Module 03 · Positions

Court Positions & Strategy

Five spots, five different physics problems. Distance changes the speed you need, the angle you should launch at and — most brutally — how little sideways error the rim will forgive. Here is how each spot in the Shot Lab behaves, and how to decide which shots are worth taking.

The five spots at a glance

All figures assume a 2.15 m release, a 3.05 m rim and no air, using the minimum-speed formulas from Module 01. Lateral margin is how far off-line the ball can travel and still clear the rim when centred in depth.

SpotDistanceMin-speed angleMin speedLateral margin
Free Throw4.19 m51.1°7.13 m/s±1.49°
Three-Pointer7.24 m48.5°8.97 m/s±0.86°
Wing (45°)7.24 m48.5°8.97 m/s±0.86°
Corner6.71 m48.8°8.67 m/s±0.93°
Half-Court13.94 m46.8°12.08 m/s±0.45°
Half-court map of the five shooting spots Free Throw 4.19 m Three 7.24 m Wing 7.24 m Corner 6.71 m Half-court → 13.94 m
Not to scale. The Shot Lab measures every distance from the release point to the rim centre.

Why lateral error gets worse with distance

The rim leaves about 10.9 cm of clearance on each side of a centred ball. The allowable direction error is simply that clearance divided by distance:

δ_max = arctan( (D_rim − D_ball) / 2 / x )
      = arctan( 0.109 m / x )

Depth error can be partly rescued by the rim and glass; sideways error almost never can. From half-court you have less than half a degree — roughly the width of a fingernail at arm's length. In the lab, the Horizontal Direction slider lets you feel this: a single 0.5° step is harmless at the line and fatal from half-court.

Spot-by-spot strategy

Free Throw

The easiest physics on the floor: short, generous laterally, and uncontested. Use it to calibrate. Aim for 52–56°; the extra arc costs almost nothing and gives a healthier 40–47° entry angle.

Three-Pointer (top of the arc)

Needs about 26% more speed than a free throw, so timing errors translate into bigger misses. The lab's perfect zone narrows to roughly ±1% of the meter. Stay close to 48–52°; flatter shots demand more speed and give a smaller entry window.

Wing

Same distance as the top of the arc, but the backboard is now angled toward you. That opens the bank shot: a slightly long shot aimed at the back-right of the rim can kiss the glass and drop. See Module 04 for the reflection maths.

Corner

The shortest three on an NBA-style court, 0.53 m closer than the top. But the backboard is almost edge-on, so there is effectively no glass to help — misses long tend to fly straight through the back. Precise depth control matters more here than anywhere else.

Half-Court

A different sport. Required speed exceeds 12 m/s, drag becomes a major term and both the timing window (≈ ±9 ms) and lateral margin (±0.45°) are tiny. Aim slightly flatter, near 46–47°, where required speed is lowest, and treat any make as a bonus.

Expected value: which shot is worth it?

The core equation of shot selection is simply points multiplied by probability:

EV = points × P(make)
Break-even: 3 × p₃ = 2 × p₂  →  p₃ = ⅔ · p₂
A 36% three (1.08 pts) beats a 52% two (1.04 pts)

Use your shot chart to calculate real EV per spot. If your corner three runs at 40% (1.20 points per attempt) while a long two sits at 45% (0.90), the data is telling you where to stand — just remember to wait for a large enough sample, as explained in the Analytics Lab.