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Once the basketball is inbounded, the player who was defending the inbounds pass must immediately get behind the line of the basketball.
The run and jump defense can only be effective when the help defenders are in the forward path of the player with the basketball.
This allows us to be in the correct positions to jump-switch or to trap. We simply pick the basketball up while everyone falls back into help positions again.
Once the offense has inbounded the basketball and the defenders are all in the correct positions, the next step is to put a high amount of pressure on the player with the basketball.
We do this to achieve two things: 1. To not allow the point guard to survey the floor and make a forward pass. To encourage the point guard to dribble the basketball.
This is why all defenders near half-court should be playing side-by-side on their opposition player. They do this by positioning themselves on the dribblers inside hip and by applying a high amount of pressure.
This concern is understandable because coaches have been drilling into them for years to never allow an offensive player to beat them off the dribble.
The 1 goal is to get the dribbler into an uncontrolled dribble down the sideline leading straight into the main sideline trap!
Providing that your team has done a good job of cutting off forward passing lanes and forcing the point guard to dribble, there are three possible scenarios that can occur:.
The point guard reverses the basketball to another player. The point guard dribbles down the sideline. The point guard dribbles towards the middle of the court.
If the point guard dribbles down the sideline, the players set a trap. As spoke about previously, no player should be behind the line of the basketball.
As spoke about previously, this begins with the on-ball defender positioning their body so that the point guard is encouraged to dribble down the sideline.
While we allow the offensive player the first step, the on-ball defender must never allow themselves to get completely beat on the play.
This will always lead to a foul. The best player to trap the basketball on the sideline with is the first help defender.
This is usually the player who puts pressure on the inbounds pass. When the point guard starts to dribble down the sideline, this help defender must immediately chase and catch up from behind to set the trap.
This trap can occur anywhere along the sideline but preferably happens just over half-court. Trapping Tip — Do not reach in and try to steal the basketball.
Players that do this will foul. Instead, make the guard throw a lob pass that can be intercepted or attempt to get a deflection on the pass.
The other three players must rotate and put themselves in the best position to steal a pass. Once the trap has been set by the on-ball defender and the first help defender, the other three players must position themselves in spots that will give them the best opportunity to intercept or deflect a pass.
These positions will vary depending on where the trap is set, but in most cases the forward pass must be covered x3 , the last defender will stay in the paint to protect the rim x5 , which leaves x2 to anticipate the pass to o4 or o2 and intercept it.
The jump switch is used when the point guard dribbles towards the middle of the court. A successful jump switch always begins with the help defender being in the correct position.
The help defender must be close to the midline of the court hedging between their own player and the dribbler. When the point guard starts a speed dribble towards the middle or when the help defender thinks the time is right, they quickly close out to the basketball with their hands up to prevent the easy lob pass over the top.
The goal of the jump switch is to confuse the point guard into picking the basketball up, rushing a pass that results in a turnover, or into committing a traveling violation.
On the run and jump switch, the main question your players are going to have is some variation of this….
There is no perfect time. Start by encouraging your players to jump switch when the point guard dribbles with their head down towards the middle of the floor.
One of the most important aspects of a full-court press is knowing when to fall back into the half-court defense. After an unsuccessful sideline trap or if the opponent is able to break your press, players must immediately sprint back and protect the paint first and then get into the half-court defense.
If the on-ball defender and a help defender are working hard to set a trap on the sideline, the other players stay ready to get in the passing lanes and get a steal or deflection.
Occasionally the opponent will break your press. Any player that slowly jogs back after the press is broken should be sat on the bench immediately.
To be successful with the run and jump defense, your team needs to rebound the basketball. One of the benefits we talked about at the beginning of the article is that this defense increases the tempo of the game and encourages the opposition to take quick shots.
If they have the opportunity, your players should make contact with their player before pursuing the rebound. Your team can also choose to full-deny on the inbounds pass.
As usual, the closest player to the ring after a score puts immediate pressure on the inbounds pass. If your players are unable to get a steal on the inbounds pass or cause a 5-second violation, they simply establish the normal Run and Jump positioning.
In the main section of this guide, I only talk about trapping on the sideline from behind the offensive player with the first help defender.
This will usually be the second help defender. Welp, a Christmas miracle has come, because there's no need to look anymore!
Earthquake Parkour is Welcome back to another map this time collaborate with a friend XxWFWantedxX, In this map you will have to do parkour and complete some There are 7 levels and NO check points.
There are It's basically a parkour map. It is made in Bangladesh. So it's name 'Banglar Parkour'. It has 5 levels. Super Oscar. Super Küken. Kawaii Jump.
Tower Run Online. Dinoz City. Super Bomb Bugs. Schule für Superheldinnen. Darkmaster And Lightmaiden. Die Dibbles. Feuerwehrmann 2. Geometrical Dash.
Zombie Mission 4. Hüpfender Fusselball. Hero Zero. Bob die Schnecke 2. Spucknick Entfesselt. Bob die Schnecke 4. Nymphiad Läufer.Description. “Jump and run” get inspiration from 12 signs of the zodiac. This game is simple and easy to play. Let’s “jump and run” with your zodiac. You have to pass the slippery stone with moss. Please take care not to be fooled by this slippery stone and don’t jump on “dangerous” stone. That’s all. “Jump and run” is designed very simple with square blocks. YORK COUNTY, S.C. (WBTV) - Four people jumped and ran from a scene after a chase ended with a car going up in flames on a major interstate in South Carolina. The incident happened on I North near mile marker 84 and the Harris Road bridge. Playing free online Jump and Run Games no advertising in game and support all smartphones or tablets, such as iPhone, iPad, Samsung and other Apple and android system. Puzzle Games Arcade Games Jump and Run Games Action Games Brain Games Adventure Games Match 3 Games Games for Girls Shooting Games Racing Games. Welcome to play the Speed Typing Jump and Run game! Learn to use your forefingers properly with this game that you control only with the keys F (move left) J (move right) and T Y (both used to jump up). To shoot, just hit space bar with your thumbs. Please send us feedback below, can you pass the level 3?. Run, jump, and break through obstacles to make it in time. Wave Run. Zoom forward with your hydro-powered jetpack. Jump and jet through dangerous caves. Can you.