What I ve Gained From Clinics Tell Your Players 1. Bad help gets bigs in foul trouble do your players know this? 2. Do your players know how to get on the floor and stay on? 3. Self worth is not points, minutes, role it s what you bring everyday 4. Game is 100% mental and 100% physical 5. Can t just know that you will win have to know how. 6. Great teams have great teammates. LHSBCA Clinic July 23, 2013 Mark Cascio, Catholic High School Game Management 1. Preparation can never be in doubt even if it s the wrong plan 2. Less talent = scouting more important steal 3 games on your schedule. 3. Know your post game speech before the game 4. 8 second rule 5. Set ball screens early so you know how they will guard it or adjust to it 6. Last 5 possessions of 1 st half and first 5 possessions o 2 nd half are most important plan? 7. Run through the game beforehand in your head take the thinking out on the bench share with assistants Miscellaneous 1. Sunday Roster Needs 2. Think about your team every day - theme for the week (motivation) 3. Players should enjoy learning, lifelong learner life lesson, 4. Build an army or supporters - a lot easier to make enemies than friends who is working for you when you aren t there. 5. Let mad go it doesn t bother players as much as it does you. 6. Read as much as you can during the season. 7. Traditions in your program (slap floor, 5AM practice, player notebooks, rebounding bubble, etc) 8. Stop drills to tell them they are doing it right. 9. Communication corrects mistakes before they happen, engages, makes corrections easier visual and verbal 10. Prepare like you lost your last game handle success. 11. Don t destroy confidence I would rather an over confident team than a team than doesn t think they can win. 12. There s at least 1 opportunity in every game to take control, be ready tell your team this regularly. 13. Shooting drills should end with stop the break, defense should end with outlet/transition 14. 1 reason to shoot to make. Not because you haven t shot in a while. 15. Finish drills or dummy motion with extra pass. 16. Treat passes like shots same concentration 17. Have play for man and zone especially late clock or out of timeout 18. Change sides of the floor before crossing v. hc trap Practice 1. Do drills 2 days in a row in preseason 2. If Coach is most more excited than team on charge or loose ball recovery everyone runs/pushups (help teammate up, thank passer, etc). 3. During practice label one or two players with four fouls and have them wear pennies. If they pick up their 5th foul make them do push-ups. 4. Press break with a flat ball in practice (allows for 1 or 2 dribbles) 5. One-handed passes = turnover 6. Rim reducers in practice concentrate on layups more rebounds 7. Have a emphasis of the day 8. Better to shoot pressure FTs rather than volume during practice get volume before or after 9. Turnover Cards. 10. Keep score throughout practice to make special situations competitive 11. Validate with FT or execution 12. Walk it up scrimmage (let players call sets)
Competitive or Carry Over Drills 1. Shell drill on steroids (Defense) Drill for specific actions or for more of a perfect possession feel Only score on offense but need a stop to go on offense White Off If offense scores they stay *Can apply same to offense 2. Shell drill on steroids (Offense) 5/0, 5/5, White Off Can go for time or restriction (passes, score of specific action, run specific action certain amount of times) Whistle blows on any breakdown by the offense and new offense comes on. 3. Cut Throat 4/4 (hc) Defensive drill You are scoring stops - First team to get X amount of points (stops) wins If you get a stop, you stay on defense If you score you go to defense team off goes to offense Offense rebound = minus 1 2 Fouls = your off Can reward charges, don t have to count one handed rebounds White behind at halfcourt Cones and Coach/Rebounder under the basket 4. Perfection Drill Set amount of time on clock (1:00) Defense must get a stop or series of stop for the allotted amount of time Made basket or foul = new defense Stop with time left = new offense Can be broken up like a game must have coach on the clock and keeping track 5. Continuous 4/4 gets you into your press, handle press on offense and work against set def 4/4 Offense scores they press until hc Defense to offense inbounds v. press Third team in hc defense 6. Dry Run to live (the LIVE is most important) 3/3 or 4/4 down screens, front cutter, speed cut off post feed, dho, ball screens, up screens, back screens Can keep score if offense scores of the dry run action while live add double the points
