The Closeout

A shooter caught the ball and you're a step late. Sprint out, chop your feet, hold a cushion, force a side — then try it yourself and get graded. Seven ways to see it.
O D
Your speed
You (defender) Shooter Ball

The job: the ball just got swung to a shooter and you're helping one pass away. Cover ground fast, then arrive under control — close enough to contest, balanced enough to stop a drive. Hit ▶ and watch your speed meter drop as you chop your feet.

O D
Crowd him Give space
Slide the dial to set your cushion, then run it. ◌ arm's length

By the numbers — NBA player-tracking, 3-pt%
~29%
Very tight
0–2 ft
~29%
Tight · arm's length
2–4 ft
~34%
Open
4–6 ft
~38%
Wide open
6+ ft

Closing a wide-open three (~38%) down to an arm's-length contest (~29%) is a ~10-point swing league-wide — up to ~17 for a shooter like Korver (55%→38%). That gap is the closeout.

Bands are official NBA tracking (Very Tight/Tight/Open/Wide Open); 3P% ≈ 2020–22 league via tracking-based analyses. The blow-by / drive outcomes elsewhere in this viz are coaching heuristics — no public tracking stat measures them.

Why an arm's length?

Stick your arm out and your fingertips should just graze his jersey. That single step of space is the whole game:

Too tight and you've got nowhere to go — one shot-fake or jab and he's driving past, or you foul him. Too soft and you're waving at a wide-open shooter from a mile away. The sweet spot is one step: close enough to bother the shot, far enough to slide with a drive.

Chopping your feet on the way in (Tab 1) is how you hold that cushion — it kills your momentum so you stop at a step instead of flying into him.

H O D
Force him
▮ high hand (shot) ▮ low hand (ball) ▨ taken away help

Distance isn't enough — angle matters

A perfect cushion still gets beaten if you close out square to a live driver: he just picks a side. Good closeouts arrive on an angle, shading one shoulder to take a direction away.

High-low hands: your top hand is up in the shot; your low hand walls off the drive you're taking away. Here you funnel him baseline, into the short corner where help is waiting — not middle, into the open lane.

Try all three and drive it: forcing middle feeds the layup; square is a coin flip; forcing baseline is contained.

O ↑ the shooter
Technique
Ready
Balance / control
Closing speed (how fast you get there)
Best vs —

    Chop or sprint-stop? It's a real debate

    The classic teaching is chop your feet — break the sprint into short steps to arrive low and balanced. But plenty of coaches now argue the chop is over-taught and slow: it bleeds so much speed you arrive a beat late and give up the contest. Their answer is the sprint-stop — a hard sprint into a quick 1-2 plant — which gets you there faster to bother the shot, trading a little balance for a lot of closing speed.

    Neither is universally right. Read the matchup: sprint-stop a shooter to contest the shot in time; chop-step a live driver so you can still slide when he attacks. Toggle the two and watch the tradeoff.

    🖱 drag to orbit · scroll to zoom · Side view snaps to a coach's-eye angle
    The sprint

    Press ▶ and orbit around the closeout.

    What the top-down can't show

    From above you see the path and the cushion. From the side you see the body: on the sprint you're tall and fast; as you chop, your hips drop and your chest stays up — that low, wide base is what lets you change direction.

    At the cushion you land in a staggered stance with your top hand high in the shot and your low hand out to wall the drive. Tall and reaching = beaten. Low and balanced = a real contest.

    H O D
    Cushion crowd soft
    Approach flew in chopped
    Force
    Leave on
    Set it up, then run it

    You control the closeout. The shooter reacts to your mistakes — get all four right for an A.

    Distance
    Balance
    Angle
    Timing

    All four, every time

    A great closeout is distance (an arm's length), balance (chopped down, not flying), angle (force baseline, take the middle away), and timing (leave on the flight of the pass, not after the catch). Miss any one and a real shooter makes you pay — an open look, a blow-by, or a straight-line drive.

    Tip: crowd him and he rips past; jog and he shoots; force him middle and he's at the rim; leave late and you never arrive. Only the full recipe holds up.

    O D
    Stops 0 Buckets 0 Streak 0
    Press Start, then steer your defender with the cursor.

    This one you actually play

    Your defender chases your cursor with real momentum — the white ring is where you're pointing, the D is where your body actually is. Yank the cursor at the shooter and you'll overshoot, exactly like flying in without chopping.

    The shooter reads you every frame: too far and he rises up; too tight or off-balance and he drives past; arrive at an arm's length under control and hold it — contested, stop. If he drives, keep your cursor between him and the rim to wall it off.

    Sprint out, then ease the cursor to a stop at the green ring — that's the chop. Chain stops to build a streak.

    O D
    He's a…
    The green ring is how close you should get. high hand.

    The mistake

    The best closeout depends on the man

    Distance, speed, and whether you even throw a high hand all change with who has the ball. The rule of thumb coaches use: sprint ~90% and break down late on a shooter (get there, contest); sprint only halfway and break down early on a driver (sit on the drive, give the jumper).

    The two special cases: a pump-faker — contest with a high hand but never leave your feet; and a non-shooter — don't close out at all, stay in the gap and dare him to shoot.

    1 2 H D
    You Help (low man) Offense Ball

    Closeouts don't happen in a vacuum. You're late because you were doing your job — helping. And you can close out hard because there's help behind you. Press play.

    Where the claims come from. Evidence tier: 🟢 primary (official tracking / source data) · 🟡 secondary (analysis or coaching site citing data or established fundamentals).

    Shooting % and the value of a contest

    • Defender-distance brackets — Very Tight 0–2 ft · Tight 2–4 ft · Open 4–6 ft · Wide Open 6+ ft — are official NBA player-tracking categories. 🟢 NBA.com/stats — Closest Defender
    • 3P% by band (~38% wide open, ~34% open, ~29% contested; ~2020–22 league). 🟡 thestrick.land · 🟡 Jeremy Lu (2020-21) · 🟡 Best Ball Stats
    • Contest effect size — ~10-point league swing wide-open→contested; up to ~17 for a shooter (Korver 55%→38%). 🟡 Best Ball Stats
    • Caveat: for pull-up jumpers, defender distance moves efficiency only ~2 pts — the big contest effect is on catch-and-shoot. 🟡 Nylon Calculus

    Closeout fundamentals & distance

    The chop vs. sprint-stop debate

    What's measured vs. what's coaching judgment

    Being straight about it: the defender-distance bands and their FG% are real tracking data. But several numbers in the interactive sims are coaching heuristics, not measured:

    • The exact pixel thresholds in the Cushion / Sandbox / Live Drill (where "tight," "good," "soft" fall) are tuned for teaching, not calibrated to data.
    • Blow-by / drive rates off a closeout — there is no public tracking stat for these; the outcomes are modeled from coaching consensus.
    • A numeric feet value for "arm's length" (~2–3 ft) is reasoned from human arm reach; sources only ever say "arm's length."

    Research compiled July 2026. Bands and effect direction are stable season-to-season; per-band percentages are rounded from the seasons noted above.