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How to take contact in basketball


How to Finish Through Contact in Basketball

Would you like to know how to finish through contact and how to go up strong in basketball? At any level, basketball can get quite physical, and being able to finish strongly can be quite valuable. Not all players are willing to put their bodies on the line for a basket.

One of the reasons for this is that they do not know how to finish through contact. We understand that you know how important this is and you would like to know how to draw contact in basketball and finish, that’s why you are here. We will be discussing how you can create contact and finish at the rim in a strong way.

I. What Does Finishing Mean in Basketball?

II. How Do You Initiate Contact in Basketball?

III. How to Finish Over Taller Defenders in Basketball

IV. 3 Helpful Tips to Become a Better Finisher in Basketball

V. Wrapping Things Up: How to Finish Through Contact in Basketball

What Does Finishing Mean in Basketball?

Finishing refers to the ability to complete a play. In other words, it is about the process of scoring the basketball. Finishing can sometimes be described as strong or weak. A strong finish is a finish that is through contact, and that is what we will be focusing on today. A play is pointless unless it results in a finish at the rim or otherwise.

Many coaches will teach their players how they can finish at the rim as they will need to execute this in real games. Being able to finish the basketball constantly will make you an elite scorer and a great asset to your team.

How Do You Initiate Contact in Basketball?

Initiating contact is important because this is one way that you can draw fouls and get sent to the free-throw line with opportunities to make easy points.

In addition to getting extra opportunities at the free-throw line, when you draw fouls, you have the chance to put your opponents in foul trouble, which can significantly affect the intensity with which they play defense. Let’s take a look at some ways of creating contact in basketball.

Shot Fake Then Jump In

The pump fake is a very common way that’s players initiate contact. If you utilize a pump fake, you can get your opponents off their feet and off-balance, you can then jump towards the opponent while attempting your shot.

If you create contact in such a manner that your opponent seems as if they of impeded your shot by contact, it’s likely that you will get a call from the referee.

Lean In On the Dribble Drive

If you can get by your defender while attacking the rim, you will get your defender on your hip when trying to prevent you from getting to the basket. This is a very good opportunity for you to utilize the contact that was created.

While your defender is on your hip, you can lean into the defender, and if they reach for the ball or get to the spot after you, they can be called for a reach-in foul or a blocking foul.

Change Position of Ball Mid-Air

If you are playing against athletic players or predominant shot blockers, you can create contact while in the air by switching the basketball’s position. This trick is more useful for players with the athletic ability to stay in the air for some time.

If you notice that your defender is trying to block or alter your shot while you are in the air, you can move the ball out of their reach and replace it with your arm. If these players swing at the ball and you move it, chances are they will hit your arm, and that would be contact created in the air. You will get a call from 99% of all the referees on this play.

Drive Towards Players Bodies

Have you ever watched that Whoopi Goldberg basketball movie, Eddie? In that movie Eddie (Whoopi), tried to teach the center of the New York Knicks how to take a charge by not moving his feet. She found difficulty doing this because the center could not keep his feet grounded. We said that to say this, if you are able to drive the ball directly at a defender in the lane, you have a 50-50 chance of creating contact and getting a blocking foul called against the defender.

Many players are reluctant to stay still and take a charge when they see an opposing body approaching them at full speed. Be fearless and attack defenders in the paint, and you could get the blocking foul called.

How to Finish Over Taller Defenders in Basketball

Finishing over taller defenders can be tricky. Some teams use tall defenders to protect the rim, and if they are good at this, it can be quite difficult to score in the paint. Players like Rudy Gobert, Javale McGee, Brook Lopez, and Jarrett Allen are a few phenomenal shot blockers in the NBA.

These players can be hard to get by at the rim if they are not approached properly. There are some different plays or tricks that you can use to score while going up against taller defenders.

Floaters

Floaters or teardrops are high arching push shots often utilized by shorter players when they enter the paint and the face-off against taller defenders. To perform a floater after you have gathered your dribble, take the ball in one hand and do one or two lay-up steps, depending on the space you have.

