How to Coach and Teach the Run and Jump Man-to-Man Basketball DefenseI don't know who gave this defense its name; however, the concept has been around for ages. The run-and-jump defense is not a team's style of defense. It is really a part of a team's overall style of defensive play. There are as many variations of the run-and-jump as there are coaches; however, the description here, follows these three rules: - It is used only against baseline drives.
- The player who initiates the run-and-jump is a designated perimeter player who must shout, "Jump!"
- Upon hearing the shout, the defender of the baseline driver quickly jumps to the weak-side exchanging defensive assignments.
The run-and-jump works best if if it is initiated by your most capable and experienced player on the team. If a coach has a quick, smart, hardnosed perimeter player who doesn't mind contact and really likes to draw charging fouls, he is the logical candidate to initiate this play any time an opponent drives no matter what his court position. The coach don't even have to tell the team he is using the run-and-jump. All he needs to do, is tell that player to initiate the run-and-jump whenever he feels he can draw the charging foul. This player, of course, must use discretion; however, if he is a smart player, it isn't difficult to pick the spots. If such a ploy brings about two or three charging fouls, or turnovers, early in the game, opponents, sometimes, lose their willingness to drive hard to the basket. Diagram #15a - Baseline Drive - When B attempts to drive the baseline, X2 tries to force B wide as possible before B turns toward the basket. X3, on the weak-side of the floor, sees B making this move toward the baseline, slides farther away from defending C in preparation to jump into position outside the lane to stop B's drive to perhaps draw a charging foul or forcing a turnover. (Perhaps you might wonder why X5 since he is nearer was not chosen to initiate the run-and-jump. There are several reasons for preferring X3 to X5 in making the run-and-jump switch: X3 might be a better defensive player than X5, B may not be able to find C as easily as E along the baseline, or the coach may want to simply vary the coverage to give the defense a different look. Whatever the reason, X3, or any other weak-side defender covering an offensive player along the perimeter, is a possible choice for making the run-and-jump switch, since the first player B will look for when the defender comes across to stop the drive is E under the basket.
Diagram #16a - I prefer the idea of having one of the guards run-and-jump. X1, the defensive point guard, is a prime candidate for the position of run-and-jumper. His movement to the basket begins at a point behind B as B faces the baseline in starting his drive. Also, when X1 steps into position to stop B's drive, B may have a hard time finding A before a jump-ball is called. Even if A fills B's wing position and B is able to pass back to A, the defense has given up nothing worse than an outside shot from the wing.
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