Session Plan · U14 · Team (7 or more) · 60 min

Jump to the Ball: Beat the Give-and-Go

Why it works

The moment a pass leaves a player's hands, their defender is still guarding a player who no longer has the ball. That half-second is when the give-and-go is open: the passer cuts in front, between their defender and the ball, and gets it straight back. The defender wins it by moving while the ball is in the air, jumping toward the ball so they land between their player and the ball. Now any cut has to go behind them, the long way, where the rest of the defence can see it. The further the ball is, the further they jump: one pass away, a hand in the passing lane; two passes away, back in help, seeing the ball and their player. Every pass is a signal for all five to move.

The thread through every block

  1. Ball in the air
  2. jump to the ball
  3. land between your player and the ball
  4. cut goes behind you
  5. see ball and player.

Setup. 10 players, 2 coaches (or 1 coach and a parent passer), 2 hoops, 6 balls, bibs. Pairs at both ends; small-sided groups for the live blocks.

Warm-upGap and deflect7 min

12122move on the pass: nearest hand through the lane
Guard-to-guard passing. The defender sits off in the triangle and steps through the lane to deflect. Same on the other side.
  • Two guards pass to each other at the slots; a defender guards one of them, sitting off in a triangle (seeing the ball and their player). On every pass toward their player, the defender steps through the lane and tries to deflect it with the nearest hand, then recovers.
  • Passers start slow and lazy, then get sharper so the defender has to read the passer's eyes and arms.
  • Theme link: the defender moves while the ball is in the air. That's the whole session.

Block 1Jump on the flight8 min

12311Ccut in front = offence's point
The attacker passes to the coach and cuts. The defender jumps to the ball side on the pass, so the cut has to go behind.
  • Adds: a cutter after the pass.
  • The attacker at the top passes to the coach on the wing, then cuts for a give-and-go. As the ball leaves their hands, the defender jumps toward the ball, landing between their player and the ball. If the cutter gets in front, the coach passes back for a layup. If the defender's there first, the cut has to go behind, to the far side.
  • 3 reps each, then rotate: attacker → defender → line. Both sides.
  • Progress when: the defender lands before the cutter's second step.
  • Regress if: the defender jumps after the catch, not during the pass. Have the coach call "Ball!" as they catch, so the defender hears how late they were.
  • Cues (questions): "Where was the ball when you moved?" "Did they cut in front of you, or behind?"

Block 2Two out of three10 min

1211Clive 1v1, 4 dribbles maxdefence needs 2 stops of 3
After the cut to the far side, the defender is in help. The coach swings it back, the defender closes out and it's 1v1.
  • Adds: the cutter can end up anywhere, so the defender has to go from denying to helping and back.
  • Carries on from Block 1. After the cut goes behind to the far wing, the defender opens up into help (inside the split line, seeing the ball and their player). The coach can swing the ball back to the attacker any time, and the defender closes out. Then it's live 1v1 with 4 dribbles max.
  • The defender has to get 2 stops out of 3 possessions to rotate to offence. Score gets them nothing; stops do.
  • Progress when: the defender is in help before the coach looks, not after.
  • Regress if: closeouts are too late to stop anything. Shorten the cut: the attacker stops at the far slot, not the wing.
  • Cues (questions): "Two passes away, where should you be?" "When you were beaten, did you keep chasing?"

Water2 min

Block 3Deny and help10 min

123C1122one pass away: denytwo passes away: help
Coach at the top passes to either wing. Both defenders change jobs on every pass.
  • Adds: a second pair, so each pass changes each defender's job.
  • Coach at the top, two attackers on the wings, two defenders. When the ball is at the top, both defenders deny (hand and foot in the passing lane). When it goes to a wing, that wing's defender closes out and the far defender jumps back into help, inside the split line. When it comes back, both jump again. Attackers can cut and catch whenever they get open; once one catches, it's live 2v2.
  • Rotate pairs every 3 possessions.
  • Progress when: both defenders move on the flight of the pass, not on the catch.
  • Regress if: the far defender stands with their player. Freeze the pass and ask where the help should be, then replay.
  • Cues (questions): "When the ball went away from you, where did you go?" "Could you see the ball and your player at the same time?"

Block 4No dribble, cut to score10 min

123112233no dribble: every advantage comes from a cut
3v3 pass and cut with no dribbling. Same at the other hoop with the second group.
  • Adds: three attackers passing and cutting freely, with no dribble, so every chance has to come from a cut.
  • 3v3 at each hoop (the spare players rotate in after each score or stop). Attackers can only pass and cut: no dribbling. Defenders have to jump on every pass.
  • When a cut gets in front of a defender, the coach stops it and asks both sides: the offence did its job; what did the defence do?
  • Progress when: most cuts are forced behind.
  • Regress if: the offence scores on almost every possession. Drop to 2v2 plus the coach as a passer.
  • Cues (questions): "Who moved first: you or the ball?" "Where did that cut go: in front of you, or behind?"

FinisherStops and deflections11 min

123112233deflection = 2 for the defence
Live 3v3, winner stays. The other hoop plays 2v2 with the same scoring; swap groups every 4 minutes.
  • Live 3v3 at one hoop and 2v2 at the other, dribble allowed again. Winner stays: the team that gets a stop or a score stays on, as offence. Swap the groups between hoops every 4 minutes.
  • Scoring:
    • Defence, 2 pts: a deflection or a steal from a pass.
    • Defence, 1 pt: any other stop.
    • Offence, 1 pt: any score.
  • First to 7.

Huddle2 min

  • "When did you move: when the pass was thrown, or when it was caught?" "Which cut beat us today, and where were we when it happened?"

Coach notes

  • Decision errors vs execution errors:
    • Staying with your player when the ball moves away, or jumping too far and losing them, is a decision error. Ask Block 3's question about where the help should be.
    • Jumping late (on the catch, not the pass) is a timing error. The fix is a cue on the passer's hands, not more effort: "Move when it leaves their hands."
  • Common failure: the defender jumps to the ball but turns their back on their player. Land facing both, so a cut behind is still seen.
  • Common failure: over-denying one pass away and getting beaten backdoor. A hand in the lane, not the whole body; the help behind is there for the backdoor.
  • Judge the decision, not the outcome. A defender who jumped on time and still got beaten by a great cut did the right thing. Say so.

Sources

SourceUsed for
Shawn Swords — Basketball Team DefenseBlocks 1 and 2
Ken Shields — Building Your Man to Man DefenseBlock 3 deny and help positions
Chris Oliver — What Coaching Basketball Using a Games Approach Looks LikeMechanism, Block 4
Tanya McKay — Creating Transition Offense with an Effective Man to Man DefenseWarm-up
junior.basketball (original)Finisher scoring

Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.