Halfcourt Tactical Board Ready for drive

Idle Drag players on court
Drive Timeline 0.0s
Select a play preset or hit "Execute Drive" to simulate rim collapse.

The Giannis "Miami Mode" Rim Gravity Effect

When Giannis Antetokounmpo attacks downhill at 20+ mph, modern defenses cannot defend 1-on-1 without conceding 70%+ restricted area efficiency. The simulator models 2 to 3 perimeter defenders breaking stance and sinking toward the charge circle.

Collapse Index & Kickout Windows

As defensive paint packing increases, primary shot quality on the rim drops due to contested verticality, but weakside corner shooters gain massive separation (>9 feet of open air), yielding >1.35 expected points per possession on catch-and-shoot threes.

Interactive Drag & Replay

Click and drag any offensive (Heat red/white) or defensive (slate blue) player on the hardwood to test counter-schemes, switch coverage, drop versus blitz, or custom corner-hammer decoy routes.

Paint packing and source heuristic branches

Read the explanation

The saved paint-gravity lab combines its speed and packing inputs into an index. At default speed twenty-one point five and packing seventy-five, speed divided by twenty-five times fifty is forty-three, and packing times point five two is thirty-nine. The sum is eighty-two, below its ninety-nine point four cap. This is a dimensionless source index, not gravitational acceleration or a calibrated player metric. The player-themed labels remain part of the original page. Its open-shooter separation formula is packing divided by one hundred times eleven point eight plus two point five feet. Packing seventy-five gives eleven point three five, displayed to one decimal as eleven point four. Packing twenty gives four point eight six, displayed four point nine. This output is a written packing proxy, rather than the measured nearest defender-to-shooter distance on the diagram. Dragging players and the input-derived score are different pieces of the source. Finish selection chooses distinct expected-point rules. With the default speed and packing, rim attack is one point five five minus point seven five times point four two plus point eight six times point three five, giving one point five three six, displayed one point five four. A kickout branch is point nine five plus point seven five times point six eight, giving one point four six. These are illustrative saved rules without calibrated possession value. The complete downloadable play brief retains the chosen scheme, input values and displayed metrics.

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