MIDDLETON CARDINAL BASKETBALL 9 Shooting Spots

MIDDLETON CARDINAL BASKETBALL 9 Shooting Spots

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.

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    10 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us