The Continuous Pistols Offense
Continuous Offense Overview:
The “Continuous Pistols” offense, as it has been coined, is a very simple yet effective offense that has seen proven success at all levels. It has been most famously used at the collegiate level by BYU in recent years, but you’ll often see this action run throughout today’s NBA game as well. The basic action is a slot-to-wing DHO followed by a PNR from the 5 man.
While the initial action is different from your traditional “Pistols”, it produces similar actions and scoring opportunities while being easier to implement and run as a continuity offense.
This offense is especially great if you're a team with above average shooters to space the floor, and guards who can penetrate and make the correct read. In order to be run effectively, this offense also requires a somewhat mobile 5-man who can finish inside.
5-Out Spacing:
A huge advantage of this offense is that it can be easily flowed into from transition, especially if you run a 5-out transition break. Having the 5 man trail down the center of the floor allows him to follow the ball and flow immediately into the PNR.
Initial Action (Dribble Handoff + Ball Screen):
The action starts with the ball handler (1) initiating a slot-to-wing dribble handoff with the strong side wing (2). As 1 dribbles to the initiate the handoff, the post player (5) trails to set a ball screen for 2 as he sprints off the dribble handoff. After setting the ball screen, 5 will roll to the rim and 1 will “shake” or lift to get in the ball handler’s vision for a possible kickback pass. Shaking or lifting from the corner also removes the defender that would typically tag or help on the screener rolling to the rim.
Weak Side Options:
The weak side players (3 & 4) spaced along the perimeter have a few options as the dribble handoff + ball screen is taking place. For a deeper look at these options, watch our Ball Screen Weak Side Options video.
Flare
The player in the weak side corner (3) can set a flare screen for the weak side wing (4) to drift to the corner for a potential kick out three. A weak side flare is also a great way to occupy nail help should the defense pack the middle to defend against the flip + drag action.
Pin Down
Similar to the flare screen, a weak side wing (4) to corner (3) pin down can create an open kick out three, or at the very least occupy the weak side help defenders.
Keep Space
If both weak side players are consistent outside shooters, they can simply stay put agains the sideline and keep space. Hands and feet ready to shoot on the catch.
Exchange
Simply having the weak side wing and corner players exchange is also another popular way teams try and occupy help defenders when running this action.
Scoring Options:
The scoring options this action creates are similar to that of a standard ball screen:
Attack & Finish
If the ball handler is a shooter, his first option is to look and pull the trigger as he comes off the ball screen, especially if his defender goes under the screen. If the shot is not there or the ball handler is not a shooter, he should look to turn the corner and attack downhill.
Hit the Screener
If the ball handler cannot pull the trigger or get downhill, he should look to engage the screener’s defender to occupy two defenders. More often than not this will leave the screener wide open as he rolls to the rim or pops to the perimeter (if a shooter).
Punish the Help
If the screener is not open, most likely due to a defender not involved in the ball screen action tagging or helping on him, the ball handler should look to punish the help and hit the open player along the perimeter for an open shot or attack.
Running it as a Continuity:
If there is not a scoring opportunity created by the inital dribble handoff + ball screen, this offense can easily be run as a continuity if the ball is kicked to the weak side.
Upon the reversal to the weak side, the ball handler in the slot (4) will initiate a dribble handoff with the player at the weak side wing. Again, as 4 initiates the dribble handoff, the post player (5) will sprint to set a ball screen for 3 as he sprints off the handoff. After setting the screen, 5 will roll to the rim and 4 will “shake” or lift to get in the ball handler’s vision for a possible kickback pass. This action can then be run as a continuity side-to-side.
Counters:
Keep
Instead of handing the ball off, the ball handler coming from the slot can “keep” the ball rather than handing it off. Often times this will catch the defense sleeping and lead to an open baseline drive.
Back Cut
If the defense overplays or attempts to blow up the dribble handoff, the player at the wing can back cut to the rim.
Reject the Ball Screen
If the defense overplays or attempts to “ice” the ball screen, the ball handler should look to reject the ball screen and attack opposite.
Advantages:
Penetration
This action (dribble handoff + ball screen) is extremely difficult to guard and allows plenty of opportunity for your ball handlers to get downhill and attack the rim.
Kick Out Threes
By constantly getting penetration, the defense will naturally collapse or position themselves in the gaps to limit dribble penetration. This leads to open kick out catch and shoot threes for the off-ball players spaced along the perimeter.
Post Touches
This action also leads to a high number of post touches for your 5 man either by hitting him as he rolls to the rim/pops to the perimeter, or by entering it into the post after a kickback pass.
Disadvantages:
Can be Easy to Guard
Perhaps the biggest disadvantage of this offense is the fact it can be easy to guard when it is ran as a continuity for most of the game. Defenses can gameplan for the action and make adjustments throughout the game if this is your sole offense or action.
Personnel Constraints
In order to be successful, this offense requires the right personnel. It is most effective when you have knock down shooters along the perimeter and a somewhat mobile post player. If you play two bigs at a time, this might not be the offense for you.