πŸ€ Read & React Offense

Complete coaching guide, player reference & analytics β€” the motion offense built on intelligence, spacing, and relentless attack without pattern.

Core Philosophy: Read and React = Relentlessly attack defense weak areas without pattern and always take what the defense gives you. Emphasize intelligence β€” shot selection, pass and drive timing, patience with the ball β€” always choose the best action.
🎯 Core Principles
  • Embracing freestyle (motion) β€” constant movement mandatory for all 5 positions
  • Intelligence over pattern β€” read the defense, not a playbook
  • Take what the defense gives you β€” every possession has a best action, find it
  • Every pass creates an obligation β€” the action after the pass is where R&R lives
πŸ“‹ Coaching Design Principles
  • Design drills with every action ending with a scoring option
  • Example: Pass & Cut β€” receiver catches and shoots, cutter gets pass from 3rd player, then reverse or extend to two actions before first or second player attacks
  • Tape practice: meet with team before practice, tell them what they're about to do
  • Set goals: before games/practices, establish team goals, individual goals, areas of emphasis
πŸ” Evaluation Method
Scrimmage 5 vs 0

Ask players to do any type of action continuously. As coach, observe what they prefer to do more or less, then ask directly why they prefer one thing over another. This helps identify what to emphasize or address in next practice.

