Tactics

Pick and Roll - How To Beat "Show and Return" Coverage -

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To beat "Show and Return", there are roughly three concepts.

  1. Attacking the weakness of "Show and Return" ("1on2 + 1on0" concept)
  2. Preventing "Show and Return" ("2on1 + 2on1" concept)
  3. Force "Switch", not allowing to avoid "Match Up Making" ("1on1 & 1on1" concept)

From "Slip" to "Reject" are applicable with the first one. And, from "Sprint Screen" to "Ram Screen" are applicable with the second one.

Attacking the weakness of "Show and Return" ("1on2 + 1on0" Concept)

Slip

"Show and Return" has a weakness in the space behind of screener's D. In addition, screener's D often focus on handler. So, "Slip" is a good idea to attack the space as outsmarting him.

Ghost

When screener's D defends PnR by "Show and Return", he tends to focus on handler. So, "Ghost" is a good way of outsmarting him.

Short Roll

When screener's D carries out "Show and Return", space behind him should be generated. At that moment, by "Short Roll", screener could be able to receive the ball in the space.

Angle Change

From a threat of "Short Roll", sometimes screener's D covers a passing angle to the screener. At such times, it is a good idea that delivers the ball to him via another player. This is called "Angle Change Pass".

Reject

When screener's D intends to carry out "Show and Return", if handler makes "Reject" successful, screener's D cannot go for help.

Preventing "Show and Return" ("2on1 + 2on1" Concept)

Sprint Screen

To defend PnR by "Show and Return", screener's D needs preparation time beside his man. "Sprint Screen" is a good way for not giving the time to him and making separation between him and his man. So, it is effective to prevent "Show and Return".

Flip Screen

Screener acts as if he will set screen on a side to make screener's D prepare for "Show and Return" there. But instantly, flipping screen angle to the opposite side, he can force screener's D hard to re-prepare for "Show and Return" in the moment.

Ram Screen

By using a screen for himself before setting screen, screener can set screen with separation. This is effective to force screener's D hard to accomplish "Show and Return".

Force "Switch", not allowing to avoid "MUM" ("1on1 & 1on1" Concept)

In most cases, "Show and Return" is chosen to avoid "Match Up Making". Changing the view point, if you could force defenders "Switch", you would gain large advantage. These below options are effective not to allow "Show and Return", but to force "Switch".

Push Screen

When screener's D carries out "Show and Return", handler's D basically matches with "Under". So, "Push Screen" which is useful to beat "Under" is very effective because handler's D can no longer guard his man, then defenders would be forced "Switch".

Push Screen - Clearout

After screener dives into a paint-area with handler's D, he can make a path to the rim for handler by "Clearout". In the case below, if handler drives on a left side, original handler's D(x1) can't go for help due to "Clearout". So, handler would be able to get a basket with little pressure. "Clearout" would make 1on1 easier by far.

Jail

To accomplish "Show and Return", screener's D must "Return" to his man after "Show". If you use "Jail" against him before "Return", he becomes unable to get back to his man, then defenders would be forced "Switch". Giannis Antetokounmpo, LeBron James are good at this "Jail".

If they stick to avoid "Switch", screener would be wide-open.

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