Here is a simple post defense guide for the following positions: SW, SF, PF.
The following guide will help you to guard the most common post shot attempts including: dunks, layups, and jumpers. I do not claim to be a great post defender, this is just a set of rules that have helped me along the way.
General tips:
*Middle = scorer is in the paint (rectangle).
**Right = scorer is to the right of the paint (outside and right of the rectangle).
***Left = scorer is the the left of the paint (outside and left of the rectangle).
The following guide will help you to guard the most common post shot attempts including: dunks, layups, and jumpers. I do not claim to be a great post defender, this is just a set of rules that have helped me along the way.
General tips:
- Never guess, ever. While guessing can get a you few blocks here and there (~14%), you will be able to block at a much more consistent and higher rate when concentrating, positioning yourself, and reacting properly.
- Concentrate on the feet/heels of your opponent to get the earliest tell on direction of dunk/layup or if your opponent is shooting a jumper.
- Draw an imaginary straight line going from the scorer to the rim and stay on that line at all times.
- Camera zooms in = dunk, camera doesn't zoom in = layup. Have your default timing be dunk block timing, slow down to layup when needed.
- Hold down inputs aggressively, do not tap.
- Concentrate, and remember to breathe.
- If the scorers position is middle*:
- Position: Draw an imaginary line going from the scorer to the rim and stay on that line at all times. You should be about half way between rim and scorer.
- Focus on: Heel of scorer & camera.
- If camera zooms in:
- Inputs:
- left dunk: left
- right dunk: right
- straight dunk: down or none
- Movement: do not move.
- Timing: very fast.
- Inputs:
- If camera does not zoom in:
- Inputs:
- left layup: left + up
- right layup: right + up
- straight layup: up
- Jumper: If heel leaves ground only: down + shift.
- Movement:
- layup: two steps up.
- jumper: two steps down.
- Timing: medium (enough to react to camera not zooming).
- Inputs:
- If scorers position is right**:
- Position: Draw an imaginary line going from the scorer to the rim and stay on that line at all times. You should be about half way between rim and scorer.
- Focus on: Heel of scorer & camera.
- If camera zooms in:
- Inputs:
- left dunk: left + down
- right dunk: right + up
- Straight dunk: none or left + up
- Movement: do not move.
- Timing: Very fast
- Inputs:
- If camera does not zoom in:
- Inputs:
- left layup: left + up
- right layup: right + up or up
- straight layup: left + up
- Jumper: If heel leaves ground only: down + right + shift.
- Movement: two steps: left + up
- Timing: medium (enough to react to camera not zooming).
- Inputs:
- If scorers position is left***:
- Position: Draw an imaginary line going from the scorer to the rim and stay on that line at all times. You should be about half way between rim and scorer.
- Focus on: Heel of scorer & camera.
- If camera zooms in:
- Inputs:
- left dunk: left + up
- right dunk: right + down
- Straight dunk: none or right + up
- Movement: do not move.
- Timing: very fast
- Inputs:
- If camera does not zoom in:
- Inputs:
- left layup: left + up or up
- right layup: right + up
- straight layup: right + up
- Jumper: If heel leaves ground only: down + left + shift.
- Movement: two steps: right + up
- Timing: medium (enough to react to camera not zooming).
- Inputs:
*Middle = scorer is in the paint (rectangle).
**Right = scorer is to the right of the paint (outside and right of the rectangle).
***Left = scorer is the the left of the paint (outside and left of the rectangle).
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