After, release the ball at your highest point with a strong wrist flick to put it out of the defender’s arm reach. You should raise the knee under the arm with the ball as high as possible to gain height on your release point and create a barrier between you and the defender. You can also do the shot on a gather stop to perform a really fast shot. Practice this shot as much as you can before using it in games as it’s not the easiest to get right. Tony Parker was a master at this, so you can watch some of his tapes.

Jump over if You Have the Lift

Some players are taller, however, they do not have the vertical leaping capabilities of shorter players. If you are a shorter player and you are able to jump extremely high, you can rely on your jump to get you over taller players. Do you remember when Vince Carter jumped over of that French guy in the Olympics? So, Vince Carter was a shorter 6 feet 6 in guard that jumped over a 7 ft 2 in French Center Frédéric Weis at the 2000 Olympic Games. If you do not currently possess the leaping capabilities to jump higher than the taller Defenders’ reach, you can start working or your leaping capabilities and your strength in the gym and at practice.

Shorter players need to work on their ability to jump higher to compensate for the height difference. This is always a good thing in basketball. 

Reverse Dunks

Reverse dunks along the baseline are great ways to finish at the rim. They are even more useful when attempting to finish over taller players. The reason why a reverse dunk is easier to finish over a taller defender is you will have the defender either on your hip or on your back when attempting to perform this reverse dunk along the baseline.

To do this, you will need to draw the player out far enough from the rim so that you can get by them on the dribble. To prevent your shot from getting blocked, you can pull the defender out and then dribble by them along the baseline and reverse dunk the ball on the other side of the rim.

Playing the game for a long time, we can say that even though you get by a shot-blocker or a taller player, it does not mean that you will be able to finish over them easily. This will work because the defender can not go up directly to block your short as you will be putting the rim between yourself and is the taller player. They will not be able to go through the rim to block your shot.

Shot Fake

A shot fake is one of the most useful tactics to get taller defenders off balance and out of place so that you can finish over them. Have you ever heard the phrase, what goes up, must come down? Well, in this case, it is definitely true.

If you get your defender in the air while you are still grounded, you can wait until the taller defender is on their way down, then you can jump up and put up your shot. Their ability to contest the shot will be severely hampered because you will be going up when they are coming down.

Change Position of the Ball on Jump

Some smart players with the athletic ability to remain airborne for a long time will change their release points while in the air. Changing your release point while in the hair not only allows you to put up a shot that won’t to get blocked but can also help you create contact and draw a foul. Some players will pump or simply switch the ball’s position while mid-air after the taller player has started trying to contest the shot.

Defense is often a reactive part of basketball, so the defender in this case, will be reacting to your original shot position. After you move the ball, you should be able to get off a shot before the defender reacts to cover the new location of the ball. Some players can even switch hands mid air while shooting to change the position of the release point. 

Hook Shots

Hook Shots are extremely difficult to block. Whether they are performed by tall or short players, taller defenders or defenders, in general, find hook shots very difficult to deny. Hook shots are shots made over your shoulders while standing sideways to your opponent.
This sideways stance will put the ball and your opponents on opposite sides of your body. This means that the defender will need to clear you and jump high enough to get to the already airborne ball that is coming from a far distance.

Some players nudge the defenders away or take their steps going away from the defender before putting up a hook shot. This makes it even more difficult to get to. When you are practicing to do your hook shots, remember to always keep your eyes on the rim, so that you can aim the ball properly. You can also watch some of Kareem Abdul-Jabbar’s famous skyhook tapes.

3 Helpful Tips to Become a Better Finisher in Basketball 

To help you with improving your finishing at the rim, you will need to practice with and without your teammates. Practice without your teammates so that you can get the fundamental mechanics of finishing at the rim properly.

It is very important that you have good footwork in the paint in order to finish at the rim efficiently. Your footwork is the base of your basketball offense. Work on the different footwork techniques so that you can be more versatile in the paint.

Here are three helpful tips that you can use to improve your game as a finisher.

