Basketball: 5 players scheme supports winning ideas

When we apply the strategies used in football with the methods used in basketball, we can create a better approach to the game. In football, every player has a function, and if done well, they have positive results. Lineman block protects the passerby or open holes on the runner back. Buyers and constraints block the field or run the coupons and unbundling. All these tasks are diligently synchronized to achieve optimal results. And if the timing is perfect, a trap will become a big gain or a well-timed pause, the receiver will be the first seized bucket.

In basketball this care is sadly missing. This is a gingerbread idea, all players alone rested, do not know the intentions of their teammates. What would happen if all players knew what the other four players would do and the game at any time? What would be the result? What is more, how can this be done?

To understand the apotheosis, let's look at the various aspects of the game. In basketball, the goal is to score more points than your opponent. To do this, you need to enter higher turnover rates and / or much better rebate statistics and / or smaller numbers in the traffic class. One of the most important factors in these numbers is the location of the team. Space is how the team creates progress, shooting and driving bands. If there is space, the transfer is at the target and the recording rhythms result in higher percentages. Space also allows for more controlled shooting status, which also raises percentages. If it is incorrect, the traffic results and the shot percentages are reduced. Creating space should be the goal for all players, regardless of whether they are directly involved in the game or not.

To create a territory, a number of factors need to be introduced: movement, balanced offensive threats, and defensive alignment. When it comes to movement, defense is more about protecting the man than helping the teammates. This movement extends the protection sufficiently to create the space. Even the fake movement or the threat of movement also prevents defenses from rejecting rebalancing and rebounding opportunities.

If only a few players are an assault threat, these players have a defensive effect on their effectiveness. That is why it is imperative to employ a balanced offensive strategy that covers all five players. If all five players are organic participants in passage, bouncing, screen, shooting, and cart drives, protection must prevent more threats, not just a few. Likewise, such a strategy allows less skilled snipers to perform special functions that they can use perfectly. They feel they have a purpose.

Any attacking strategy has a Countervailing Strategy. You may be human-man, change man-man, or different zone alignment. By implementing various offensive strategies, especially if successful, we can dictate how defense counts. Such manipulation offers benefits to things like match, better shooting and boosting opportunities, and reduced traffic.

Creating a space can also be achieved by blocking or preventing the opponent's movements. Screening is a common way to limit protection coverage. Space can also be achieved by disturbing the opponent's defensive sub-elements. When they turn on the protection, there are minutes to get the benefit. For example, in a pick-and-roll position, the scanner can move toward the basket, which not only creates scoring but is incompatible. These can be high short, fast slow, competent over insecurity.

Obstructing or preventing an opponent is also possible by creating congestion. When opponents have to prevent their own teammates from getting into the right defensive position, they generate momentary shooting, progress and driving opportunities. This can be done by attacking players in a small area and then suddenly scattered. And if the dispersion occurs in a way that results in disturbance or switchover, congestion may occur and opportunistic space may arise

Another way of building traffic congestion is to incorporate two or three-man screens. If the filters are paid in multiple directions, the defenders have little time to react and communicate, so they can not only cause confusion but also congestion. This allows attackers to be separated from the defenders at a time and at a distance of four to six feet, which is more than enough to safely catch a paste, shoot a basket or drive on a layup. In zone protection, such screens may cover coverage and also open the space.

Another offensive trick is to protect the defender better. In this way, the defender can not defend other defenders. One way of scoring a threat. But there are also threats that pose a threat and a threat. If your defender is dealing with illusions or counterfeits, the team's efforts will help. For example, leaping, reaching a false passage results in a momentary defensive commitment that leads to an offensive advantage. Likewise, moving the defender to an uncomfortable area where he has advantages, say driving or rebounding is another strategy.

Coercive, especially offensive, does not get the importance of it. Shocking not only gives the crime a chance to score but also the opponent's co-ordination. The defenders are not in position and not in their own. This can also result in all of the deviations allowing easy scoring opportunities.

At the top of the statistics, in addition to percentage shootings, a statistic often ignores possession points. A team of forties can shoot a team who fired more than fifty percent if they have the advantage of the points they hold. Elite teams get an average of 1.2 points for possession as they are more effective with the ball, making good footage, avoiding traffic and getting a good deal of rebounds – so it has more. Such a strategy promotes a winning season.

