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MIDDLETON CARDINAL ‘SHOOT THE ROCK’

‘Around the World’ Competitive Shooting Drills

9 Shooting Spots

#1 – Bank Shot (above right ) #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 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 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- per make, or 2-points for a swish and 1-point for a make. Penalty and 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 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 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. Continue through all 5 spots and repeat. o 5-2-5-8 / 5-3-5-7. Repeat. • Start at #5 spot; shoot and move to the 2 spot for your next shot. • Back to the #5 spot and shoot; then move to the 8 spot for your next shot. • Continue in this fashion – 2 spot, 5 spot, 8 spot, 5 spot, 3 spot, 5 spot, 7 spot. Repeat until time expires. • Scoring: 1 point per hit; 2 points per swish. • Total Timing: 90 seconds.

18. “3-PEAT” • Outback’, only go w/ 5 spots (2-5-8) • Working on shooting the catch & shoot 3 point shot, inside pivot footwork, and shooting a 2nd 3 pointer after a miss from straight up (offensive rebound kick out). • Scoring: +2 for a swish / +1 for a make. • Total Timing: 60 seconds.

19. CARDINAL “STEP BACK REWIND” 60 SECONDS - #5 Spot Only • Start 1 step from rim • Make – take 1 step back • Miss – take 1 step forward • Winner is furthest from basket after 60 sec

20. “RAPID FIRE INSIDE-OUTSIDE” • 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.

21. “RAPID FIRE X – INSIDE-OUTSIDE” • 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. • Similar to Inside-Outside, however in ‘X’ the shooter goes inside shot first, then outside at the next spot, steps up to inside, then x’s out back to the first spot but going outside. Repeat by stepping in and then ‘x-ing’ out. • Scoring: Inside range – 20 seconds, 1 point per hit; outside range – 20 seconds, 2 points per hit. • Total Timing: 2 minutes.

22. ‘CATCH-50’ • Start out 0/3 (youth) or 0/5 (high school)! 2 minutes on the clock in ‘Hit & Stay’ fashion (go Around the World instead of Opposite spots). • Goal is to ‘Catch’ 50% or better as quickly as you can. Quickest to 50% or best percentage after 2 minutes wins.

23. CARDINAL “SHOCKER” 3 MINUTES – 5 SPOTS • Must make 6 total as a group before advancing to next spot • Make – back in line; Miss – half court and back in line • Most makes as a team in 3 minutes is winner

24. “21” 60 SECONDS • Shooter starts in corner w/ ‘11’ points. +2 on make, -2 on miss. • Goal is to get to 21 w/o going ‘bust’ (zero) before time expires. • If there is a make, +2 and go to the block and then out the wing and repeat. • Any miss is -2 and run through to opposite baseline. Good for footwork, timing, hand targets, verbal calls. Tough challenge!

EXTREME MOVEMENT DRILLS 24. CARDINAL “321” • 7 spots in alternating fashion: 2-8 / 3-7 / 4-6 / 5. Eliminate 1 & 9 spots. • Start at the #2 or #8 spot. Take a 3 point shot worth 3 points, then a shot fake w/ one dribble worth 2 points, then a sweep & go worth 1 point. Run through to the alternating spot and then repeat the 3-2-1 sequence. • Same sequencing from the #3 & #7 spots, then the #4 & #6 spots, and finally the #5 spot. • If there is time left continue by starting over at the #2 spot or the # 8 spot until 90 seconds is up. • Scoring: o 3 points for every 3 point shot made. o 2 points for every shot fake jumper made. o 1 point for every layup made. • Total Timing: 2 minutes.

