Sports Terminology
General:
All-Star: A player selected by fans, media, or peers to represent the best players in their respective leagues.
Bust: A player who is thought initially to be a talented prospect who does not live up to their potential.
Buyout: A process used to pay a player who has time left on a contract that a team wishes to remove from their roster.
Conference: Generally east vs. west teams. Represent 2 different leagues within a league that meet for a title.
Depth Chart: The roster of a team on game day, showing the starting players at the top with the reserve players near the bottom.
Division: Smaller groups within conferences that represent regions good play among your division can lead to a better spot for playoffs. Very important in NFL less so in other sports.
Draft: The process of selecting new players into a league. Where usually the worst teams pick first and the best teams pick last.
Draft Steal: A later pick in a draft who isn't initially view as a top prospect who turns into an excellent player.
Dynasty: A team or a player that has enjoyed continued success or dominance in their respective sport.
Foul/Flag/Penalty: A rule that is broken or excessive contact. Usually with varying degrees of penalties.
Franchise: The organization that holds the rights to a team.
Franchise Player: The best player on a franchise normally the face of a team.
Free Agent: Someone who has no contract with a sports organization.
Games Back: To refer to how many games back in record a team is from a leading team record wise.
Grand Final: Super Bowl, NBA Finals, Championship Fights. A match to determine the champion.
Head Fake: A maneuver which a player uses in many sports to fake a directional change or a jump shot to trick opposing players.
Huddle: When a team of individuals meet together in a circle to discuss a game plan. Trainers and a fighter may huddle during breaks in a match.
IR: Injured reserve list, used to list individuals who are not able to compete.
Offer Sheet: A contract offered to a free agent by a team different than the one they previously played for.
Parity: When all teams in a league have an equal chance to achieve success.
Perfect Season: When a team has no losses in a season.
Play-In Game: A game held before a tournament to determine entry into a tournament.
Prospect: An athlete who is unproven but has tremendous potential. Normally a rookie or unsigned free agent.
Record: A win-loss column.
Restricted Free Agent: A free agent whose rights are owned by their previous team. They can be given an offer sheet by a new team and if their former team accepts it they will be resigned to that offer. However if their previous team declines the offer they can sign with a new team.
Seed: A number assigned to a team or individual that ranks theme based on a variety of factors most notably record. Most often used to determine matchmaking for a tournament.
Substitution: Where one player is exchanged for another during the course of a match. Most games allow just a set amount of players in at once.
Sweep: When a team wins every game against another team during a calendar year. During tournaments that contain multiple game series a sweep would occur when one team wins every game needed to advance in that series while giving up no losses.
Tanking: A process where a team loses, worsening their record on purpose to obtain a higher pick in an upcoming draft.
Three Peat: When a team wins a championship 3 years in a row a very uncommon accomplishment.
Time-Out: A break in play usually called for by a teams coach or captain to allow for a moment to plan their next move. Each league gives each team a limited number of time-outs per game.
Trade: Where an organization can trade certain players for assets or other players usually a mixture of both.
Underdog: A team or individual who is viewed as the likely loser of match.
Wild-Card: Given to a team who fails to qualify for a tournament in the normal way of record. Usually given to the winner of a play in tournament or a team with the best record among the other bad record teams.
NFL:
Blocking: When any player notably a linemen block defensive players looking to make a tackle on the ball.
Carry: When a player runs the ball forwards opposed to it being thrown.
Completion: Used to describe a pass the way completed by the quarterback to a receiver successfully.
Double Coverage: Where 2 defensive players focus on one offensive player to prevent them from making a play on the ball.
Down: A period in which a play transpires in American football. Each team starts out with 4 downs to move the ball 10 yards. Yet distance varies depending if the defense can move the ball further backwards.
Drop-Back Pass: Used when the quarterback takes 3 steps back in order to pass the ball forwards.
Dual Threat Quarterback: Used to describe a quarterback who can pass at a high level and is a threat to carry the ball as well.