Try to finish through contact all the time

Remember that if you can finish your baskets even through contact, you will have opportunities to get extra points at the free-throw line. Practice as much as you can to finish your baskets even when there is contact.

Keep your eyes on the defender and the rim

Keep your head up and your eyes open. Always try to see your defender’s arms and the rim so that you can know what adjustments you need to make while mid-air.

Work on a variety of moves

If you attack the room with the same move all the time, over time it will become quite easy to defend. Practice a variety of moves so that you can always adapt based on what the defense gives you.

Wrapping Things Up: How to Finish Through Contact in Basketball

As with most aspects of basketball, practice is critical. Practice through contact with your teammates and your coach so that it will not be as difficult in games. Work on different moves to improve your arsenal when attacking the rim, which should help you be a better finisher.

If you found this post helpful, you’re definitely going to like our other basketball FAQ articles here.

> How to Defend Ball Screens in Basketball

> Is Playing a Basketball on a Double Rim Good for You?

How To Finish Through Contact In Basketball: Guide

Basketball can be a contact sport. When you’re driving with contact in basketball, there are different contact layups that you can use to finish strong and stay on the court. The contact in basketball is where the game is won or lost. When you are driving to the basket, it’s important not only to finish strong but also when contact occurs. If contact occurs on your way up, it’s best to initiate contact yourself. So that you have a chance at finishing through it!

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How to Finish Through Contact in Basketball

Finishing in basketball is important. This is where contact in basketball becomes important! When you’re driving through contact. It’s best to finish strong but also use contact layups that can help you stay on the court. And still make your shot. Here are some contact layups for finishing through contact in basketball:

Use Your Off Arm For Protection And To Maintain Balance

If you feel like contact may occur while finishing. Keep both hands up as if guarding yourself against an opponent (don’t forget about protecting the ball). Keep one hand close to the side of your head/face so that when contact occurs, it will be less damaging. The other arm should be either straight down or slightly back to provide balance and poise during traffic contact.

Lean Into The Contact To Maintain Balance And Control Of Your Shot

When contact occurs, always lean into the contact to maintain balance and control of your shot. This is usually done with one hand that’s closest to where the contact occurred on you. Being used as a pivot point while leaning into it for several steps before going up or finishing through contact in basketball!

A good example would be if contact happens near the right side of your body. Use this arm as a pivot point by pulling down on it slightly. So that you can turn yourself toward the hoop easier after being hit. Doing this will help protect both yourself from injury. And also have better chances of making contact layups when driving towards the rim.

If all contact layups fail, contact fouls can be called in basketball. If contact occurs near the hoop and both players make contact to gain possession of the ball (usually during a rebound). This is considered legal contact as well!

How to Initiate Contact in Basketball

When you’re driving with contact through traffic toward the rim. It’s important not only to finish strong but also initiate contact yourself. So that you have a chance at finishing through it! Here are some contact initiators for initiating good contact:

Use Your Off Arm To Initiate Contact On Defense

If anyone tries to guard your drive towards the basket after making initial contact on defense. Use your off arm if possible. Raise slightly higher than them while being careful not to get called for contact in basketball. When they try to guard your drive, lean into them while using the contact initiator with your off arm. So that you can gain possession of their body for a moment or two before trying to finish through contact!

Lean Into The Defense To Initiate Contact And Gain Position On Your Defender For A Shot Or Layup

When driving towards the basket. Use good footwork and lean into defenders as if completing a chest pass from one hand to another player. Leaning slightly forward on contact layups will help you initiate contact by placing yourself ahead of any defender. This is best done when the defense has low energy/expectations. This means it’s easier to take advantage of smaller players and contact initiators in general.

How to Finish Strong in Basketball

Initiate Defense With Both Arms And Drive To The Basket On Side Contact!

When driving strong to the hoop and initiating contact on side defensive pressure during drives. Be sure to use both arms when making initial contact. So that it looks like a legal play under NBA standards (defensive players must have at least one arm up while guarding an offensive player). By using two hands when initiating side contact. Or if you’re taller than defenders then taking advantage of getting higher off one leg before finishing could help increase your chances of getting contact layups in basketball.