⭐ Points of Emphasis
  • Spacing and spots β€” proper floor positioning at all times
  • Timing β€” change of speed for most R&R actions
  • Constant movement β€” never stand still
  • Communication β€” always use names, then call or show action
  • Always be ready to attack β€” with ball or without it
  • Strong and sharp passing β€” pass away from defender
  • Must move to the pass β€” don't wait for ball to come to you
  • Hunt for better position, not the ball
πŸ€ Essential Skills & Techniques
  • Move towards pass β€” not standing still waiting for ball
  • Triple threat position β€” every time you catch the ball
  • Always first: pump fake
  • Use fakes: pass fake, jab step, pivots
  • Sharp passing β€” if someone can't catch, throw harder next time
  • Be tough: if defender prevents going left, "swim over" and go right β€” get physical
🎯 Quick Reference β€” Must-Do Rules
Pass β†’ Cut Feed Post β†’ Cut Dribble At β†’ Cut Defender Over 3pt Line β†’ Cut Never Set Screen and Stand Move to Pass, Don't Wait Triple Threat Every Catch Communicate with Names
Key Reads
  • Defender crosses read line: Cut
  • Defender looks away: Cut
  • Defender not in stance: Cut
  • Defender denies: Rear cut
  • Safety valve denied: Cut or X-cut
🏟️ Court Positions & Areas
  • Corner: Baseline corner areas
  • Wing (W): Side court positions
  • Point / Top of Key (T): Top of 3-point arc
  • Short Corner: Area between baseline and free throw line extended
  • High Post: Free throw line area
  • Mid Post: Between high and low post
  • Low Post: Block area
  • Elbow (E): Free throw line corners
πŸƒ Actions & Movements
  • Cut (C): Movement toward basket
  • Front Cut (FC): Cut in front of defender
  • Back Cut (BC) / Rear Cut: Cut behind defender
  • X-Cut: Crossing cut pattern
  • LA Cut: Low/High basket cut options
  • Down Screen (DS): Screen toward baseline
  • Up Screen / Back Screen (BS): Screen toward half court
  • Dribble At (At): Dribbling directly at teammate
  • Read Line: 3-point line as decision marker
  • Skip Pass: Pass across court (two or more passes away)
  • Feed the Post: Pass into post position
πŸ›‘οΈ Defensive Terms
  • Defender (D): Defensive player
  • Over: Defender over the screen
  • Under: Defender under the screen
  • Switch: Defenders exchange assignments
  • Through: Defender fights through screen
  • ICE: Force ball handler to sideline
πŸ“’ Formation Calls
  • Red: 5-out formation β€” all perimeter players
  • Green: 4/3-out, 1/2-in formation β€” post players included
Coaching Points
  • Hunt position, not ball
  • Change speeds in all actions
  • Sharp passing away from defenders
  • Read defenders on every possession
  • Maintain proper spacing
1
Pass and Cut
If you pass, you must cut β€” this is the non-negotiable foundation of every R&R possession.
Basic Rules
  • Pass one pass away β†’ Must Cut (Front Cut or Rear Cut)
  • Read Line / Defender: if defender crosses 3-point line, you must cut to basket
  • If defender looks away, you must cut
  • If defender not in defensive stance, you must cut
Cutting Fundamentals
  • Ask for ball while cutting β€” demand ball on the cut
  • Show your hands β€” demonstrate you're open
  • Use names to call for ball
  • On cut β€” must touch spot underneath the basket
Filling Empty Spots
  • Move to the ball β€” don't stand still and wait
  • Be ready to catch and shoot: stride stop, jump stop
  • Fill spot moving away from 3-point line β€” curve away
  • Every time you get ball: triple threat position
  • Every time you get ball: fake a shot first
Finishing Options
  • Pump fake, drop step, power layup
  • Euro step, jump stop, power layup
  • Catch one dribble, quick spin, layup
  • Catch and shoot
  • Catch β†’ sidestep β†’ shot
2
Read Line
