Warm-upHUPPPY lines7 min
- 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
- 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
- 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
- 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
- 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
- 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
| Source | Used for |
|---|---|
| Matt Lewis — The Stride Stop, Finishing School From the Flow Motion Offense | Mechanism, Block 1, Block 2, Block 3 (play back to the player behind) |
| Matt Lewis — Elbow Finishing Drill | Block 1 (elbow start, inside-hand and outside-hand finishes) |
| Breakthrough Basketball — HUPPPY Concept and Drill | Warm-up, Block 4 (exit cuts) |
| Breakthrough Basketball — 7 Keys to Elite Finishing | Block 1 (strong pick-up, rip the ball tight) |
| Breakthrough Basketball — 5 Best Finishing Drills for Teams | Block 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.