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

Stride Stop: Arrive in the Paint, Then Play

Why it works

A drive down the lane line usually ends with the defender on the attacker's inside hip. A jump stop lands square, ball in front, so the only way out is straight up into the defender. A stride stop (outside foot, then inside foot, a two-count stop) turns the shoulders toward the corner. The body is now between the defender and the ball, and the first foot is a pivot. From there the attacker has three answers, picked by where the defender is: behind, an inside-hand finish; level or ahead, an outside-hand finish protected by the inside shoulder; help in front, pivot and pass back to the teammate behind.

The thread through every block

  1. Drive the lane line
  2. strong pick-up to the back shoulder
  3. stride stop, shoulders to the corner
  4. read the defender: behind = inside hand · level = outside hand · help in front = pivot and play back
  5. exit cut and refill.

Setup. 10 players, 1 coach, 2 hoops, 10 balls, 2 hit pads. Five players per hoop all session; every block runs at both hoops at once.

Warm-upHUPPPY lines7 min

12312345catch: peek at the rimone-two stop, ball on the hip or shoulder
Five spots a step off the arc. Catch, peek at the rim, drive, one-two stop in the paint with the ball protected, pass to a spot, exit cut out of the paint to the open spot. Start with one ball, build to three.
  • Five players a step off the arc: top, both wings, both corners. The player with the ball peeks at the rim, drives into the paint, comes to a one-two stop with the ball held in two hands on the hip or shoulder, pivots, peeks again and passes to any spot. Then an exit cut: straight out of the paint to the open spot, never across it.
  • One ball first, then add a second and a third. Say the name of the player you pass to.
  • Theme link: a one-two stop in the paint with the ball protected, at speed, before anyone has explained it.

Block 1Pick-up and two finishes7 min

12125pick it up to the back shoulderoutside foot, inside foot: shoulders to the corner
From each elbow: one dribble down the lane line, a strong pick-up to the back shoulder, stride stop, finish. Alternate an inside-hand and an outside-hand finish. Rebounder feeds both lines. Same at the other hoop.
  • Adds: the pick-up and the stride stop, with no defender.
  • A line at each elbow. One hard dribble down the lane line, then pick the ball up strong to the back shoulder (you should hear it pop). Outside foot, inside foot: the shoulders end up pointing at the corner. Finish.
  • Alternate the two finishes: inside hand (reaching across, the ball high off the glass) and outside hand (inside shoulder toward the middle, protecting the ball).
  • Six finishes each side: 5 out of 6 earns a point for the group. Swap elbows so everyone goes both directions.
  • Progress when: players stop balanced, without drifting under the ring. Start from the top with two dribbles.
  • Regress if: the second step lands square, like a jump stop. Walk it: dribble, "one" (outside), "two" (inside), freeze, check the shoulders.
  • Cues (questions): "Where were your shoulders pointing when you stopped?" "Where did you pick the ball up: waist or shoulder?"

Block 2The pad picks the finish8 min

1211pad behind your hip: inside handpad level or ahead: outside hand
A defender with a pad sets up somewhere along the lane line and freezes. The driver stride-stops and picks the finish that beats where the pad is. Rotate driver → pad → line. Same at the other hoop.
  • Adds: a defender whose position decides the finish.
  • A defender with a pad picks a spot on the driver's inside hip as the driver goes: a step behind, level, or a step ahead toward the rim. Then freezes. The pad can give a light bump on the way up.
  • Defender behind the hip: inside-hand finish. Level or ahead: outside-hand finish, inside shoulder into the pad.
  • The right finish for the pad's spot scores 1, made or missed; a make is a bonus point. Rotate driver → pad → line.
  • Progress when: drivers pick right most of the time. The pad holder moves at the pick-up instead of before it.
  • Regress if: drivers use the same finish every time. The pad holder calls "behind" or "level" as they move.
  • Cues (questions): "Where was the pad when your second foot landed?" "What did your inside shoulder do?"