End-Zone: The area beyond the field which signifies a score when reached by any method.
Fair Catch: A situation in which a player signs that they intend to catch and stay put a kicked ball from a punt or kickoff. Resulting in no forward yardage from the initial point of reception.
False Start: When the offensive team fails to start the motion of their play within a given time period between downs.
Field Goal: When a touchdown is not possible a team can attempt to kick a ball through the goal post to obtain 3 points called a field goal.
Fumble: When a ball carrier losses control of the ball, it then becomes fair game to whoever can secure it for possession.
Goal Line: The line the separates the end zone from the field. When an offense approaches 10 yards to the goal line yardage no longer matters per down. You simply get 4 tries to get it into the end zone.
Half: Each game has 2 halfs with the 1st and 2nd quarter being the 1st half and the 3rd and 4th quarter being the 2nd half.
Hand-Off: When the quarter back gives the ball to the ball carrier opposed to throwing it.
Hurry-Up/No Huddle Offense: When the team chooses to call the play on the fly to save time on the clock when its clicking down. Choosing to not huddle up to plan for the next play.
Incomplete Pass: Used to describe a situation in which the quarterback fails to connect with their receiver.
Interception: When the opposing defensive player catches the quarterbacks pass that was intended for a receiver.
Kickoff: The first play where a defensive will try to kick the ball as far down the field as possible to make the offense need to travel the most yards as possible.
Line of scrimmage: The yard in which the football is currently at play where each team will initially face-off before the start of down.
Option offense: Many variations exist with the most often being a quarterback having different options within a play. They can choose to run, hand-off, or pass the ball depending on how the defense is set.
Pocket: A term used to describe a wall created around the quarterback by his lineman. It exists a few yards behind the line of scrimmage and depending on the skill of lineman may exist for as little as 1 second or as long as 5 seconds.
Passing Yards: The amount of yards a quarterback has gained from only passing.
Play clock: The amount of time a team has in between downs.
Point After Attempt (PAT): Teams after scoring a touchdown are provided one chance to score a field goal from a close position in order to earn 1 extra point.
Punter: A kicker who kick the ball from the air a long distance down the field, usually down when an offensive fails to move the ball as a method to transfer possession to the other team.
QB Scramble: When a Quarterback is unable to find an open receiver a opts to run the ball down the field instead.
Quarter: Each game consists of 4 quarters 2 halves.
Redzone: The area leading up to the goal line.
Rushing Yards: The amount of yards a team has when carrying the ball.
Safety: A situation in which the ball carrier Quarterback or other is tackled in their own end-zone behind them while possessing the ball. Resulting an 2 points for the defense and possession.
Snap: The start of the play when a center lineman snaps the ball from the field to the quarterback or others to begin the play.
Spike: When the quarterback or another throws the ball forward towards the ground to stop the clock.
Spy: A defensive player who has been assigned an offensive player to guard man to man to watch them for a run. Usually a spy is assigned to prevent a quarterback scramble.
System Quarterback: A QB who thrives under a particular strategy given to them by a coach or an organization but fails to find the same success with a different game plan. Certain systems play to their strengths and are designed to eliminate their weaknesses.
Tackle: When a player uses their body to ground their opponent.
Touchback: When the ball goes beyond a receiving teams goal line on a kickoff or punt and become unable to catch or make a play on. Starting off that teams offense at the 25 yard line.
Touchdown: When a team reaches the opposing teams end-zone by carry or pass worth 6 points defense can also score a touchdown off of interception or fumble provided they are not tackled.
Two minute warning: A warning that signifies 2 minutes being left at the end of each half. Allows for teams to take a free timeout during a pivotal period. However my opinion is that it exists to allow for some last minute advertising.
Two Point Conversion: When a team opts to score traditionally by pass or carry after a touchdown opposed to a PAT success upon conversion is worth 2 points.
Yards After Catch (YAC): Used to describe how many yards more a receiver is able to move the able to move the ball after completing a catch.
