Basketball Fundamentals: Putting It Together—Habit Cues, Mini-Workouts, and Game Situations

Capítulo 11

Estimated reading time: 8 minutes

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What “Putting It Together” Means

You already have the individual skills. This chapter is about making them show up automatically in real play by using habit cues (simple triggers that tell you what to do), mini-workouts (short, repeatable practice blocks), and game-situation scripts (if/then decisions you can run under pressure). The goal is not to add new moves—it’s to connect your existing tools to the moments when you need them.

The Performance Loop: Cue → Action → Check

Use this loop for any skill in a game:

  • Cue: a quick, observable trigger (what you see/feel).
  • Action: the simplest response that fits the moment.
  • Check: one fast question to confirm you did the right thing.

Example: Cue: defender’s chest is square and close. Action: protect the ball and change pace into space. Check: did I create a clear driving lane or force help?

Habit Cues You Can Use Immediately

Habit cues work best when they are short and tied to something you can actually notice during play. Pick 2–3 cues per week and commit to them in every run.

Ball-Handler Cues (Decision-Making Under Pressure)

Game cue (what you notice)Default actionQuick check
Defender is backing upAttack with pace into open space; be ready to pull up or pass if help comesDid I get to a spot with balance and vision?
Defender is crowding (hands active)Protect the ball, change speed, use your body to shield; look to move the defender firstDid I keep the ball safe and my eyes up?
Help defender steps into the laneDeliver the simple pass to the open teammate (or relocate if you’ve already passed)Did I pass on time (before I got stuck)?
My dribble is getting too high or looseReset: retreat dribble or pull the ball back to re-spaceDid I regain control without panicking?
I pick up my dribble and feel trappedPivot to see the floor; find the nearest safe outletDid I keep the ball strong and avoid risky passes?

Off-Ball Cues (How to Stay Useful Without the Ball)

Game cueDefault actionQuick check
My defender is watching the ball (head turned)Cut decisively to open space (basket cut or space cut)Did I cut with speed and show my hands?
Teammate drives and my defender helpsDrift/slide to a clear passing window (don’t stand still)Am I visible and in a catch-ready stance?
I pass and then standRelocate: replace to open space or screen awayDid I create a new angle for a return pass?
Shot goes upFind a body and pursue the rebound pathDid I make contact and then go get it?

Defense Cues (Simple, Repeatable Priorities)

Game cueDefault actionQuick check
My man catchesClose the space under control; contest without foulingDid I arrive balanced and on time?
Ball-handler turns the cornerContain first; force a tougher path and buy time for helpDid I stop a straight-line drive?
Pass is in the airMove on the flight of the ball (to deny, help, or recover)Did I react early instead of late?

Mini-Workouts: Short Practice Blocks That Build Game Habits

Mini-workouts are 6–12 minutes. They are designed to fit before school, after practice, or right before a pickup run. The key is repeatability: same structure, small variations, consistent tracking.

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How to Run a Mini-Workout (Template)

  • 1 minute: choose one cue for today (write it down mentally).
  • 4–8 minutes: do 2 drills that force that cue to appear.
  • 1–3 minutes: “game reps” at full speed (with a timer or a partner).
  • 30 seconds: score yourself (simple metric).

Use a timer. If you can’t measure it, you’ll drift into casual reps.

Mini-Workout A (8 minutes): “Eyes Up, Make a Decision”

Purpose: connect dribbling to scanning and passing/shooting decisions.

  1. 2:00 — Scan Dribble
    Dribble in a small area while calling out objects you see (numbers on a wall clock, colors, cones). If you’re in a gym, scan the rim, corners, and imaginary teammates.

  2. 3:00 — Change Pace to a Spot
    Pick two floor spots (e.g., top of key and wing). Dribble from one to the other with a clear speed change. At the end, come to a controlled stop as if you’re about to pass or shoot.

  3. 3:00 — Random Finish
    Start at the perimeter. On each rep, decide late: finish at the rim, pull up, or pass to a wall target (if alone). Rotate decisions so you don’t pre-plan.

Score: out of 10 reps, how many ended with balance and a clear “next action” (shot-ready, pass-ready, or reset)?

Mini-Workout B (10 minutes): “Catch → Threat → Go”

Purpose: make your first 0.5 seconds after the catch automatic.

  1. 3:00 — Wall Pass to Shot Pocket
    Pass to the wall, catch, and snap into a shot-ready position (knees loaded, hands set). Alternate sides.

  2. 4:00 — Catch and Drive Decision
    After each catch, take one hard attack dribble to a chosen lane line. Every third rep, stop and pivot as if the lane is cut off.

  3. 3:00 — “One Dribble” Series
    From three spots, allow yourself only one dribble before a shot, pass to wall, or controlled stop. This forces quick reads.