25. CARDINAL “OLYMPIAN” • 7 spots in alternating fashion: 2-8 / 3-7 / 4-6 / 5. Eliminate 1 & 9 spots. • Make the perimeter shot and the finish at the rim from each of the 7 spots. • Shoot until the perimeter shot is made. Once that is made the shooter must sweep & go for a layup to complete that spot. If the layup is missed the perimeter shot must be made again from that spot. Make both to advance to the alternating spot. • If all 7 spots are knocked out, start back the other direction until the time is up. • Scoring: 1 point for each spot knocked out. Shooter goes in alternating fashion, finishing at #5. • Total Timing: 2 minutes.

26. CARDINAL “FIGURE 8 (LOOP)” • Place 4 cones at the 2-3-7-8 spots • Shooter starts in the lane. • Run baseline side of the cone at #2 spot and get feet turned and facing target as you step in to shot. • Run through to the baseline side of the 8 spot cone, catch & shoot. • Finish w/ baseline side of 3 spot then 7 spot cones. Repeat sequence by going timeline side of the 4 cones. • Scoring: 1 point per hit; 2 points per swish

27. “SUPERMAN” • Place 4 cones as in ‘Figure 8’ drill. • Same action and sequencing only spring to mid-lane and then turn and back peddle out to and around cone, then 1-2 step in to shot. • Scoring: +2 for a swish / +1 for a make. • Total Timing: 60 seconds.

28. “PUNCH OUT” • Place 3 cones just inside the arc at the 2 ½ , 3, and 3 ½ spots on one side and at the 6 ½ , 7, and 7 ½ spots on the other side. • Start at the 2 spot and back peddle outside the arc and sprint forward between the first 2 cones. Catch & shoot. (Note – can work shot fake and sweep & go as well). • Repeat in to the next gap and finish outside the top cone. • Sprint through to the 8 spot and repeat on the other side. • Scoring: +2 for a swish / +1 for a make. • Total Timing: 60 seconds.

29. CARDINAL “TRI-FECTA” • 3 point shot at 5 spot worth 3 points • Shot fake & 1 dribble to 4 spot worth 2 points • Sweep & go layup right worth 1 point • Repeat with 3 point shot from the 5 spot / shot fake to the 6 spot / layup to the left • Total Timing: 90 seconds.

30. CARDINAL “PING PONG” • Start at lane line with a jumper (either side) • Sprint to sideline, then to opposite elbow for catch & shoot jump shot. Note: run the arc at the top of the key in to your elbow jumper. • Repeat by sprinting to the near sideline / then opposite elbow for jump shot • Continue that pattern; +2 / +1 • Total Timing: 60-75 seconds

31. CARDINAL “BLOOD, SWEAT, & TEARS” (Baseline-Sideline-Timeline) • Start at top of the key (5 spot) • Sprint to baseline corner and back to 5 spot for jumper; +2 for swish / +1 for make (proper range) • Sprint to sideline and back to 5 spot; +2 / +1 • Sprint to timeline and back to 5 spot for jumper; +2 / +1 • Repeat other side • Total Timing: 60 seconds

32. CARDINAL “KNOCK OUT” 60 SECONDS • Start in center jump circle • Sprint to top of the key and cut to elbow for catch & shoot jumper worth 2 points • If shot is made, sprint back to circle, then to the top of the key, and cut to other elbow for jumper worth 2 points • If shot is missed, get your own rebound and make the layup worth 1 point, then repeat sequence to the same elbow • Total Timing: 60 seconds

33. CARDINAL “W” • Start at 2 spot (or 8 spot) • Back peddle to timeline, then run in to transition jumper at 3 spot • Back peddle to timeline, then run in to transition jumper at 4 spot • Back peddle to timeline, then run in to transition jumper at 6 spot • Back peddle to timeline, then run in to transition jumper at 7 spot • Scoring: 1 point per hit; 2 points per swish

QUICK RELEASE & ONE PIECE MOTION DRILLS

34. “SPLITS / DOUBLE SPLITS”

35. STEVE NASH “PIN”

36. “KICKBACK”

37. “KICKBACK-PUSHUP”

38. “SLAM”

