SLOB Box: Low Clock Catch or Lob
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SLOB Box: Low Clock Catch or Lob
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SLOB Box: Low Clock Catch or Lob
Under 2 seconds:
catch and shoot
or lob
1
2
3
4
5
X1
X2
X3
X4
X5
The sideline box with 1.8 seconds on the clock, 3 inbounding. Why one play covers two situations: the inbounder reads the clock before the defense, and the play puts a catch-and-shoot and a lob in front of him at once.
On the handoff, 1 and 5 step out and set a double screen on X2's path along the baseline. Why the double: the shooter's route goes under two bodies, and one screen on a short clock is one count too few.
2 cuts under the double screen to the ball-side corner for the catch-and-shoot look, and 4 steps up to the weak elbow. The read is the clock: with 1.8 seconds, the corner catch is a shot. Why the corner: it is the shortest pass from the sideline and the catch faces the rim.
3 inbounds to 2 in the corner and 2 shoots on the catch with X2 still coming under the screens. Score. Why the shot is on the catch: Coach's Clipboard's rule for every last-second play is that whoever catches must shoot, because there is no time for a dribble or a pass.
2 shoots. Score. Why the play has a second shooter and a lob built in: the corner is covered on the next trip, and the clock may be shorter.
Next trip, the adjustment, with 0.6 seconds: the defense has seen the corner cut and jumps to the shooters on the handoff, X2 sitting in the corner and X1 at the top. Reset to the box, 3 inbounding. Why the defense does this: it is guarding the two catch-and-shoot spots it saw, and a catch and shoot is all it thinks half a second allows.
2 cuts to the corner and 1 cuts to the top exactly as before, and both defenders are already waiting. The read for the counter: the clock says lob, and the two defenders on the shooters have left the lane. Why the cuts still go: they are the decoys, and a decoy that stops is a decoy that fails.
The counter: 4 steps to the elbow and back-screens X5, and 5 curls around the screen to the rim as the lob target. Why the back screen: Costa's one-second play puts the post's defender behind a screen he cannot see while the defense is watching the corner.
5 curls around 4's screen to the front of the rim and 3 throws the lob high to the rim side. Why the lob is thrown before 5 arrives: with 0.6 seconds the ball has to be in the air when the catch happens, and the cutter times his jump to the pass.
The lob is in the air and 5 goes up to meet it at the rim. Why Casey's rule: with half a second there is no catch and shoot, and the only shot that beats the horn is the one caught above the rim.
5 catches and finishes at the rim. Score. Why the two looks are one play: the clock picks the target, and the defense that guards the first look is the defense the second look punishes.
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