Score: count “clean catches” (no bobble, immediate readiness). Aim for 20+ in 10 minutes.

Mini-Workout C (6 minutes): “Defense to Offense Transition”

Purpose: connect a defensive action to an offensive sprint and decision.

  1. 2:00 — Closeout + Contain Steps
    Start 10–15 feet away from an imaginary shooter. Close out under control, then slide twice as if containing a drive.

  2. 2:00 — Rebound + Outlet Simulation
    Toss the ball off the backboard, secure it, chin it, and make a strong outlet pass to a wall target.

  3. 2:00 — Sprint to Space
    After the outlet, sprint to a wing/corner spot, show hands, and be ready to catch.

Score: how many reps did you do without standing upright or losing urgency? Track total reps.

Game-Situation Scripts (If/Then Decisions)

Scripts reduce hesitation. You’re not predicting the whole play—you’re preparing your first best response. Use these as short “mental code” during runs.

1) You Beat Your Defender, Help Steps Up

If I get a shoulder past my defender, then I keep my dribble alive and read the help defender’s chest. If help commits to stop me, then I pass to the open teammate. If help stays home, then I finish.

Step-by-step in a run:

  • Attack with a clear lane (don’t drift sideways).
  • As you enter the paint area, lift your eyes to the help defender.
  • Decide early: finish if it’s clear; pass if help commits.
  • After the pass, relocate to a new window (don’t watch).

2) You Catch on the Wing and the Defender Closes Hard

If the closeout is out of control, then I attack the top foot and get downhill. If the closeout is controlled, then I stay patient and move the ball or use one dribble to improve my angle.

Step-by-step:

  • Catch in a ready stance (threat position).
  • Identify: is the defender flying by or arriving balanced?
  • Choose: drive the gap, shoot if open, or move it quickly.
  • Finish the rep with balance (no leaning, no rushed release).

3) You Pick Up Your Dribble and Feel Pressure

If I pick up my dribble and pressure arrives, then I widen my base, protect the ball, pivot to see, and find the nearest safe outlet before attempting a risky pass.

Step-by-step:

  • Chin the ball and get strong.
  • Pivot to bring the floor into view.
  • Pass to the closest safe target (teammate or reset option).
  • Immediately relocate to be useful again.

4) Off-Ball: Your Defender Helps One Pass Away

If my defender steps toward the lane while I’m one pass away, then I drift to open space and show my hands for a catch-and-shoot or catch-and-drive.

Step-by-step:

  • Move as the drive starts (don’t wait for the pass).
  • Slide to create a clear passing lane (not behind defenders).
  • Be ready to shoot or attack on the catch.

5) Late Clock / End of Possession Simplicity

If the clock is low, then I simplify: create one advantage (drive or shot), and if help comes, make the first open pass.

Step-by-step:

  • Choose one action (don’t chain moves).
  • Get to a spot you can shoot or pass from.
  • Live with the result—no panic dribbles.

How to Practice “Game Speed” Without Losing Technique

Most players either (1) practice slow and look great, or (2) go fast and get sloppy. Use a controlled ramp:

  • Phase 1 (control): 5 perfect reps at 60–70% speed.
  • Phase 2 (pressure): 5 reps at 80–90% with a timer or a partner giving a cue.
  • Phase 3 (game): 5 reps at 100% where you must finish with a decision (shoot, pass, or reset).

Only move to the next phase if you can keep your eyes up and finish balanced.

Simple Pressure Tools

  • Timer: give yourself 3 seconds to create a shot or pass.
  • Constraint: “one dribble max” or “must change pace once.”
  • Random cue: partner calls “shoot,” “drive,” or “pass” as you catch.
  • Consequence: if you lose the ball or travel, restart the set.

Weekly Habit Plan (Pick, Track, Adjust)

Keep it simple: one focus cue for offense, one for defense, one for off-ball. Run two mini-workouts during the week and test the cues in pickup.

DayPlanWhat to track
Day 1Mini-Workout A + pickupHow often did I scan before attacking?
Day 2Mini-Workout BClean catches / total catches
Day 3Pickup only (cue focus)Did I follow my if/then script 5 times?
Day 4Mini-Workout CReps completed at full urgency
Day 5Pickup or scrimmageTurnovers vs. “good decisions”

A Simple Self-Review After Any Run (2 Minutes)

  • One cue I executed well: (name it)
  • One moment I hesitated: what was the cue I missed?
  • One adjustment for next time: a single sentence if/then

This keeps your improvement tied to real situations instead of vague feelings like “I need to be more aggressive.”

Now answer the exercise about the content:

In the Cue → Action → Check performance loop, which choice best represents the purpose of the “Check” step during game play?

You are right! Congratulations, now go to the next page

You missed! Try again.

The “Check” is a quick confirmation question after your action to verify you made the right decision, such as keeping balance and vision or creating a clear driving lane.

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