39. STEPH CURRY “BOUNCE / DOUBLE BOUNCE”

40. KYLE KORVER “ROCKERS”

TIMING/RHYTHM DRILLS/CONCEPTS: 1. Ball Lifts - Key is to maintain the same timing regardless of where the shot begins! a. Shooting motion from beginning to Lift Point i. Start below knees ii. Start above knees iii. Start at hip/waist iv. Start at chest 2. Dribble one – Right; Left a. Ball remains low off the dribble pick up; ‘Pound-Freeze-Lift’! 3. Lift one – Jump one a. Timing should feel the same! 4. AT BASKET: Lift one – Shoot one a. Timing should feel the same!

FOOTWORK DRILLS/CONCEPTS: 1. 1-2 Step In – 2 minutes a. Start w/ square stance b. Partner passes low (underhand toss) c. Keep the ball low and step in 1-2 i. Left-Right ii. Right-Left d. 10 reps, then switch w/ partner … be quick! 2. Foot Replacement (‘Bunny Hop’) – 2 minutes a. Feet hit the floor together when the ball hits hands … “Feet w/ the ball”; when the ball hits the feet touch b. 10 reps, then switch w/ partner … be quick!

SHOOTING PRINCIPLES

‘Keep it Simple, Efficient and Repeatable!’

5 PRIMARY PRINCIPLES THAT ALL GREAT SHOOTERS HAVE

1. Eyes Quick to the Rim while Keeping the Ball DOWN! 2. Timing Sync! Body is extended and shooter is up on their toes when the ball is ready to start the release! (LIFT POINT: where lift turns in to push). 3. Quick Release! Quick & repeatable path up & through in a one-piece motion! 4. Continuous Motion! Once the shot begins there is not stop or interruption of flow until the follow through. 5. Finish High! Elbow above the eyebrow & follow through! (“Wave Goodbye” / “Fingers to the Rim” / “Hand in the Cookie Jar”). What’s comfortable and repeatable for you?

KEY SECONDARY FUNDAMENTALS:

1. GRIP: Ball ‘framed’ with relatively wide thumb and little finger (GENERALLY); fingers comfortably spread. Palm should feel comfortable and natural (don’t need a ‘space’!). Hands GENERALLY on top and on the side of the ball, but comfortable. 2. MOTION: DOESN’T STOP! SLIGHT & QUICK down & up motion to get you started! Quick & Short ‘dip’ is OK (Curry’s is about 2-3”)! Many are taught to eliminate the dip, however most great shooters have it, but it’s very quick. Don’t worry about your release point as it will become higher as you mature and get stronger. We want a one-piece motion, shooting the ball on the way up. STEPH CURRY – shoots the ball on the way up … .06 seconds before the top of his jump! 3. FOOTWORK: Be in Balance! Proper for the moment! Be able to shoot with a variety of foot placements.

Two key concepts to lock in:

1. EYES & SHOULDER/ELBOW QUICK TO THE RIM – getting your elbow pointed to the rim as a major focus will help you in getting your feet in to proper position without thinking about it. Getting your eyes quickly to the rim is an important as it will help to trigger your shot. * If you can do that your shot will get quicker and your feet will follow in balance.

INSTRUCTIONAL CUE: * “GET YOUR ELBOW & SHOULDER TO THE TARGET”!

2. PERFECT RELEASE – You can’t always get your feet set perfectly or always be in great balance, but you can always release the ball and follow through the same way every time. Keep your “eyes on the prize” (rim), finish with your elbow high (above eyes), and wave goodbye to the ball. General rule: you should be able to touch your nose to your arm! * If you can do that your arc will get better and you will shoot it straighter .

INSTRUCTIONAL CUE: * “ELBOW ABOVE EYES; WAVE GOODBYE”! QUESTION: What do you look at? • Front Rim? Back Rim? Center space between front & back rim? Full Rim? o ALL are correct! Get a target you can quickly focus on.