider time and distance factors. That is, he must leave enough free space for the enemy so that he can stop or change the direction of his movement at any time. The required distance varies from 1 to 2 normal steps, it must not be less than the minimum and greater than the maximum values.

If contact occurs between a player and an opponent, the one who broke the rule is guilty of it. It means that when the player sets up the correct barrier, the opponent is guilty of the incident, and vice versa. If the contact was due to an incorrect screen, then the player who installed it is to blame.

Collision

Collision is defined as personal contact between a player and an opponent's torso resulting from a push or movement. It doesn't matter if either of them had the ball or not.

Blocking

Blocking refers to incorrect personal contact preventing the opponent from moving across the playing field. It doesn't matter if he owns the ball or not.

A blocking foul is defined as contact between the player attempting to set up the screen and the opponent against whom it was set. In this case, the player must be in motion at the moment of contact, and the opponent must be in a stationary state (or retreat from him).

Any contact that occurs is primarily the responsibility of the player if he is facing the opponent and not paying attention to the ball, but changing his position according to the movement of the opponent. But this rule is valid in the absence of other factors. Other factors include intentional pushes, collisions, or the delay of the screened player.

In some cases, a player is allowed to violate the boundaries of his cylinder by exposing his arms or elbows. However, at the same time, he must take a certain position on the basketball court, and remove them in case of an attempt by the opponent to get around him. If he does not remove his arms or elbows, resulting in contact, the action will be considered a block or hold.

Half circles without collision fouls

On the basketball court, semi-circles with no collision fouls indicate a special area. It is necessary for the interpretation of collisions and blockages occurring under the basket.

After the attacker has passed into this semicircle, any contact between him and the defender shall not amount to a foul by the attacker. This rule has special requirements: during contact, the attacker must be in the air, and the defender must be in this semicircle. There are also exceptions, which include the misuse of the attacker's body parts: arms, legs and torso as a whole. This rule applies if:

  • if the attacker is in possession of the ball and is in the air;
  • passes the ball or shoots for a field goal;
  • At least one defender's foot is in the semi-circle without collision fouls.

Touching the opponent with the hand or hand

Not every touch of a player with a hand or hand is a foul. Whether such contact is a foul is up to the judges to decide. They evaluate the situation, and if as a result they decide that this contact brought some advantage to the player who made it, they recognize it as a foul. This includes limiting the freedom of movement of the opponent on the playing field.

The action when a player, while in a defensive stance, in order to interfere with the movement of the opponent, touches him with his arms or hands, and remains in contact with him, is equated with their misuse. It does not matter whether the opponent held in this way is in possession of the ball or not.

Repeated touches, as well as poking of the opponent by the player, are considered a foul. Such actions can lead to rough play, so possession of the ball by the opponent is not taken into account. That is, all players who use such actions against opponents are punished.

The following actions are considered as a foul by an attacker in possession of the ball:

  1. Grabbing or elbowing a defender to gain a playing advantage.
  2. Pushing away from a defender, the purpose of which is to try to play the ball himself, or to interfere with the play of a defender, or to create more space for himself.
  3. Exposing the forearm or hand while dribbling for the sole purpose of preventing him from gaining possession of the ball.

A foul by an attacker without the ball is considered to be pushing away from the opponent with the goal:

  • Open to receive transmission.
  • Preventing an opponent from playing or trying to play the ball himself.
  • Making more space for yourself.

Center game

The principle of verticality, as well as of the cylinder, applies to post play. The rights to the vertical position must be respected both by the attacker, who is in the post position, and by the defensive defender guarding him.

All attempts to push one's opponent out of position using the shoulders or hips are considered a foul. The same applies to obstructing his free movement on the playing field with the help of arms, legs, hips, shoulders and other parts of the body.

Mishandling from behind

Illegal guarding from the back is understood as the player making contact with the opponent from his back. It does not matter that in this way he is just trying to take possession of the ball.

Delay

Delay refers to the personal contact of a player with an opponent, as a result of which his freedom of movement is restricted. Any part of the opponent's body can participate in it.

Push

Pushing is defined as improper personal contact by a player with any part of the opponent's body, as a result of which he moves or tries to move the opponent from his place. It does not matter if the opponent is in possession of the ball at that moment.

Fake foul

Imitation refers to the behavior of an allegedly injured player that does not correspond to the truth in order to gain an undeserved advantage.

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