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NBA pace and space explained: possessions and geometry

Pace is possessions per 48 minutes and has a formula. Space is rulebook geometry. What each measures, and why they are not the same idea at all.

By CricketTaken EditorialPublished Updated Analysis19 min read

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The phrase is used as though it named one thing. It names two, they are measured in completely different ways, and a team can be excellent at one while being poor at the other.

NBA pace and space explained honestly starts by separating them. Pace is a statistic with a published formula and an agreed definition: the number of possessions per 48 minutes. Space is not a statistic at all. It is a geometric argument about where five players stand and how far a sixth has to run, and it is inferred from shot locations, personnel and a rule about standing in the lane. Treating them as a single quality is how you end up describing a team that runs constantly and shoots badly from distance as though it were the same animal as a team that walks the ball up and cannot be helped against.

This is what each half actually is, where the numbers come from, and what the two do to each other.

Pace is possessions per 48 minutes, and the denominator is the interesting part

The league's own glossary is terse about it. Pace is the number of possessions per 48 minutes for a team or player. Basketball Reference publishes the formula it uses, and it repays reading slowly:

Pace Factor = 48 × ((Tm Poss + Opp Poss) / (2 × (Tm MP / 5)))

Three separate pieces of engineering are hiding in that line.

The first is the averaging. Both teams' possession estimates are added and divided by two, because the two figures should be almost identical and any gap between them is mostly measurement error. Adding and halving cancels part of it.

The second is the multiplier. Forty-eight is a regulation game: four periods of twelve minutes, as Rule 5 sets out. Everything gets scaled to that length so that any two teams can be compared on one axis.

The third is the strangest and the most useful. The denominator is not the number of minutes in the game. It is the team's total minutes played divided by five. A team fields five players, so in a regulation game it accumulates 240 player-minutes, and 240 divided by five is 48. Play one overtime and the team accumulates 25 more, because Rule 5 makes every overtime period five minutes long, so the figure becomes 53. Two overtimes gives 58. Three gives 63.

That construction means pace corrects itself for overtime automatically without anyone having to record how long the game was. The minutes column already knows. It is a small piece of drafting and it is the reason a triple-overtime game does not appear in the record as the fastest game of the season.

Work an example through with round invented numbers and the effect is stark.

Constructed example: possessions in the game against pace
  • Possessions played
  • Pace
Regulation game100100
Double overtime game11091

Two invented games chosen so the division can be checked by hand. The first is a regulation game with 100 possessions. The second went to double overtime and produced 110. Pace divides by team minutes over five, which is 48 in regulation and 58 after two overtimes.

Show the numbers
Constructed example: possessions in the game against pace
ItemPossessions playedPace
Regulation game100100
Double overtime game11091

The second constructed game contained ten more possessions than the first and was played at a slower tempo. Forty-eight multiplied by 110 and divided by 58 gives 91.0. Any account of tempo that counts possessions per game rather than per 48 minutes gets that backwards, and it gets it backwards most often in exactly the games people write about.

One more detail from the same glossary entry, for anyone reading across leagues: the WNBA version of the formula uses 40 minutes rather than 48, because the game is 40 minutes long. Pace figures from the two leagues are not on the same scale and should never be compared directly.

The possession estimate the whole thing rests on

Possessions are not recorded. The box score has no column for them, so the count is reconstructed, and Basketball Reference publishes the reconstruction it uses for teams:

0.5 × ((Tm FGA + 0.4 × Tm FTA − 1.07 × (Tm ORB / (Tm ORB + Opp DRB)) × (Tm FGA − Tm FG) + Tm TOV) + (Opp FGA + 0.4 × Opp FTA − 1.07 × (Opp ORB / (Opp ORB + Tm DRB)) × (Opp FGA − Opp FG) + Opp TOV))

It looks worse than it is. Each half of the bracket is one team's estimate, built from four terms, and the 0.5 at the front averages the two.

Field goal attempts are the backbone, since most possessions end with a shot. Turnovers are added, because a turnover ends a possession with no ambiguity at all. Free throw attempts are added at a fraction, because a trip to the line can produce one, two or three attempts and an and-one produces an attempt that ends nothing. And then the offensive rebound term is subtracted, because every offensive rebound means a shot that looked like the end of a possession was not.

