Synergy Terms for Coding

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Last updated 11:21 PM on 11/20/25
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71 Terms

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+2

Made 2-point shot

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-2

Missed 2-point shot

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OREB

Offensive rebound

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DREB

Defensive rebound

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TO

Turnover

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AST

Assist

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SHOOTING FOUL

Foul on a shot attempt

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TECHNICAL FOUL

Penalty foul not involving contact

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NON SHOOTING FOUL

Foul not on a shot attempt

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PAINT TOUCH

Ball gets inside the paint

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PAINT 3

3-pointer taken with the ball originating from the paint

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NON PAINT 3

3-pointer taken without paint involvement

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FT+1

Made free throw

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FT-1

Missed free throw

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DEFLECTION

Tipped or disrupted pass/ball

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CHARGE

Offensive player fouls by running into set defender

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TIMEOUT

Team stops play to talk or reset

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MP/R

Mid Pick-and-Roll: A pick-and-roll that starts in the middle of the floor (top of the key area).

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SP/R

Side Pick-and-Roll: A pick-and-roll that starts on the wing or slot, not in the middle.

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DHO

Dribble Hand-Off: The ballhandler dribbles toward a teammate and hands them the ball, like a moving handoff (basically a "handoff version" of a pick-and-roll).

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BOOM

A quick re-screen or immediate second action right after a pick-and-roll—usually a very fast flip back or second screen to catch the defense off balance.

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PEEL

When the defender switches late onto the ball after being beat, while the original defender "peels off" to take the rolling big or help elsewhere.

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POCKET PLUS

A pocket pass (bounce or quick pass to the roller in open space) plus an added read — typically meaning the ballhandler has an extra layer of freedom to choose between: pocket pass, skip, spray, pull-up.

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PULL

A quick pull-back dribble or pull-up after using a screen — usually signifies the guard rejecting forward movement and "pulling" backward to create space.

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CLYDE

A ghost screen where the screener runs by without actually setting the screen — named after "slide" → "Clyde." It creates confusion because the defense expects contact that never comes.

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POST

Any post-up action — feeding a player with back to the basket or initiating offense through the post.

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GET

A handoff at the slot/wing where a big sets a quick step-up screen after the handoff — basically: DHO → immediate ball screen ('get action').

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SPLIT

After a post entry or handoff, two perimeter players cut/screen for each other to create a quick scoring opportunity. Used heavily in Warriors offense.

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PINCH

A pinch post action — ball enters the elbow and the guard and big work together with handoffs, cuts, or screens from the elbow.

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CUT

Any off-ball movement toward the basket to get open: straight cut, backdoor, 45 cut, baseline, etc. Usually designed to punish help defenders.

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SETS

Planned, structured plays called by the coach.

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UOB

Under-Out-of-Bounds play (inbounding from under the basket).

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SLOB

Side-Line-Out-of-Bounds play (inbounding from the sideline).

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ATO

After TimeOut play drawn up by the coach.

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HEDGE

Big steps out briefly to slow the ball, then recovers.

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BLITZ

Both defenders trap the ball.

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SHADOW

Big stays attached and mirrors the ballhandler without fully committing (soft contain).

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DROP

Big sinks toward the rim, protecting against drives/lobs.

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SWITCH

Defenders exchange assignments.

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UNDER

On-ball defender goes under the screen.

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OVER

On-ball defender fights over the top of the screen.

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FLAT

Screen set parallel to half court (facing the rim).

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SIDE

Screen set on the sideline wing, pushing the ball toward the middle or baseline.

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ANGLE

Screen set diagonally at the slot/top to drive the ball toward a side.

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FAST BREAK

Quick attack before defense is set.

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EARLY OFFENSE

Flow actions right after transition, before running a set.

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HALF COURT

Organized offense against a fully set defense.

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SLOB

Sideline out-of-bounds possession.

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UOB

Under-basket out-of-bounds possession.

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ELOB

Endline out-of-bounds (same as UOB, but some teams label them separately).

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CRUNCH TIME

Final minutes/possessions of a close game.

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MAN

Each defender guards one assigned player.

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ZONE

Defenders guard areas instead of specific players.

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PRESS

Full-court or half-court pressure designed to trap or speed up the offense.

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RED-PASSER

Double-team comes from the passer's defender.

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RED-BASELINE

Double-team comes from the baseline side.

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RED-BIG

Double-team comes from another big (usually the opposite post).

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STRAIGHT UP

No double; guard the post 1-on-1.

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SWITCH

Defenders trade assignments on an off-ball screen.

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AT THE LEVEL

Defender jumps up to the screen to deny the catch or disrupt timing.

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TOP LOCK

Defender jumps above (on the high side of) a shooter to deny them coming off the screen.

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CATCH + SHOOT

Shooter catches and shoots immediately.

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OFF THE DRIBBLE

Shot taken after dribbling.

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ABOVE BREAK

Three-pointer from the top or wings (not the corner).

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CORNER

Three-pointer from either corner.

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DRIVE KICK

Driver kicks out to one shooter.

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QUICK PITCH

Immediate extra pass after a kickout.

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DRIVE KICK SWING

Driver kicks out → second pass to a better shooter.

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LANE LINE SKIP

Skip pass across the lane to the opposite side.

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POST KICK

Shot created from a post-up pass-out.

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SPRAY AHEAD

Advance pass to a shooter in transition.