Basketball Terminology
178 terms every player and coach should know. Plenty of actions go by more than one name depending on who taught you, so the common alternates are listed alongside each entry.
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Court & Positions
The spots on the floor and the roles that occupy them
- Point Guard1Lead guard
- The primary ball handler who initiates the offense, calls plays, and organizes the team on the floor.
- Shooting Guard2Off guard
- A perimeter player who scores off the catch and the dribble, and typically shares ball-handling duties with the point guard.
- Small Forward3Wing
- A versatile perimeter player who can shoot, drive, and defend multiple positions.
- Power Forward4Stretch four
- A frontcourt player who scores inside and out, sets screens, and rebounds. In a 4-out set this is usually the player in the high post.
- Center5PostBig
- The tallest player, typically operating near the basket to score, screen, protect the rim, and rebound.
- PaintKeyLane
- The rectangular area between the baseline and the free-throw line. Getting the ball into the paint is the goal of most offensive actions.
- Top of the Key
- The area straight out from the basket at the top of the free-throw circle. The natural spot to reverse the ball from one side of the floor to the other.
- Elbow
- Where the free-throw line meets the edge of the lane. A prime spot for high-post catches and pull-up jumpers.
- Block
- The marked box along the lane closest to the basket, where post players establish position.
- Short Corner
- The area along the baseline between the block and the corner, just outside the lane. A common gap against zone defenses.
- Nail
- The middle of the free-throw line, marked by a nail on many older floors. A key help-defense position.
- High Post
- The area around the free-throw line and elbows, used for entry passes, screening, and facilitating.
- Low Post
- The area near the block, where post players seal and score close to the rim.
- Wing
- The area on either side of the floor, roughly where the free-throw line extended meets the three-point arc.
- Corner
- The area where the baseline meets the three-point line. The shortest three-point shot on the floor and a critical spacing spot.
- Slot
- The area between the top of the key and the wing on either side, often used as a filling spot in motion offenses.
- Strong SideBall side
- The half of the floor the ball is currently on.
- Weak SideHelp side
- The half of the floor away from the ball, where defenders sink in to help and offensive players space and cut.
- Free-Throw Line Extended
- An imaginary line running from the free-throw line to the sideline, used to describe wing positioning.
- Backcourt / Frontcourt
- The half of the floor a team defends and the half it attacks. Once the ball crosses half court, it cannot return to the backcourt.
Offensive Concepts
How an offense is organized and what it is trying to create
- Spacing
- Keeping enough distance between offensive players that one defender cannot guard two of them. The foundation every other offensive concept depends on.
- 3-Out, 2-In3-out 2-low
- An alignment with three players on the perimeter and two inside, usually on the blocks or in the high post. Trades some driving space for a second rebounder and two interior scoring threats.
- 4-Out, 1-In
- An alignment with four players around the perimeter and one post player inside. Balances spacing with a rim presence.
- 5-Out
- An alignment with all five players outside the three-point line, maximizing driving lanes and cutting space.
- Motion Offense
- An offense built on rules and reads rather than fixed plays, where players react to how the defense plays them.
- Continuity Offense
- An offense that cycles through a repeating pattern, returning to its starting shape so the action can run again without resetting.
- Set Play
- A scripted sequence of screens, cuts, and passes designed to produce one specific shot.
- Ball ReversalSwingSide to side
- Moving the ball from one side of the floor to the other. Forces the defense to shift and is the fastest way to find a gap.
- Drive and Kick
- Attacking off the dribble to collapse the defense, then passing out to an open perimeter shooter.
- Inside Out
- Passing into the post to draw help, then kicking back out to an open perimeter player.
- Touch the Paint
- A common team rule that every possession should include a pass or drive into the paint before a shot goes up.
- Triple Threat
- A balanced stance on the catch from which a player can shoot, pass, or drive without an extra move.
- TransitionFast break
- Attacking before the defense is set, usually straight off a rebound or turnover.
- Secondary BreakEarly offense
- The action that flows immediately after a fast break fails to produce a shot, before the defense fully sets.
- Gap
- The space between two defenders. Driving into a gap forces a help defender to commit and creates an open teammate.
- Advantage
- Any situation where the offense has beaten the defense, whether by a step on a drive or an extra attacker in transition. The next pass should keep it.
- Post Up
- Establishing position with the back to the basket to receive an entry pass and score close to the rim.
- Seal
- Using the body to pin a defender on one side, keeping them from stepping between the passer and the basket.
- Trailer
- The last player up the floor in transition, often arriving at the top for an open shot or a drag screen.
- Lift
- A perimeter player moving up from the corner toward the wing to give the ball handler a release and open a driving lane.
- Pace
- How fast a team plays. Good pace is about decision speed and ball movement, not just sprinting.
