Multiple Offenses 2.0: The Short Form



  • I wrote about Self’s Multiple Offenses 2.0 at length awhile back. Now it’s time to distill it for practical reference during games, since he is using it pretty much as I described.

    Think of Multiple Offences 2.0 as Self’s transmission in his Jayhawk basketball team Jeep. He shifts among the three modes, like a driver shifts between 4 wheel off road high, 4wheel off road low, and 2wheel on road, based on terrain and opponent driver style and opponent vehicular abilities. How the opponent drives, what he drives, and the terrain conditions stage of race (time of game, opposing MUAs and score) determines which mode he selects.

    Here are Self’s three modes that can be shifted among. All modes can and will be used against both man2man and zone. Starting formations may be varied for each mode. Opponent height, athleticism, skill and experience impact efficiency. Your mileage and climbing rate may vary.

    Quick trigger Trey–from multiple formations (often 4 out 1 in)–to get a lead, or come back, or attack a dense pack defense (zone or man to man); also used to quicken tempo by shortening possession time.

    Carolina passing OFFENCE aka High Low–defend a lead by reducing total possible possessions with longer individual possessions, 4 passes and inside out.

    Bad Ball–driving to collapse impact space from multiple formations (sometimes 4 out 1 in); used when long Trey shooting cold to create short treys and/ or for war of attrition fouling up of targeted opponents; sometimes used to muddy up a game (grind with an opponent).

    [Note: Individual actions (I.e., weave, lob, etc.) may be inserted in all three modes to accomplish certain situational objectives.]

    Remember, Self tries to play it any way they want and then take what they give him, and so selects modes accordingly.

    But if no mode selection fitting the opponents preference triggers a lead, Self will shift modes to try to drag an opponent into a kind of play that will break its momentum.

    Players are like the gears in the transmission mode selected. He has a 5 speed transmission. And he can swap cogs (players) to vary the range of the transmission within any selected mode.

    So: what’s the engine Self is shifting? The tidiness of the metaphor breaks down here. The GAME, not the team, is the engine. The game is what generates the release of energy. Self is coaching a game, not just a team. So is the other coach. This is why a great coach is so crucial. There really is a competition between coaches to see which kind of game not one, but BOTH teams will play TOGETHER. Thus teams beat other teams, but COACHES BEAT OTHER COACHES AND WIN GAMES, at least in D1. You have to beat Self, not just his team. And he is very hard to beat when he is in control of the game and not you. And he controls the game, not just his team, through the selection of modes and gears in his Jayhawk team transmission.

    Print this out and keep in hand for reference during games and you will never wonder what Self and KU are up to this year.



  • And the shortest form…

    Quick trigger Trey.

    Carolina Passing offense from high low.

    Bad Ball.


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