BASKETBALL GLOSSARY

Here you will find the definitions for all sorts of terms and stats heard within the sport of basketball. More basic terminology is defined in addition to some higher-level basketball phrases or expressions. This way, fans of all levels can reference this page when needed.

*You might be best off to Control-F/Command-F to find the term you are looking for*

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+/- - Applied to a single player, this is exactly how their team fared in terms of points for (+) versus points against (-) when that specific player was on the floor. If the team scored more than they gave up when this individual was playing, the value for this statistic will be a positive number, and vice-versa.

1 - Numerical short-form way of referring to the player at the point guard position.

2 - Numerical short-form way of referring to the player at the shooting guard position.

3 - Numerical short-form way of referring to the player at the small forward position.

3-Second Violation - A violation that can occur in distinct ways for both the offense and the defense respectively. On offense, it takes place when a player has at least one foot in the paint for 3 seconds or longer. On defense, it takes place when a player has at least one foot in the paint for 3 seconds or longer and is not within arm's reach of his/her counterpart.

4 - Numerical short-form way of referring to the player at the power forward position.

45 Cut - When a player moves from the wing into the paint without the ball in their hands.

4-Out-1-In - An offensive setup/configuration involving 4 players set up initially outside the three-point line, with one player, usually a big, waiting in the dunker spot (see: Dunker Spot) or somewhere else around the interior.

5 - Numerical short-form way of referring to the player at the center position.

5 x 5 - A rare statistical accomplishment where a player records 5+ in each category - points, rebounds, assists, steals, and blocks

5-Out - An offensive setup/configuration where all 5 offensive players start beyond the three-point line. This works most optimally when all 5 players are capable shooters/ball-movers. It is an alignment that is conducive to good spacing and can create wide driving lanes.

5-Second Violation - When inbounding the ball, a player has only 5 seconds to pass it from the time the referee begins counting. Exceeding this time allotment regards in a turnover.

50-50 Ball - When the basketball is either on the ground or bouncing around and no player has possession yet, but typically two opposing players are close to it and will fight to get it. They theoretically both have a 50% chance of securing it.

8-Second Violation - From the time an offensive player touches the inbounds pass in the backcourt, they have 8 seconds to cross the threshold of the half-court line or the "time line". Exceeding 8 seconds results in a turnover.

Airball - When a player takes a shot and the ball does not make contact with anything. No rim or backboard is grazed when an air ball is shot.

Alley-Oop - When two teammates connect for a two-point score involving a passer throwing the ball up and the receiver catching and dunking it in mid-air.

And-One - When a player gets fouled but still manages to score the basketball in the process. They score "and" they get "one" shot at the free-throw line for an additional point.

Angle - A type of play/set where players organize a pick-and-roll a few feet either left or right of the midline - also known as the slot or wing areas.

Assist - When a player passes the ball to their teammate and they score it within seconds/with minimal dribbling of the basketball.

Assist-to-Turnover Ratio (AST/TO) - A stat that is framed to show how good a playmaker a player is. The simple formula is assists divided by turnovers. Generally, being above 2 at the NBA level is respectable, but being around 3 or even 4 is where elite facilitators often land.

ATO - A set of plays used by a coach directly following a timeout where they have the possession and will be inbounding the basketball.

Backcourt - The "defending zone" from an offensive perspective. This is the half of the court where their own basket lies, opposite to the side they are trying to score.

Backdoor Cut - When a player who does not have the ball in their hands darts in behind their defender to the basket in hopes of receiving a pass.

Back Screen - When a player sets a screen on an opponent to free up their moving teammate. The screener faces half-court and looks to prevent the teammate's defender from moving down past them to defend going towards the basket, which is where the offensive player is headed.

Back-Tap - A steal type where a player gets beat off the dribble and is pursuing from behind. Lunging to poke the ball from behind their man, often reaching around them to do so, is what characterizes this steal type.

Ball-Handler - The player who is dribbling the ball at a given time. In a pick-and-roll context, this is a common term for the player initiating the action.

Bank Shot - When a player shoots intentionally off of the backboard with desires of scoring in this fashion. Many players aim for the upper near corner of the painted square situated above the rim.

Baseline - The two lines on the court that run behind the basket on either end, marking the end of the legal area and the beginning of the out of bounds space. These lines run parallel to the free-throw line and the half-court line.