Drive Straight Into The Defense With Contact And Finish Strong!

When you take a shot or drive towards the hoop and contact occurs on defense before shots, it’s important to finish strong by gaining possession of your body so that good chances at finishing through contact may occur.

By going up high off one leg using both arms when initiating defensive contact during drives can help ensure this as well as protect yourself from injuries, especially if someone is trying to stop a fast break situation! This will also be easier than getting lower down into defenders which could in bad situations such as losing balance and contact initiators for finishing through contact in basketball.

How to Drive with Contact in Basketball

If contact occurs before the shot, drive through contact can also be used such as:

Drive To The Basket And Initiate Contact With Both Hands On Defense For A Better Chance Of Getting Called For Legal Defensive Contact In Basketball!

When you’re driving to the basket and contact occurs on defense before shots, use both arms when initiating contact so that it looks like a legal play by NBA standards (defensive players must have at least one arm up while guarding an offensive player). If contact is initiated correctly just above your hips with two hands-on defense for a better chance of getting called for defensive contact in basketball during drives! This will help ensure good chances of finishing strong through contact in basketball while also protecting yourself from injuries.

Initiate Contact With Your Off Arm And Get As High As You Can Above The Rim For Better Possibilities Of A Foul On Defense!

When contact occurs on defense before shots, use your off arm to initiate contact and get as high as you can above the rim for better possibilities of a foul on defense. By getting higher than any defender trying to stop your drive towards the basket, will help ensure good chances at finishing through contact after initiating it with your off arm or hands when driving strong toward the hoop! This is great if you’re taller than defenders because they’ll have a tougher time stopping a finish where you go up higher for layups/shots.

Contact Layups

Using contact layups allows you to make contact and still make it up strong to the basket which will result in more points scored per game than those who don’t initiate or finish through contact during their drives. If push comes to shove after contact is initiated on the way up, you can always choose to drop step or spin out of contact so that you have a chance at making it through contact.

There are three contact layups: contact jump shots, contact floaters, and contact layups off of one foot.

Contact Jump Shots

The Contact jump shots require more space but they also give you more time to shoot your shot and create separation from your defender. 

Contact Floaters

The Contact floaters don’t require as much space as a contact jump shot does but it is difficult for them to go in because of their range. Your best bet is going up strong on the rim if you’re shooting a floater with contact against your defender because it gives the ball enough power to get over the rim.

Contact Layups Off of One Foot

Contact layups off of one foot are contact finishing moves that require you to be very creative with your body movement and have good balance when contact occurs. This is the toughest contact layup in basketball because it requires a lot of flexibility, coordination, and creativity on your part as well as an understanding of how much room you need before contact occurs for this move to work! You can also use multiple contact layups at once if space permits (i. e., shooting floaters while driving forward).

Conclusion

It’s important to finish through contact after contact has occurred on defense when driving towards the basket by using your off arm or getting higher than defenders so that good chances of finishing strong despite contact may occur.

Contact initiators for finishing through contact are different depending on if it occurs before shots, during drives, or after defensive contact plays have happened. Use both arms while initiating contact defensively and get as high above the rim as possible when initiating side contact! This will help ensure increased possibilities at finishing strongly with contact in basketball which is great because you’ll be protecting yourself from injuries too!

We hope you enjoyed reading about contact layups in basketball, contact finishing moves during drives towards the basket, and how to initiate contact with your off arm.

Here are Some of our Favourite Basketball Sneakers

Here we will be giving more of an opinion, rather than facts. Are the sneakers worth the price that they are being sold at? Should you upgrade from your current sneakers, depending on what boots you own? What features stand out on these sneakers? If any. Does it do the job? Speed, control, stability etc. Depending on your needs/preferences. We can also mention its durability, if we have collected enough data on the specific sneakers.

What did we expect vs. what we got. Is it maybe overrated/underrated?

Elite

Here’s our pick from the very best of the bunch.

Pro

On your way to the pro leagues? Here’s our pick.

