The most common baseline out-of-bounds play in basketball. Four players stack in a vertical line near the lane. On the slap of the ball, they scatter in different directions — at least one player will be open for a catch near the rim.
Read Order : First look: 5 cutting to the near block — a quick catch for a layup. Second look: 4 on the far block for a lob. Third look: 3 or 2 popping to the wings for a catch-and-shoot. The inbounder has 5 seconds and 4 options — someone is always open if the cuts are sharp.
The stack creates four simultaneous screens. Defenders can't fight through without losing their man. Even if the defense switches, someone ends up with a size or speed mismatch near the rim.
If the defense cheats toward the basket, the pop-out to the wings becomes the primary option. The stack is self-adjusting — wherever the defense cheats, the opposite action is open.
The box gives you built-in screens at every angle. You can run flex cuts, cross screens, down screens, or pops — all from the same starting formation. The defense can't prepare for every option.
The inbounder must make eye contact with the cutter. Fake one direction with your eyes, then pass the other way. The inbounder's fakes are half the play.
Horizontal alignment creates a natural "pick your poison" — every defender is screened by the player next to them as they break in opposite directions.
Best in late-game situations when you need a quick, reliable look. The line is fast-hitting — if the first option is open, the play is over in 1 second.
The "screen the screener" concept gives the defense two problems in rapid succession. Even if they handle the first screen, the second one catches them off balance.
The screener (3) must set a solid first screen — then immediately sprint to USE the second screen. Lazy screeners make this play worthless.
End of half, end of game, or any time you need a guaranteed two points. The lob is unstoppable if 5 has position and the lane is clear.
The inbounder must sell a fake to one wing before throwing the lob. Misdirection gives 5 an extra half-second to get position.
Baseline Double Screen : 5 and 4 set a staggered double screen across the baseline. 3 runs the baseline, using both screens. The first screen (5) rubs off 3’s defender. The second screen (4) catches any switch or recovery attempt. By the time 3 reaches the corner, they’re wide open.
Two consecutive screens on the baseline are nearly impossible to navigate. The second screen catches any switch attempt. The corner three is the most efficient shot in basketball.
Named after Calipari's Kentucky but run by dozens of programs. The double-screen corner-three concept is universal.
Floppy Setup: 2 and 3 start on the blocks. 4 and 5 are at the elbows. Each shooter (2 and 3) will read their defender and choose which screen to use — curl around the elbow screen (tight) or fade to the corner off the block screen (wide).
The defense can't jump the route because the cutter chooses their path based on coverage. Go over → curl. Go under → pop. It's an automatic counter every time.
Virtually every NBA and college team runs Floppy. It's one of the most universal plays in basketball because of its simplicity and adaptability.
Draw the Defense : The inbounder passes to 3 on the ball-side wing. The defense shifts toward the ball — help defenders cheat toward 3. Meanwhile, 4 quietly relocates to the weak-side corner. The entire defense is now watching the ball on the left side.
Misdirection is the key. The initial ball-side pass makes the defense commit, and the skip pass exploits that commitment. The hammer screen removes the last potential help defender.
The "hammer" concept is one of the most efficient plays in modern basketball. The corner three after a hammer screen is one of the highest-PPP shots available.
After inbounding, most defenses forget about the passer. The UCLA cut exploits this by turning the inbounder into the primary scorer. It's the ultimate "hide in plain sight" play.
5's screen at the elbow must be set at the exact right time — not too early (gives the defense time to adjust) and not too late (the inbounder runs past it).
Two staggered screens are extremely difficult to navigate. The scorer gets the ball moving, in rhythm, with space — the best possible situation for an elite player.
When you need your best player to have the ball with a chance to create. Late-game, late-clock, or any time you want to put the ball in your scorer's hands.
The back screen is devastating in a sideline inbound because the defense is already displaced by the dead-ball reset. The cutter gets a running start while the defender is stationary.
Perfect for up-3 or up-5 situations — you either get an easy layup to extend the lead or burn 15+ seconds of clock before flowing into your half-court offense.
The defense expects a structured inbound play — instead, you attack them with a ball screen before they're set. The transition from dead ball to live PNR is jarring for defenders.
Almost every program has a "quick PNR" sideline play. Houston, UConn, and Kansas all use versions of this concept.
The Slice : The inbounder cuts baseline, using 5’s screen at the elbow. They “slice” across the lane and pop out on the far block. 1 hits the slicer with a bounce pass for a layup. The defense loses track of the passer — and the screen from 5 catches any recovery attempt.
Defenders consistently ball-watch after the inbound pass, losing the passer. The slice exploits this universal tendency. 5's screen ensures the slicer arrives at the rim alone.
If the slice isn't open, 5 pops after screening and 1 can enter the ball to 5 at the elbow for a mid-range or high-low action. It flows naturally.
The dribble handoff creates instant offense from a dead ball. The ball handler has momentum, the defense is flat-footed, and the spacing creates multiple passing options off the drive.
Best when 1 is a dynamic guard who can attack off the handoff. The DHO gives them a running start with a screener rolling — a guard's dream scenario.
The Horns SLOB transitions seamlessly from a dead ball into your primary half-court offense. The defense can't differentiate between your inbound play and your regular offense — which means they can't prepare for a specific look.
From Horns, you can run PNR, DHO, iso, high-low, or any other action. This single SLOB play gives you access to your entire offensive playbook out of a sideline inbound.