3-Point Line as Decision Maker
  • Defender crosses 3-point line β†’ Must cut
  • Defender overplays β†’ Must cut
  • Defender turns head away β†’ Must cut to basket
  • Defender in denying position β†’ Rear cut
Alternative Actions
  • X-Cut: crossing cut pattern (read vs overplay/deny reactions)
  • Pass and Screen: if can't get ball
  • Dribble Hand Off
3
Post Pass and Cut
Feeding Post Rules
  • If you feed the post, you must basket cut
  • Cutter options: go wide or brush screen-like
  • Wing feeds post, no one in corner: closest player fills vacated spot regardless of cut direction
  • If passer has teammates on right and left: direction of cut pulls closest player to vacated spot
Post Positions & Development
  • Short corner, Low post, Mid post, High post
  • Passing types: wrap around, push pass, bounce pass, late pass
  • LA Cut options: Low post LA high, mid or high post any LA cuts
  • X-Cut opportunities
4
Dribble At
Basic Rule
  • Dribble At teammate β†’ Must basket cut (Power dribble is the exception)
  • Dribble At Ball Side High/Mid Post β†’ Must basket cut then short corner
  • Dribble At Weak Side High/Mid Post β†’ Must basket cut then short corner
β­• Circle Move Strategy
  • Drive right or left β†’ Everyone on perimeter moves one spot right or left
  • Ball handler changes direction β†’ Circle movement must change direction
  • Safety valve denied β†’ Must basket cut or X-Cut
  • Penetrator who passed ball β†’ May choose any R&R action (screen, finish cut, post up, etc.)
πŸ“ Basic Post Slides
  • Any player near paint or short corner β†’ Must obey post player rules if drive happens
  • Ball dribbles above post (strong/weak side) β†’ Must slide to short corner
  • Ball dribbles below post (strong/weak side) β†’ Step above FT line, elbow
⬇️ Baseline Drive
Condition: Only if no teammate between you and baseline
  • Fill opposite corner (circular movement first, then back to corner)
  • 45-degree angle (if no post player on line)
  • 90-degree angle (if no post player on line)
  • Safety valve
πŸ“Œ Pin & Skip
Skills: Read weak side defenders β€” effective against zone & last-second shots
  • MUST communicate β€” Name then "PIN!"
  • Pin defender with longest recovery
  • 4 out: Low post weak side automatic screen
  • Ball on top, 5 out: Wing can set pin for corner and vice versa
  • 4 out ball side: Low/mid post sets pin screen for wing
  • After basket, make pin screen (weak side)
πŸ”„ Circle Reverse
  • Natural pitch player can reverse circle
  • Get in position as safety valve
  • Behave as post player executing advanced slides
Safety Valve Player Reactions
  • Defender in deny or crossed 3pt line β†’ LA cut low or high
  • Execute X-Cut to open next player
  • If perimeter player can't get ball β†’ MUST CUT to vacate spot
πŸ’ͺ Power Dribble
Signal for hand-off / pick and roll from weak side player
  • Create mismatch
  • Pressure relief
  • Post advance
Relief Player Reads
  • Defender pressing, denying one direction β†’ Drop step or spin
  • Defender goes under β†’ Shape up for shot or drive
  • Defender in deny β†’ Curl shoulder to shoulder
  • Defender over read line β†’ Must basket cut
πŸ”² Screening Actions
  • Post player must obey Post Slides or Advanced Post Slides rules
  • Back screen, Flare screen, Ball screen β€” all freedoms of action for post players
  • After finishing basket cut: back screen or ball screen instead of filling open spot
  • For post player to get out of paint: may use any type of screen
Multiple Screen Rule
  • Never set a screen and stand
  • After screen: Post up, Flash open area, or Fill open spot
πŸ‹οΈ 4-Station Structure
  • Station 1: Pass and Cut
  • Station 2: Read Line
  • Station 3: Post Pass and Cut (post player development)
  • Station 4: Dribble At