Screening Actions
The screens that free a ball handler or a shooter, and their common names
- Ball ScreenPick and rollOn-ball screen
- A screener stands in the path of the ball handler's defender so the handler can turn the corner and attack.
- Roll
- The screener turning and cutting to the basket immediately after setting a ball screen.
- Pick and Pop
- A ball screen where the screener steps out for a jump shot instead of rolling to the rim.
- Slip
- The screener cutting to the basket before actually making contact, catching a defense that jumps the screen early.
- Ghost Screen
- Faking a ball screen and slipping straight out to the perimeter, usually to punish a switch.
- Re-ScreenRepeat ball screenPest
- The same screener immediately setting the ball screen again after the first one is defended, often back to back until the handler gets downhill.
- Screen the ScreenerSTSTwister
- One player screens for a second, who then immediately turns and screens for the first. The screener's defender usually relaxes after the first screen, which is exactly who the action catches.
- Drag Screen
- A ball screen set in transition, before the defense is set.
- Double Drag
- Two different screeners setting ball screens in succession in transition.
- Step-Up Screen
- A ball screen set with the screener facing the baseline, angling the handler toward the middle of the floor.
- Ram Screen
- A player screening the big's defender just before that big sets a ball screen, making the ball screen much harder to defend.
- Spain Pick and RollStack pick and roll
- A ball screen where a third player sets a back screen on the roller's defender, forcing the defense to cover the roll and the shooter at once.
- Down ScreenPin down
- A screen set moving toward the baseline to free a teammate coming up to the wing or the top.
- Back Screen
- A screen set behind a defender's back, freeing a cutter to the basket.
- Cross Screen
- A screen set moving laterally across the lane, usually to free a post player to seal on the other block.
- Flare Screen
- A screen that frees a teammate to move away from the ball toward the wing or corner for an open catch.
- Stagger ScreenStaggered double
- Two screens set in succession by different players, with a gap between them, for the same cutter.
- Double Screen
- Two screeners standing shoulder to shoulder, giving the cutter one wide wall to run off.
- Elevator Screen
- Two screeners standing apart to let a shooter through, then closing together like elevator doors behind them.
- Dribble HandoffDHOGet action
- The ball handler dribbles toward a teammate and hands the ball off, effectively screening for them in the same motion.
- Horns
- A common alignment with two players at the elbows and two in the corners, from which a wide range of screening actions can be run.
- Illegal ScreenMoving screen
- A screen where the screener is still moving or extends into the defender at contact. An offensive foul, and the fastest way to waste a good action.
Cuts
How players move without the ball to get open
- Basket Cut
- A hard cut straight to the rim, usually made immediately after passing.
- Give and Go
- Passing to a teammate and immediately cutting to the basket for the return pass. The oldest two-player action in the game.
- Backdoor Cut
- Cutting behind a defender who is overplaying the passing lane, toward the basket.
- Curl Cut
- Coming off a screen and curling tightly toward the basket, used when the defender is trailing you.
- FadeFlare cut
- Coming off a screen and moving away from the ball, used when the defender tries to shoot the gap over the top.
- Straight CutPop
- Coming off a screen straight to the perimeter for a catch and shoot, used when the defender goes under the screen.
- V-Cut
- Walking a defender in one direction and then exploding back the other way to get open, tracing a V.
- L-Cut
- Cutting down toward the block, then sharply out to the wing to receive, tracing an L.
- Flash
- A quick cut into open space, usually from the weak side into the high post or the middle of a zone.
- Duck In
- A post player sealing their defender under the rim while the ball is on the perimeter, asking for a quick entry.
- Shallow CutLoop
- A perimeter player cutting under the ball handler to fill the spot they just left, keeping the offense moving.
- Laker Cut
- Passing into the post and then cutting off the post player's shoulder to the basket.
- Iverson Cut
- A cut across the top of the floor from one wing to the other, running off two screens at the elbows.
- 45 CutBlast cut
- A cut from the corner up toward the wing or the ball at a 45-degree angle, often used to relieve pressure.
- Relocate
- Moving to a new spot after passing rather than standing still, so the defender loses track of you and the passing angle reopens.
Ball Handling
Moves and footwork for creating space with the dribble
- Crossover
- Dribbling the ball from one hand to the other in front of the body to change direction.
- Between the Legs
- A crossover taken through the legs, safer against a defender who is reaching.
- Behind the Back
- A change of direction taken behind the body, keeping the defender away from the ball.
- HesitationHesi
- Slowing or pausing mid-dribble to make the defender relax, then attacking past them.
- In and Out
- Faking a crossover by pushing the ball toward the other hand and pulling it back with the same hand.
- Change of Pace
- Varying speed rather than direction to beat a defender. Often more effective than any single move.
- Change of Direction
- Cutting sharply onto a new line, usually off a hard plant with the outside foot.
- Retreat DribblePull back
- Dribbling backward out of trouble to reset and create a new angle of attack.