That third term is the one worth staring at. It does not subtract offensive rebounds. It subtracts the team's share of available rebounds, multiplied by its own missed shots, multiplied by 1.07. In other words it estimates how many of the misses were recovered rather than counting how many boards were collected, which handles tip-outs, scrambles and rebounds that immediately go out of bounds without needing to know about any of them.

Here is the trap that catches people who assemble formulas from more than one page. The possession estimator uses 0.4 as its free throw coefficient. True shooting attempts and turnover percentage, published on the same glossary page, use 0.44. Neither is a typo. The coefficients are calibrated against the other terms they sit beside, and 0.4 is paired with a 1.07 rebound multiplier that would be wrong beside 0.44. Lift one number out of one formula and drop it into another and you will produce a figure that matches nothing published anywhere. The way those estimates propagate into every per-100 statistic, and why two sites can publish different net ratings for the same team, is worked through in the companion piece on what offensive and defensive rating actually measure.

Pace belongs to the game, not to the team

This is the part that ought to be obvious and almost never is.

Possessions alternate. Whatever one team's possession count is in a given game, the other team's is within a possession or two of the same figure, because every possession that ends hands the ball over. So a team's pace in any single game is a number it shares with its opponent, and a team's pace across a season is the average of numbers it only ever half-decided.

A team is therefore not fast. A team's games are fast, and it was one of two parties to each of them.

Two consequences follow, and both change how the statistic should be read.

The first is that a team's published pace is partly a description of who it played. A club in a division full of teams that walk the ball up will post a lower pace than an identical club elsewhere, and neither has done anything differently. This is a small effect over eighty-two games and a large one over any shorter stretch, which is why pace figures quoted in November should be treated gently.

The second is more interesting. Conceding a fast game is much easier than playing one. A team can shorten its own possessions by shooting earlier, but it cannot make the opponent shoot earlier. What it can do is hand the opponent quick possessions, and the most reliable way to do that is to miss. A missed shot produces a live rebound and an outlet, and a live rebound is the fastest start a possession has. A made basket produces a dead ball, an inbound and a walk up the floor.

So a poor offence generates tempo for the other team as a by-product of being poor. This is why raw pace is a bad proxy for style and why "they play fast" is frequently a polite way of saying "they miss a lot". The distinction shows up properly only when possessions are split by how they started, which is the ground covered in the article on how transition offence is actually organised.

What pace changes, and what it does not

Pace does not make a team good. It cannot, by construction. Offensive rating is points per 100 possessions and defensive rating is points allowed per 100 possessions, so raising the number of possessions raises both scoring and conceding in the same proportion and leaves the difference between them untouched. A team that improves its pace and nothing else has changed its points per game and not one thing about its quality.

What pace does change is real, though, and there are four of them.

Variance. More possessions in a game means a larger sample of the thing being sampled, and a larger sample favours the better team. This is the whole reason a heavy underdog wants a slow, ugly, foul-strewn game and a strong favourite wants the game opened up. Neither side is trying to change its efficiency. Both are trying to change how much luck is allowed to matter.

The value of a lead. A six-point lead with three minutes left is worth more in a slow game than a fast one, because there are fewer remaining possessions in which to lose it. Late-game tactics are a negotiation about the number of possessions left, which is why a trailing team fouls and a leading team milks the clock. Both are pace decisions dressed up as something else.

Counting statistics. Points, rebounds and assists per game all scale with pace, and awards voting, contract negotiations and casual reputation all run on per-game numbers. A player moving from a slow team to a fast one gets a raise from arithmetic.

Fatigue and rotation length. More possessions means more sprints in the same forty-eight minutes, which pushes minutes down and bench usage up.

None of those four is efficiency. All four are frequently reported as if they were.

The shot clock is where pace actually comes from

The single largest structural determinant of tempo is not coaching. It is Rule 7.

The shot clock starts at 24 seconds. It resets to 24 on a change of possession, and on jump balls that were not caused by a defensive held ball. And since the reset rule was introduced, it goes to 14 rather than 24 when the offensive team is first to gain possession after an unsuccessful field goal attempt that has contacted the ring, or after an unsuccessful free throw that remains in play. A loose ball foul on the defence in the same sequence produces the same 14-second reset, provided the offensive team inbounds in the frontcourt.

