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COACH'S DICTIONARY

The language of high-performance coaching—organized for action.

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Advanced Game Talk

45 Cut (Burn Cut)

From the wing, a hard diagonal cut to the rim to punish nail help.

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Foundations

And-One

A made basket while being fouled, followed by one free throw.

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Foundations

Assist

A pass that leads directly to a score.

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Systems & Concepts

ATO (After Timeout)

A set play run immediately after a timeout to exploit matchups or create a quick score.

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Foundations

Backdoor Cut

A cut behind a denying defender to the rim for a pass.

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Systems & Concepts

Ball Reversal

Moving the ball from one side to the other to shift the defense.

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Systems & Concepts

Ball Screen

A screen set on the on-ball defender to trigger pick-and-roll action.

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Foundations

Baseline

The boundary line under each basket.

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Advanced Game Talk

Blender

Multiple drive-kick-drive sequences that keep the defense rotating.

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Foundations

Blocking Foul

A defensive foul for illegal body contact or sliding under a driver.

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Systems & Concepts

Blue/Weak Coverage

On side P&R, force the ball to the sideline/weak hand to keep action out of the middle.

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Foundations

Bounce Pass

A pass that hits the ground before reaching a teammate.

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Foundations

Box Out

Using the body to keep an opponent from getting a rebound.

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Foundations

Charge

An offensive foul when the ball handler runs into a legal, stationary defender.

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Advanced Game Talk

Chicago Action

A pin-down followed by a DHO to free a shooter on the move.

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Systems & Concepts

Closeout

Defensive sprint to contest a shooter while staying under control.

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Foundations

Corner Three

A three-point shot from either baseline corner.

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Systems & Concepts

Dead Ball

Any stoppage when the ball is not live (fouls, timeouts, violations).

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Systems & Concepts

Deflections

Touches by a defender that disrupt passes or catches.

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Systems & Concepts

Delay (5-Out) Series

Flow into 5-out spacing with the trailing big at the top to play DHO/screens with all five out.

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Systems & Concepts

Deny Defense

Actively preventing your matchup from receiving a pass.

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Systems & Concepts

DHO (Dribble Hand-Off)

A ball exchange where the handler hands the ball to a teammate while moving.

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Advanced Game Talk

Double Drag

Two consecutive ball screens (often roll + pop) in transition or early offense.

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Foundations

Dribble

Bouncing the ball continuously with one hand.

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Systems & Concepts

Drop Coverage

Pick-and-roll defense where the big drops into the paint while the guard fights over.

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Systems & Concepts

Dunker Spot

Baseline area outside the lane used by a finisher to occupy help and finish.

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Foundations

Elbow

The corners where the free-throw line meets the lane lines.

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Advanced Game Talk

Elevator Screen

Two screeners close to trap the defender as the shooter runs through.

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Advanced Game Talk

Empty Corner

Run action with no corner spacer on one side to reduce weak-side help.

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Foundations

Eurostep

Two legal steps that change direction across the lane to avoid a defender.

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Foundations

Fast Break

A quick transition from defense to offense.

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Systems & Concepts

Flare Screen

A diagonal screen that frees a cutter away from the ball for a shot.

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Foundations

Floater/Runner

A high-arching shot to finish over length in the paint.

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Advanced Game Talk

Flood the Side

Overloading one side to distort help and isolate actions.

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Advanced Game Talk

Floppy (Single-Double)

Shooter starts under the rim with single or double down-screen options to get free.

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Foundations

Foul

Illegal physical contact that stops play.

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Foundations

Free Throw

An unguarded shot from the free-throw line.

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Advanced Game Talk

Gaggle

Compact multi-player screen action (often stagger or screen-the-screener) to create confusion.

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Advanced Game Talk

Get Action

A pass followed by an immediate ball screen from the passer.

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Advanced Game Talk

Ghost Screen

A faked ball screen where the screener slips out early.

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Advanced Game Talk

Hammer Action

Drive on one side with a weak-side back screen to the corner for a skip-pass three.

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Systems & Concepts

Help Side

Off-ball defensive positioning on the side opposite the ball.

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Systems & Concepts

Horns Set

Formation with two players at the elbows and two in the corners enabling multiple options.

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Systems & Concepts

ICE

Side pick-and-roll coverage that forces the ball toward the baseline and away from the middle.

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Advanced Game Talk

Iverson Cut

A cut across two high elbow screens to initiate offense or isolate a scorer.