Baseline Cut - When a player dashes along the end-line of the court without the ball, moving towards the basket while looking to receive a pass or otherwise cause defensive movement/miscommunication.

Basket Cut - When a player who does not have the ball in their hands moves themselves towards the basket on a linear path.

Big - A term used to describe centers and power forwards, typically the two largest players on the court for a team at a given time. In the increasingly positionless NBA, "bigs" are one of the three main buckets for player categorization along with "guards"/"ball-handlers" and "wings"/"forwards".

Blind Pig - An action that involves one of the team's big men to flash up to the elbow area. The ball is then fed to them, and at the same time the off-ball perimeter player closest to this big promptly cuts towards the basket. The big will look for this cutter and ideally will result in a look in the paint.

Blitz/Trap - A pick-and-roll defensive coverage that involves the two defenders swarming/cutting off the opposing ball-handler in an attempt to force a steal or simply get the ball out of their hands.

Block - When a defensive player swats an opponent's shot attempt away from the basket as they had attempted to score. A second important definition for this term in basketball is its reference to the area at the edge of the key, close to the basket, often referred to as the "low block". This is a common area for deep seals/post-ups.

BLOB - A category of plays for a coach to pull from that are utilized in situations where the team is inbounding from the baseline.

Bonus - A team has five total team fouls available to them per quarter before arriving at the penalty. This places the other team in "the bonus", meaning that every subsequent defensive foul committed until the end of the quarter will yield two free-throws for the offensive team.

Bounce Pass - A type of pass that a player can make to their teammate involving usually a single bounce off the court before it arrives at the intended player.

Box-Out - A rebounding technique/principle whereby a player bodies up an opponent (often their direct matchup/assignment) and tries to keep them behind their own body - keeping themselves in between the basket and the opponent. Boxing in is another tactic, where a player forcibly moves their opponent under the rim to neutralize their ability to rebound in this way.

Broken Play - Also known as a scramble, this is off a turnover or offensive rebound for instance. Players are often not matched up, leading to easy or wide open shots for the team with the ball.

Catch-and-Shoot - A type of basketball jump shot where a player can shoot it right after it hits their hands from a pass. No dribbles are taken between their catch and when they begin to rise up for the shot.

Charge - When a defensive player stands their ground in a legal guarding position and their counterpart runs them over/fouls them in some way. Drawing charges strategically is an unconventional form of rim protection, as it can functionally do the same thing (deter attackers/deny would-be baskets).

Charge Circle/Restricted Area - The small semi-circle underneath the rim. This is a reference point for players' interior shooting percentages. Also, it is an area where defenders cannot attempt to draw a charge.

Chest Pass - A type of pass that is delivered from the chest area of the passer and it meant to crisply hit the target's chest area so they do not have to interrupt their flow/motion by reaching for the ball.

Chicago Action - A play that entails an off-ball player to come off a pindown then immediately receive a dribble handoff. They can then pull up and shoot or look to attack the basket with space.

Closeout - When an off-ball defender moves towards a perimeter player who has just gotten the ball passed to them. Against talented shooters, players should close out tightly or near to their bodies, while you can close out "short" against non-shooters, leaving them space and protecting against the drive.

Clutch - A time during the game, typically the last couple minutes of a close matchup. It is also a trait applied to players who regularly perform well in the pressurized situation down the stretch of a close game.

Combo Guard - A designation for a player who can capably play either guard or "backcourt" spot. They can toggle between predominately playing point guard or shooting guard game-to-game or even possession-to-possession.

Corner - There is both the short corner and the deep corner. The short corner is along either baseline, around midway between the paint and the three-point line. It is a common area to initiate post-up sequences or even set up an off-ball screen. The deep corner is the actual corner of the legal area of the court - this is where "corner threes" are taken, the shortest of the possible three-point shot areas.

Cross-over - A dribble move where a player sharply pushes the ball from one hand to the other, taking one bounce in between.

Dead-Ball Turnover - A turnover type where the referee blows the whistle and the opposing team gets to inbound the ball. Examples include an offensive three-second violation, a travel, or an offensive foul. As a general rule, coaches prefer these out of the two main turnover types (live-ball and dead-ball) as there is no transition opportunity and they can set up their half-court defense.

Deep Seal - When a player, often in semi-transition/delayed break scenarios, runs towards the basket and looks to pin their opponent behind them. The offensive player wants the ball for a quick post-up or just a hard spin into a dunk/layup if they are close enough.

