Fastbreak:
Theory:
The idea of this offense is simple...regardless of a defensive stop or a defensive rebound, the goal is to get the ball down the floor quickly using great effort and great athletes and attempt to get the easiest open look at the basket as possible.
Many people have a distorted view of what fastbreak is, because it is such a vague, somewhat ambiguous term. Some people think about alley oop dunks etc...that is part of it, but not the fastbreak offense...that is a fastbreak though. Some people look at the Suns offense or the Memphis Dribble-Drive as a fast break...those are highly uptempo sets and varieties of motion. Believe it or not, there is a method to Steve Nash's randomness, or the aggressive driving of the Tigers. They are sets or continuity offense designed to go very quickly. The fastbreak is a set of principles which are dictated and a couple basic sets.
With respect to the players, this offense is hard to run without either great talent or great atheletes. It just is not a great system to run. As Jim Calhoun points out at every clinic he does, all teams break. At multiple times during a game, a team will have "numbers" or a numerical advantage in transition. They will observe these basic fast break principles in transition. Further, all teams use some sort of secondary break. It is just a good quick hitter option to have. However, just because a team goes into transition is a fast break, but does not make it the "fastbreak offense".
Offense:
There is not quite as much a set way of running the break as principles. First, understand their are two distinct parts to the fastbreak, the primary break and the secondary break. The primary break is designed for the ball handler, usually a quick point guard to get the ball up the floor as quick as possible. It is usually off of a missed shot, and rebound. The idea is to attempt to get the ball to the middle of the floor, and have those around them running "lanes". The lanes are defined as slightly offcenter of middle on each side of the floor, and the two wings. Ideally, each player should be between 10-15 feet apart. Generally, the bigs run the middle, and wings run on the wings. One big will run to the block if at all possible, and the other will usually stay higher for a possible ball screen. When the pg has the ball, he will push the ball as far as he can, until the defense stops him. The idea is to get a lay up or a short pull up, or a kick out 3. Further, whenever possible, the ball handler should "hit ahead" or pass to a player far up the floor for a quick shot or drive. However, if there is a 2 on 1 break, the guard may run the middle, and a player may run the wing, and in one pass, there is a layup or an open jumper. If the low post beats his man down the floor, there may be an easy basket, or if he can duck in and get a quick seal for a post move. Obviously the idea is to make simple basketball plays. They want to play quickly and aggressively but under control while making good decisions.
If the primary break is stopped, and there is no indication of a stopped break other than no immediate lay up or shot, and then the offense will switch to what is known as the secondary break. It is called this because it is seen as a second fast break. The most famous secondary break is the UNC Backscreen transition. The transition spots will be filled (wings, pg, trailer (4/5), and LP (4/5), and the ball will be swung from the point, to the trailer, to the wing. As the ball is being swung, the post man chases the ball across the lane. The wing without the ball will come and set a backscreen for the trailer. This now has all 3 perimeters on the outside, and the two posts on the blocks. There is then a block to block screen set. The trailer now becomes the poster, and some coaches will flash the screener to the high post. If it can't be entered, a ball screen is usually set, and there is sort of a basic motion offense, usually a 4-out style. There are many secondary breaks, but they are simply basic sets that are designed to get these atheletes good matchups in scoring areas. Every team from junior high to the NBA probably has a quick hitter or simple set out of transition that can be considered a secondary break.
Generally, after a made basket, the fastbreak team will go right to the secondary break, since upon a shot, there are usually some defenders back.
Currently, the college who most exemplified fastbreak offense is Roy Williams and North Carolina. However, Connecticut and Kansas do a fine job of it as well. Many times, instead of a basic set, there will be a quick isolation or a series of basic sets.
Basic Ideas:
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FB creates easy scoring opportunites
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FB creates a tempo control...uptempo
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FB is the most basic way of beating any defense if ran effectively
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FB can beat a zone down the floor
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FB puts pressure on opponents and can cause fouls
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FB since it causes fatigue, can help defense if the team is deep enough
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FB makes every player a potential scorer
Application to WIS:
I have never ran FB in WIS. I have read some ideas and nuances with respect to the offense. However, I don't claim to know much about it. If you feel I am in error, please let me know. Here is what I believe.
1)There is no point in not being "uptempo". If you are going this rout, you are recruiting the athletes with speed, and hopefully defense as well. This is an offense of choice. If you do it right, you will be very successful. However, you must recruit appropriately.
2)Point Guard: PG is the most key position. Make sure the PG has fantastic SPD/ATH/Pass/BH...while PE is important, it is more important that they have those attributes, since most of their offense will be either layups or distribution in transition. I will rank SPD, then BH, then ATH, then Passing as the order which I would envision working.
3)Get athletes! While you want important stats at each position...get SPEED and ATHLETICISM AT EACH POSITION. For Post players, make sure they have Rebounding, since to start the break, getting boards is helpful. I would say defense is important as way because to get in the primary break, you need to get stops.
4)Develop Stamina:Unless you have all your players maxed out, I would give each player 20 in Conditioning, since it will increase Speed, Athleticism, and Stamina...the three most key stats. Further, since we can now sub via fatigue, I would put all players at no worse than tired...if you are good enough getting tired would be ok except for key players.
5)Distribution is not as important: While you should always give your best players the most distribution, it is not as essential because you are hoping to get easy, open baskets by beating teams down the floor. Distribution will come in to play when you don't get quick baskets.