They are going to play the game between FSU and SMU at 9:15 pm ET, without any of the communications needed on both sidelines.
This includes helmet-to-helmet, IPads, coordinator communication, no PA, nothing.
They are going to do this old-school, and it will be fascinating 🤷♂️
MIA: Early Swing Drives
- Were a staple of MIA's offense the entire year. This is well executed but also something you can take away to add naturally to your early offensive attack.
- Even with a limited load up, early swing drives in the possession can be very effective
We see thousands of basketball players each summer striving to
become quicker so they can beat a quicker defender off the dribble 1v1.
All of them would achieve their goals more quickly if they learned...
• How to set up their defenders
• How to sell their fakes on the perimeter
• And when to make their breaks for the basket
PGC CEO, Mano Watsa, discovered exactly that and more when he attended PGC back in high school and at 50-years-old, he still looks like the SMARTEST player on the floor.
Remember, the fastest mind nearly all beats the faster, more athletic player.
One of the biggest mistakes coaches make when simplifying a practice task is removing the very skill or decision they want players to develop.
When we simplify a game, our goal isn't just to make it easier.
It's to keep the DNA of the game alive while reducing the complexity of the challenge.
Every game tells a story.There is an objective players are working towards. There are opponents trying to make that objective harder to achieve and teammates helping create solutions. Players must pick up information from the environment, make decisions based on that information and act to achieve an outcome. These elements form the DNA of most team and interactive sports. The challenge for coaches is preserving as much of this DNA as possible when scaling a task.
For example, a well-designed 2v1 can still contain many of the key ingredients of the full game. There is direction, opposition, information to pick up, decisions to make and a problem to solve. The task is simpler, but the story remains the same.
If we remove too many of these elements, we risk changing the problem players are trying to solve and ultimately what they learn.
The "DNA of the game" is my own way of thinking about some of the ideas behind the Foundation for Task Design model developed by Mark O'Sullivan and colleagues.
Josh Hart:
"Everybody wants to be the guy that scores the most, that puts the ball in the basket and that's not everybody's path. That wasn't my path and sometimes that's a tough pill to swallow but when you embrace that when you're a star in your role and you take pride in doing the little things that breeds winning basketball. For me as embraced as I was in this city wearing this jersey that sacrifice was easy. Some days it was tough don't get me wrong but you sacrifice for moments like this"
“There are three general principles of the game: i) to not
allow a numerical disadvantage; ii) to avoid numerical equality; and iii) to attempt numerical superiority
(Costa, Garganta, Greco, & Mesquita, 2009).”
Mike Brown Gold
“We have rules: Protect basket…declare ball…load paint…find most dangerous guy…last guy down weak side…We turn over etc…sprint back…high level next play speed…separates good teams from great"
(Via @NBA_NewYork 🎥)
Team Advantage SSG Work
Decision making on both sides of the ball.
- Offense reading closeouts/rotations
- Defense reading drives/passing lanes in scramble situations.
3v2 - Wing/Wing/Corner - Initial Driver can drive to score but if he passes it becomes 2v2
4v3 - Wing/Wing/Corner/Dunkers
Emphasis on the crackdown help off the rotation and dropping to to read the closeout
@ACSLions_BB