Defensive Foul - A found, committable in a number of ways, that sends the offensive player to the free-throw line or allows them to inbound the ball. They can be pushed off-ball, have their arm slapped in mid-air on a shot attempt, forcefully dislodge a screen-setter, or a number of other things.

Deflection - Any time a defender gets even a fingertip on an opposing dribble or pass, this is considered a "deflection". The NBA has begun to track deflections.

Deny - A type of off-ball defense, usually done against threatening opponents, where the defender attempts to disallow the passer to even get the ball to their defensive assignment.

Dig - A form of pseudo-double team where an off-ball defender slaps down or takes a "dig" at an offensive player in hopes of jarring the ball lose.

Double-Double - A statistical accomplishment where a player achieves a double digit amount of two statistical categories (i.e. points and rebounds, points and assists).

Double Team - When a defense sends two people to one opponent in hopes of discombobulating them, forcing a turnover, or simply making them pass to a less dangerous teammate. This defense is saved for star players usually.

Drag Screen - A quick ball screen that takes place in transition/semi-transition as the team looks to get the ball-handler going downhill with a quick advantage-builder.

Dribble - The simple act of bouncing the basketball from one's hand to the court. This is the only way to legally move around the court during the game.

Dribble Handoff - A simple play type that can be highly nuanced, the dribble handoff usually involves a big handing the ball off to a perimeter player as they curl tightly around the big. The recipient can shoot, pass, or drive to the basket with their defender stuck behind them due to the handoff or "DHO".

Drift - When a player away from the ball moves themselves from the wing area behind the 3pt line to the deep corner. This is usually done as a teammate drives to the basket, creating a easier, more straightforward passing angle for them to kick it out for three.

Drive - When a player with the basketball takes an angle to move towards the basket. They are looking to either score the basketball in close, draw a shooting foul for free-throws, or pass the ball to a teammate as defenders are drawn to them as the driver.

Drive-and-Kick - When a player with the basketball takes an angle to move towards the basket, attracts additional defenders, and throws the ball out to a teammate away from the hoop.

Drop - A common style of pick-and-roll defensive coverage. It is characterized by placing the defensive big man closer to the paint to stop drives. What this leaves open is the pull-up jumper for the opposing ball-handler, so it is typically done when they are a better driver than shooter. There is also the "deep drop" which is where the defensive big is set very close to the basket, around the paint, to really deter layups/dunks.

Dunk - The most efficient shot type in basketball, and the arguably the most highlight-friendly one. It can be done one-handed or two-handed, and involves slamming the ball down through the basket with the player's hands right atop the rim.

Dunker Spot - A spot right around the edge of the paint (at either side) down towards the baseline. It is a spot to place your big on offense so that, if given the ball, they can take one quick dribble and look to dunk the basketball.

Elbow - An area on the court near the upper corner of the key (at either side), in between the wing part of the three-point line and upper paint corner.

Entry Pass - A pass that a perimeter player makes to feed the ball in to their teammate who is posted up. A "high-low" pass is a version of this where a player up high (closer to half-court) makes a quick pass down low (closer to the basket) for a teammate who has pinned their defender in a suboptimal position.

EOG - A set of plays used by a coach during end-of-game scenarios.

Eurostep - A form of the 1-2 steps one is allowed on layups and floaters that was popularized in the Euroleague. Typically, it begins with one step in a certain direction followed by a second exaggerated step in the opposite direction, covering multiple feet laterally to evade rim-protecting defenders.

Extras Pass - When defenders are in rotation already and the offensive player catches the ball with a decent shot, but opts to make the logical next pass in the flow of the offense to give their teammate an even higher percentage/more open look. This is also called the "next pass" or the "one more".

Face Cut - When a player who does not have the ball in their hands darts in front of their defender to the basket in hopes of receiving a pass. Since a defender is likelier to see this and alertly stay connected as opposed to a backdoor cut, offensive players often set it up by faking/juking like they are going backdoor before blasting in front.

Fadeaway - A jump shot in which the player is gliding or "fading" away from their defender in order to gain greater in-air separation for a cleaner shot at the basket.

Fast Break - When a possession changes hands quickly and the offensive team has an advantageous scenario in the open court. Also known as transition, these typically are sourced from steals or blocks that have been kept in bounds. Transition offense is virtually always more efficient than half-court play.