- Snake
- Dribbling back across the front of a ball screen, keeping the screener's defender on your back.
- Spin Move
- Turning your back on the defender to pivot around them, protecting the ball through the turn.
- Euro Step
- Two steps taken in different directions after picking up the dribble, stepping around a defender on the way to the rim.
- Step Back
- Pushing off toward the basket and stepping backward into a jump shot to create separation.
- Jump Stop
- Landing on both feet simultaneously off the dribble, leaving either foot free as a pivot.
- Pivot
- Turning on one fixed foot while holding the ball. A front pivot turns toward the defender, a reverse pivot turns away.
- Live Dribble
- The state of still having your dribble available. Picking it up too early is what turns an advantage into a trapped ball handler.
- Attack Angle
- The line you take at a defender or a screen. Attacking their outside shoulder rather than their chest is what creates the separation.
Passing
The pass types and the language around moving the ball
- Chest Pass
- A two-handed pass thrown from the chest in a straight line. The fastest and most accurate basic pass.
- Bounce Pass
- A pass bounced roughly two thirds of the way to the receiver, useful for beating hands in the passing lane.
- Overhead Pass
- A two-handed pass thrown from above the head, used to pass over a defender or to start a break.
- Outlet Pass
- The first pass after a defensive rebound, starting the fast break.
- Skip Pass
- A long pass across the floor that skips over one or more defenders, punishing a defense that has shifted too far.
- Swing Pass
- A pass that moves the ball one spot around the perimeter toward the other side of the floor.
- Entry Pass
- A pass into the post player.
- Pocket Pass
- A short bounce pass from the ball handler to the rolling big, delivered into the space between the defenders.
- Lob
- A high arcing pass over the defense, usually to a cutter or roller finishing above the rim.
- Kick Out
- A pass from a drive back out to an open perimeter shooter.
- Lead PassPass in stride
- A pass thrown ahead of a moving teammate so they can catch it without breaking stride.
- Touch Pass
- Redirecting a pass immediately on the catch without holding the ball, keeping the defense a step behind.
- Pass FakeBall fake
- Faking a pass in one direction to move a defender before passing the other way.
- Target Hand
- The receiver showing a hand where they want the ball. Turns a hopeful pass into a catchable one.
- Assist
- A pass that leads directly to a teammate's made basket.
Shooting & Finishing
Shot types and the vocabulary of scoring
- Layup
- A close-range shot laid off the backboard or dropped over the rim, usually finished off one foot on the move.
- Reverse Layup
- A layup finished on the far side of the rim, using the basket to shield the ball from a shot blocker.
- FloaterTeardropRunner
- A high, soft one-handed shot released in the lane before a shot blocker can reach it.
- Jump Hook
- A one-handed hook shot taken off two feet, the most reliable post finish against a taller defender.
- Catch and Shoot
- Shooting immediately off the catch with the feet already set, without putting the ball on the floor.
- Pull Up
- Rising into a jump shot directly off the dribble.
- Shot FakePump fake
- Faking a shot to get a closing defender in the air or off balance.
- Squared Up
- Shoulders, hips, and feet aligned to the basket before the shot goes up.
- Follow Through
- Holding the shooting hand extended toward the rim after release, with the wrist relaxed and fingers down.
- Arc
- The height of a shot's flight. Higher arc gives the ball a larger opening to drop through.
- Corner Three
- A three-pointer from the corner, the shortest three on the floor and usually the most efficient.
- Mid-Range
- The area inside the three-point line but outside the paint.
- And-One
- A made basket while being fouled, worth a free throw on top of the score.
- PutbackTip in
- Scoring immediately off an offensive rebound without bringing the ball down.
- Shot Selection
- The judgment of which shots to take. A good shot is one you can make in rhythm, in range, with rebounders in position.
Defense
Coverages, rotations, and on-ball technique
- Man-to-Man
- A defense where each defender is responsible for a specific offensive player.
- Zone Defense
- A defense where each defender is responsible for an area of the floor rather than a player. Named by shape, such as 2-3, 3-2, or 1-3-1.
- Junk Defense
- A hybrid defense mixing man-to-man and zone principles, usually to neutralize one dominant scorer.
- Box and One
- A junk defense with four defenders in a box zone and one chasing the opponent's best scorer man-to-man.
- Diamond and One
- A junk defense with four defenders in a 1-2-1 diamond zone and one chasing the opponent's best scorer man-to-man.
- Triangle and Two
- A junk defense with three defenders in a triangle zone and two chasing the opponent's two best scorers.
- Chaser
- The defender in a junk defense assigned to follow one scorer everywhere on the floor. Their defining rule is that they never help.
- Face Guard
- Guarding a player so closely, and so focused on them rather than the ball, that they cannot receive a pass.
