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Play-by-play tactics: pace, shot zones, and IS vs JR

By Ubiond · All news

We looked at play-by-play from thousands of league matches (major nations, Season 72) and millions of field-goal attempts, with each side tagged by its box-score offense and defense. There are enough shots per tactic and position for the splits below to be statistically meaningful. This is a manager-facing summary of pace, shot shape, assists, rebounds, and who contests where.

The biggest shape swing in the sample: from Look Inside to Run & Gun you move about 17.3 percentage points of shots into Long (threes) and about 18.2 pp out of Short (rim). Look Inside sits at 13.6% Long / 50.0% Short; Run & Gun at 30.8% / 31.8%.

In short

  • Motion / Run & Gun / Princeton sit near ~30% Long. Look Inside is almost half that.
  • Run & Gun is the fastest offense here (~11.9s/poss). Push is close. Patient and Low Post are the slow ones (~14.614.7s).
  • Push and Look Inside create more (AST/100 ~2726). Isolations sit near ~20.
  • Inside schemes crash the glass more. Who gets the rebound (PF/C vs guards) barely changes by tactic.
  • BB still takes far fewer "Long" shots than the NBA takes threes. That helps explain why IS keeps mattering more than JR on a typical roster.

How we bucket shots

BB does not give x/y coordinates. We use the usual PBP event types:

  • Short: layups, dunks, hooks, tip-ins, strong finishes
  • Mid: top of key, wing/elbow twos, baseline J, putbacks, fall-aways
  • Long: corner / wing / straight-on threes, very long, half-court

Free throws are out of the FG mix. Pace is mean game-clock length of timed possessions (same quarter, capped at 35s). Turnover % uses possessions ≈ FGA − OREB + TO (no FTA term).

Pace and shot shape

All ten mapped offenses are in the table (Base, Push, Patient, Look Inside, Low Post, Motion, Run & Gun, Princeton, Inside Isolation, Outside Isolation). Base sits in the middle on pace (~13.65s). Push is fast but still mid-heavy; Run & Gun is the one that really stretches Long.

Offensesec/possShort %Mid %Long %TO %AST/100
RunAndGun11.8931.837.430.811.624.4
Push12.1238.439.322.311.526.8
Motion13.3032.537.430.111.425.0
Base13.6537.438.324.211.923.6
OutsideIsolation13.6137.240.422.412.020.9
InsideIsolation13.7137.840.222.011.820.1
LookInside13.8350.036.513.612.026.2
Princeton14.3236.932.630.511.924.2
Patient14.5937.439.523.112.320.9
LowPost14.7248.736.015.312.824.5

AST/100 = assists per 100 estimated possessions. TO% = turnovers / possessions. sec/poss = mean timed possession length.

Assists by position

The PG still takes roughly 28–33% of assists in every scheme. Run & Gun spreads a bit more toward PF/C. Isolations are simply less collaborative, without a big pace payoff.

OffenseAST/100PG %SG %SF %PF %C %
RunAndGun24.430.219.817.516.316.0
Push26.832.620.318.414.614.1
Motion25.031.119.918.715.315.0
Base23.629.821.418.715.814.2
OutsideIsolation20.927.921.118.615.516.9
InsideIsolation20.128.820.519.215.316.2
LookInside26.232.421.318.214.513.4
Princeton24.231.121.019.115.213.4
Patient20.930.920.618.415.414.5
LowPost24.531.821.918.714.312.9

Offensive rebounds by offense

Look Inside / Low Post are around ~0.23 OREB per miss. Princeton and Base are lighter (~ 0.18). Bigs (PF+C) still take about ~60% of OREB no matter the tactic: the scheme changes how often you rebound more than who tips it in.

OffenseOREB/missPGSGSFPFC
RunAndGun0.19211.0%11.0%16.2%29.6%31.1%
Push0.22210.4%10.5%16.5%30.1%32.2%
Motion0.19311.1%10.9%17.2%29.6%31.2%
Base0.18511.8%12.1%17.3%29.4%28.8%
OutsideIsolation0.21011.2%11.1%16.6%30.2%30.7%
InsideIsolation0.20311.4%11.6%16.8%29.0%30.5%
LookInside0.22911.1%10.8%16.9%29.2%30.9%
Princeton0.18210.6%11.2%17.5%30.6%29.6%
Patient0.21011.4%10.4%17.1%29.9%29.9%
LowPost0.23011.0%10.6%16.2%29.6%29.9%

Defensive rebounds by defense

Zones board a little more per side than Man-to-Man here (2-3 Zone ~38.2 DREB/side vs Man ~35.1). Position share stays on the bigs (~60% PF+C). Press steals more; the DREB mix by position barely moves.