Field Goals - A way to refer to any shot taken during the course of a basketball game (not including free-throws). Common phrases are "field goals made", which mean shots made, and "field goals attempted" which means shots attempted.

Field Goal Percentage (FG%) - A simple equation of field goals made divided by field goals attempted. In the NBA, league average tends to be around the mid-40%'s for a given season.

Flagrant Foul - When a player commits a foul that involves unnessacry and/or excessive contact with the other player. A "Flagrant 1" involves two free-throws and the ball back to the fouled player's team. A "Flagrant 2", deemed even more excessive/unnecessary/dangerous, sees the fouler get ejected from the game immediately, with the same things being given to the offensive player.

Flash - When a player moves into an open pocket of space on the court in hopes of receiving the ball to make a play. Against a zone defense, players often "flash" to the defensive soft spot in the middle of the floor.

Floater - A high-arching shot type typically done in the key within a couple feet of it. The ball is softly shot with one-hand, off of either one foot or both, tossed up high to avoid tall defenders' hands.

Free-Throw - A shot taken at the free-throw line, worth 1 point, that is awarded to a player when a team has fouled them or some other violation. A player cannot jump on this shot, and they have a free shot at the basket with nobody there to defend them. A player fouled while shooting a two-pointer gets two fouls, while a player fouled shooting a three-pointer gets three. If the player makes the shot anyways in either case, they get just one additional free-throw.

Free-Throw Percentage (FT%) - Conversion rate looking at how many free throws a player makes as compared to how many they take. The best of the best in the NBA will shoot in the upper-80%'s or even the low-to-mid 90%'s.

Frontcourt - The "attacking zone" from an offensive perspective. This is the half of the court where they are trying to score the basketball.

Gap - When a defender "gaps" an opponent, they are giving them a cushion of space so that they are in a better position to stop any drive attempt. This is only done against players who are not especially threatening as jump shooters.

Garbage Time - The latter portion of a game that is considered a "blow-out" (when one team has a significant, virtually insurmountable lead over the other). In garbage time, both coaches tend to use this time to see how younger players will perform, while ensuring that higher-level players do not suffer an injury.

Gather Step - The step taken as a player brings the ball from their dribble to their hands to initiate a 1-2 step. Their are strategic ways to gather such as the "overhead" or "windmill" gather where a player swing the ball over their head to the opposite side of their body while they attack.

Guard - A position bucket comprised of point guards and shooting guards. These tend to be the shortest players on the court. Guards usually have the ball in their hands the most, are the best at shooting and passing, and will bring the ball up the court and initiate the offensive set.However, positional lines, expectations, and responsibilities have become blurred today compared to when basketball first became popular.

Half Court - There is the line delineating the halfway point on the basketball court, but "half-court" offense is the offense ran most often. This takes place with all 10 players on one side of the court, running things like pick-and-rolls and post-ups to try and score.

Hammer Screen - A form of away-from-the-ball screen where a player screens to free up a shooter either stationed in the deep corner or drifting there as a teammate collapses the defense on their drive. This screen type is often used when the team is focusing specifically on getting a corner 3pt shot off.

Hedge/Show - A pick-and-roll defensive technique where the roller's defender creeps up toward the half-court line and faces the sideline so that the ball-handler must take another beat to get around them, slowing the attack. The hedging player must hurry to recover to their initial matchup (or otherwise rotate appropriately) so that the offense does not get an extended advantage scenario.

Help Defense - Put simply, this is when a defender moves to aid another defender after their opponent got past them. A very common "help" instance is when a slasher zips past their initial defender and another player must help them out by moving themselves between the basket and this attacker.

Hesi - When a player with the ball hesitates momentarily, simulating a jump shot or simply a kill of the dribble. As long as they keep their dribble alive, the defender may lunge to contest what they thought to be a shot. This allows the ball-handler to resume their dribble, scooting right by towards the basket.

High Post - An area on the floor where dribble handoffs are started and where the ball can generally get fed to the big to initiate some offense. It is around the free-throw line and at the elbows (see: Elbow).

Hockey Assist/Secondary Assist - When a player passes the ball to a teammate then that teammate quickly moves it again to another who scores the basketball. This is an interesting stat that can be telling because often times the initial player does the difficult work of penetrating the defense before passing it out to more open players.

Hook Shot - A one-handed shot type, often taken out of a post-up, involving the player hooking it over their head and towards the basket.

