PNR Flashcards

(64 cards)

1
Q

When do you run PnR?

A

When you want a mismatch, force help rotations, beat slow bigs, attack weak on-ball defenders, create spacing advantages, or punish defenses that aren’t set.

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2
Q

When NOT to use PnR?

A

When screener can’t threaten, defense switches everything with elite defenders, or spacing is bad/clogged.

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3
Q

Best ways to enter PnR?

A

Drag screen in transition, DHO into PnR, rejection into PnR, pindown first, or slip-to-screen action.

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4
Q

Best PnR spacing?

A

Corner filled, opposite corner filled, wing lifted, lane empty, ball & screen 3–5 feet apart.

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5
Q

How to set screen angle?

A

Screener’s hips aimed at defender’s back foot → forces defender into screen → creates best driving lane.

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6
Q

Timing rule for perfect PnR?

A

Ball arrives at screen the exact moment screener sets feet — no early arrival, no late arrival.

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7
Q

BH Read 1 — Defender goes OVER?

A

Attack the gap, split, get downhill, or take pull-up if big drops.

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8
Q

BH Read 2 — Defender goes UNDER?

A

Immediate 3. If screen high, re-screen and punish.

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9
Q

BH Read 3 — Defense SWITCHES?

A

Attack mismatch (iso), force big to guard you, or throw to screener for post seal.

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10
Q

BH Read 4 — Defense DROPS big?

A

Floater, pull-up, pocket pass, or skip to weakside.

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11
Q

BH Read 5 — Defense HEDGES/SHOWS?

A

Split hedge, bounce retreat then re-attack, or hit roller behind hedge.

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12
Q

BH Read 6 — Defense BLITZES/TRAPS?

A

Pass out immediately: short roll, corner shooter, or quick reversal.

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13
Q

BH Read 7 — Weakside help early?

A

Skip pass, corner 3, or swing to 2nd side PnR

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14
Q

BH Read 8 — Weakside help late?

A

Finish at rim before help arrives.

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15
Q

Screener read — Defender SWITCHES?

A

Seal mismatch instantly, roll for deep catch, or duck-in.

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16
Q

Screener read — Defender DROPS?

A

Hard roll into paint or short-roll to free-throw line.

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17
Q

Screener read — Defender HEDGES HARD?

A

Slip early or pop into shooting space.

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18
Q

Screener read — Defender SOFT HEDGE?

A

Roll after hedge recovers or pop if shooter.

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19
Q

Screener read — Blitz?

A

Slip BEFORE contact or sit in pocket for short-roll playmaking.

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20
Q

Screener technique — How to set elite screen?

A

Feet shoulder width, chest upright, plant foot angled, hold contact for 0.5s, then explode.

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21
Q

Weakside rule #1?

A

Don’t move unless help shifts — replace space after rotation.

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22
Q

Weakside rule #2?

A

If your defender tags roller → corner 3.

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23
Q

Weakside rule #3?

A

Lift when ball drives baseline → pass lane.

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24
Q

Weakside rule #4?

A

Cut if defender ball-watches or turns head.

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25
How to beat SWITCH?
Attack mismatch, slip early, re-screen, post small defender.
26
How to beat DROP?
Floater, pull-up, pop, skip pass, or short roll.
27
How to beat HEDGE?
Split, hit roller behind hedge, reject screen, or re-screen.
28
How to beat BLITZ?
Immediate short-roll pass, corner skip, or handback to release.
29
How to beat ICE?
Reject screen, snake dribble middle, drag out big, or rescreen opposite.
30
Ballhandler job in PnR?
Manipulate defenders, stay patient, read 1→2→3→4, and control tempo.
31
Screener job in PnR?
Create contact, protect angle, pick and roll/pop/slip, communicate coverage.
32
Weakside shooters job?
Space properly, punish help, cut decisively.
33
Roller job?
Sprint to rim, seal early help, finish strong.
34
On-ball defender job vs PnR?
Execute coverage: chase over, under, switch, or force baseline.
35
Big defender job vs PnR?
Protect lane, communicate coverage, time hedge/drop.
36
Weakside defense responsibility?
Tag roller, rotate to shooters, recover on skip passes.
37
What is slip
Fake screen then cut — best vs switch, hedge, aggressive show.
38
What is a SHORT ROLL?
Stop at FT line → catch → 4v3 read: lob, corner skip, floater.
39
What is a POP?
Screener steps outside arc → punish drop defense.
40
What is a RE-SCREEN?
Second screen to flip angle → kills hedges and switches.
41
What is a GHOST SCREEN?
Fake screen then flare/pop → destroys switches.
42
Finish option #1
Floater (vs drop)
43
Finish option #2
Midrange pull-up (vs under)
44
Finish option #3
Rim attack (vs over with slow hedge)
45
Finish option #4
Pocket pass to roller
46
Finish option #5
Lob
47
Finish option #6
Skip to weakside
48
Finish option #7
Kick out to corner
49
What is the “screener’s back foot rule”?
Angle hip toward defender’s back foot to force contact and open driving lane.
50
Ballhandler space from screen?
3–5 feet before screen, shoulder-to-hip on screen contact.
51
Weakside spacing distance?
18–20 feet between wing and corner for max help punishment.
52
When to pass to roller?
The moment roller’s chest faces you before big recovers.
53
Manipulate big?
Hold your defender on your back → snake dribble → force big to commit.
54
Shift weakside defender?
Look off corner shooter before skip.
55
Force drop big higher?
Take two probe dribbles at big before attacking.
56
Collapse defense?
Jump stop → read four defenders → spray out.
57
Best 2v2 PnR drill?
Random coverage call by coach: over/under/switch/hedge/trap.
58
Best 3v3 PnR drill?
Weakside defender must tag roller → test skip passes.
59
Best 5v5 PnR drill?
Offense MUST score from PnR action for the point to count.
60
Best finishing drill?-pnr
Floater series, pocket pass timing, short roll reads.
61
Fix for soft screen?
Step into defender’s path, hold contact, widen base.
62
Fix for telegraphed pass?
Keep eyes on rim → fire pass while defender’s head turns.
63
Fix for early pass to roller?
Take extra dribble to force tag before passing.
64
Fix for clogged lane?
Weakside lifts/corner drops based on ball penetration.