Session Plan · U14 · Small group (up to 6) · 45 min

One More: Shoot or Swing

Why it works

When the ball is passed out, the nearest defender has to close out. If they're late (still running, or more than an arm away on the catch), the catcher has the shot. If they get there in time, they've left someone to do it, so the teammate one pass away is now more open than the catcher. One more pass beats the next closeout because the ball travels faster than the defender can recover. Holding the ball, or driving into a closeout that's arrived balanced, gives the defence the time back. So the catcher decides on the catch: late, shoot; there, swing.

The thread through every block

  1. Feet ready before the catch
  2. eyes on the closer, not the rim
  3. late: shoot on the catch
  4. in time: one more
  5. the next catcher reads again.

Setup. 6 players, 1 coach, 1 hoop, 4 balls. Three shooting and three rebounding in the warm-up; groups of three in Blocks 1–2.

Warm-upSwing triangle6 min

123213Ccoach steps at you: swing itcoach stays home: shoot it
Three shooters round the arc, one ball. The coach stands under the rim and steps toward a catcher, or doesn't. Step at you: swing it. No step: shoot. Rebounders feed back.
  • Three shooters at the top and both wings, three rebounders. The ball moves round the arc. On each catch, the coach steps toward the catcher, or doesn't. Coach steps: swing it to the next shooter. Coach stays: shoot on the catch.
  • Ninety seconds per group, count the makes. Swap shooters and rebounders, two rounds each.
  • Theme link: every catch is a read of the nearest defender, and the answer comes on the catch, not after it.

Block 1Two-on-one from the nail8 min

123C121late: shoot · in time: one morecorner catcher: shoot only
One defender on the nail. The coach passes to the wing and the defender closes out. Late: the wing shoots. In time: one more to the corner, who shoots. Same on the right.
  • Adds: a real closeout to read, from the nail.
  • One defender on the nail, attackers on the wing and in the same corner, coach at the top. The coach passes to the wing; the defender closes out. The wing shoots if the closeout is late, or swings to the corner if it's there in time. The corner catcher shoots only.
  • Rotate: wing → corner → defender → line. Switch sides every round.
  • Scoring: a make is 1 to the attackers. The defender gets 1 for a stop, and 1 for a wing who held the ball or drove.
  • Progress when: the decision comes on the catch, before the defender lands.
  • Regress if: defenders get to every catch. They start a big step lower, near the block.
  • Cues (questions): "Where was the defender's last step when you caught it?" "Who was more open, you or the corner?"

Block 2Two-on-two, one more9 min

123412121 out · 2 nail defender closes3 one more · 4 passer contests
The defender under the rim passes out and becomes the second closeout. The nail defender closes the first catch; on one more, the passer-defender has to close the second.
  • Adds: a second closeout, so the swing pass has to be quick too.
  • One defender under the rim with the ball, one on the nail; attackers anywhere round the arc. The defender under the rim passes to either attacker. The nail defender closes out; the catcher shoots if open, or makes one more pass. The defender who made the first pass closes out the second catch.
  • The second catcher reads again: shoot, or one more back. Three passes max, then it's a shot.
  • Scoring: a make off the first catch is 1; a make after one or more swings is 2. Defence: a stop is 1, and a deflected swing is 2. Rotate in pairs.
  • Progress when: swing passes leave on the catch, not after a look.
  • Regress if: swings get deflected. The second defender has to touch the baseline after the first pass.
  • Cues (questions): "When you swung it, where was the defender who passed it out?" "What did you see that told you to shoot?"

Water2 min

Block 3Near man9 min

1234C1212no shot, no swing: attack the closeoutthen it's live 2v2
Two defenders circle in the paint until the coach passes out. The nearest closes out. Shoot, swing, or attack the closeout and play live 2v2.
  • Adds: live play after the read. If there's no shot and the swing isn't on, attack the closeout, and the defence has to help and recover.
  • Two defenders circle in the paint; attackers on both wings. The coach throws it to either wing. The nearest defender closes out ("near man"). The catcher shoots, swings, or drives a closeout that's flying past. Then it's live 2v2 until a score or a stop.
  • Scoring: a catch-and-shoot make is 2 (3 for a three); any other score is 1. A stop is 1 to the defence. Rotate in pairs.
  • Progress when: drives happen only on closeouts that fly past, not ones that arrive balanced.
  • Regress if: everything becomes a drive. A drive counts only if the catcher's defender left their feet on the closeout.
  • Cues (questions): "Which closeout did you drive, and why that one?" "When the help came, who was open?"

FinisherBuild-up to three-on-three9 min

123112323starts 1v1 · first kick: defenders joinmake after one more = 3 · held ball = turnover
Starts as 1v1 from the top. When the dribble is cut off, kick to a wing; the two baseline defenders join, the nearest closing out. Then it's live 3v3.
  • 3v3 that starts as a 1v1. Two defenders wait on the baseline. The ball handler plays 1v1 at the top; when the drive is cut off, they kick to a wing, and the baseline defenders join, the nearest closing out. Live 3v3 from there.
  • Scoring:
    • 3 pts: a make on the catch after one more pass.
    • 2 pts: any other make.
    • Turnover: a catcher who holds the ball more than a one count without shooting, passing or driving.
    • Defence, 1 pt: a stop.
  • Swap offence and defence after three possessions. First to 9.
  • Progress when: the 3-point scores are coming without the coach calling for them.

Huddle2 min

  • "What did the best swing passes have in common?"

Coach notes

  • Decision errors vs execution errors:
    • Holding the ball to look is a decision error, even if a good shot follows. The closeout had time to arrive. Ask Block 1's question.
    • A rushed shot on the right read is execution. Back to the warm-up for feet ready before the catch.
  • Common failure: passing up open shots to make the extra pass. One more is the answer only when the closeout arrives. A late closeout means shoot.
  • Common failure: swing passes that float. A swing has to beat a running defender, so it's a hard chest or overhead pass, never a lob.
  • How it differs from the nearest plans: Drive and Fill (U12) teaches the extra pass from the driver's side, after the help comes. Attacking Closeouts (U16) is the catcher's shoot-or-drive read. This plan is the catcher's shoot-or-swing read, with no drive needed until Block 3.
  • Running it for 60: add the 15 minutes to the live end. Block 3 goes to 13 min. The finisher goes to 18 min, with a second round played without the one-count rule so the read has to come from the players. The huddle goes to 4 min, with a second question: "When was driving the right answer?"

Sources

SourceUsed for
Tony Miller — 5 Small-Sided Games for Game-Like ShootingMechanism, Block 2 two-on-two one more (the passer-defender contests the second catch), reading the closeout vs finding the more open teammate
Mark Cascio — How to Teach Defense with Small-Sided GamesBlock 3 two-on-two near man (defenders circling in the paint, the nearest closes out, live off the closeout), finisher build-up from 1v1 (Michigan women)
junior.basketball (original)Warm-up swing triangle, Block 1 two-on-one from the nail, finisher scoring and the one-count rule

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.