That single change did more to the shape of possessions than any tactical fashion. Before it, an offensive rebound bought a fresh 24 seconds, so the team that crashed the glass was rewarded with a full new possession. After it, an offensive rebound buys 14, which is enough time to shoot but not enough time to run an offence. The second chance became a scramble by rule.

Two behaviours follow directly. Teams stopped sending as many bodies to the offensive glass, since the reward shrank while the transition-defence cost did not. And the shot that follows an offensive rebound became overwhelmingly an immediate one, which is exactly what a 14-second clock is designed to produce.

The other clause worth knowing is the rim requirement. For an attempt to count as legal before the clock expires, the ball must make contact with the basket ring after leaving the shooter's hands. A shot that beats the buzzer and hits nothing is a violation, which is why the last shot of a shot clock is aimed rather than heaved.

The four clocks that set the tempo
  • 24Shot clock, from a change of possession
  • 14Shot clock, after an offensive rebound
  • 3Offensive three-second limit in the lane
  • 3Defensive three-second limit in the lane

Rule 7 for the shot clock and its reset, Rule 10 for the two three-second violations. All figures in seconds.

Space is a geometry problem the rulebook already solved

Now the other half, which has no formula and does have precise measurements.

Rule 1 fixes the markings. The three-point field goal area is an arc of 23 feet 9 inches from the middle of the basket, which intersects two parallel lines drawn three feet in from each sideline. The restricted area under the basket is a half-circle four feet from the centre of the basket ring. The free throw line is fifteen feet from the plane of the face of the backboard.

The court markings that spacing is built on
  • 239Three-point arc, from the middle of the basket
  • 3Corner three-point line, from the sideline
  • 4Restricted area half-circle, from the ring centre
  • 15Free throw line, from the face of the backboard

Rule 1 of the official NBA rules. The three-point line is an arc except in the corners, where it becomes a straight line parallel to the sideline.

The asymmetry between the arc and the corner line is the foundation of modern floor geometry. Everywhere else on the floor, three points costs 23 feet 9 inches. In the corner, the line stops curving and runs straight, three feet inside the sideline, and it is closer to the basket than the arc is. The same three points are available from a shorter shot. Nothing about that was designed to reward anybody; the corners are cut off because the arc would otherwise run out of court, and a generation of offensive design has been built on a compromise made to fit a rectangle.

The corner has a second property that has nothing to do with distance. A defender closing out to a corner shooter arrives with the sideline behind the shooter and the baseline beside him, which means the closeout has to be under control or the driver has an angle the help cannot cover. A defender closing out to the top of the arc has the whole floor to retreat into. The corner is therefore both the shortest three and the most awkward one to contest, which is a great deal of value concentrated in about six feet of hardwood.

The arithmetic that makes a three beat a long two, and the exact break-even

The geometry is only half the argument. The other half is a division sum that the rulebook fixes and nobody can negotiate with.

Three points against two points sets a break-even multiplier of exactly 1.5. A two-point attempt has to go in one and a half times as often as a three-point attempt to produce the same points per shot, because that is the ratio of the two payouts. Everything else in the debate is decoration on that fraction.

Put invented round numbers through it. A player takes 100 shots from behind the arc and makes 35, which is 105 points, or 1.05 points per attempt. Another takes 100 from twenty feet, inside the line, and makes 40, which is 80 points, or 0.80 per attempt. To match the first player's return, the second has to make 52.5 of his 100. Both percentages are invented for the sum. The 1.5 multiplier between them is not, and it holds for any pair of figures you care to substitute.

That is the whole case against the long two. It is not that the shot is bad. It is that it is priced as a two while being taken from a distance that produces a three-point shooting percentage, and no amount of skill closes a gap the scoring system created.

Two corrections belong beside the sum, and both cut against the arc rather than for it. Free throws are missing, and a drive that ends at the rim draws shooting fouls at a rate a jump shot never approaches, which is scoring the three-point calculation does not see. Offensive rebounds are missing too, and a miss from close range comes off short and live in a way a long miss does not. Fold both back in and the ranking that emerges is the one every modern shot chart shows. The shot at the rim and the shot from behind the line are both worth taking, and the ground in between is where value goes to die.

The rule that makes pace and space expensive to defend

Spacing would achieve very little if a defence were allowed to leave a man in the paint doing nothing. Rule 10 forbids exactly that.