Ice - A form of angle or side pick-and-roll defense where defenders push the player with the ball towards the sideline rather than allowing them to get to the middle of the floor (where the offensive player has greater optionality/is more dangerous). Both the defensive guard/forward and the big must be working in concert to angle their bodies correctly to funnel the ball away from the basket like this.

In-and-Out Dribble - A one-handed dribble move where a player fakes that they are transferring the ball to their other hand to move the defender in that direction, then rotates their wrist back to keep it on their hand-side and attack that angle.

"In Jail" - When the ball-handler in the pick-and-roll gets their defender's body behind them and forcibly maintains that wedge as they look to attack the basket unimpeded.

Inverted Pick-and-Roll - With a traditional pick-and-roll involving the guard or "small" as the handler and the big setting the screen, an inverted pick-and-roll is when these roles are reversed. This is reserved for highly skilled offensive bigs.

Isolation - In the half-court, when a player is given the ball to try and manufacture points by themselves and without the use of a ball screen.

Jump Ball - When done at center court, this marks the beginning of a game, or overtime, or certain in-game instances. The referee throws the ball straight up between two opponents and whoever taps it to a teammate "wins" the possession for their squad. A referee can also call a jump ball when two players are tangled up and have seemingly equal possession of the ball as they jostle. These jump balls are done at the free-throw line semi-circle rather than at center. "Tip-off" and "tip" are synonyms for jump ball.

Jump Shot - An extremely common basketball shot that involves the player leaving their feet to shoot the ball towards the basket at any given distance.

Layup - A two-point shot attempt that is taken right near the basket, necessitating a different form than a jump shot. The technique of a moving layup is to take two steps with the ball in one's hands and release it with one to score (either off the glass or not). There is also the stationary "standing layup" or "standstill layup".

Leak Out -When, as soon as a possession changes hands, a player sprints towards the opposite basket in hopes of receiving a long pass into a quick score.

Lift - When a player away from the ball moves themselves from the corner area behind the 3pt line to the wing/slot area. This is usually done as a teammate drives to the basket, with the shooter hoping to catch their defender being inattentive or ball-watching rather than tracking their own movement.

Live-Ball Turnover - When possession of the basketball changes hands during live action. Examples of live-ball turnovers include throwing an errant pass that is intercepted or getting the ball stripped from you while dribbling. As a general rule, coaches dislike these turnover types the most as they often lead to easy points for the other team.

Lob - A type of pass that is lofted high in the air so that a teammate can catch it and either dunk it or lay it in while in the air.

Loose Ball Recovered - A newer statistical category, analyzed on both offense and defense, where a player gains control of a ball that is temporarily not in anyone's possession.

Low Man - The player who is guarding the opposite side shooter on defense. In nearly all schemes, is their responsibility to slide to the basket and provide resistance against a player who has beaten a defender(s) and is on their way to an easy basket.

Low Post - A common area of "post-ups" to take place, the low post is around where the corner of the key (closest to the basket) meets the baseline.

Man-to-Man - The most ubiquitous defensive team style in the NBA. Each of the five players are assigned to a specified opponent respectively at the outset of a possession (and often at the outset of a game). Switching on a ball screen/dribble handoff or finding a body in transition are times where one's pre-determined assignment is put aside, but for the most part players will aim to defend primarily their matchup in a man-to-man system.

Measurables - A term that refers to a given player's physical tools that are relevant to basketball. Prime examples are height, weight, wingspan, standing reach, hand width, and hand length.

Mid Post - A common area of "post-ups" to take place, the mid post is around the edge of the middle of the paint.

Midrange Shot - A two-point shot taken inside of the three-point line but beyond the parameters of the painted area.

Nail - A defensive area in the half-court around the middle of the free-throw line and encompasses the surrounding few feet. It is an area that a player can be placed to provide help from, namely to shrink would-be driving lanes for players slashing from the top.

Non-Shooting Foul - A defensive foul, such as pushing a player who is simply dribbling or does not have the ball at all, that results in an inbounds. Since no shot was being attempted, no free-throws are provided. These are also called fouls "on the floor".

Odd Man Rush - A transition sequence where the offense has a "player advantage" situation. More of their own players are involved in this open court sequence than those of the opponent. It could be a 3-on-2 or a 2-on-1 for example.

Off-Ball - On offense, when a player does not have the ball they are considered to be "off-ball". On defense, when a player is defending someone who does not have the ball, they are considered to be "off-ball".

