4.8: Special Situations, Defense
Chapter 4: Defense
Lecture 3.12 described the offense’s special situations as the moments when a coach gets to draw a play and know the defense cannot move until the ball does. The BLOB, the SLOB and the after-timeout play are the offense’s best-rehearsed possessions, and this lecture is about the defense’s side of them. It has fewer options than the offense, because the offense chose the moment, and its whole task is to make the rehearsed play into an unrehearsed one.
There are no new terms here, on purpose, for the same reason as in lecture 4.2: every answer is a coverage from earlier in the chapter applied to a situation from Chapter 3. Section 1 is the passer and the count, which is the one advantage the defense has. Section 2 is switching everything, the modern default. Section 3 is zoning the inbound. Section 4 is the after-timeout play, where the problem is different.
1 The passer and the count
The inbounder is the only attacker who cannot move, and the rule gives him five seconds: in the NBA’s words, a thrower-in shall not “fail to release the ball within 5 seconds”, on penalty of “Loss of ball.”1 Both are the defense’s to use. A defender on the inbounder, arms up and active, takes away the angles the play was drawn with: the lob over the top, the bounce pass under a screen, the direct pass to a cutter’s hands. The defense does not need to steal the inbound; it needs to make the inbounder throw his second choice. And the count runs whether the play works or not, so a defense that denies the first two options has made the inbounder choose between a bad pass and a turnover with the clock at four.
On a baseline inbound the passer’s defender has one more decision: whether to guard the passer or to sag off him and help on the cutters. Guarding him costs a defender at the rim. Leaving him gives the offense five options instead of four. Most teams guard him against a team that lobs and leave him against a team that runs its shooter off screens, and the choice is scouted, not improvised.
- Assignment
- One defender on the inbounder, active, taking away the pass the play was drawn for. Everyone else guards the cutters and lets the count work.
- Concedes
- One defender who is not at the rim, and the inbounder himself once the ball is in, since he steps in unguarded.
- Requires
- A defender long enough to bother the passer and disciplined enough not to foul him out of bounds.
- Beaten by
- The BLOB that screens the inbounder’s own defender, so the inbounder steps in for the shot; and the play that uses the passer’s defender’s help as its trigger.
2 Switch everything
An inbound play is a set of screens run in a small space with a stopped defense, and the coverage that makes a screen a non-event is the switch. Most defenses at every level switch every screen on a baseline inbound: the two defenders in each screen trade, nobody chases, and the cutter who comes off a screen finds a defender already where he is going. The mismatches a switch creates are a smaller problem here than anywhere else on the floor, because the possession is a few seconds old and the offense has drawn up a play, not a post-up.
Switching is also the answer to the box set and the stack set of lecture 3.12, which exist to make screens collide in a small space. Against a switching defense the collision produces nothing, and the offense’s counter is the slip: a screener who never sets the screen and cuts before the switch has been called, which is the same counter that beat the switch in lecture 4.5.
- Assignment
- Switch every screen on the inbound. Trade men as the screen is set; nobody chases a cutter around anything.
- Concedes
- Whatever mismatch the screens leave, for a possession the offense did not draw up to hunt one.
- Requires
- Five defenders who call the switch early and take the nearest man without looking for their own.
- Beaten by
- The slip before the switch is made; the BLOB whose second screen is set on the defender who just switched; and the lob to a big who has been switched onto by a guard at the rim.
3 Zone the inbound
The other answer is not to guard the cutters at all. A defense that zones the baseline inbound forms a small zone under the basket, one defender in front of the rim, two flanking him at the edge of the lane, two at the elbows, and guards the spots the play’s cuts are going to rather than the players making them (Figure 1). A BLOB is drawn against man-to-man: its screens are set to free a specific cutter from a specific defender. Against a zone, the cutter comes off his screen free and arrives at a spot that already has a defender standing on it, and the play has produced an open man in a place the defense was guarding anyway.
The zone concedes what every zone concedes, the outside shot: a shooter who steps out to the arc off the inbound is guarded by the elbow defender closing out, not by a man on his hip. Teams zone the inbound against opponents who lob and cut to the rim, and switch against opponents who run shooters to the corners.
- Assignment
- Form a small zone under the basket: rim, two at the edge of the lane, two at the elbows. Guard the spots the cuts go to; ignore the screens.
- Concedes
- The perimeter shot off the inbound, and the inbounder stepping in to the arc.
- Requires
- Five players who hold their spots while cutters run past them, which is harder than it sounds.
- Beaten by
- The BLOB drawn for a zone: a shooter to the corner, the inbounder stepping in to the arc, and the skip pass after the inbound to the side the small zone is not.
4 The after-timeout play
The after-timeout play is a different problem, because the ball is usually inbounded from the sideline or already live, and the offense has had a full timeout to draw something the defense has not seen. There is no count to lean on beyond the usual one and no small space to zone. What the defense has is the same timeout, and the coaching answer is to use it to decide two things: which coverage the team will play on the first ball screen, and which player it will not let touch the ball.
The second decision is the one that changes the possession. A defense coming out of a timeout will often deny the star the inbound pass entirely, face-guarding him, and let the play be run by whoever is left, on the theory that a set play run by the second option is a worse play than a scramble run by the first. Everything else is the half court of lectures 4.3 to 4.5 with one difference: the defense has agreed in advance what it will do, so the first screen gets the called coverage and not a guess.
- Assignment
- Out of the timeout, deny the star the first touch, call the coverage for the first screen before the ball is live, and play the half court from there.
- Concedes
- The second option’s play, run against a set defense.
- Requires
- A coach who uses the timeout to decide rather than to draw, and a defender who can deny one man the ball for five seconds.
- Beaten by
- The ATO drawn for the star to set the screen rather than receive the pass, since a face-guarded player can still screen; and the SLOB that enters to the star on a cut the denier cannot follow.
The idea to carry into lecture 4.9 is that every situation in this lecture was decided by a clock the offense controlled: five seconds to inbound, a timeout to draw. The last lecture of the chapter is about the clock the defense can use against the offense, at the end of a quarter and at the end of a game.
Footnotes
NBA Official, “RULE NO. 10: Violations and Penalties”, https://official.nba.com/rule-no-10-violations-and-penalties/, retrieved 2026-09-21. Section III, Thrower-in, verbatim: “A thrower-in shall not (1) carry the ball onto the court; (2) fail to release the ball within 5 seconds;” and “PENALTY: Loss of ball. The ball is awarded to the opposing team at the original spot of the throw-in.” Saved as
nba-rule-10-violationsin the source registry. The count is the NBA’s; the other leagues’ rulebooks are the subject of the Rules pages and are not quoted here.↩︎