Pick-and-roll coverages
How two defenders handle a ball screen. This decides a team’s defensive identity.
All families · 9 terms · 9 full, 0 partial, 0 short
At the level
The big meets the handler at the level of the screen, between drop and hedge.
Why it is run. Meeting the handler at the screen takes away both the pull-up the drop concedes and the corner the hedge risks, and asks the big to be quick for one beat rather than far from the rim for several.
What beats it. The short roll, which gives the screener the pocket pass while the big is still turning; the slip, which goes before the big has arrived at the level.
Blitz
Also: trap, double team
Both defenders trap the handler at the screen, leaving three defenders against four.
Why it is run. Two defenders on the handler take the ball out of the one player’s hands the defense fears most, and hand it to a screener at the free-throw line who, the defense is betting, cannot make the next decision.
What beats it. The short roll, built for exactly this; the pop to a screener who shoots; a handler who splits the trap.
Drop coverage
Also: drop
Against a ball screen the big stays back near the paint while the guard fights over the screen.
Why it is run. Keeping the big back between the ball and the rim takes away the layup and the lob, which are the two best shots a ball screen produces, and asks the big to do only what he does best: guard the rim without moving his feet in space.
What beats it. A handler who makes the mid-range pull-up or the pull-up three the drop leaves; the snake, which walks the drop into the paint; the lob when the big commits early.
Hedge
Also: show, hard hedge
The big jumps out above the screen to stop the handler, then recovers to the roller.
Why it is run. Jumping the big out above the screen stops the handler from turning the corner at all, which against a scorer who must not get downhill is worth the roller it leaves open for a beat.
What beats it. The slip before the show; the short roll into a 4-on-3 while the big is out; the pop when he commits; the Spain back screen on his way home.
Ice
Also: blue, down, push, iced
On a side ball screen the on-ball defender forces the handler toward the sideline and away from the screen, with the big dropped toward the baseline.
Why it is run. Refusing the screen and sending the handler down the sideline turns a two-man action into a one-man drive into a wall, with the whole weak side behind the ball and hard to reach.
What beats it. The step-up screen, set so the way the guard is forcing is the way the screen goes; the pop by the unused screener; a shooter in the ice-side corner, who turns the drive into a kick-out.
Man-to-man
Each defender is responsible for one attacker wherever he goes.
Why it is run. One defender per attacker is the arrangement that guards every shooter and every driver at once, and the ball screen is the one action that makes two of those assignments collide; every coverage is a rule for that collision.
What beats it. Any action that keeps two attackers on one defender longer than the coverage’s rule covers: a late-guarded pick-and-roll, or the mismatch hunted after a switch.
Next
Also: next switch, up-to-touch
A switch called by the big on a ball screen where the guard’s defender stays attached until the big has the handler.
Why it is run. A switch has one weak moment, the trade, and keeping the guard attached until the big has touched the handler removes it; there is no step in which the ball is guarded by nobody.
What beats it. The slip, which gives the big nothing to be level with; the ghost screen, which draws the call and vanishes.
Switch
The two defenders in a screen trade assignments.
Why it is run. Trading men at the screen means nobody is ever beaten, so nothing has to rotate; the screen produces a mismatch and nothing else, and the defense is betting the mismatch is the smaller problem.
What beats it. The mismatch hunted before it is fixed: the early seal by the big, the isolation of the guard against the big, and the slip before the switch is called.
Under
Also: go under
The on-ball defender goes beneath the screen, conceding the pull-up to keep the drive in front.
Why it is run. Going beneath the screen keeps the drive in front of the guard without any help, at the price of the pull-up, and against a handler who will not make that shot the price is nothing.
What beats it. The shot, from any handler who has one; and the re-screen, since a defender under the screen can be screened again on his way back.