2-Station Drilling β€” Pass & Cut Focus
  • 3 players out: Left/Right Wings and Top
  • 5 players out: Left/Right Wings, Top, both Corners
πŸ”€ Mix It Up Drilling
  • Pass and Cut + Dribble At
  • Dribble At + Drive
  • Drive + Pass and Cut
  • Dribble At + Read Line
  • Pass and Cut + Read Line
  • Pass and Cut + Down Screen
  • Dribble At + Down Screen
πŸ” Transition Options
  • Fill out to open spot (weak side or strong side)
  • Post up β†’ Feed post LA-Cut, X-Cut
  • Set a Pin Screen
  • Use a Pin and Screen
  • After Cut set a Back Screen
  • Use X-Cut or Relocate to open spot
S
Station Work & Execution
Station 1: Warm-Up Shooting
  • Bounce Off
  • Circle Movement
  • Circle Reverse β€” drive baseline; on any drive, driving player picks up ball and gets stuck
Station 2: Dribble At Wing β†’ Post
Post Player Focus: Push pass / wrap around passing
  • Drive Baseline β†’β†’β†’ Post Relocate Elbow β†’β†’β†’ Top Relocate Wing
  • Drive Middle β†’β†’β†’ Post Relocate Short Corner β†’β†’β†’ Top Relocate One Spot Away
  • Drive Baseline & Bounce Off β†’β†’β†’ Post Relocate Elbow β†’β†’β†’ Top Relocate Wing & Back Door
  • Drive Middle & Bounce Off β†’β†’β†’ Post Relocate Short Corner β†’β†’β†’ Top Relocate One Spot Away
Hand Off to Corner (With Pass)
  • Post screen to top β†’β†’β†’ Back cut with alley
  • Post screen to top β†’β†’β†’ Post pop for catch and shoot
  • Post screen to wing β†’β†’β†’ Post jump shot elbow
  • Post screen to wing β†’β†’β†’ Mid-range jump shot off glass
Wing Feed Post Actions
  • LA cuts (low post LA high, mid/high post any LA cuts)
  • Layup finish β€” cutting wing
  • After wing cut β€” Top relocate for 3-point shot
  • After wing and top finish β€” Post turnaround shot
Station 3: Pass to Wing
  • Passing
  • Driving β€” Bounce Off, Circular Movement
  • Ball Screens
  • X-Cuts
  • Back Screens
  • Front Cut & Post Up β†’β†’β†’ Wing feed post β†’β†’β†’ Post finish
  • Ball Screen & Roll β†’β†’β†’ Jump shot or pass to rolling player
Station 4: Dribble At Top β†’ Post
  • Top no pass, dribble alive β†’ Initiate hand off
  • Top post cut changed to X-cut to wing
  • Top to post (elbow/FT): LA cut middle layup, LA cut baseline jump shot off glass, X-cut layup, X-cut wing relocate for 3
Top Pass to Wing Options
  • Front cut: finger roll, push shot
  • Baseline cut: layup high off glass, jump shot off glass
  • Front cut + post side screen: corner 3
  • Baseline cut + post side screen: curl for elbow shot, layup (post slip)
  • Back screen by post: go middle or baseline
  • Ball screen: figure out best options
πŸ† Read Line Competitive 4v4 or 5v5
  • Do not allow mixing stages until every stage is mastered separately
  • Offense: 5 out, one meter from arc, everyone in athletic stance
  • We don't fake cut β€” we just cut!
  • Spacing: draw defense away from paint
  • Don't bring extra defender to ball
πŸ›‘οΈ Defense Requirements
  • Man-to-man pressure on ball all the time
  • One pass away: guard passing line or full body deny
  • Two passes away: help position
  • Weak side: guard paint against drives
Defensive Reactions
  • A) Defender over-aggressive, over 3pt line β†’ Offense must cut
  • B) Defender plays safe, gets ball β†’ Must execute requested move (back/front pivot, pump fake, rip through, jab step, etc.)
βš–
Scoring System
πŸ”΄ Offense Scoring
Every successful pass on perimeter1 pt
Every successful pass to paint2 pts
Every successful layup3 pts
Every offensive rebound2 pts
πŸ”΅ Defense Scoring
Deflection one pass away (no turnover)1 pt
Deflection one pass away (turnover)2 pts
Deflection skip pass (no turnover)1 pt
Deflection skip pass (turnover)2 pts
Every missed shot by offense2 pts
Every defensive rebound2 pts
Every missed layup3 pts
πŸ“ˆ
Offensive Stage Progression
  1. 1