Block 3Play back to the trailer10 min

1A231122A: help steps in front = pivot, play backhelp stays = finish
2v2. The driver starts a step ahead of their defender. The helper chooses: step in front (A) or stay home. Step in, and the driver stride-stops, pivots and plays back to the trailer filling behind. Stay, and finish. Same at the other hoop.
  • Adds: a helper who chooses, and a teammate behind to play back to.
  • 2v2 from the top. The driver starts a step ahead of their own defender, who chases. The second attacker trails behind the drive, filling toward the free-throw line. The helper starts on the other side of the key and either steps in front of the drive or stays home.
  • Helper steps in: stride stop, pivot away from the help, pass back to the trailer for the shot or the drive. Helper stays: finish, using the right hand for where the chaser is.
  • Scoring: 2 for a basket, plus 1 if it came from the right read. Defence gets 1 for a stop or a charge. The fifth player rebounds and rotates in.
  • Progress when: drivers read it right most times. The helper can show and recover instead of committing.
  • Regress if: drivers charge into the helper. The helper holds a pad, standing still, and the driver must stop before it.
  • Cues (questions): "When did you see the helper: before or after you picked it up?" "Where was your trailer when you stopped?"

Water2 min

Block 42v2 live11 min

1211225every shot comes off a stride stop or a passout of onejudge
2v2 live, half court, man-to-man. A basket only counts if it came off a stride stop or a pass out of one. The off-ball player moves to where the driver can play back to them. Same at the other hoop.
  • Adds: everyone live, and no one tells the driver what the help will do.
  • 2v2 half court, man-to-man, from the top and a wing. A basket only counts if it came off a stride stop or a pass out of one. The off-ball player moves on the drive to a spot the driver can play back to: behind the ball, or the corner.
  • Exit cuts: after a pass out of the paint, the passer cuts straight out and refills an open spot.
  • Scoring: 2 for a counted basket; a turnover or charge in the paint is 1 to the defence. First to 7. The fifth player judges and comes in for the losing pair.
  • Progress when: most possessions reach the paint without a charge or a picked-up dribble on the perimeter. Defenders can now dig at the ball on the stop.
  • Regress if: nobody reaches the paint. Attackers start with a step's head start on the drive.
  • Cues (questions): "What did the defence give you when you stopped?" "Where did you go after you passed?"

Finisher3v2 + 1, play-back points12 min

123123123 pts: score off a stride-stop finish or play-back-1: a charge
Three attack two, so the help has to commit on every drive. The driver stride-stops and either finishes or plays back to whoever the help left. Three possessions, then rotate. Same at the other hoop.
  • Three attack two at each hoop, half court. The extra attacker means a defender has to help on every drive, so every drive is a read.
  • Scoring:
    • 3 pts: a basket off a stride-stop finish, or off a pass out of one.
    • 2 pts: any other basket.
    • -1: a charge, or a dribble picked up in the paint without a stop.
    • Defence, 2 pts: a stop.
  • Three possessions, then one attacker and both defenders rotate. Count team totals across the rotations; most points after 10 minutes wins.

Huddle3 min

  • "When was the stride stop better than a jump stop today?" "What were you reading when your second foot landed?"

Coach notes

  • Decision errors vs execution errors:
    • Finishing into a helper who stepped in front, or passing out with nobody near, is a decision error. Ask Block 3's question.
    • Picking the ball up at the waist, landing square, or travelling on the pivot is an execution error. Two Block 1 reps at the side of the court, then back in.
  • Common failure: the stop gets slow and deliberate, so the help has time to arrive. The stride stop is a two-count at full speed: hear the pick-up, then one-two.
  • Common failure: drifting under the ring after the stop. Start the stop earlier, at the edge of the restricted area.
  • The jump stop isn't wrong. It's still a strong stop for a shot fake or seeking contact. This session adds a second stop; it doesn't replace the first.
  • Judge the decision, not the make. A play-back pass to a trailer who misses was still the right read.

Sources

SourceUsed for
Matt Lewis — The Stride Stop, Finishing School From the Flow Motion OffenseMechanism, Block 1, Block 2, Block 3 (play back to the player behind)
Matt Lewis — Elbow Finishing DrillBlock 1 (elbow start, inside-hand and outside-hand finishes)
Breakthrough Basketball — HUPPPY Concept and DrillWarm-up, Block 4 (exit cuts)
Breakthrough Basketball — 7 Keys to Elite FinishingBlock 1 (strong pick-up, rip the ball tight)
Breakthrough Basketball — 5 Best Finishing Drills for TeamsBlock 2 (dummy defender reading the angle)
junior.basketball (original)Block 3 and Block 4 rules, 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.