Off-Ball Screen - When a player sets a screen for a teammate who does not have the ball at that moment. It is usually designed to free them from their defender so that they can catch the ball primed to score.

Off-the-Dribble - When a player shoots straight from their dribble rather than right after receiving a pass. A player can also attack his opponent off-the-dribble, using moves to get by them.

Offensive Foul - A foul committed by a player on the team with the ball, resulting in a turnover. Common examples are illegal screens and over-aggressive contact on their way to the basket.

On-Ball - On offense, when a player has the ball they are considered to be "on-ball". On defense, when a player is defending the person that has the ball, they are considered to be defending "on-ball".

On-Ball Screen - When a player sets a screen for a teammate who does have the ball at that moment. A pick-and-roll, pick-and-pop, or n intentionally forced switch are the most common things to come out of this.

Outlet - A pass thrown ahead to a teammate who is running towards the basket in the open court.

Over - When the ball-handler's defender goes around or "over top" the screen-setter to try and stick with the opponent the whole way. This is done consistently against the game's best pull-up jump shooters.

Paint - The painted area near the basket on the court. Also known as the "lane" and the "key".

Paint Points/PITP - A way of tracking how frequent a player (or a team) is scoring the ball on the interior. Athletic drivers, big forwards, and centers tend to be at the top of the per-game leaderboards for this.

Per-36 - A way of framing a player's statistics so that players can be compared on an identical minutes basis of 36 per game. Players' stats are usually extrapolated up to reach the 36 minute plateau, but players that play north of this on average experience their numbers being ratcheted down for the sake of this comparison.

Pick-and-Pop - A play where typically a big comes to put their body in the way of his on-ball teammate's defender. They will then proceed to move into open space along the perimeter to pull their defender out and/or be ready for a quick jump shot if given the pass.

Pick-and-Roll - A play where typically a big comes to put their body in the way of his on-ball teammate's defender. Then, they run straight for the basket to put pressure on the defense. This is the most commonly-used play in modern NBA basketabll.

Pick-Six - This football-borrowed term refers to when a player steals the ball and gets to go one-on-none to the basket for an extrmeely high-percentage open layup/dunk.

Pinch - When defenders move in towards a gap/crease in the defense so that a lane is shrunk and thus less likely that a certain player with the ball will exploit it.

Pindown - This is all down away from the ball. A player sets a screen with their chest facing the baseline and a teammate runs around it heading up high to receive the ball.

Pitch-Ahead - Synonymous with Outlet, this is when a player passes the ball ahead to get it quickly up the court in hopes of creating an easy look.

Pivot - A player's "pivot" or "pivot foot" is the one he/she has established as the one that must remain where it is on the ground to avoid travelling.

Pocket Pass - A pass from ball-handler to diving player in the "pocket" between the small defender and the big one. Very common pass in pick-and-roll to get the ball to the big man at a good time.

Point of Attack - The type of defense/defensive area on the perimeter against guard/forward isolations and pick-and-roll. Good "point of attack" defenders are agile, strong, persistent, and know how to maneauvers ball screens effectively.

Possession - When a team has the ball. They must fully be in control of it in order for them to "have possession".

Post-Up - When a player gets the ball with his/her back to the basket. They can dribble in further, turn to "face-up" towards the basket, or simply use this vantage point to scan the floor for possible passing opportunities.

Power Dribble - The one hard dribble that a player takes to gather themselves and get on balance before powering up for a finish in the inside.

Press - When players get physical/get into offensive players to try to make them uncomfortable, tire them out, use up clock, and/or force turnovers. A team can employ a full-court press for example ,which involves doing this for the entire 94-feet of the court.

Pump Fake - When a player simulates going up to shoot the ball but does not leave their feet. This pretending can entice defenders to "bite" or "jump" at this fake, fouling the offensive player. If f the offensive player has yet to use their dribble, they can pump fake and then drive by once the player as jumped at them.

Push Shot - Like a floater, this is when a player pushes the ball towards the basket from close-range, with their hand under/behind the ball.

Putback - When a player grabs the rebound from his teammate's miss, then puts the ball back in the net to score himself.

Re-Locate - When an off-ball offensive player does not just stand still but rather moves into better space as a play unfolds in front of them.

Rearview Contest - When a defensive player gets around a screen or handoff to stick their hand out and bother the shooter from a side/behind them angle.