    Stage 1: Pass ball one pass away, then must basket cut demanding ball. Players filling vacated spots must read defense and make moves based on defensive position β€” no fakes, no hesitations.

  2. 2

    Stage 2: After cut, can set back screens β€” must post up first, then execute action.

  3. 3

    Stage 3: Add Dribble At actions.

  4. 4

    Stage 4: Add Drive actions β€” Corner cut, Natural Pitch, Bounce Off.

  5. 5

    Stage 5: Add Ball Screens.

  6. 6

    Stage 6: Add side screens and X-Cuts.

Key Insight: R&R does not ask players to make good plays by coincidence. It builds rules around the statistically proven best plays, then trains players to see WHY the rule works. The two actions R&R forces after every pass β€” cutting to the basket and spacing to an open spot β€” are the #1 and #4 most efficient play types in professional basketball.
❌ Traditional Approach

Memorize plays β†’ execute sequence β†’ hope defense cooperates.

Players become good at running a specific play. When that play isn't called, they stand and watch.

βœ… Read & React Approach

Read the defender β†’ choose the action the math says is best β†’ system auto-organizes.

Players become good at decision-making itself. Every possession becomes a rep.

1.58 PPP
Basket Cut
EuroLeague 2022–24, 100 games
1.25+ PPP
Offensive Rebound Finish
#2 most efficient off-ball action
1.10 PPP
Spot-Up (spacing)
What circle move fills create
0.00 PPP
Standing Still
R&R makes this illegal by design
PPP by Play Type β€” R&R Connection Map
πŸ“‹
PPP by Play Type β€” Full Rankings
# Play Type Ball? PPP Range Rating R&R Connection
1
Cuts (basket, backdoor, flash)
Front cut, backdoor, V-cut, UCLA cut
Off-ball 1.30 – 1.58 ELITE Layer 1: Pass & Cut mandatory after every pass
2
Putbacks (offensive rebound finish)
Tip-in, quick shot after o-board
Off-ball 1.25 – 1.48 ELITE Screens & Skip; Circle Move creates board position
3
Transition (fastbreak)
Defense not set, numbers advantage
On-ball 1.15 – 1.23 HIGH R&R Transition Options Layer
4
Spot-Up (catch & shoot, open)
Open shooter in rhythm
Off-ball 1.03 – 1.15 GOOD Circle Move perimeter fills
5
P&R Roll Man
Screener rolling to the basket
Off-ball 1.05 – 1.15 GOOD Back Screen, Ball Screen roll
5
Handoff / Dribble Handoff (DHO)
Ball handed to moving player
On-ball 0.97 – 1.10 GOOD Power Dribble / Dribble At handoff
6
P&R Ball Handler
Guard attacking off the screen
On-ball 0.85 – 1.00 AVG Ball Screen signal layer
7
Off Screen (pin down, curl)
Coming off a set screen
Off-ball 0.90 – 1.00 AVG Screens & Skip (pin screen)
8
Post-Up (back to basket)
Half-court post isolation
On-ball 0.85 – 0.96 LOW-AVG Post Pass & Cut β€” post = unlock, not destination
9
Isolation (1-on-1 creation)
Ball handler creating own shot
On-ball 0.80 – 0.90 LOW Not default R&R β€” only when all reads exhausted
β€”
Standing Still (no action)
Not moving after passing / off-ball
Off-ball 0.00 DEAD R&R MAKES THIS ILLEGAL
DATA SOURCES: NBA Synergy Sports Technology (2014–2024) Β· EuroLeague possession study: 1009 possessions / 100 games, 2022–24 seasons (CUT = 1.58 PPP β€” #1 most effective) Β· NBA.com/stats Play Type Leaderboards Β· ResearchGate analytics reviews Β· Fansided / Nylon Calculus Synergy breakdowns
πŸ—Ί
R&R Layers β€” PPP Mapped
1
Pass & Cut
Foundation Layer β€” Every pass demands a cut
Pass β†’ Front Cut
Most direct route. Forces D to choose: ball or cutter. R&R makes this MANDATORY.
1.30–1.45
Pass β†’ Backdoor Cut (D overplays)
"D over 3pt line = MUST CUT" turns their aggression into a gift.
1.35–1.50
Hunt Drive β†’ Gap Attack
Passer uses the cutter as decoy to attack the now-vacated lane.
1.10–1.25
X-Cut (vs overplay / deny)
Reads the overplay, reverses direction. High IQ read trained as reaction.
1.20–1.35
Stay still after passing
Zero value. Defense recovers. R&R makes this illegal.
0.00
2
Read Line
Defender position as trigger
D above 3pt line β†’ Front Cut
Defender cannot guard ball AND stop cut simultaneously. The gap is mathematical.
1.30–1.45
D denying β†’ Backdoor
The deeper the denial, the easier the cut. Overplay becomes a trigger.
1.35–1.55
X-Cut vs deny
Front cut blocked β†’ reverse direction. Creates confusion for weak-side help.
1.20–1.35
D dropped back β†’ Spot Up
D concedes space = open catch & shoot. Circle Move fills this automatically.
1.05–1.15
3
Dribble At
Two players moving β€” zero standing
Dribble At β†’ Basket Cut (receiver)
Dribbled at = go away. Clears space AND creates layup threat simultaneously.
1.30–1.45
Dribble At Post β†’ Cut to Short Corner
Opens lane for both post action and perimeter spacing.
1.10–1.25
Power Dribble β†’ DHO (Handoff)
Moving ball screen. Creates mismatch and momentum.
0.97–1.10
4
Circle Move & Drive
Perimeter rotation on every drive
Drive β†’ Kick-Out 3 (from spacing)
Circle Move positions shooters on perimeter β€” corners are shortest 3.
1.10–1.20
Drive β†’ Rim Finish (gap attack)
Read Line: defender crosses arc = attack the gap before help rotates.
1.08–1.22
Hunt Close-Out (from spacing)
Scrambling defender is off-balance. R&R creates this systematically.
1.15–1.30
5
Post Pass & Cut
Post as unlock, not destination
Feed Post β†’ LA Cut (cutter gets layup)
Post entry forces help. Cutter exploits the gap created by post attention.
1.30–1.50
Feed Post β†’ Kick-Out 3
Post collapses defense β†’ kick to open shooter on perimeter.
1.10–1.20
Post-Up Iso (scoring)
Viable but use as threat, not default. Value is what it creates for others.
0.85–0.96
6
Screens & Skip (Pin & Skip)
Weak-side attacks & zone busting
Pin Screen β†’ Skip Pass β†’ Open 3
Pins longest-recovery defender. Skip = open shooter with momentum.
1.05–1.18
Back Screen β†’ Lob / Backdoor
Targets help defenders mentally committed elsewhere. Brief window.
1.20–1.38
Ball Screen β†’ Roll Man Catch at Rim
4-on-3 moment. Roller scores or creates kick-out 3.
1.05–1.15
Bottom Line: The two actions R&R forces after every pass β€” cutting to the basket and spacing to an open spot β€” are the #1 and #4 most efficient play types in professional basketball. The system hard-codes the best math into player behavior.
Every move, every location, every action β€” ranked by PPS (Points Per Shot) and PPP (Points Per Possession). NBA Β· EuroLeague Β· FIBA Β· NCAA data. The math that explains why the game is played the way it is.
πŸ“ PPS β€” Points Per Shot

Measures the quality of the shot itself. A dunk at 95% = 1.90 PPS. A corner 3 at 38% = 1.14 PPS. A mid-range at 42% = 0.84 PPS. PPS tells you which shots are worth taking, independent of how you got there.

