Layer Three is the third part of our offense teaching progression. While the actions we will introduce in this layer can stand on their own, many of them can be used coupled with actions taught in previous layers. Layer Three actions can be taught early in the teaching progression.
The actions, autos, and reads that should be taught in this layer include:
Get Action
Get Reads
Dribble Handoffs (DHOs)
Pistol Chase
It is important to note that these new actions in this layer are meant to build upon what was taught in the previous layers and not replace them. They are new options players can utilize and choices or reads they can make.
Once mastery is attained in this layer, teams should begin to implement Layer Four of our Motion Offense.
In Layer Three, players should learn how to complete Get Action. Get Action can occur in three types of situations:
As an auto, players can be taught that after they make a wing to point pass they can complete Get Action as another option to pass and cut or down screen. If players are struggling with too many choices, you can decide on Get Action being the main auto on wing to point passes once you get to this layer.
This action can happen randomly within the flow of the offense.
You can also us Get Action as part of an entry, typically after #5 sets a rip screen or away screen and pops back to the top of the key. This could auto our Delay Series.
When a player passes from wing to point, they can complete Get Action as an auto. The person receiving the pass should catch it as close to the 3 point as possible, or even a step inside the 3.
A Get can also happen randomly within the flow of the offense.
Get Action occurs when the wing passes to the point and cuts behind the person they pass the ball to.
If the cutter is open, the two players involved in the action should complete a stationary handoff.
If the handoff occurs and a drive is made, players off the ball can engage in circle movement.
It's important to note that a double gap should be present to allow the ball handler room to drive after the handoff. If there is a wing on the side the action is coming to, they are encouraged to make a back cut to space the floor (pictured in the diagram to the left).
Get Action can also be used as an entry into our Delay Series. In it, Get Action can lead to future actions detailed in upcoming layers.
The best way to complete this is to begin Get Action after #5 starts the possession with a rip screen or away screen. #5 would pop back to the top of the key to initiate the action.
In this situation, there is a natural double gap created for the Get Action.
There are several reads that the cutter and pass receiver can make in Get Action. Reads to make in Layer Three are listed in a section below.
In Layer Three, players should learn how to complete DHO Action. DHOs, or dribble handoffs, can be utilized in several situations:
Within the flow of the offense and by player choice.
As an auto within our Delay Series.
As an entry to the offense when a possession first begins.
DHOs can occur at any spot on the floor and going in any direction.
DHOs can automatically begin when the ball handler dribbles toward their teammate, whether it is as an entry or within the flow of the offense.
In this layer, a DHO should auto circle movement for the players off the ball.
In later layers, other autos may be triggered by DHOs such as weak side flare screens or Chicago Action.
There are reads that both the initial ball handler and the receiver of the DHO can make, which are detailed in a section below.
Please note that in some cases, the DHO entry can be used as a simple interchange done before the ball is passed to #5. In this case, everyone holds and the pass to #5 initiates the offense.
In Layer Three, we should begin to introduce our Pistol Series. There are many options within Pistol, but in Layer Three only Chase should be introduced. Chase can occur in the following situations:
Within the flow of the offense and by player choice.
As an entry to the offense when a possession first begins.
As an auto when the ball is passed from wing to corner.
In transition, as a secondary break.
In Pistol Chase, the corner steps up to receive a pass from the wing.
Similar to Get Action, the passer follows their pass behind the player they passed it to (#3 in the diagram below).
The cutter (#1 in the diagram) looks to receive the ball back through a handoff.
When #1 receives the ball back, they can drive hard to the lane.
Players off the ball can engage in circle movement (including making burn cuts). In later layers, Pistol Series may auto other off ball actions such as flare screens or down screens.
For reference, CLICK HERE to view other Pistol Series Actions that will be introduced in later layers.
Note: The following diagrams have #4 placed at the center of the rim. It assumes that he is there at the start of the Get Action due to either a back cut or a cut made off an away screen or rip screen.
Before the pass is made, it's important to note that if #5 is being overplayed by his defender and can't receive a pass, he should back cut as a read.
If #5 is open, #1 passes him the ball.
If #1 is open to receive a handoff from #5 and his defender is trailing behind him, he should drive to the rim.
#1 can look to finish at the basket or kick the ball out to an open teammate.
#5 can hold , slip to the basket, or engage in circle movement as a crack back for the driver.
If #1 is not open to receive the handoff and the defender is trailing him, he can make a zero cut.
A zero cut is a cut around the player with the ball (#5) with the ball handler keeping the ball since the cutter is not open.
A zero cut should be a scoring cut and the cutter should cut all the way to the NBA charge circle ("late cut") before clearing out.
#5 should turn and face the basket after the cutter clears his shoulders to make sure he can deliver the pass if the cutter is open.
This is the perfect time to enter into our Delay Series in future layers.
If the defender is denying #1 over the top of the Get Action to blow up the action, #1 can back cut the read line.
As in a zero cut, it's important that #5 turns and faces the basket to ensure he can deliver the pass to the cutter if he is open.
This is the perfect time to enter into our Delay Series in future layers if #1 is not open on the cut.
If #5's defender is cheating to take away the handoff, #5 can decide to keep the ball.
A keep is when the person making the dribble handoff fakes the handoff and instead drives to the lane.
On the drive, the other players on the floor should engage in circle movement.
To view other Get Action reads that will be taught in later layers, CLICK HERE.
If the receiver of the DHO (#3 in this diagram) has an advantage, they should turn the corner and drive.
#1 can either pop or roll depending on their read of the defense and their strengths as a player.
Players off the ball can engage in circle movement, including the potential to make a burn cut.
We can auto DHO action off the ball as well, especially in future layers. For example, a good auto for a DHO is to set a flare screen on the weak side. Another good auto would be to engage in Chicago Action (#5 follows the DHO with a PNR for the ball handler) on the wing to corner DHO.
Similar to a keep in Get Action, the ball handler can decide to fake the DHO while keeping their dribble alive and turn the corner to attack the basket.
This read usually occurs in a few situations:
#1's defender is trailing behind the drive on the DHO.
The defenders switch the DHO early, leaving an open driving gap to attack.
The same off ball reads and autos can be used in a keep situation.
If the receiver's (#3 in this diagram) man is overplaying the DHO, tries to blow it up by denying the handoff, or if the defense switches too early, they can back cut it before receiving the ball on the handoff.
Below are examples of how the offense can flow within this teaching layer. While every option and read available to you are not necessarily utilized here, it should give a good representation of what a possession could look like.