Rebound When a shot goes up and a player collects the ricochet off the rim or backboard after that shot has missed. Catching an airball directly also counts at s a rebound at most levels.

Reject - When a ball-handler in the pick-and-roll opts to attack opposite the way that the screener has set them up to. This is also called "not using the screen". Perimeter defenders often position their bodies to get around the screen based on which sideline the screener is facing as they set up. If a defender's body is too far angled in one direction, cagey ball-handlers will attack the opposite direction to catch them off guard.

Reverse Layup - When a player leaps up on one side of the rim but finishes on the other side so as to avoid defenders.

Rim Protection - The attribute of being able to block, alter, and altogether deter shots around the basket. Usually centers and power forwards are the ones to have this trait.

Rip-Through - When a player has the ball in a stationary position then swings it from one side of their body to the other and often launches themselves on an attack right after.

Roll Man/Roller/Dive Man - The player (usually big) who sets the ball screen then runs towards the rim to attract defenders and/or receive the ball en route the the hoop.

Rotation - Similar to some other terms here, this is a multi-meaning basketball word. A defensive rotation is when a player moves to the proper place in response to a developing opponent's play. For instance, when a player begins to drive unimpeded to the basket, most teams will send the defender guarding the opposite corner to "rotate" down to the basket to stymy the interior shot attempt. The other most common "rotation" refers to the group of players, often ranging from 8-11, that a coach will use during the course of most games.

Sag - Playing off of a certain player because they do not pose a big threat as a shooter.

Same-Foot Finish - When a player jumps off the same foot that they shoot a layup with (normally it is the foot opposite the shooting hand).

Screen Assist - When a player sets a screen and the player that they screened for scores shortly thereafter.

Second-Chance Points - Any points that take place after the inital shot was missed and rebounded by teh same team.

Semi-Transition - When a turnover is forced and the team is now going the other way wth intention to score, but the floor isn't heavily imbalanced as the defense begins to get back. These can still be fruitful offensive possessions, typically begetting higher quality shots than a straight half-court possession. This is also referred to as a "delayed break" scenario.

Shoot - The simple act of attempting to score the basketball.

Shoot the Gap - When chasing a player around screens away from the ball or even on-ball, when a player takes a different, seemingly quicker, route rather than right behind the player this is "shooting the gap".

Shooting Foul - A defensive foul committed against a player as they are going up to shoot the ball. They earn free-throws out of this.

Short Roll - When a player sets an on-ball screen then rolls only a few steps before stopping around the middle/edge of the paint to make another decision based on how the defense is playing.

Shot Contest - When a player attempts to block or bother a shot by sticking one or both arms up around where the opponent is shooting.

Shotclock - At the NBA level it is 24 seconds long. This is how long a team has to relase a shot up. It begins counting down off the inbounds once a player has touched it.

Sideline - When looking at the court from the classic TV broadcast angle, it is the long top and bottom lines that run perpendicular to the half-court line and the baseline.

Side Screen-and-Roll - A pick-and-roll that takes place on either side of the court rather than up top/on that slight angle (see: Pick-and-Roll).

Skip Pass - When the ball-handler reads defenders moving in to them and makes the tough pass to the corner opposite them for what is often a wide open corner three-ball.

Slot - The perimeter area around where the three-point line starts curving closes to where it straightens out around the corner.

Slip/Ghost - When a player quickly gets out of a screen rather than stopping to set it. This can force movement by defenders that slipped players can quickly react to.

SLOB - A category of plays for a coach to pull from that are utilized in situations where the team is inbounding from the sideline.

Snake - When the ball-handler in the pick-and-roll uses the screen to attack in one direction, then pushes the ball back across their body to swerve the other direction. Players will often snake as they look to get to their spot for a midrange jumper.

Spacing - This term is in reference to the distance between the 5 players within the offensive unit at a given time. If players are bunched together (especially off-ball players), this is deemed suboptimal or "bad" spacing. "Good" spacing is when players are spread apart enough so that their respective defenders are situated apart as well.

Spain Action/Spain P&R/Stack - This increasingly popular NBA action was originally created in Spain, hence the terminology. It is a pick-and-roll where a third player sets a back screen on the roll man's defender (then typically pops out into space). It is a multi-layered action with several moving parts, so it can be a challenge to defend.

Spot-Up - When a player picks a spot and awaits the pass so they can shoot it right away.

