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How to draw contact in basketball


Good Moves to Draw a Foul in Basketball | Live Healthy

By M.L. Rose

In basketball, you’re always looking for a way to create an advantage that can tip the game in your favor. Drawing fowls is a simple but effective way to give you the edge you need. If you're fouled while shooting it you'll have a chance to score from the free-throw line. Additionally, you can place opposing players in foul trouble, potentially forcing them out of the game. In general, aggressive offensive moves are most likely to draw fouls.

Driving to the Hoop

The simplest, most direct way to try to draw a foul is to beat your defender off the dribble and drive straight to the rim. First, the beaten defender may reach back and foul you as you blow past him. Second, other defenders will try to move into your path to block your route to the basket, and defenders who are moving are more likely to foul you because they’re not in set defensive positions. You have numerous options to try to beat your defender off the dribble. Your move can be as simple as head-faking in one direction then dribbling in the other, or as complex as executing a behind-the-back spin move. Once you beat your defender, go hard to the rim.

Pump Fake

The pump fake lets you draw a foul while attempting a shot. Execute the fake by placing your hands on the ball as if you were going to shoot, then raise the ball quickly into a shooting position. If your defender is a step or two away, he may jump up and toward you as you fake the shot, causing him to hit you as he descends. In some cases, you can also draw a foul by leaning slightly forward or to one side as the defender comes down, forcing him to contact you. If you move too far into the defender’s path, however, the referee isn’t likely to blow the whistle.

Forcing a Reach-In

Forcing a reach-in, also known as a rip move, is another deceptive tactic designed to draw a foul. Hold the ball low with both hands, in front of you or a bit to the side, to entice the defender to try to slap the ball away. As he reaches toward the ball, lift your arms and take a shot, forcing contact with the defender’s arms. If you’re fortunate, your shot will go in and you’ll get a free throw as well.

Taking a Charge

Defenders can also draw fouls. If a player beats one of your teammates off the dribble and drives to the basket, you can take a charge by moving into the opponent’s path and setting both feet before the opponent arrives and runs into you. But be aware of the half-circle under the hoop area in some levels of basketball. Both your feet must be outside the half-circle if you wish to take a charge.

References

  • iSport: How to Draw Fouls in Basketball
  • Daily Thunder: Should KD’s Rip Move be Called a Foul?

Resources

  • YouTube: Kevin Durant Hits the 3-Pointer and Draws the Foul
  • YouTube: NBA: Paul Pierce Pump Fakes to Draw Contact for the Foul and Knocks Down a Three
  • YouTube: TNT: Ginobli Takes the Charge on Carmelo at the Buzzer

Writer Bio

M. L. Rose has worked as a print and online journalist for more than 20 years. He has contributed to a variety of national and local publications, specializing in sports writing. Rose holds a B.A. in communications.

Drawing Fouls In Basketball

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Fouling has always been a major part of the game of basketball, and so has drawing fouls. Drawing a foul is inducing the opponent to foul, which can lead to a turnover, free throws, or simply just add to a team’s foul count. Due to all those penalties, drawing fouls is something players are doing each time more, and are getting better at it. Check out some of the ways players draw fouls:

Table of Contents

  • Jumping into a defender
  • Hooking arms with a defender
  • Kicking out legs on a shot attempt
  • Taking a charge

Jumping into a defender

One technique to draw a foul in basketball is jumping into a defender. This happens after the offensive player pump fakes a jump shot and the defender flies at them. Then the offensive player will jump into the defender to initiate the contact to try to receive a foul call from the officials. players who do this often are Dwyane Wade, a three-time NBA champion, and James Harden, NBA MVP.

Hooking arms with a defender

Another technique to draw a foul is when the offensive player hooks arms with the defender and tries to shoot it to show that the defender initiated the contact. The offensive player will use this technique when driving to the basket against a defender going in for a layup. They will try to draw shooting fouls with this technique, so they are awarded free throws by the referee. James Harden is again a prime example of using this foul-drawing practice.

Kicking out legs on a shot attempt

Another one of these foul-drawing techniques is when the offensive player is shooting a shot and kicks out their legs in an attempt to draw contact from the opposing defender. Most shooters have kicked out their legs in an attempt to draw fouls and receive free throws from the officials. Shooters such as Ray Allen, Jamal Crawford and Stephen Curry have been known to use this practice to try to draw fouls when shooting three-point shots. They kick out their legs to initiate the contact from the defender to get the call. Only the best of the best shooters can practice this trick ever so subtly so they don't get caught by the officials.