The defensive three-second rule says a defender inside the 16-foot lane must be actively guarding an opponent within three seconds, and it defines active guarding tightly: being within arm's length of an offensive player and in a guarding position. Fail that and the penalty is a technical foul, with the offensive team keeping possession at the sideline at the free throw line extended. The count is suspended during a shot attempt, on a loss of team control, while the defender is actively guarding, once he has completely cleared the lane, and where he is about to be legal anyway.

Take those two clauses together and the whole architecture of spacing appears.

A help defender cannot loiter. He must be attached to somebody or he must leave. So when an offence stations a shooter in each corner and one above the break, it is not merely creating passing options. It is making the paint legally uninhabitable for anyone not guarding a man, because the defenders who would have filled it now have opponents standing twenty-four feet from the rim, and following those opponents is the only way to stay legal.

That is why the phrase couples the two words. Space is not really about distance between teammates. It is about forcing the defence to choose between an illegal position, an unguarded shooter and an unguarded rim, and the three-second rule is what removes the fourth option of simply standing in the way. The tactical answers defences have developed to that squeeze, and why each of them concedes something else, are laid out in the piece on the main NBA defensive schemes.

There is a mirror clause on the other side. An offensive player may not stay in the lane for more than three seconds while his team controls the ball in the frontcourt, and the penalty is loss of ball. That rule is why a big man's positioning is a timed activity, and why the modern short roll exists: the roller arrives, counts, and either finishes or vacates.

Spacing is measured in defenders and seconds, not in feet

The useful unit of spacing is not distance. It is how far a help defender has to travel and how long he takes, set against how long a pass takes to cover the same ground.

A pass moves faster than a person, and a swing from one side of the floor to the other beats a rotation almost every time it is available. So the offensive question is never really "are we spread out". It is "how many defenders are one pass away from being late". Each shooter the defence must respect subtracts one body from the help scheme; each non-shooter hands one back.

That arithmetic explains the two things everyone notices about modern offence and nobody quite connects.

The first is why a single non-shooter is so costly. His defender does not have to guard him. That defender becomes a free safety in all but name, positioned to help off a man who cannot punish him, and the offence is effectively playing four against five in the half court. One player standing in the wrong place undoes the geometry that the other four have arranged.

The second is why a great shooter is valuable when he never touches the ball. His defender is unavailable for help. He has removed a defender from the equation by standing still, and the value of that removal is collected by whoever is attacking the rim. Both effects are consequences of the same rule about not standing in the lane, and neither shows up in the shooter's own box score line. The longer history of how the arc reshaped the floor is covered separately in the article on what the three-point line did to the game.

One possession, and what the geometry forces at each step
  1. The clock startsTwenty-four seconds from a change of possession, or fourteen after an offensive rebound off the ring. The number sets how much of the possession can be spent organising rather than attacking.
  2. The floor is occupiedBoth corners are filled and at least one player stands above the break. Every occupied spot beyond the arc is a defender the help scheme cannot use, because leaving a shooter unguarded is not a defensive position, it is a decision to concede a shot.
  3. The paint is emptied by ruleAny defender inside the sixteen-foot lane has three seconds to be within arm's length of an opponent in a guarding position, or he has to leave. The help defender who would have stood in front of the rim is now either attached to a man or moving.
  4. The ball is drivenThe driver attacks a defender who has no free safety behind him. The defence must either allow the rim, send a second defender from a shooter, or foul.
  5. The second defender commitsThe moment help arrives, the man he left is open. The distance he travelled to help is the distance he must travel back, and the pass covers it faster than he does.
  6. The ball is swungOne pass to the open man, or a skip pass across the floor if the first help has already recovered. Each pass moves the defence further behind the ball, and the corner is the hardest place for it to arrive on time.
  7. The shot is taken or the clock resetsA corner three, a rim attempt against a rotating defence, or a reset. If the shot misses and the offence rebounds, the clock returns at fourteen and the whole sequence has to happen at speed.

The sequence describes the decisions a spread offence and its defence face inside a single half-court possession. The rule references are to Rule 7 and Rule 10 of the official NBA rules.

How spacing is measured now the cameras record every position

Pace has a formula. Space has a data feed, which is not the same thing and is regularly mistaken for it.

Optical tracking records the position of all ten players and the ball many times a second, so anything geometric is computable after the fact. Four derived quantities do most of the work in practice.