7. Three and Out great for early in season doesn t have to be perfect just battle Must get 3 stops in a row to get out the hole White Off Black scores, they stay Orange gets a stop white on offense, black off White scores, they stay orange back up to 3 8. Stop and Score - main idea to communicate is that each possession either finishes in a STOP or a SCORE. Best introduced as a 3-on-3 situation. As the sequence of a STOP-SCORE- STOP is repeated and as the season progresses making it a 4-on-4 and ultimately a 5-on-5-on-5 situation- maximize the time and create the most game like scenario. Divide into two 3-on-3 colored teams. It is each team s goal to complete a 2 or 3 possession sequence of a STOP-SCORE-STOP. SCORE is anytime the offensive team scores a basket or draws a foul. When a team comes up with a STOP they then must follow that with a SCORE to keep their sequence going. If that team completes the next possession with a defensive STOP they EARN a point. We will either play this drill to a certain number of points, for a set amount of time, or in the full court first team to complete 1 sequence wins. 9. Opposite Day Great for shot selection can be hc (3/3 or 4/4) or fc (5/5) FT = 3 pts 3 points = 1 pt 2 stay the same 10. 5/5 Recognition Can be used for transition (add secondary), 10 sec shot (great for shot selection late clock), MAN/ZONE 5/5 Three Teams White Off and at Halfcourt
Carryover Drills Shell on Steriods (Defense) - Whistle blows on any breakdown by the defense and new defense comes on. First team to gets 2 stops wins If offense scores they go to defense Cuthroat 4/4 - Team with most stops wins (set time or play to certain amount of stops) If you get a stop, you stay on defense If you score you go to defense team off goes to offense Offense rebound = minus 1 2 Fouls = your off
Continous 4/4 great for getting into press on defense, and handling press on offense If you get a stop, you stay on defense If you score you go to defense team off goes to offense Offense rebound = minus 1 2 Fouls = your off Perfection Drill Guard perfect for set amount of time Three Teams 4 / 4 or 5 / 5 Clock only runs when on defense
Dry Run to live (down screens, front cutter, speed cut, dho, ball screens, up screens, back screens) 3/3 or 4/4 Keep score (if offense scores from live off dictated action double the points) Three and Out - Must get 3 stops in a row to get out the hole 4/4 Three teams Stop and Score - communicates that each possession either finishes in a STOP or a SCORE. Introduce as 3 on 3, build to 4/4 and 5/5 3/3, 4/4 play to certain number of points (completed seq) Can do tournament style 5/5 first team to complete 1 sequence
Opposite Day great for shot selection FT = 3 pts 3 pointers = 1 pt 2 stay the same 5/5 Recognition s Three Teams White off and at half court
Practice 1 st practice to Jamboree is most critical time in season should have entire defensive system in, rest of season is fine tuning / specific preparation We always work on all phases: offense, defense, and communication Fundamentals/development I spend the most time planning this section - repetition over a long period of time - Do you want to go into playoffs with better plays or better players? Players run first part of practice (each drill has name) Coaches find guys doing things right Say name of each player in first 15 minutes of practice Coach isn t the bad guy Practice Planning 1. Efficient 2. Up-Tempo 3. Carry over Efficient Practice is planned according to number of players, balls, baskets and coaches. Maximize repetition, minimize standing around / talking Have multiple drills for the same skill Spend time thinking about how to rotate in drills Up-Tempo Installation Period doesn t take tempo out Stretch / Warm up sets the tone everyone talks, stay together as a group captains lead In and out of drills as quickly as possible sense of urgency, comfortable being uncomfortable Bad practice = bad plan Skill Team v. Drill Team (carry over) Execution wins games not systems (makes carry over the most important aspect of practice coaching along with hard work, intensity, skills) I LOVE breakdown drills but breakdown drills teach and build technique not made for carryover. everybody blockouts out in blockout drills everybody closes out with high hands in closeout drills everybody sets solid screens in screening drills Are you coaching these things with the same attention to detail when you are live? Primary emphasis v. secondary emphasis (use of assistants) get what you tolerate