DefenseDREB/sidesteal/sidePGSGSFPFC
ManToMan35.16.811.4%11.5%16.9%29.1%30.2%
23Zone38.26.810.1%10.5%17.0%29.6%32.2%
32Zone37.65.812.9%12.2%16.1%28.1%30.6%
131Zone35.36.412.1%12.1%17.1%28.3%29.8%
Press36.56.410.5%11.2%16.7%29.8%31.7%
InsideBoxAndOne37.25.913.1%11.6%16.2%27.9%30.9%
OutsideBoxAndOne37.65.912.4%13.2%16.6%25.6%31.5%

Shot types and who shoots

League-wide the sample is still 37.6% Short / 38.0% Mid / 24.4% Long. Mid is very much alive in BB. Even the most perimeter offenses only get near ~31% Long.

Event types match the story: Look Inside loads STRONG/DUNK; Run & Gun and Motion push STRAIGHT_ON_THREE / WING_THREE into the top of the list.

MatchupTop types (A)Top types (B)
LookInside vs RunAndGunDRIVING_LAYUP 16.3% · STRONG 13.3% · DUNK 11.4% · TOPKEY 6.8% · WING 6.8%DRIVING_LAYUP 14.9% · STRAIGHT_ON_THREE 9.9% · WING_THREE 8.9% · ELBOW 8.1% · TOPKEY 8.1%
LowPost vs MotionDRIVING_LAYUP 15.4% · STRONG 12.6% · DUNK 11.2% · WING 6.7% · BASELINE_J 6.7%DRIVING_LAYUP 14.8% · STRAIGHT_ON_THREE 9.7% · WING_THREE 8.7% · BASELINE_J 8.1% · TOPKEY 8.1%
Patient vs PushDRIVING_LAYUP 13.8% · STRONG 8.3% · BASELINE_J 8.0% · WING 8.0% · TOPKEY 8.0%DRIVING_LAYUP 14.2% · STRONG 8.7% · DUNK 8.4% · TOPKEY 8.1% · ELBOW 8.1%
Shooters LookInside · Short
PGSGSFPFC
16.1%16.4%20.8%23.7%22.9%
Shooters RunAndGun · Long
PGSGSFPFC
25.8%31.4%27.0%11.0%4.8%

Shooter % inside that distance band (dominant box minutes). Short Look Inside is spread across SF/PF/C; Long Run & Gun is guard/wing heavy.

Defenses: who contests by distance

On the ~43% of FG where PBP names a defender, each distance row sums to ~100% across PG–C. Zones put Long contests on the guards (on 2-3, PG+SG are ~67% of Long tags) and keep the center on Short (~34% of Short tags). Man-to-Man is flatter on the arc.

DefenseDistancefaced %PGSGSFPFC
ManToManShort37.218.217.020.222.522.2
Mid38.219.619.522.021.317.6
Long24.625.528.526.712.66.7
23ZoneShort37.08.99.222.025.734.3
Mid38.519.418.920.824.616.3
Long24.534.533.014.715.22.7
32ZoneShort38.09.612.713.630.733.5
Mid37.915.615.717.225.126.5
Long24.131.628.429.75.74.6
131ZoneShort38.29.117.318.723.431.6
Mid37.413.017.419.926.822.8
Long24.436.526.328.36.12.8
PressShort43.118.716.620.322.821.6
Mid34.119.118.922.622.317.1
Long22.825.429.426.212.66.5
InsideBoxAndOneShort37.213.911.218.927.228.8
Mid38.118.416.617.523.024.5
Long24.721.122.319.621.615.4
OutsideBoxAndOneShort36.814.314.718.125.827.1
Mid38.118.618.719.421.821.6
Long25.223.322.122.419.812.4

faced % = share of all FG against that defense in that band.

Why IS still beats JR (BB vs NBA)

NBA three-point attempt rate was about 39.5% of FGA in 2023–24 (NBA.com). In this BB sample, Long is only 24.4% of FG. Short+Mid still cover ~76% of attempts, and Mid alone is 38.0%.

That is why Inside Shot (IS) keeps coming up in salary and meta talk. A lot of possessions still end as rim finishes (driving layups, strong takes, dunks), where the engine cares about IS. Look Inside makes it extreme (~50% Short), but even Base/Push stay around 37–38% Short.

Jump Range (JR) is what you want when the offense lives on the arc. In the NBA that is most of the sport. In BB it is still a minority of attempts. Raising JR helps threes and some mid jumpers, but it cannot outvote a shot mix that stays mostly inside the Long band. Perimeter tactics do manufacture more threes. They do not turn BB into modern NBA spacing.

On a normal roster that gap is less about a weird salary formula and more about how the engine still feeds interior finishes. Until Long volume climbs toward NBA 3PAr, IS gets more on-ball chances per game than JR. Buy JR when you actually run Motion / Run & Gun / Princeton; do not expect it to replace IS as the default volume skill.

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BuzzerBeater PBP tactics: pace, shot zones, IS vs JR — BuzzerIQ