So when designing a plan, bouncing should be an integral component. By placing the players on the anchor or running on the track or track, they raise the possibility of a rebound. In addition, when the shooting possibilities are synchronized with the rebounding benefits, the landing point will rise. When such a system succeeds, opponents counterbalance by placing more emphasis on bouncing, leaving holes in the defense.

Another factor of rebounding depends on the shooter's touch and analytics where the ball may fall. For most shooters, missed shots fall on a certain pattern, close to or near the edge, either in front of the basket or in the basket. This analytics is important for three-point attempts, where shortages account for 60-70% of the time. If you know that the ball is likely to land for a particular shooter, it is the decisive advantage of the team. Including the factor in bounce systems increases the holding point.

Another element of one attacking system is the extent to which the team is transformed into defense. A certain number of players must be in charge of court defense. However, this responsibility may shift depending on the game's parameters. While normally these two guards are obliged to go into the basket in some systems. So all five players have to learn in this transition and know exactly when and when to begin their responsibilities. They will always be in danger of colliding with the boards or being safe and retiring.

The crime is the most vulnerable if there is a defensive rebound or sudden traffic. Fast retreat is usually okay, but when an opponent advances with a temporary delay to prevent passing bars or forces a retreat, other teams may return and set up defense. That is why sometimes teams need to implement this delay strategy.

Knowing time and timing is another factor that determines the success of a team. A college team received 30 seconds of shooting, while the pros were only given 24 seconds. At college, a team gets 10 seconds to avoid a disadvantage, while the pros get 8 seconds. Both get 5 seconds to get outside. Both have a tracking rule of 3 seconds. During this time, the restrictions become part of the offensive strategies. It takes too long for the setting to ignore the weaknesses of defense during too early recording.

Timing is an aspect that reflects whether players and strategies are tied together. In football, this is the dominant factor in the success of the game. The defensive line shovel has to postpone only a fraction of a second to help the running back. The same applies to the referees, where it is necessary to specify the timing between the match and the buyers. Such a schedule is determined by the structure of the game. In football there are also options that include restraint based on the opponent's coverage.

In basketball, such accuracy is rare. Timing is only induced when teammates use each other's predilection. This may be good in the season, especially if it is not induced by well-timed structured games. As I mentioned earlier, if all of your teammates knew that their teammates would go for a moment and where, then positive results could arise. Likewise, when every player knows what his or her responsibilities are, then there is a collective effort that supports the team's goals.

These functions or responsibilities include the following:

  1. Creating Crossing, Shooting and Dribbling Bars
  2. Blocking Defensive Motion
  3. Protecting Pulling
  4. Creating Breathing Options
  5. Defending Defensive Interaction
  6. Optimizing Time and Timing

all five players move together? In football, the game and snap numbers are called the huddle. The snap number determines the timing of when the game starts. Football games offer many opportunities and are flexible to overcome defensive systems. For example, on the back of the blocker, it is possible to block the breakthrough of the first defender or run out of the house and act as a safety valve buyer. Another example is when the defender is inside, the pass is thrown outside. If the defender withdraws the game, the player to the ball will be pressed by a short press. The trademark command reads the opposition and selects the best option.

In basketball, similar game calling strategies can be used. Each player serves a function that can be changed and changed as the game unfolds. The shooter may become one of the defenders of the defender. Later he can be picky and then picky. You can still take responsibility for defense later on. In this strategy, each of the five players has a variable function that promotes optimal basketball analysis. It is mainly a higher base point average.

So how can players sync playback? In the football the striker commander informs the team. It can be in the house or in the hut or in a different predetermined mark. In basketball, other tools must be created to signal the beginning of the game. Vocal calls are not practical because of court distance and noise. Likewise, hand signals are not viable as the opposition takes them.

Use a snap count tool in court. Visible, very accurate and visible on the floor from anywhere. This device is the shot clock. The college ball expires in 30 seconds and is in a professional ball in 24 seconds. You can predict the recording number from the pad or other devices, such as hand signals or code names. Whatever the device is, all five players know the game and when to start.