Spread Pick-and-Roll - A pick-and-roll done up high, in the middle of the floor, with the other three players spread out around the floor and ready to knock down shots should it come to them.

Standing Reach - An NBA Draft Combine measurement from floor to the highest point the players can reach for with their arms straight above their heads (standing still).

Steals - When a defensive player collects the ball or pokes it away from an opponent and it leads to their pwn team securing it.

Stepback - When a player with the ball steps backward to create space and shoots a jump shot after that.

Step-Up Screen - Also referred to as a flat ball-screen, a player sets a pick with their chest facing half-court at an angle that parallels it. This way, the ball-handler can pick which side to attack off of this screen - either left or right.

Stocks - A way to combine defensive counting stats, this is simply a player's steals + blocks.

Strongside - The side of the floor (as in left/right not backcourt/frontcourt) that the ball is on. For example, if a pick-and-roll is being run on the right side, this right side becomes the strongside. A synonym for strongside is "ball side".

Stunt - When an off-ball defender lurches out to the ball-handler to pretend like they are coming to help, but really just move back to their own defensive assignment after this. Also known as "bluff" or "stunt and recover".

Swing - When the ball is moving around from player-to-player in the half-court agasint a moving defense - making that next pass to the teammate positioned near you is the swing pass.

Switch - Whether done on or off-the-ball, this is when two defensive players swap who they are guarding with each other.

Tag -On defense, when a player is headed towards the basket and you move in to make contact with them and possibly disturb their rhythm/thought process, then get back to your player.

Technical Foul - A foul that can happen in a number of ways, from taunting an official to hanging on the rim too long after a dunk. A player gets two technicals before they get ejected from a game. A technical foul results in a single free-throw for the opposition - form a player of their choosing.

Three-Pointer -A shot taken from behind the three-point line that is worth three points if it goes in.

Three-Point Percentage (3PT%) - Proportion of three-pointers sunk out of the total volume that are shot for a given player. This is also a statistic used on a team level to see how the team offense fares from three overall.

Top-Lock - An off-ball defensive technique used against talented scorers. It involves the defender keeping their body between their player and the ball up top.

Touch Pass - When a player gets a pass and swiftly passes it over to another player, doing all of this in a split-second.

Transition - When a possession changes from offense to defense.

Trailer - The last player to enter the fray after a possession has changed hands. The trailer can be flipped back the ball for an above three of to begin facilitating offence.

Travel - A violation that takes place when a player takes more than the allotted two steps without dribbling the basketball. It is an immediate turnover. In the NBA, a player is given a "gather step" as they pick up the basketball or transition from their dribble move to "killing their dribble", followed by two steps before the must get rid of the ball.

Triple-Double - A statistical accomplishment where a player achieves a double digit amount of three statistical categories (i.e. points, rebounds, and assists).

Triple Threat - The ready-position that players are taught to start in once they catch the ball. They must consider and be ready to rapidly execute any of the three options - score, dribble, or pass.

Turnover - When a player loses the ball or commits a violation that results in the possession being given up to the opposing team.

Under - When the ball-handler's defender slides below or "underneath" the screen-setter to try and cut off the driving lane for the attacker. This is done consistently against the game's most explosive slashers.

Up-and-Under - When a player in the post fakes like they are going up with the shot then ducks under and around teh defneder to finish on that side.

Verticality - The ability to stay straight up with hands to the sky as a defender contesting a shot around the basket to avoid fouling. A defender is entitled to the space within the cone of their body so a foul cannot be called it they remain like this in the face of a layup-shooter.

Weak - A pick-and-roll coverage where defenders force the ball-handler to the side of their non-dominant hand, or the side the prefer less.

Weakside - The side of the floor (as in left/right not backcourt/frontcourt) that does not have the ball currently. For example, if a pick-and-roll is being run on the right side, the left side becomes the weakside. A synonym for weakside is "second side".

Wing - An area around the three point line near the has-mark of the court. It is also a positional bucket for players that play some shooting guard and small forward mostly.

Wingspan - The measure of a player's full armspan from tip of one middle finger, across their torso, to the tip of the other middle finger.

X-Out - When two perimeter players on defense recover and close out to the other's initial matchup, forming an imaginary "X" as they cross paths towards their new temporary assignment.

Zone - A team defense style where players are assigned to areas on the court as opposed to being directly matched up with a certain opponent. Communication, defensive intelligence, awareness, and quick mental processing speeds are all necessary pillars to be a good zone defender.