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Full-Court Desperation
Description

Use this buzzer-beater play when the ball is being inbounded from beyond half-court. Use your post players for the screener and initial pass receiver and your best shooters filling the lanes on the wing.

Play Setup
  • Player 1, or your player with the strongest arm, is the inbounder.
  • Players 2 and 3 line up at each of the wings in front of the inbounder.
  • Player 4 lines up around center court.
  • Player 5 starts at the far end of the court near the foul-line.
The Play
ANIMATION
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  • Player 1 is the inbounder and slaps the ball to start the play. He also must be aware that he can run the baseline if the inbound is occurring after a made basket.
  • This may be necessary to get an open lane to make the long baseball pass. The referee will usually inform them if this option is allowed.
  • On the slap of the ball players 2 and 3 run toward the inbound baseline calling "Ball! Ball! Ball!". This is done to distract the defense.
  • Meanwhile, player 4 wheels and flashes to the other half-court to set a solid screen for player 5.
  • Player 1 makes the baseball pass to player 5 who is coming clear around player 4's screen.
  • As player 5 receives the pass, players 2 and 3 have turned upcourt and are running hard to fill the outside lanes. Player 5 must attempt to hit the open player in stride so that they can attempt an open shot or a three-pointer if necessary.
  • Players 2 and 3 must get separation from their defenders so a sharp V-cut as they turn upcourt is necessary.
  • If both player 2 and player 3 are covered, player 5 can look to throw a lob pass to player 4 or use their dribble to get within shooting range and take a shot.
  • All players should be crashing the boards and looking for a rebound on the shot attempt.
Key Coaching Points
  • If you are running this play from a timeout, be sure to inform player 1 whether they can run the baseline or not.
  • The rules allow a player to run the baseline on an inbounds after a made basket.
  • Players 1, 4, and 5 should be your bigger players. Players 2 and 3 should be your best shooters.
  • Have a name designated for this play in the event that you need to run it without a timeout.