Useful Tips

Self-Management Technique Basketball Basket

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Blocking - contact of a player who interferes with or prevents the advancement of an opponent who does not own the ball.

Hooking - throwing the ball with one hand above the head in a circular motion of the hand.

Fast Break - Fast Attack. Fast forward of attackers to the opponent’s basket in the hope of creating a numerical superiority and throwing the ball into the basket.

Dribbling - advancement with the ball, successively hitting it on the floor with the right or left hand. The player can move in any direction or stand still, continuing to hit the ball on the floor. The act of reference must be continuous. If a player stops dribbling and catches the ball, he cannot resume dribbling, but must either throw into the basket or pass the ball to a partner.

Double dribble - resume dribbling after the player has stopped and picked up the ball. This is a mistake defined as double maintenance.

Dribbler (from the English. Dribbler) - the player leading the ball.

Dribbling (from English dribbling) - see “Dribbling”.

A live ball is a situation in which a referee is ready to play a disputed shot, is ready to pass the ball to the player taking the free-throw, or when the ball is with the player who will throw it into the game from outside the court.

Barrier - an action allowed by the rules, in which the player, avoiding collisions, prevents the enemy from reaching the desired position.

Defender - the term has two meanings: firstly, the player of the defending team is the defender, and secondly, the defenders are called low point players of the back line of attack.

Zone defense - protection in which players guard the free-throw area under their basket. Each player is attached to a certain zone and counteracts any opponent player in it. The arrangement of players in the zones determines the options for zone protection: 2–1–2, 3–2, 2–3, 1–3–1, etc.

Game tricks are the main skills, the possession of which allows you to actively participate in the game. In basketball, they include passing, catching, dribbling, throwing the ball, passing, fighting for the ball on the backboard and guardianship of the opponent.

Front lines - lines behind shields that limit the length of the site. After taking the basket, the defending team puts the ball into the game because of the front line.

Personal defense - protection in which each player of the defending team takes care of a specific player of the opponent.

“Dead" ball - the ball that has left the game. The ball is considered “dead” immediately after it is thrown into the basket, and before it is put into play by the opponent, with a controversial ball, after the appointment of a personal comment, after any signal from the referee in the field, after a siren announcing end of the game, half the game or extra time.

Multiple foul - a foul committed at about the same time by two or more players of the same team in relation to one of the opponents.

Forward - the term has two meanings: firstly, the team player who owns the ball is an attacker, and secondly, forwards are usually called tall players who play offensively at the edges of the court.

“Continuity” is a combination in which players from an arrangement with overload on one side of the court move to a set with overload on the other side of the court, that is, to their original positions to continue the attack.

Free throw area - is a trapezoid with a semicircle on top. The base of the trapezoid is a six-meter length of the front line under the basket, and the top is a free-throw line of 3 m 60 cm. The height of the trapezoid is 5 m 80 cm. A circle is drawn in the upper part of the trapeze, the diameter of which is the free-throw line.

Mutual foul - a foul committed at about the same time by two players of opposing teams in relation to each other.

The first gear is the gear after successful possession of the ball in defense during a rebound from the shield. A fast and accurate first gear determines the success of an attack with a fast breakout.

Overload - the arrangement of players in an attack, in which four attackers are shifted to one side of the court.

Passing by hook - passing the ball with one hand above the head in a circular motion of the hand.

Switching is a defensive maneuver in which two defenders change their wards. A situation requiring switching occurs when the screen is blocked, when one of the defenders, upon encountering the screen, can no longer follow his ward.

Personal foul - see Foul.

Adjustable defense - defense that automatically adjusts to changing the enemy’s attack systems. Combines the strengths of personal and mixed defense systems.

A positional attack is an attack, in contrast to a quick breakthrough, carried out from a certain arrangement of players in the front zone against an organized defense of the enemy.

Pressure (from the English. Pressing), - a dense, active defense in order to force attackers to hasty actions, leading to errors. Often used by a team losing in the last minutes of the game.

Jogging means running with the ball. Starting the dribble, the player has no right to tear off the axial leg from the floor until he releases the ball from his hands. Having received the ball in motion, the player has no right to take more than two steps with the ball in his hands. Violation of the rules in either case is defined as a run, and the ball is passed to the opponent.

Slippage is a defensive maneuver in case of a screen, in which the player, who takes care of the attacker, puts the screen, steps back, allowing the partner to “slip” behind his ward.

5 seconds - the time provided for a player to throw the ball into the game and penetrate a technical or free throw. See also “Disputed ball”.

Free ball - the ball in the game, but none of the teams owns it.

Cross passage - a group interaction of attackers, in which two players pass from different sides past a partner with the ball.

Mixed defense - protection that combines the principles of personal and zone custody of players. For example, four players can play in the zone and one in person, three players in the zone and two in person, etc.

A controversial shot is a way of introducing the ball into the game by tossing it between two players from different teams in one of three circles on the court.

Controversial ball - a situation in which two players from opposing teams simultaneously grabbed the ball. In addition, the referee may designate a controversial ball when the player in possession of the ball is tutored so tightly that he can neither move the ball nor transfer it to his partner for a full 5 seconds. A controversial ball is played between the arguing players in the immediate circle of the court.

Timeout (from English time aut) - a minute break.

Technical foul - intentional technical violation or unsportsmanlike behavior of a player.

The three-second zone is part of the free-throw area limited by the trapezoid. The marking is included in the dimensions of the three-second zone.

3 seconds - a rule according to which an attacker cannot stay for more than 3 seconds in the restricted area of ​​the opponent's free throw area. An exception is made for a player attacking a dungeon basket.

30 seconds - the rule according to which attackers must throw into the opponent’s basket within 30 seconds from the moment of possession of the ball. Otherwise, the ball is passed to the opponent.

Intentional foul - a foul committed by a player intentionally and in an environment fraught with taking a basket.

Foul (from the English foul) - a personal mistake in contact with a player of another team: push, hit, etc.

Fint (from the English feint) - a false or distracting movement, an action to mislead the enemy regarding their true intentions.

The center player is one of the players on the team playing an attack near the opponent’s basket.

A free throw is awarded for a technical or personal error (foul) made by a player of another team. After determining the foul that prevented the taking of the basket, the player against whom he was committed becomes at the free-throw line and takes two free-throws. No one should interfere with a player during free throws. Time stops from the moment the referee signals the foul until the completion of the free-throw process. If the second throw is realized, the opponent enters the ball into the game because of the front line and the stopwatch starts when the player touches the ball on the court. In case of failure, the stopwatch starts immediately, as soon as the timekeeper makes sure that the ball does not hit the basket. For each successful free throw, the team receives one point.

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