MIDDLETON CARDINAL BASKETBALL 9 Shooting Spots
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MIDDLETON CARDINAL BASKETBALL ‘SHOOT THE ROCK’ ‘Around the World’ Competitive Shooting Drills 9 Shooting Spots #1 – Bank Shot (above right block) #6 – Left Elbow #2 – Right Baseline #7 – Left Wing #3 – Right Wing #8 – Left Baseline #4 – Right Elbow #9 – Bank Shot (above left block) #5 – Straight Up • NOTE: numbered spots are angles to the rim and the range is up to the shooter or the coach. The #1 and #9 spots should be emphasized to be ‘above the block and outside the lane’, with only shots off the glass counting. With spots #2 thru #8 the range can be varied, with a key concept being that shooters should get in a range where they are challenged but can make shots! CONCEPTS • Most drills are done with in partners, with one player as the shooter and the other player serving as the rebounder & passer. Working w/o a partner is also appropriate, more so with some drills than others, but particularly when conditioning is an emphasis. • Being a great partner is key! Rebounder-Passers needs to have a goal of getting every rebound before it hits the floor, deliver a great pass with target, touch and timing. • Rebounder-Passer needs to be a great communicate, coach and encourage! • Shooter needs to work on primary fundamentals … quick targeting, quick release, great follow through … while concentrating on the purpose of the drill (conditioning, cutting, shooting off the catch, off screens, gapping against zones, getting quality ‘rhythm’ reps, etc.). • Shooter needs to work on getting in to a great ‘catch & shoot’ position with body down and hands ready. • Players need to have a competitive spirit in working both with and against their partner. Help him to be his best and then beat his best! • Times listed are recommended as they are timing segments which tend to be used most often, however that is a variable that can be adjusted as wanted. • # Of shot attempts, makes, or times ‘Around the World’ can be used instead of time, especially when someone is working out without a partner. • Scoring can vary, but typically it is either 1-point per make, or 2-points for a swish and 1-point for a make. Penalty and bonus points can be factored in as well. TERMS - DEFINITIONS: 1. “Around the World” – going through the 9 spots in order: 1-2-3-4-etc. 2. “Opposites” – going through the 9 spots in alternating fashion to the corresponding opposite spot: 1-9, 2-8, 3-7, 4-6, 5. 3. “Mirrors” – working at opposite spots against your partner during a drill (one partner is shooting from the 8 spot while their partner is shooting from the 2 spot, etc.) 4. “Switch” – switch with partner (who is the rebounder & passer) during the drill based on specific criteria. 5. “Magic” – a certain number of shots need to be made in a row to advance (typically just 2 makes in a row). 6. “Rewind” – make & advance; miss & go back. 7. “Prove It” – receive a 2nd shot to ‘prove’ shot can be made to advance; miss takes shooter back to the start. 8. “Rapid Fire” – moving back & forth between spots. 9. “Go” – move to the next spot make or miss. 10. “Stay” – stay at the same spot make or miss. 11. “Zone” – stay at the same spot for ‘x’ amount of makes. 12. “Streak” – consecutive makes. 13. “Reward” – better shooter is rewarded. 14. Color Coding below: Red – stationary catch & shoot; Green – moving; Yellow – combination. CORE DRILLS 1. “123” • # 5 spot only / 3 ranges. • Scoring: 3 ranges that can vary according to shooter. o Bottom of circle – 30 seconds; each hit is worth 1 point. o Free throw line – 30 seconds; each hit is worth 2 points. o 3 point line – 30 seconds; each hit is worth 3 points. • Total Timing: 90 seconds. 2. “SHOOT & GO” • All 9 spots in alternating fashion: 1-9 / 2-8 / 3-7 / 4-6 / 5. • Shooter starts at #1 spot and moves through all 9 spots. • Shooter moves after each shot regardless of make or miss. • Scoring: 1 point for a make / 2 points for a swish. • Total Timing: 90 seconds. 3. “HIT & GO” • All 9 spots in alternating fashion: 1-9 / 2-8 / 3-7 / 4-6 / 5. • Shooter starts at #1 spot and moves through all 9 spots. • Shooter moves only on a make (“hit”). • Scoring: 1 point for a make / 2 points for a swish. Bonus of +10 for each time making it all the way around the 9 spots. • Total Timing: 90 seconds. 