Beginner

Want something to start with? Have a look at our pick.

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.
  • Doesn't 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.

contact, cylinder principle, verticality principle

33.1 Cylinder principle

The cylinder principle refers to the space within an imaginary cylinder occupied by a player on the floor. It includes the space above the player and is limited by:

Sp before - player's palms,

With behind the buttocks and

On the sides the outer surfaces of the arms and legs.

The arms may be placed in front of the body, but not further than the position of the legs, while they must be bent at the elbows so that the forearms and hands are raised up. The distance between the legs will be different depending on the height.


33.2 Principle of verticality

During the game, each player has the right to occupy any position (cylinder) on the playing court not yet occupied by an opponent.

This principle protects the space on the floor that the player occupies, as well as the space above him when he jumps vertically upwards within this space.

As soon as the player leaves his vertical position (cylinder) and there is contact with the body of an opponent who has already taken up his own vertical position (cylinder), then the player who has lost his vertical position (cylinder) is responsible for the contact.

A defender shall not be penalized for jumping vertically (inside his cylinder) or for raising his arms above him within his cylinder.

An attacker, both on the floor and in the air, must not cause contact with a defender in legal marking position:

• By using his arms to create more space for himself

(pushing off).

• By exposing the legs or arms to cause contact during or immediately after a shot for a field goal.


33.3 Correct marking position

The defender is in the correct starting guarding position when:

• He is facing his opponent and

• Both of his feet are on the floor.

The legal guarding position extends to the vertical space above the player (cylinder) from floor to ceiling. He may raise his arms above his head or jump vertically upwards, but must keep them upright inside an imaginary cylinder.


33.4 Marking a player in control of the ball

When marking a player who controls (holds or dribbles) the ball,0273 time and distance factors are not taken into account .

The player with the ball must expect to be marked and be ready to stop or change direction every time an opponent takes legal starting position while marking him, even if this is done in a fraction of a second.

The guarding player (defender) must take up a correct starting position while marking without causing contact with the opponent's body before taking up his position.

Once a defender has established a legal guarding starting position, he may move to guard his opponent, but he may not extend his arms, shoulders, hips or legs to prevent the dribbler from passing himself.

In deciding a collision/blocking situation involving a ball carrier, the referee must be guided by the following principles:

• The defensive player must assume the correct starting position in marking, facing the ball carrier and with both feet on the floor.

• The defender may remain stationary, jump vertically upwards, move sideways or backwards in order to maintain the correct starting position while marking.

• When moving to maintain the correct guarding starting position, one or both feet may be momentarily off the floor, provided that the movement is to the side or back, but not towards towards the ball carrier.

• If contact is made with the body, then the defender is considered to be the first to make contact.

• Once in legal guarding position, the defender may turn inside his cylinder to avoid injury.

In any of the above situations, the contact must be considered as caused by the ball carrier.


33.5 Marking a player not in control of the ball

A player who is not in control of the ball has the right to move freely on the playing court and occupy any position not already occupied by another player.

When marking a player who is not in control of the ball, time and distance factors must be taken into account . A defender may not position himself so close and/or so quickly in the path of a moving opponent that the latter does not have enough time or distance to stop or change direction.

This distance is directly proportional to the opponent's movement speed, but must never be less than 1 normal step.

If a defender ignores the factors of time and distance by assuming his correct starting position in marking and there is contact with the opponent's body, he is responsible for that contact.

Once the defender has taken up the correct guarding starting position, he may move to guard his opponent. He has no right to prevent a player from going around him by exposing his arms, shoulders, hips or legs in his way. He may turn inside his cylinder to avoid injury.


33.6 A player in the air

A player who has jumped up from a point on the playing court has the right to land again at the same point.

He has the right to land at another point on the playing court, provided that the landing point and the direct path between the take-off and landing points are not already occupied by the opponent(s) at the time of the jump.

If a player jumped and landed, but due to momentum collided with an opponent who was in a legal marking position near the landing point, then the jumper is responsible for the contact.

An opponent cannot move into a player's path after that player has jumped into the air.