The most common baseline out-of-bounds play in basketball. Four players stack in a vertical line near the lane. On the slap of the ball, they scatter in different directions — at least one player will be open for a catch near the rim.
Read Order : First look: 5 cutting to the near block — a quick catch for a layup. Second look: 4 on the far block for a lob. Third look: 3 or 2 popping to the wings for a catch-and-shoot. The inbounder has 5 seconds and 4 options — someone is always open if the cuts are sharp.
The stack creates four simultaneous screens. Defenders can't fight through without losing their man. Even if the defense switches, someone ends up with a size or speed mismatch near the rim.
If the defense cheats toward the basket, the pop-out to the wings becomes the primary option. The stack is self-adjusting — wherever the defense cheats, the opposite action is open.
The box gives you built-in screens at every angle. You can run flex cuts, cross screens, down screens, or pops — all from the same starting formation. The defense can't prepare for every option.
The inbounder must make eye contact with the cutter. Fake one direction with your eyes, then pass the other way. The inbounder's fakes are half the play.
Horizontal alignment creates a natural "pick your poison" — every defender is screened by the player next to them as they break in opposite directions.
Best in late-game situations when you need a quick, reliable look. The line is fast-hitting — if the first option is open, the play is over in 1 second.
The "screen the screener" concept gives the defense two problems in rapid succession. Even if they handle the first screen, the second one catches them off balance.
The screener (3) must set a solid first screen — then immediately sprint to USE the second screen. Lazy screeners make this play worthless.
End of half, end of game, or any time you need a guaranteed two points. The lob is unstoppable if 5 has position and the lane is clear.
The inbounder must sell a fake to one wing before throwing the lob. Misdirection gives 5 an extra half-second to get position.
Baseline Double Screen : 5 and 4 set a staggered double screen across the baseline. 3 runs the baseline, using both screens. The first screen (5) rubs off 3’s defender. The second screen (4) catches any switch or recovery attempt. By the time 3 reaches the corner, they’re wide open.
Two consecutive screens on the baseline are nearly impossible to navigate. The second screen catches any switch attempt. The corner three is the most efficient shot in basketball.
Named after Calipari's Kentucky but run by dozens of programs. The double-screen corner-three concept is universal.
Floppy Setup: 2 and 3 start on the blocks. 4 and 5 are at the elbows. Each shooter (2 and 3) will read their defender and choose which screen to use — curl around the elbow screen (tight) or fade to the corner off the block screen (wide).
The defense can't jump the route because the cutter chooses their path based on coverage. Go over → curl. Go under → pop. It's an automatic counter every time.
Virtually every NBA and college team runs Floppy. It's one of the most universal plays in basketball because of its simplicity and adaptability.
Draw the Defense : The inbounder passes to 3 on the ball-side wing. The defense shifts toward the ball — help defenders cheat toward 3. Meanwhile, 4 quietly relocates to the weak-side corner. The entire defense is now watching the ball on the left side.
Misdirection is the key. The initial ball-side pass makes the defense commit, and the skip pass exploits that commitment. The hammer screen removes the last potential help defender.
The "hammer" concept is one of the most efficient plays in modern basketball. The corner three after a hammer screen is one of the highest-PPP shots available.
After inbounding, most defenses forget about the passer. The UCLA cut exploits this by turning the inbounder into the primary scorer. It's the ultimate "hide in plain sight" play.
5's screen at the elbow must be set at the exact right time — not too early (gives the defense time to adjust) and not too late (the inbounder runs past it).
Two staggered screens are extremely difficult to navigate. The scorer gets the ball moving, in rhythm, with space — the best possible situation for an elite player.
When you need your best player to have the ball with a chance to create. Late-game, late-clock, or any time you want to put the ball in your scorer's hands.
The back screen is devastating in a sideline inbound because the defense is already displaced by the dead-ball reset. The cutter gets a running start while the defender is stationary.
Perfect for up-3 or up-5 situations — you either get an easy layup to extend the lead or burn 15+ seconds of clock before flowing into your half-court offense.
The defense expects a structured inbound play — instead, you attack them with a ball screen before they're set. The transition from dead ball to live PNR is jarring for defenders.
Almost every program has a "quick PNR" sideline play. Houston, UConn, and Kansas all use versions of this concept.
The Slice : The inbounder cuts baseline, using 5’s screen at the elbow. They “slice” across the lane and pop out on the far block. 1 hits the slicer with a bounce pass for a layup. The defense loses track of the passer — and the screen from 5 catches any recovery attempt.
Defenders consistently ball-watch after the inbound pass, losing the passer. The slice exploits this universal tendency. 5's screen ensures the slicer arrives at the rim alone.
If the slice isn't open, 5 pops after screening and 1 can enter the ball to 5 at the elbow for a mid-range or high-low action. It flows naturally.
The dribble handoff creates instant offense from a dead ball. The ball handler has momentum, the defense is flat-footed, and the spacing creates multiple passing options off the drive.
Best when 1 is a dynamic guard who can attack off the handoff. The DHO gives them a running start with a screener rolling — a guard's dream scenario.
The Horns SLOB transitions seamlessly from a dead ball into your primary half-court offense. The defense can't differentiate between your inbound play and your regular offense — which means they can't prepare for a specific look.
From Horns, you can run PNR, DHO, iso, high-low, or any other action. This single SLOB play gives you access to your entire offensive playbook out of a sideline inbound.