[Editor's note: You've seen TAI diagram plays before, but now were going to do it more often as a game-to-game feature ... the best implemented play on a given night, at least in our opinion. -Kyle]
After winning a jump ball halfway through the second quarter, the Wizards swung the ball around the top of the three-point line to set up a pick and roll on the other side of the floor.
SG Adam Morrison cut to the far corner after passing the ball to SF Cartier Martin. Martin quickly gave the ball back to PG John Wall.
In the paint, PF Yi Jianlian cut through the lane, while C JaVale McGee curled toward the opposite elbow.
The well-executed pick by McGee helped Wall put pressure on the defense.
Hawks C Etan Thomas was forced to rotate to Wall and (unsuccessfully) slow his slash to the basket. Seeing that Wall was going to beat Thomas to the spot, Mike Bibby slid over into the paint to help.
Wall recognized that the lane was clogged with four defenders and kicked the ball out to a wide open Adam Morrison for a corner-three.
Nothing but net. Wizards 48, Hawks 35 … and the rout was on.
P&R seems so simple, but the Wizards could (should?) really run some variation of it every single time they have the ball in a half court set.
Kobe Bryant, in Spike Lee’s joint Kobe Doing Work, said:
“The reason why in the NBA, in basketball, coaches don’t disguise their calls as much has they do in, say, football is because everybody is going to know what you run anyway, because there is so much film done and so much scouting done that teams know what you’re going to run. But in this game, it’s not knowing what you’re going to run, it’s how you execute. It’s doing what you can do to stop that. That’s the big thing, that’s the fun about the game. Teams know what you’re going to do. They know where I like the ball, they know what moves I like, but it’s a matter of stopping that, and coming up with counters for that. That’s what makes the game fun is having so many different levels of execution.”