4. “HIT & STAY” • 7 spots in alternating fashion: 2-8 / 3-7 / 4-6 / 5, then begin over. Eliminate 1 & 9 spots. • Shooter stays at the same spot as long as the shot is made or “hit”. • Shooter moves to the next spot on a miss; move in alternating spots fashion. • Scoring: 1 point for a make / 2 points for a swish. • Total Timing: 90 seconds. 5. “RAPID FIRE” • Shooter moves back & forth between spot pairs in a shuffling mode as in zone shooting. • 6 spots (3 pairs of 2 spots): rotate between 2 & 3 spot; 4 & 6 spot; 7 & 8 spot. • Scoring: Inside range – 20 seconds, 1 point per hit; outside range – 20 seconds, 2 points per hit. • Total Timing: 2 minutes. 6. “PROVE IT” • 9 spots: 1-2-3-4-5-6-7-8-9 in order. The shooter moves to the next spot after each make. • Shooter gets 2 chances to make each spot to advance. Passer calls “Prove It” after any first miss. • 2 misses in a row sends shooter back to the start at the opposite side. • Scoring: o Hit +1; Swish +2. o Miss 2 in a row: minus 5 points and go back to the start. Cannot go below 0 points. o Bonus of +10 for each time making it all the way around the 9 spots. • Total Timing: 3 minutes. 7. “MAGIC” • 7 spots: 2-3-4-5-6-7-8 in order. Eliminate 1 & 9 spots. • Must make 2 in a row to move to the next spot. • Scoring: o Total spots knocked out = 1 point. o If you hit all 7 spots you start back the other direction and continue to knock each spot by making 2 in a row. • Total Timing: 90 seconds. 8. “REWIND” • ‘Around the World’ in order • Each time a shot is made advance 1 spot; on a miss go back one spot • +2 / +1/+5 bonus for each time around – 90 sec 9. “ERASER” 60 SECONDS – 9 SPOTS • Shoot in ‘Shoot & Go’ fashion • Alternating Spots make or miss • Keep track of the number of spots made (‘ERASED’) • Repeat ‘Shoot & Go’ pattern focusing only on those spots missed (not ERASED) • Go until all 9 spots are erased and check time left on the clock to determine winner • If all 9 spots are not erased, winner is whoever had most spots erased in 60 seconds 10. CARDINAL “ZONE” • 7 spots: 2-3-4-5-6-7-8 in order. Eliminate 1 & 9 spots. • Scoring: o 1 point per hit. Score total hits. o The Shooter must make 5 shots at each spot to move to the next spot. o If you make all 35 shots start back the other direction until the time is up. • Total Timing: 3 minutes. 11. “STREAK” • Any one spot; usually the #5 spot, but it may vary. • Shooter stays as long as they hit. Switch with partner on a miss; go to the same spot. • Scoring: 2 ways 1. Longest consecutive streak wins. 2. +2 for swish / +1 for make. • Total Timing: 3 minutes. (NOTE: both partners shooting at the same time in this drill). 12. “REWARD ZONE” • Zone concept – 5 or 7 spots • Shooter starts at a spot and then stays for x number of misses; once those misses are hit, then switch with partner: THINK – “Hit & Stay … Triple”. Hit & Stay concept but switch on 3 misses. • Example: o Shooter #1 at 2 spot; 1 point per make – switch after 3 total misses o Shooter #2 goes to that spot with the same scoring & misses o Move to different spots on time (1 minute for example) o Each time a shooter starts again they are at zero misses CORE DRILL VARIATIONS 13. “MAGIC STEP BACK” • ‘Around the World’ in order • Start 1 step in front of rim • Make 2 in row to move back 1 step – 60 sec 14. “MAGIC REWIND” 90 SECONDS – 7 SPOTS • Make 2 in a row to advance • Miss 2 in a row, back 1 spot • Goal is to finish all 7 spots in 90 seconds or less 15. “MAGIC ERASER” 2 MINUTES – 9 SPOTS • Make – take a 2nd shot; advance make or miss after 2nd shot in alternating ‘Shoot & Go’ fashion • Miss – next spot in ‘Shoot & Go’ fashion • After attempting all 9 spots start over by going to the spots where 2 in a row were not made in ‘Shoot & Go’ fashion • Goal – erase all 9 spots by making 2 in a row at each spot in 2 minutes or less 16. CARDINAL “WIZARD” 5 MINUTES – 5 SPOTS Think ‘Zone’, then ‘Magic’, then ‘Rewind’! • Make 5 total to advance from each spot; get through all 5 spots • Make 2 in a row to advance from each spot coming back • Finish by making all 5 spots in ‘Rewind’ fashion) • Can adjust time or # of spots (ie – 5 spots – make 3, then 2 in a row, then rewind) 17. CARDINAL “OUTBACK” • 5 spots in alternating fashion. Start at the 5 spot, go ‘Out’ and shoot at the next spot and come ‘Back’ and shoot at the 5 spot; go ‘Out’ to the next spot and shoot, and come ‘Back to the 5 spot and shoot.