- Closeout
- Sprinting at a perimeter player who has just caught the ball, then breaking down into short choppy steps to contest without giving up the drive.
- Contest
- Getting a hand up to disturb a shot without fouling. A contested shot is worth far more than a blocked one you gamble for.
- Deny
- Playing in the passing lane with a hand extended to keep an opponent from receiving the ball.
- Help Side
- Positioning away from the ball where a defender can see both their player and the ball, ready to protect the rim.
- Rotation
- The chain of movements that covers for a defender who has left their player to help.
- StuntFake help
- Faking a help step at the ball to slow a driver, then recovering to your own player.
- Dig
- A quick swipe at the ball from the help side against a post player or driver, followed by an immediate recovery.
- HedgeShow
- The screener's defender stepping out into the ball handler's path to slow them, then recovering to their own player.
- Drop Coverage
- The screener's defender sagging toward the rim on a ball screen, conceding the pull-up to protect against the drive and the roll.
- IceBlueDown
- A ball screen coverage where the on-ball defender jumps to the top of the screen to force the handler toward the baseline.
- Switch
- Two defenders trading assignments to handle a screen without either fighting through it.
- Fight Over the Top
- Chasing the ball handler over the screen rather than behind it, used against a shooter.
- Go Under
- Slipping behind the screener to meet the ball handler on the other side, conceding a jump shot to take away the drive.
- TrapDouble team
- Two defenders converging on the ball handler to force a turnover or a rushed pass.
- Press
- Extended pressure defense applied in the backcourt, either full court or three-quarter court, to speed the offense up.
- Defensive Stance
- Feet wider than shoulders, knees bent, chest up, hands active. The position everything else on defense is built from.
- Slide
- Moving laterally without crossing the feet, keeping a low base and staying in front of the ball.
- Charge
- An offensive foul drawn by a defender who establishes legal position before contact.
- Blocking Foul
- A defensive foul called when the defender is still moving or has not established legal position before contact.
- Verticality
- A defender's right to jump straight up with arms extended vertically. Contact from an offensive player who leans in is on them.
- Shell Drill
- A four-on-four half-court drill for teaching help positioning, closeouts, and rotation as the ball moves.
Rebounding
Winning the possession after a shot goes up
- Box OutBlock out
- Making contact with an opponent and sealing them behind you as a shot goes up, so you get the clear path to the ball.
- Offensive Rebound
- A rebound secured by the shooting team, giving them a fresh possession.
- Defensive Rebound
- A rebound secured by the defending team, ending the opponent's possession.
- Crash the Glass
- Committing players to attack the offensive boards rather than retreating on defense.
- Long Rebound
- A miss that caroms well away from the rim, common on three-point attempts. Usually claimed by guards, not bigs.
- Tip Out
- Batting a rebound you cannot control out to a teammate on the perimeter, keeping the possession alive.
- Second Chance Points
- Points scored on a possession that started with an offensive rebound.
Rules & Game Situations
Violations, fouls, and situational shorthand
- Traveling
- Moving the pivot foot illegally, or taking too many steps without dribbling.
- Double Dribble
- Dribbling with two hands at once, or picking up the dribble and starting again.
- CarryingPalming
- Turning the hand under the ball mid-dribble so the ball comes to rest.
- Three Seconds
- An offensive player remaining in the paint for more than three consecutive seconds.
- Five Seconds
- Failing to inbound within five seconds, or being closely guarded for five seconds without dribbling, passing, or shooting.
- Backcourt ViolationOver and back
- Returning the ball to the backcourt after it has been established in the frontcourt.
- Shot Clock
- The time limit a team has to attempt a shot that hits the rim. Not used at every level of youth basketball.
- Goaltending
- Touching a shot on its downward flight, or while it is on the rim or in the cylinder. The basket counts.
- Personal Foul
- Illegal contact with an opponent. Players foul out after a set number, typically five.
- Technical Foul
- A foul for unsportsmanlike conduct or a procedural violation, rather than for contact.
- BonusOne and one
- The state where a team's accumulated fouls send the opponent to the free-throw line on every subsequent foul.
- Possession Arrow
- The alternating indicator that decides which team gets the ball on a held ball, used instead of a jump ball.
- BLOB
- Baseline out of bounds. A set play run from an inbound along the baseline.
- SLOB
- Sideline out of bounds. A set play run from an inbound along the sideline.
- ATO
- After timeout. The set a coach draws up coming out of a stoppage.
- Cherry Picking
- Staying at the offensive end instead of retreating on defense, waiting for a long outlet pass and an uncontested basket. Legal at most levels but widely discouraged, and banned outright in some youth leagues. Distinct from a leak out, where a player releases early only once the defensive rebound is secured.
- Turnover
- Losing possession without attempting a shot, by violation, steal, or bad pass.
- Double-Double
- Reaching double figures in two statistical categories in one game, most often points and rebounds.