Run and Jump Press Break: Clear Out and Split
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Run and Jump Press Break: Clear Out and Split
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Run and Jump Press Break: Clear Out and Split
1
2
3
4
5
X1
X2
X3
X4
X5
Against the run and jump, 1 v-cuts to the ball-side elbow because the inbound must be quick and clean; 2, 3 and 5 are already spaced so their defenders have to choose between helping and staying home.
4 inbounds to 1 and the read begins now: 1 jab-steps and keeps the ball in the middle, because a sideline dribble is the invitation the jumper waits for and the middle gives him three ways out.
Clear out: 2 and 5 sprint to the frontcourt and take their defenders with them, 4 curls behind the ball as the trailer, and 1 dribbles the middle under control with crossover and hesitation moves, so the jumper can't time him.
X3 leaves 3 and jumps the dribbler; 1 reads it early because his chin is on his shoulder, keeps the dribble alive, and retreat-dribbles two steps with his shoulders turned so the ball is behind him and out of reach.
1 hits 3, the man the jumper left, in stride before X1 can finish the switch, because the press is a hard switch and the window is exactly the length of X1's sprint.
3 catches and attacks up the sideline; the press rotates well, X1 chasing and X5 stepping up for a sideline trap at half court, which is the read for the next pass, because two defenders on the ball means someone is free.
Counter: any time two come to the ball, the reversal goes back to 4 the trailer, because that trap creates four on three ahead of the ball and the trailer is the one man the press forgot.
Counter continued: 4 attacks across half court four on three; X2 has to leave 2 to stop the ball, which is why 2 is open on the weak side and slides toward the paint.
4 passes to 2 on the weak side, because the first completed pass past the ball against a rotating press is a numbers advantage at the rim.
2 drives to the rim; X5 is still at half court and X3 is behind the play, so nobody rotates because nobody is there, which is why the break attacks instead of pulling it out.
2 finishes the layup; the jump gave up the switch window, and the switch window gave up the layup, which is why the break never slows down.
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