Taking a charge

Taking a charge is also a way of drawing a foul, only this time when defending. In taking a charge the player will stand still, with both feet on the ground waiting for the offensive player to make an excessively strong contact. The player defending player usually falls back, enhancing the play and making it more believable for referees to make the call.

When drawing fouls players must be careful not to flop. The NBA has fined many players for flopping, and the flop is negatively seen by players around the league.

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Pages Related to Drawing Fouls In Basketball

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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.

Basketball court markings: standards and norms

Author of the article

Dmitry Khvatkov

Consultant in the production of rubber coatings

Basketball field marking requirements are approved by the FIBA ​​standard. The site must be flat with a hard surface, free of bends, cracks and other obstacles. The accepted dimensions of the field are: length 28 m and width 16 m. By NBA standards, the field is slightly larger: 28.7 m (94' ft) long and 15.3 m (50' ft) wide.

Non-international competition courts may differ from accepted standards (for public use, in schools or universities, etc.) and usually vary from 20 to 28 m in length and from 12 to 16 m in width.

Basketball court marking standards

Basketball court markings are conditionally divided into 5 components:

  • Boundary lines. They are located along the perimeter of the site and set its size. The lines that run along the field are called side lines, and those that are behind the baskets are called front lines.
  • Central line. Divides the court in half parallel to the front lines.
  • Central zone. It is a circle and is placed in the middle of the center line, and, accordingly, in the center of the entire field.
  • Three-point line. It is a semi-ellipse and is located around the shields on both sides of the field. It limits the close range.
  • Free throw line. It is located in front of the boards parallel to the front line and is limited on the sides by paint lines.

The standard line width is 5 cm. All outlines and lines must be of the same color (usually white) and be clearly visible from anywhere on the court.

Common lines

Common lines are used to limit the playing area of ​​the court. The side lines (along the field) according to FIBA ​​standards should be 28 m long, and the front lines - 16 m. For public areas, deviations from the accepted standards are allowed. Typically, basketball courts in schools or gyms are made from 20 m long and 12 m wide.

Central lines

The center line is parallel to the front and divides the field exactly in half. According to the standards - it should extend beyond the side lines by 15 cm on both sides.

In the middle of the center line there is a circle with a diameter of 3.6 m, which limits the central zone of the field. In this zone, the ball is played at the beginning of the game.

Three-point line

Three-point lines are located around the backboards on both sides of the field and consist of two straight lines with a length of 2.99 m and a semicircle. Straight lines run perpendicular to the front at a distance of 0.9 m from the side lines. Despite the fact that visually the distance from the ring to the side of the three-point line seems to be less than to its central part, the distance from the backboard to any point is 6.75 m.

Foul lines

Penalty lines limit the nearest area at the backboard. They consist of a trapezoid and a free throw zone.

Despite the name, the "trapezoid" is a rectangle (until 2009year it really was a trapezoid), which is located under the shield. Its dimensions are 5.8 meters long and 4.9 meters wide. The shield is located at a distance of 1. 575 m from the end line in the middle of the site. In front of the backboard, at a distance of 1.25 m, there is a semicircle that limits the area for picking up the ball.

At a distance of 4.225 meters from the backboard, the trapezoid zone ends and the free throw zone begins. It is a semicircle with a diameter of 3.6 m (like the central circle).

Paint zone lines

These lines are serifs on both sides of the trapezoid (parallel to the side lines). They limit the areas for players who are fighting for the ball during a free throw.

Zones on the basketball field

The basketball court is divided into zones using markings. Each zone has its own specific rules.

Center circle

The center circle is used as a separate kick-off area at the start of the game. One representative from each team stand in a circle from their side and fight for the ball in a jump, after it is dropped by the referee. All players are exclusively on their side of the field, except for one who rebounds on the opponent's side.

Neutral zone

The peculiarity of this zone is that as soon as the player of the attacking team with the ball crosses the center line and is on the side of the opponent, he cannot pass the ball to the player of his team who is on the other side of the field (i.e. behind center line on your side).

Three-point zone

The three-point line limits the near field of the shot. Hitting the basket from outside the basket brings the team three points. If the throw was made inside the zone, then it brings two points.

Three-second zone

This is the zone in close proximity to the ring. It is called three-second, since the player of the attacking team cannot be in it for more than three seconds. Most balls are thrown in this zone, so when attacking, it provides maximum protection.

Free throw area

In controversial situations, a free throw is provided from this area. The player of the attacking team must score the ball without stepping over the line of the trapezoid.


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