What is the proper reaction for a post player in the high post on a drive directly at him?

I’ve seen this question a couple of times now and thought it would be a good time to clarify it completely. By the way, for those of you with the Read & React, you can find the answer to this in the Details section of Layer 5. For those of you who don’t have the Read & React DVDs, now is a great time to pick them up (ok, I figure I’m allowed one plug before getting to the answer).

The answer is fairly simple and should make a lot of sense given the rules of two specific layers: Dribble-At and Post Slides. If you think about it, in Layer 3 you’ve already taught players to cut to the basket when Dribbled-At so this should be no different. Also, in Layer 5, you’ve taught your post players that when the drive comes in the lane above them, that they should slide down to the short corner. That is also true here. See how nicely the two dovetail together?

Wing Drives at High Post Frame 1So, in this situation, the post player should basket cut looking first to receive the pass. If he doesn’t get the pass, the cut should finish in the Short Corner.

There are three reasons for this. First, the main priority is to get out of the penetrator’s way so he can get to the rim. Second, this cut creates a rear cut lay-up opportunity. Third, the post ends up in the Short Corner which is a familiar passing window for the penetrator.

Wing Drives High Post Frame 2

One last thing: a wing driving directly at a player in the High Post might not be the most intelligent drive decision a ball handler can make. With the post drawing his defender that high, there is a lot more space for penetration to the baseline side. You may need to have that conversation with your wings.

The above diagrams were powered by FastDraw

3 Responses

  1. Hi Jonathan,

    I am not sure that this will make sense if the center is on the opposite HP.
    But when it is so, than I would identify it as an usual circle movement for the perimiter players and a basic post slide for the center.

    #4 will be in the left corner
    #3 takes left wing
    #1 takes left guard
    #5 short corner on the side of #4

    #1 will be the safty valve in this situation.
    So it is on your coaching philosphy if you want your center to screen his way out, maybe with a back screen for #4 or if he maybe makes an advanced post slide (am I right) to the weakside short corner.

    In the situation from RT your post will be the safty valve if you have the advanced post slides implemented.

    I think it depends on the situation.
    I would like to let the kids play with the R&R rules.
    But it is always a way to show them a new solution in practise how they can combine different layers or against a specific defense situation.
    Maybe they will pick it up for the games or you can remember them when you have an time out.

    I would show them maybe a variation of the R&R like 4/5 close when the game has reached this point. I think it is easier as quick hitters.


  2. What happens if the post player is on the opposite elbow of the wingdrive?

    Does he still dribble at and then cut short corner (and in that case, which short corner?)
    or does fade to the wing and circle rotate as a guard?

  3. we do this as a quick hitter vrs man to man, we run player5 from the low block up to the elbow so player2 has an isso right hand drive. we wait till x2 over plays the RHD then we drive at the high post on the left hand drive . x2 has overplayed the base line drive so he is now on the back of offensive player five , just like the role after a ball screen you should get a 2 on 1 in the lane . its important to position your best three point shooter in the spot marked 1 , this will create more space for the left hand drive as its already tight enough, we do it in 4 out 1 in vrs teams that switch on defense or in 3 out 2 in vrs teams that play extreme help defense. i found it to work very well because its very unusual and teams don’t drill to defend it. I would like to open the discussion on designing sets pre-game based upon what each player is good at and designing sets in-game based upon what has just happened in the game . i think the read and react is great for both ………….

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