Basketball
BLOB Rip Corner: 2.2-Second Buzzer-Beater Three
A compact, timed baseline out-of-bounds action that frees your best shooter for a decisive three before the horn.

What you need
balls, cones
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Overview
BLOB “Rip Corner” is a baseline out-of-bounds buzzer-beater designed to free a catch-and-shoot three with 2.2 seconds or less remaining. It uses a low rip screen followed by a pin screen to put the scorer on the right slot/corner seam, where the inbounder has a direct lead-pass window. There is no dribble built into the action: the scorer catches, rises and releases. Use it when a three ties or wins the game, or when your best shooter is being top-locked or face-guarded.
The diagrams show a full FIBA 28m × 15m court, attacking the right basket. Flip the alignment for the left basket. This is a timed sprint, not a casual cutting pattern: every player needs a defined starting mark, route and clock cue.
Setup
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Put 2 on the baseline as inbounder, one step outside the right lane-line extension. 1 is the primary scorer on the weak-side low block, below rim level. 3 starts just inside the lane, positioned to rip screen X1. 4 starts on the far block and will pin the chaser after the first screen. 5 is at the nail/left elbow as a safety valve and balance player.
Call “Rip, corner, now.” As the official gives 2 the ball, every player must be still enough to avoid a five-second violation but ready to explode on the trigger. In a teaching phase, use cones for 1’s start, 3’s screen angle, 4’s pin angle and the catch spot. The inbounder’s first read is 1; 5 is the emergency option only if the direct lane is denied and there is enough clock.
Step-by-Step Instructions
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0.0–0.2 seconds — trigger. 2 receives the ball, gets balanced and shows it high. The pass does not leave on the whistle alone; it leaves on 1’s separation. 3 steps down and across to get square on X1’s pursuit line. At the same moment, 4 moves toward the middle of the lane to prepare the pin on X4. 5 slides one step left, showing as a safe outlet and keeping the centre from sitting at the rim.
0.2–0.6 seconds — rip screen. 1 takes a hard step toward the baseline, plants the inside foot, then tears shoulder-to-hip off 3. The route must be tight enough that X1 cannot squeeze through the gap. 3 is stationary at contact, hands in and chest square; after contact, 3 opens to the baseline for a rebound. 1 does not hunt the ball yet—win the first screen, then arrive at the second at full speed.
0.5–0.9 seconds — pin and lift. 4 is set on the chaser’s route as 1 clears 3. 1 comes off 4’s hip and lifts diagonally to the right slot/corner seam, about 4.5–5.5m from the basket and inside the sideline. The preferred catch is above the short corner, not in the dead corner: it preserves 2’s passing lane and gives 1 a clean shoulder line to the rim. 4 stays legal—feet down before contact, arms tucked—then pivots to pursue the rim.
0.8–1.1 seconds — pass early. 2 throws a firm two-hand chest or overhead pass before 1 reaches the final catch point. Lead the shooting pocket, arriving at the outside shoulder rather than at the knees or sideline. A pass at the player creates a late, off-balance shot. If the lane is clearly shut and the clock shows more than 1.2 seconds, 2 can hit 5 at the nail for a catch-and-swing. With 1.0 second or less, trust the designated window rather than hesitating.
1.1 seconds to horn — finish. 1 catches on two feet where possible, squares in the air or with a short 1-2, and releases without a dribble. Cue: “feet under, eyes early, one motion.” 3 and 4 crash the rim, 5 balances above the arc for the long rebound, and 2 steps safely in after releasing the pass.
Key Coaching Points
Coach timing before trickery. The first screen creates the route; the second creates the catch. Make 1 run shoulder-to-hip and make both screeners arrive early enough to be motionless at contact. The ball must travel while 1 is travelling, not after the shooter is already open.
Keep the catch inside the sideline and above the short corner. A deep-corner catch turns the baseline into a sixth defender and narrows the inbound angle. Rehearse against physical denial, switching, top-locking and a defender crowding 2. The finish is a shot, not an invitation for a rescue dribble.
Common Mistakes
The usual failure is 1 drifting wide around 3, allowing X1 to split the action and forcing 2 to hold the ball. Mark the shoulder line with a cone and demand a tight cut. Second, 3 or 4 arrive late, lean or move on contact. Teach: “arrive, show hands, absorb, pivot.” Third, 2 throws at 1 rather than into space. The fourth is 5 watching the action instead of showing as safety, communicating the count and balancing the shot.
Variations & Progressions
Against a hard switch, call “Rip Slip.” 4 shows the pin, then slips directly to the rim as 1 lifts. If X4 switches onto 1, 2 hits 4 for a lay-up; if defenders stay home, 1 receives the three. Against a top-lock, start 1 higher on the wing and send them backdoor under 3 for a touch pass toward the rim.
Progress from walk-through timing, to guided defence, to live 5v5 with a visible 2.2-second countdown. Then make it a no-timeout game: players identify the inbound side and call the set. For a two-point need, keep the rip screen but curl 1 under 4 for a front-rim finish.
Age Adaptations
For under-12, widen the route, replace the second physical pin with a stationary screen-and-space position, and rehearse with 3.0–4.0 seconds. Prioritise a safe two-hand pass, jump stop and balanced shot. For under-14/under-16, use the full action first against shadow defenders, then add contact and exact clock bands. At open age, train both sides, switching counters and 2.2-, 1.4- and 0.7-second decisions so the group knows when a direct shot, touch pass or tip is realistic.