Practice Drills Video Everyone with a ball 2 ball dribble The basic sequence consists of six different parts in a stationary mode, and also while moving with the basketball. Key Points: Eyes on the opposite net à See the entire floor. Be ball-quick à Pound the basketballs Sit into an athletic stance à Be low and wide, not narrow and hunched over. Stationary Moves: Low Rhythm The player is sitting into an athletic stance, looking straight ahead (at the opposite net), and is dribbling both basketballs as quickly as possible no higher than knee level at the same time (in rhythm). Low Non-Rhythm Same as Low Rhythm, but now as the player dribbles the two basketballs no higher than knee level, he / she must alternate the two basketballs (one basketball should be at knee level while the other is hitting the floor). High Rhythm Player stays seated, but now brings the basketballs to shoulder-height at the same time. The basketballs should be in front of the player, not out to the sides, and should go at least to the top of the shoulders, if not higher. High Non-Rhythm Same as High Rhythm but now the basketballs alternate (as one is at the shoulder, the other should be near the floor). One High, One Low Player must stay sitting into an athletic stance, and dribble one basketball as high as possible, and the other as low as possible to the ground. The player must work to pound both basketballs as quickly as possible (Be ball quick). Switch One High, One Low Same as above, but now the player switches which basketball is high, and which is low. Moving with the Basketball: The player will walk out to half court (slowly) and must make the six above changes all before getting to half court. This is not a race! We want the player to get many repetitions of each of the six changes by the time he / she gets to half court. When the player gets to half court, he then turns around and on the way back, must make at least 3-4 ball changes (a ball change usually involves switching the basketballs with hands ie: a crossover with the two basketballs, using a crossover with one basketball while moving the other behind the back). Dribble Juggle player will use weak hand to dribble a basketball, while at the same time using the other hand to juggle a tennis ball Player must keep eye contact on the tennis ball and learn how to feel the basketball. Be ball quick: Pound the basketball and keep the ball low player must sit into their stance. Eyes up, see the tennis ball. If you drop the tennis ball, you are not allowed to pick up the basketball to run to the tennis ball - must keep dribble alive Partner Up Stay in your stance Both players dribble with weak hand Move in circle while throwing tennis balls back and forth with partner 2 ball passing chest pass right / left bounce pass right / left
between the legs right / left 2 lanes 2 balls yard outside than the lane pass with inside hand run instead of sliding one line bounce pass, other line chest pass finish with quick stop Ball and a Partner Fundamental passing Series stances and communication sweep & swing more weight on pivot foot fake a pass to make a pass meet pass with two hands / two feet step throughs improve angle pressure relief V cut passing Wait for ball to see the cut Take your guy away cut to the ball (shorten the pass) back to passer communication hand eye coordination bad pass drill catch bad pass with two hands / feet save us one turnover a game if thrown a bad pass, forget everything else just catch it skips and shot fakes (not on video) over head pass lead with hips and elbows move so you can catch into a rhythm shot shot fake ball to forehead, butt down slow it down Groups of 3 - One Ball Keep away 3-4 per group have to wait on ball pressure can t throw over no dribbles deflected or bad pass your in middle 3/0 Weave w/ rebounder sprint to help escape paint for rebound shots off glass can emphasize offense rebounder attacking glass 3 man passing (tight/wide) 3 lines in the lane (primary handlers, wings, posts)
Four Balls 4 square passing (add closeouts) communication loud to set tone step through on pass meet pass 2 hands two feet add closeouts balance on drives quick stop / stride stop hit crackback attack closeout straight line drives 4 corner passing 4 lines one at both elbows and blocks ball in the front of each line all pass to right (to 2 nd guy in line), follow pass get it back give it back up Should be jump stopping Two Balls Euro Passing Communication and urgency sets the tone Comfortable being uncomfortable Pass to right and run to the person opposite of you No bobbles or one-handed catches Can change direction and which pass is made 3 Lanes 2 balls middle lane passes and looks away outside lanes dribble with inside hand when not passing to middle best finisher gets layup (get low bounce pass) catch with two hands, no dribble glass or dunk middle line pops back to get a 3 after bounce pass One Ball Long and Short Lines under basket and both FT line extended Middle line rim runner ball out the net Short line is outlet long line runs wing (vice versa on trip back) 3 lanes 1 ball stay in lanes pass ball back until motion area finish with offensive action extra ball for second cutter