Simple Press Designation Calls

I have always been a simple coach. KISS Principle Baby!  I have always wanted to play an ATTACKING defense with simple adjustments that would make the “D” more effective and easier to communicate. Below you will see the complete list that I developed over many years of running a successful Run and Jump Press!

First, make sure you understand. THIS IS A FORMATION MAN-TO-MAN PRESS and NOT a zone. The formation is to get everyone into position after a missed shot, made shot, or turnover. We then matchup and apply the pressure! Dead balls we just matchup! All Basic Rules of all calls are the same. Pressure – Gaps – Rotations – Rebound. Coming out of traps are always the same (trapper stays).

Simple Explanation of Calls(11) is a straight up man-t0-man with NO planned jumping or trapping. You might use this late in a game where you have a lead and want to maintain pressure but reduce risk. (12) is R&J starting in 1-2-2 formation and matching up MM. We are ON the ball. (21) is R&J starting in 2-1-2 formation and matching up MM. We start with a player controlling the middle. This is a good formation if opponent is getting downhill and slashes hard into middle. (22) is R&J starting in 2-2-1 formation and staying zone a bit longer. Front two are R&J independent. Next two are shade and trappers and the goaltender stays home. Use this when you are giving up too many layups. (Red) is trapping the first pass into backcourt corners. (Blue) shades sideline for good traps, reducing size of court coverage. (White) shades middle for good jump and switch. (Black) is a faceoff/deny a specific player or players. (Double Black) denies best guard with two defenders.  (Fist) is the half court scramble with trapping, switching, and great rotation. (Fist Thumbs Up) Scramble and ONLY trap above FT line mostly wings. (Fist Thumbs Down) Scramble and ONLY trap corners and baseline. These adjustments are effective because you always rotate into the same action.  You are simply giving the offense a different look and coming at them from different angles. It is absolutely, NOT complicated.

REMEMBER: This is a Switching – Trapping Man-to-Man Run and Jump Press

You might start the game in 12-RED (on the ball and trap first pass). Next, their point guard #4 is hurting you so you call out DOUBLE BLACK #4 (defender on the ball OB turns and doubles #4). You can raise your Fist and call out 11 (MM into HC scramble). Late in a game you are down, you might call 12 Black/Red/Fire (faceoff to trap immediately and foul if ball gets out of trap). If they are delaying with no shot clock, you could go Fist Blue. The calls you can make are endless and you can do this without burning valuable timeouts. You NEVER make a lot of calls in a game, but you do have them in your bank when you need them!

Leave a comment