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SOS Baseline Disruptions| "Straight Up" | "Base Go I" | "Base Go Red" | When the ball handler is in the wing area (free throw line extended) the defender pushes the ball to the corner or baseline checkpoints. The other four defenders employ basic SOS Off Ball techniques, such as first pass denials, fronting the post, assuming an Helpside I positions, etc. In this SOS Disruptive Pressure scheme, the purpose is to deny middle penetrations, weakside reversals and to limit the opponents operating space and movements. When a ballhandler penetrates along the baseline, three (3) defensive actions can take place: First, the defender plays straight up and pushing the ball handler to corner or baseline checkpoint and then smothering them when they pickup their dribble. Secondly, when the dribbler penetrates inside the baseline checkpoint an automatic "Base Go I" trap takes place, and lastly, an early sideline "Base Go Red" trap can be initiated.
"Straight SOS Fundamentals with Helpside I support" The on the ball defender pushes the offensive player toward the corner or to the baseline checkpoint with all basic SOS rules are in effect. The low Helpside I defender is ready to trap ballhandler on any baseline dribbble penetration inside the baseline checkpoint. Note: prior to any penetration inside the baseline checkpoint, the low Helpside defender can disconcert the ballhander by showing (faking a trap) and recovering back into position once the dribbler picks up the dribble.
Phase 1. Straight SOS Defense. When wing O3 receives a pass or dribbles the ball below the free throw line extended area, defender X3 pushes O3 to baseline checkpoint. When O3 stops dribble penetration or picks up the dribble prior to the baseline checkpoint, defender X3 assumes a hard "smother" position by crowding O3 with both hands up exerting maximum pressure on the shot or pass. All basic SOS rules are in effect. When the ball reaches the area of the free throw line extended, the defender on the ball pushes the offensive player toward the corner or to the baseline checkpoint. If the offensive player penetrates on the dribble inside the base checkpoint, an automatic trap takes place with the low "Helpdside I" defender quickly stepping out to "Lock Up" on a baseline trap. Other three defenders rotate into a Triangle I with all of the SOS "near man" defensive rules in effect.
Phase 1. Baseline Trap. Defensive player X3 pushes wing O3 to base checkpoint. When O3 penetrates on dribble inside the base checkpoint, the nearest defender, X4 steps out and traps O3, with X3. X5 rotates over and assumes a pass denial or post front position against O5. X2 drops to low Helpside "I" position against O4 and X1 assumes a high Helpside "I" position ready to closeout on O1 or O2. All players rotate simultaneously. Note: No trap will occur, if offensive player does not penetrate inside the baseline checkpoint.
"Base Go Red"
Base Go Red is a predetermined early sideline trap that is used to keep
the offense off balance. It is used in short intervals to change game tempo,
create easy baskets and disrupt half court execution of an opponent's set
offense. When the ball is received or dribbled below the free throw line extended area, a sideline trap is
immediately initiated with closest defender stepping out
to execute the trap. As the trapping player steps out to initiate the trap, the
other non-trapping players must rotate quickly into a Triangle
I. Once the sideline trap takes place, all of the basic SOS Near Player
rotation rules are in effect.
Phase 1. Early Sideline Trap.
Defensive player X3 pushes wing O3 toward base checkpoint. When O3 receivers a pass or dribbles the ball below the
free throw line extended
area, X4 steps out and traps O3 with X3. Defender X5 rotates over the top and assumes a post
front position against O4. X2 drops to low Helpside
"I" position against O5 and X1 assumes a high Helpside
"I" position ready to closeout to either O2 or O1. All players rotate
simultaneously.
Note: If the "Base Go Red" trap is set late near the baseline, then X5 must
rotate over on base side of O4 and assume either a pass denial or post front
position.
Phase 2. Pass Out of Trap
When O3 passes out of the trap to O1, all five players must rotate as the
ball leaves the passer's hands. X1 closes out quickly to O1, pushing O1 toward
sideline checkpoint while X2 closes out to a pass denial position against open O2. X4 rotates back to O4, X5 rotates
back to O5, and X3 assumes a pass denial position against O3. Phase 3. Pass Out of Trap
When O1 passes the ball to wing O2, defender X2 assumes a SET position pushing O2 to corner
or baseline checkpoint. Defender X5 FRONTS the low post O5 while X1 assumes a pass denial position
against O1. X3 and X4 assume Helpside I positions against O3 and O5. When matched up basic
SOS fundamentals apply. Note: All rotations occur as ball
leaves passer's hands.
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