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Foundations

Jab Step

A short, sharp step to probe a defender and set up drive or shot.

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Systems & Concepts

Jamming Cutters

Physical denial or bump of cutters through the lane to disrupt timing.

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Systems & Concepts

Jamming the Rebounder

Pressure on the defensive rebounder to delay the outlet and slow transition.

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Foundations

Jump Ball

Play starts or possession decided with a center toss.

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Foundations

L-Cut

A cut shaped like an ‘L’ to get open toward the ball.

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Foundations

Layup

A shot taken close to the basket, usually off one foot.

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Advanced Game Talk

Lift/Drift

Off-ball reactions to drives: lift to slot or drift to corner to maintain spacing.

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Foundations

Mid-Range

Any two-point shot outside the paint and inside the three-point line.

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Systems & Concepts

Motion Offense

An offense built on cutting, screening, and spacing rather than fixed plays.

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Advanced Game Talk

Nail Help

Help at the center of the free-throw line to stop straight-line drives.

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Systems & Concepts

Off-Ball Screen

A screen set away from the ball to free cutters/shooters.

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Foundations

Outlet Pass

A pass after a defensive rebound to start the fast break.

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Systems & Concepts

Pace

Possessions per 48 minutes.

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Foundations

Paint/Key

The rectangular lane area near the basket.

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Systems & Concepts

Pin Down

A vertical screen from low to high for a shooter.

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Advanced Game Talk

Pistol Action

Quick 3-man action (guard-to-guard pass into DHO or ball screen) early in the clock.

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Foundations

Pivot

Keeping one foot planted while turning the body.

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Foundations

Possession Arrow

Indicates which team gets the ball in held-ball situations.

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Advanced Game Talk

Ram Screen

A screen for the screener before the ball screen to disguise the action.

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Advanced Game Talk

Scram Switch

Pre-rotation switch off-ball to remove a mismatch before it’s punished.

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Systems & Concepts

Scramble

Rapid defensive rotations after a breakdown to regain balance.

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Advanced Game Talk

Shake Action

Weak-side lift during a drive or P&R to open passing lanes.

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Systems & Concepts

Shell Drill

Defensive drill to teach spacing, positioning, help, and rotations.

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Advanced Game Talk

Short Roll

Screener stops around the foul line to catch and play-make vs aggressive coverage.

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Foundations

Shot Clock

The time limit a team has to attempt a shot.

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Foundations

Shot Fake

A quick, believable shot motion to move a defender.

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Foundations

Sideline

The boundary line along the length of the court.

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Systems & Concepts

Slip Screen

Screener fakes the screen and cuts to the rim to beat a switch or trap.

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Advanced Game Talk

Snapback Screen

Cutter reverses direction to reuse a second screen and create separation.

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Systems & Concepts

Spacing

Proper distribution of players to create driving lanes and passing angles.

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Advanced Game Talk

Spain Pick-and-Roll

Back screen on the big defender after a ball screen to free the roller.

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Systems & Concepts

Tag the Roller

Brief help to impede the screener rolling to the rim, buying recovery time.

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Advanced Game Talk

Top-Lock

Off-ball denial: defender jumps to the cutter’s top side to take away the pindown route.

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Systems & Concepts

Transition Defense

Organization and sprint-back principles immediately after a change of possession.

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Foundations

Traveling

Taking too many steps without dribbling.

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Foundations

Triple Threat

A stance where the player can pass, dribble, or shoot.

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Systems & Concepts

True Shooting Percentage (TS%)

Overall scoring efficiency including twos, threes, and free throws. TS% = PTS / (2 ‘s / (FGA + 0.44 / FTA)).

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Foundations

Turnover

Losing the ball to the other team without attempting a shot.

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Advanced Game Talk

Two-Side Fast Break

Both wings are filled in transition to force balanced defensive decisions.

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Systems & Concepts

Usage Rate (USG%)

Share of team possessions a player ends with a shot, drawn foul, or turnover while on the floor.

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Foundations

V-Cut

A change-of-direction cut to shake a defender and create a passing angle.

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Advanced Game Talk

Veer Action

Late defensive switch where the guard peels off and the big takes the ball in P&R.

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Advanced Game Talk

X-Out Rotation

Weak-side recovery where defenders exchange closeouts in an ‘X’ pattern.

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Advanced Game Talk

Zoom Action

A pin-down into a dribble hand-off to get a shooter downhill with a live dribble.

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