If all five players start playing the game at the same time, the defense will know that it is necessary to defend a specific game and search metrics. To disguise such a test, players must take a walk before the start of movement. Such a movement helps to set up defense and to look at weaknesses. Such a move may also transfer defenders to a state of self-sufficiency where they think the crime can be covered. Then recovery, crime is something else, faster and more synchronized, surprising the opponent. This is when the defense thinking is: "What happened!"

Like football games, there are many opportunities to play, but in this basketball strategy these options are not based on defense, but how the "read" teammate responds to defensive action. Each player has a "read teammate" whose actions dictate which option to start. Suppose a small forward-looking "reading" in a particular game is the force forward. If the progress of the force moves on the baseline, the small forward-looking task is to control the opposite of the ball by running the back door. However, if the forward force reaches the point guard, the slight advancement moves towards the basket, then the defender of the guard guard appears, who then drives the center downward and seeks power to pass. The other players are handed over by the "read" action.

This is a simple example, however, if all five players are involved in such a system, promotes open shooting ranges, extends defense, positions players, prevents defensive movement, and protects the transition. More importantly, it creates synergies that result in higher average points than the higher base. This is because the team is more effective with the ball, making good open shots, teamwork avoids traffic and gets more of the rebounds – so more possessions.

This gaming strategy supports winner ideas where an inadequate team can compete with a strong opponent and win.

Such a strategy has more bail. One, basketball is a powerful ego game. From sand to hardwood, there was always a game. For many players, foxing, out shooting, and out dribbling, the defender overrides the concept of the team. This ego-driven philosophy universally weakens the 5-player strategy. It also weakens the spirit of players who become observers and not participate. In this regard, if the gameplay is not ego-controlled, all 5 players have a goal, destiny will also fail

Another problem, most players choose the freestyle serendipity game where instincts outperform the metrics and the analytics. So they learned the game. This was how adults were prepared, paying little attention to the team's strategies. Coaches and training camps focus on individual techniques rather than team play.

Also take into account the length of the game. For both college and professional balls, possession takes 10 to 15 seconds after crossing the halfport line and a shot or shot is out of stock. This length of games needs to be created that overlook poor shooting opportunities to create better ones. This game can take a long time to change from shooters to inhibitors, enticerig, rebounder, and defense.

There is also a problem of interchangeability. When players get injured, have bad problems or have a bad shot at night, this will require changes. This means that players must learn more attacking positions.

Another problem is to remember the games, tasks, and opportunities. This problem is aggravated by the ever-changing dynamics of the game and the defense of its opponents. How do we memorize these steps, their capabilities, and implement them?

The answer to this question is quite simple. Only the "read" teammate dictated the movements. Suppose power is ahead. the "read" for the small forward movement, the screen saver is attached to the guard of the point guard and then pulled to the base line. This move leaves the small advance with two options or goes down the track waiting for a transition or entering the screen of the protective screen. Other players can take similar actions based on their "read" teammates.

The aim of the game is to create a strategically balanced offense that includes all five functions with some players to prevent defensive movement and others to enforce the defenders, and others who are responsible for retreating and defending. Such a strategy creates the transition, lead and shot for other players.

When executing such games, it's a good idea to practice them in short segments, and then add moves as the previous segments are perfect. The use of uniform and memorable terminology is an important factor in the education of players. Abbreviations are the most appropriate. Likewise, it is necessary to examine the ways of signaling the game and the snap number where both false and real signals are embedded. If there are more people on the bench giving signals, one way is to disturb the opponents who try to pick up the signals. You will find that each new game is a previous game version and that the primary changes are the "read" teammates and option moves. While one game can be very successful, excessive use can stimulate viable protection. That's why it is good to change the games to keep your opponent or to free the game or twice.

Such games can be made with software that includes the video, so the various options are visible, learned, and executed. The video facilitates this complex strategy as players shape the game with space and time. Such a program, which is in 3-D, . To sum up, when all five players are involved in the crime, each of them has a life function, the percentage of the shot increases, the rebounds increase and the traffic falls. More importantly, players will be more proactive as a team, rather as observers as facilitators. In addition, key analytical points, landmarks become competitiveness indicators that can win more games, even more talented opponents. This is a strategy that promotes winning ideas.