πŸ“Š PPP β€” Points Per Possession

Measures the full value of an action, including turnovers, fouls drawn, and assists. A basket cut has 1.30–1.58 PPP because it generates high-quality shots AND creates defensive problems. PPP shows what the action does for the whole possession.

⚑ The Golden Formula

PPS = FG% Γ— point value of the shot. This is why mid-range is a trap: shooting 42% on a 2-point shot = 0.84 PPS, but 38% on a 3-point shot = 1.14 PPS. You need to shoot 57% on mid-range to match an average 3-point shooter. Almost nobody does at volume.

βž—
The Math: Same Shooter, Different Shots

Take a player who shoots at average league percentages β€” watch what happens to PPS based purely on where the shot comes from.

Dunk / Layup
65%
1.30 PPS
65% Γ— 2 pts
Basket Cut
70%
1.40 PPS
uncontested rim
Corner 3
38%
1.14 PPS
38% Γ— 3 pts
Above Break 3
36%
1.08 PPS
36% Γ— 3 pts
Free Throw
75%
0.75 PPS*
per FT attempt
Mid-Range 2
42%
0.84 PPS
42% Γ— 2 pts
Long 2 (off dribble)
37%
0.74 PPS
37% Γ— 2 pts
Standing Still
β€”
0.00 PPS
no action taken
The average 3-pointer is 0.16–0.20 PPS more efficient than the average mid-range jumper. Over 100 possessions, a team hunting threes and rim shots outscores a mid-range team by 16–20 points. That is not a small edge β€” that is the entire game.
PPS by Shot Type β€” Ranked
15
Top 15 Most Effective Shots & Moves

Ranked by combined PPS + PPP value. League-wide NBA averages from Synergy Sports, NBA.com tracking, and Cleaning the Glass (2022–2025).