The first is the area enclosed by the five attackers, taken as a polygon. Draw a boundary through the outermost offensive players and measure what sits inside it, and you have a crude but honest index of how spread a team is at any instant of a possession. Crude, because a large polygon with a non-shooter standing at one of its corners is not spacing that anybody has to respect.

The second is nearest-defender distance, measured at the moment a player catches the ball and again at the moment he releases it. The difference between those two figures is a closeout, and its size is what the shooter is actually being asked to shoot over.

The third is time. How long a pass takes to arrive, set against how long the nearest help defender takes to cover the same ground, is the quantity the whole system exists to exploit, and it becomes measurable only once the ball and the bodies are tracked together.

The fourth is where the low man stands. A help defender's distance from the rim, and from the shooter he is nominally responsible for, decides whether a drive meets a wall or a gap.

None of those is a league-standard statistic in the way pace is. There is no agreed formula, no glossary entry, and different analysts compute different versions of each. A spacing claim is therefore always an inference from a chosen method, and the honest way to make one is to say which method. That gap is the practical difference between the two halves of the phrase, and it is why the pace figure quoted on a broadcast can be checked and the spacing claim next to it usually cannot.

What defences actually did about it, and what each answer costs

Defences did not stand still for a decade while offences discovered geometry. Four adjustments cover most of what is now used, and every one of them buys its solution by paying somewhere else.

Switch it, and never close out at all. If each defender can guard each attacker, the rotation problem disappears because no rotation is needed. The bill arrives as a mismatch, and the offence stops running its action to get a shot and starts running it to get a specific defender.

Sit the screener's man back and concede the pull-up. Dropping him towards the rim protects the most valuable shot on the floor and offers up the least valuable one. It works exactly as well as the ball handler's shooting from that range is poor, which makes it a judgement about personnel rather than a scheme.

Remove the shooter before the pass, not the shot after it. Denying the entry, or standing above a shooter so that he cannot rise into his attempt, takes away the receiver instead of contesting the release. The cost is the back door, because a defender playing on the high side of a man has handed him the route behind.

Play zone in bursts, which the rulebook only half permits. Zone defence is legal. The defensive three-second rule still applies to it, so the part of a zone a coach would most like to use, a body parked permanently in front of the rim, remains illegal. NBA zones are consequently temporary and disguised rather than structural, and they are used to break a possession's timing rather than to hold a shape.

The fifth answer is not a scheme at all. It is a roster. A defence that cannot afford to leave anybody unguarded is a defence facing five shooters, so the cheapest counter to spacing is to make sure your own five can shoot, which is why this argument ends up in the same rooms as the salary rules that decide who a club can afford to keep.

Why pace and space are not the same thing, and the phrase hides it

Once both halves are defined properly, the phrase starts to look like a category error.

Pace is a measure of how quickly possessions end. Space is a measure of where players stand while a possession is happening. Nothing connects them mechanically. An offence can be beautifully spread and take twenty seconds every time, hunting a specific matchup with five shooters on the floor. An offence can be badly spread and finish possessions in nine seconds because it is throwing the ball ahead and shooting the first available shot.

The two travel together often enough for the phrase to have stuck, and there is a real reason for that. A well-spaced floor produces earlier good shots, because the first help rotation is late and the first open man appears sooner. So spacing tends to pull pace up as a by-product. But the causation runs one way and it is weak, and plenty of teams demonstrate the exception in both directions.

The practical version of that warning is simple. When a team is described as playing pace and space, ask which half is meant, because the answers to the two questions live in different places. Pace is on the team stats page and has a formula. Space is on the shot chart and in the personnel list, and the strongest single indicator of it is the share of attempts taken from beyond the arc, which is what the three-point attempt rate reports. That statistic and its relatives are covered in the piece on how effective field goal percentage weights the two shots.

Pace is a speed, and points per game is speed multiplied by quality

One identity clears up more confusion than any amount of argument, and it fits on a single line.

A team's points per game is, near enough, its offensive rating multiplied by its pace and divided by 100. Offensive rating is the quality term, points per 100 possessions. Pace is the speed term, possessions per 48 minutes. Points per game is their product, and a product cannot tell you which of its two factors did the work.

Everything else follows. A club can raise its points per game by getting better or by getting faster, and the scoreboard reports the two identically. A team that plays quickly and scores heavily might be excellent, or it might be ordinary at speed, and those two possibilities are indistinguishable in the only figure most people ever see.