Moving under an airborne player that caused contact is usually an unsportsmanlike foul, and in certain cases may be a disqualifying foul.


33.7 Screening: Right and wrong

Screening is an attempt to delay or prevent an opponent without the ball from getting into a desired position on the playing court.

Correct screening occurs when the screening player:

Stationary (inside his cylinder) at the moment contact occurs.

• Has both feet on the floor when contact is made.

Incorrect screening occurs when the screening player:

is in motion at the time the contact occurs.

• Does not leave enough distance by placing the screen out of sight of a stationary opponent when contact occurs.

• Does not take into account time and distance factors in relation to an opponent who is in motion when contact occurs.

If a screen is placed within the line of sight of an immobile opponent (front or side), the player may screen as close to him without causing contact as he wishes.

If the screen is out of sight of a stationary opponent, the screener must allow the opponent to take 1 normal step towards the screen without causing contact.

If the opponent is in motion , time and distance factors must be taken into account. The screener must leave enough space for the screener to avoid the screen by stopping or changing direction.

The required distance must never be less than 1 nor more than 2 normal steps.

The player who is screened correctly is responsible for any contact with the player who screened.


33.8 Collision

Collision is illegal personal contact of a player with or without the ball by pushing or moving into the body of an opponent.


33.9 Blocking

Blocking is illegal personal contact that prevents an opponent from moving with or without the ball.

A player attempting to screen commits a blocking foul if contact occurs while he is in motion and his opponent is stationary or retreating from him.

If a player, ignorant of the ball, faces an opponent and changes his position relative to the movement of the opponent, he is primarily responsible for any contact that occurs, unless other factors are involved.

‘Unless other factors are present’ refers to intentionally pushing, colliding or delaying a screened player.

A player is allowed to extend his arm(s) or elbow(s) outside his cylinder while taking up position on the playing court, but must be returned inside the cylinder when an opponent attempts to pass the player. If the arm(s) or elbow(s) are out of his cylinder and contact occurs, this is a blockage or hold.


33.10 Semi-circle areas where no collision fouls are called

Semi-circle areas where no collision fouls are called shall be marked on the playing court to indicate a collision situation/blocking area to indicate a collision situation/blocking area.

On any pass into the semi-circle area where no collision fouls are called, any contact caused by an airborne attacker with a defensive player inside the semi-circle shall not be charged with a foul against the offensive player, unless the offensive player uses his hands incorrectly, legs or body. This rule applies when:

• the attacker is in control of the ball while in the air and

• he shoots or passes the ball and

one or both feet of the defender contact an area of ​​the semi-circle in which no collision fouls are called.


33.11 Touching an opponent with the hand(s) and/or arm(s)

Touching an opponent with the hand(s) in itself is not necessarily a foul.

The referees must decide if the player who caused the contact has an advantage. If the contact caused by the player restricts the opponent's freedom of movement in any way, such contact is a foul.

Misuse of hand(s) or outstretched arm(s) occurs when a defender is in a defensive stance and his hand(s) or arm(s) touch and remain in contact with an opponent who is with ball or without ball in order to interfere with its movement.

Repeatedly touching or "poking" an opponent with or without the ball is a foul as it may lead to foul play.

Following actions attacker with ball is a foul:

• Grasping or entangling a defender's arm or elbow to gain an advantage.

• Pushing off a defender to prevent him from playing or trying to play the ball or to create more space for himself.

• Using an extended forearm or hand while dribbling to prevent an opponent from gaining control of the ball.

Offensive foul without ball is pushing off an opponent in order to:

• Free yourself to receive the ball.

• Prevent a defender from playing or attempting to play the ball.

• Create more space for yourself.


33.12 Post play

The principle of verticality (cylinder principle) also applies to post play.

The attacker in the post position and the defender guarding him must respect each other's rights to the vertical position (cylinder).

It is a foul attempt by an attacker or defender in the post position to push his opponent out of position with his shoulder or hip, or to interfere with his opponent's freedom of movement by using extended arms, shoulders, hips, legs or other parts of the body.


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