# Shot / Move / Action PPS PPP Verdict
πŸ† TIER 1 β€” ELITE (Shots Teams Must Create)
1
Dunk (uncontested)
Fast break, alley-oop, roll man finish
1.80–1.95 1.40–1.60 The perfect shot. Near-100% FG Γ— 2 pts. No contest, no distance, maximum points.
2
Cut β€” Backdoor / Basket Cut (open layup)
Pass & cut, dribble at cut, transition cut
1.40–1.65 1.30–1.58 The #1 off-ball action. EuroLeague study: cuts = 1.58 PPP β€” most effective play type at any level.
3
Free Throw (pair, high shooter)
Drawing foul on drive, cut, or post
1.50–1.70* 1.50–1.80* Guaranteed points. 2 FTs at 80% = 1.60 expected points. No defense possible. *Per 2-shot foul.
4
Putback / Offensive Rebound Finish
Tip-in, quick second-chance at rim
1.30–1.48 1.25–1.48 Free points. Shot from right at the rim after a miss β€” essentially a reset layup.
5
Corner 3-Pointer (catch & shoot)
Open, stationary, off the pass
1.12–1.22 1.10–1.20 Most valuable spot-up shot. Shorter distance (22 ft vs 23.75 ft), better angle, 95%+ assisted.
⭐ TIER 2 β€” HIGH VALUE (Attack These Consistently)
6
Transition Layup / Open Drive
Fastbreak, defense not set
1.20–1.40 1.15–1.28 Defense not set = automatic advantage. Push pace before defense recovers.
7
Above-the-Break 3 (open, catch & shoot)
Kick-out from drive or post, open spot-up
1.05–1.14 1.05–1.12 Engine of modern offense. ~36% Γ— 3 = 1.08 PPS. Beats any 2-point shot below ~54% FG.
8
Close-Out Attack β€” Drive off scrambling defender
Catch, pump fake, attack hard close-out
1.10–1.28 1.10–1.25 Reward for spacing and movement. R&R specifically teaches "Hunt Close-Outs."
9
P&R Roll Man β€” Catch at the Rim
Screener rolling hard after setting pick
1.10–1.22 1.05–1.15 Creates 4-on-3 moment β€” roller gets layup or shooter gets kick-out 3.
10
Gap Attack β€” Direct Drive to Rim
Ball handler attacks open driving lane
1.08–1.20 1.08–1.22 R&R principle: "Hunt Open Gaps." Every cut and screen creates a half-second window.
βœ… TIER 3 β€” SOLID VALUE (Situationally Good)
11
Floater / Runner (off the drive)
Short floater over shot-blocker, in paint
0.96–1.08 0.95–1.05 Guard's answer to rim protection. Bridges gap between layup and mid-range.
12
Dribble Handoff (DHO) β†’ Drive or Shoot
Moving screen, receiver attacks immediately
0.97–1.10 0.97–1.10 Receiver already moving at full speed when ball arrives β€” impossible to close out on.
13
Back Screen β†’ Lob / Backdoor
Screener sets back screen, cutter goes to rim
1.05–1.18 1.20–1.38 Targets help defenders mentally committed elsewhere. Lob finish = layup equivalent.
⚠️ TIER 4 β€” BELOW AVERAGE (Use With Caution)
14
P&R Ball Handler β€” Drive / Pull-Up
Guard attacking off the ball screen
0.85–1.00 0.85–1.00 Good only with elite execution. Average player: 0.90 PPP. Creates secondary options.
15
Post-Up β†’ Score (back to basket)
Half-court isolation in the post
0.85–0.96 0.85–0.95 Viable as a threat, not a destination. Post's value is what it unlocks, not what it scores.
❌ TIER 5 β€” AVOID (Mathematical Dead Ends)
β€”
Isolation Mid-Range (off dribble)
1-on-1, pull-up, no help, 2-point zone
0.74–0.88 0.80–0.90 Worst shot for most players. Only Jokic, Durant, handful of others can justify at volume.
β€”
Long 2 (16–22 ft, off dribble)
Deep mid-range, contested, not at arc
0.72–0.82 0.75–0.88 The mathematical orphan. Too far for high-% 2, too close for a 3. Analytics killed this shot.
β€”
Standing Still β€” No Action
Stationary player after passing, off-ball
0.00 0.00 R&R makes standing still after a pass illegal. 0.00 vs 1.58 = the entire argument for motion offense.
5
The 5 Rules of Shot Selection
Rule 1 β€” Rim + 3s Only

The two most efficient zones are shots at the rim and shots behind the arc. Every R&R action should produce one of these two outcomes on every possession.

Rule 2 β€” Movement = PPS

Off-ball movement creates higher-PPS shots. Standing shooter at 38% = 1.14 PPS. Cutter finishing at rim = 1.40–1.65 PPS. Movement produces mathematically superior shots.

Rule 3 β€” Cuts Are Free Points

The basket cut is the highest-PPP action a player without the ball can take. It requires only timing, decisiveness, and willingness to move β€” the most teachable elite action in basketball.

Rule 4 β€” Mid-Range Is a Trap

You need to shoot 57% from mid-range to match an average 3-point shooter. Less than 5% of NBA players hit that mark. For developmental players, the mid-range is almost always the wrong choice.

Rule 5 β€” Draw Fouls

Two free throws at 75% = 1.50 expected points β€” better than any field goal attempt. Attacking the basket, posting as a threat, and cutting hard all generate foul-drawing opportunities that show up in PPP.

The Big Picture β€” 0.00 β†’ 1.58

The gap between standing still (0.00 PPP) and cutting to the basket (1.58 PPP) is the entire argument for intelligent movement offense. R&R systematically forces players into the 1.30+ zone every possession.

DATA SOURCES: NBA Synergy Sports Technology (2014–2025) Β· EuroLeague possession study, 100 games 2022–24 (ResearchGate) Β· NBA.com/stats Player Tracking Β· Cleaning the Glass shot location data Β· 82games.com floor location analysis Β· Towards Data Science / Basketball Analytics shot quality models Β· The Ringer 2025