"They play fast" is therefore a statement about a denominator. It is not praise, it is not criticism, and it says nothing at all about whether the team is any good. The check that settles it takes a few seconds. Look at net rating, which is the quality term with the speed term divided out of both halves. Strong net rating, strong team. Weak net rating, quick team.

What the system costs, stated honestly

A style this dominant deserves its bill itemised rather than waved away.

It surrenders the offensive glass. Five players spread to the arc are five players a long way from a rebound, and the 14-second reset already reduced the reward for chasing it. Teams have chosen to trade second chances for transition defence, and that is a real cost paid every night.

It concentrates value in a shot that misses most of the time. A three-point attempt is a higher-variance event than a shot at the rim, and a system that takes many of them accepts wider swings in outcome. Over eighty-two games the variance averages out. Over a seven-game series it does not, which is why a heavy favourite can lose to an opponent that got hot for two nights.

It narrows the shapes teams take. The shot chart converged, the positions converged, and the sport lost some of the variety that came from teams solving the same problem differently. Whether that matters is an aesthetic argument rather than a technical one, but pretending it has not happened is not honest.

And it puts an enormous premium on one skill. A player who cannot shoot from distance is now expensive to play in the half court whatever else he does, which has changed development pathways all the way down to youth basketball. The specific version of that trade, where a team gives up size entirely to gain a shooter and a switch, is examined in the article on what small ball actually buys and costs.

What to look at, and in what order

Four readings, all available on a public stats page, will tell you more about a team's identity than any amount of stylistic description.

Pace, and the pace of its opponents. If a team's pace is high and the pace of its opponents in those same games is equally high, the tempo is a property of the matchups. If the team is consistently faster than its opponents are in their other games, it is doing something.

Three-point attempt rate, and where the attempts come from. The share of attempts from beyond the arc says how committed the geometry is. The share of those that are corner attempts says whether the spacing is generating good looks or merely long ones.

Offensive and defensive rating rather than points per game. Points per game is a tempo statistic wearing a quality statistic's clothes, and the substitution in the denominator is the only thing that separates them.

The number of non-shooters on the floor together. Not a published statistic, but countable from a lineup. Two of them in the same five is a defensive invitation, and it is usually the explanation when a well-drilled offence stops working for six minutes at a time.

Those four take about a minute and they survive the loss of every narrative around a team. The rest of the mechanics they connect to, the coverages, the rotations and the economics that decide which players a club can afford to put on the floor together, run across the basketball archive.

Common questions

What does pace and space mean in basketball?

Pace and space is shorthand for a style built on two separate things: playing at a high number of possessions per 48 minutes, and positioning players so that the defence cannot help off them. The two are frequently discussed as one idea, but a team can play at a very high tempo with poor spacing, or space the floor superbly and play slowly. Only pace has an agreed formula; space has to be inferred from shot locations and personnel.

How is pace calculated in the NBA?

The league defines pace as the number of possessions per 48 minutes. The published formula multiplies 48 by the combined possessions of both teams, then divides by twice the team's minutes played over five. Dividing minutes by five converts a team's total minutes into the game's length, which is what makes the figure comparable between regulation games and games that went to overtime.

Does playing at a fast pace make an NBA team better?

No. Pace multiplies both offensive and defensive rating equally, so a fast team scores more per game and concedes more per game, and its efficiency figures are unchanged. What pace does change is the size of the sample inside a single game, which is why a stronger team generally benefits from more possessions and a weaker team generally benefits from fewer.

What is the defensive three-second rule?

A defender who is inside the 16-foot lane must be actively guarding an opponent within three seconds, where actively guarding means being within arm's length of an offensive player and in a guarding position. The penalty is a technical foul, and the offensive team keeps possession at the sideline at the free throw line extended. The rule is the reason a defence cannot post a free helper in the paint against a spread offence.

Why are corner three-pointers valuable?

The three-point line is an arc measured 23 feet 9 inches from the middle of the basket, but in the corners it becomes a straight line drawn three feet in from each sideline. That line is nearer to the basket than the arc, so a corner attempt is a shorter shot for the same three points. The corner is also the hardest place for a help defender to close out from, because the sideline and the baseline remove two of his escape routes.

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