Yards from scrimmage: Used to describe how many yards an offensive team has to go in order to obtain a new set of downs.
NBA:
Air-ball: When a shot attempt fails to hit the rim or backboard, hitting nothing but air.
Alley-Oop: When a play maker throws the ball high in the air and another offensive player finishes at the rim with a dunk. Often described as the most exciting play in basketball.
Assist: When an offensive player passes the ball to another who is in position to score and successfully does so. It is recorded as a stat.
Block: A move in which a defensive player rejects an offensive players shot before it reaches a downward momentum.
Buzzer Beater: A moment when a goal is made as the play clock runs out. Usually at the end of a quarter.
Center: The big man that guards the interior of the front court near the basket, needed to help secure the ball after missed shots and pivotal to play involving picks. Today this position is more commonly referred to as a big since many players are developing skillsets beyond their traditional size based positions.
Cherry Picking: Used to describe a player who do little on defense and remains near their opponents goal in order to receive the ball for an easy offensive possession.
Combo Guard: A player who can play the Point position and facilitate the ball while also being able to play the shooting guard position who can score.
Crossover: A move in which the offensive player rapidly switches the ball to another hand in a maneuver that freezes their defender allowing them to gain momentum beyond the defender.
Double-Double: Refers to a statistical line, when a player has more than 10 digits stats in 2 different categories.
Double Team: When 2 defensive players guard one offensive player, normally to shut down that players offense. Only very prominent scorers get this treatment or a player who is having a hot night.
Efficiency: Used to describe the percentage of shots a player scores on. For instance a player may shoot 10 shots but only score on 3 leading them to have 30% efficiency.
Euro step: A move in which an offensive player pick up the ball and take one long step in one direction then another long step in the opposite direction.
Fade-Away: A shot that is taken while the offensive player falls backwards away from the basket.
Fast break: The point where defense turns into quick offense off of a rebound or steal where players who were previously defending sprint down the floor to obtain open looks at the basket.
Field-Goal: Any success shot attempt is reported as a field goal worth 2 or 3 points depending on the shooters position.
Finger-Roll: Now less common it is a layup attempt where the offensive player rolls the balls off of the tips of their fingers to guide it into the basket.
Flop: When a player exaggerates contact in order to trick the referees into giving the opposing player a foul.
Forward: A position on the floor that usually lines up along the wings of the court or each side of the basket on offense and is typically tasked with difficult defensive assignments. Today this position is more commonly referred to as a wing. A power forward would be someone with the skills of a forward who is capable of some center duties.
Four Point/Three Point Play: When a shooter is fouled and then makes the field goal. Upon a make, a fouled shooter has the chance at 1 extra point via a free throw. A 2 point field goal and a made free throw results in a traditional 3 point play. A 3 point field goal and a made free throw results in a four point play.
Free Throw: Free throw attempts vary depending on the type of foul. However a typical foul will result in 2 free shots at the basket from a set free throw line without having defense to test the shot. Other players will typically line up in a box around the basketball while the shooter attempts his free shots.
Full Court Press: When a defense decides to defend the offense for the entire length of the court opposed to letting them walk it up passed the half court line before engaging in defense.
Game Seven: During the playoff tournament each series consists of 7 games where each team has to win 4 games to advance to the next round. A game 7 is when each team has won 3 games in the series and is the final game win or go home.
Hack-A-Shaq: A strategy in which you intentionally foul a bad free throw shooter opposed to giving them an open shot close to the rim. Named hack a Shaq due to Shaquille O'neals horrifically bad free throw percentage. It was one strategy many teams used against Shaq in late game situations to provide them the chance at possession.
Hook Shot: A shot where 1 hand is used to hook the ball above a defenders head into the basket.
Hot Hand: The term is used to refer to a player who is shooting very well on a given night. If a player is making most of the shots they take the team will begin looking for the hot hand on each possession.
Jump Ball: Used to allow for 2 opposing players to secure possession. A ball is thrown vertically in the air to allow for each player to attempt to hit it towards his team. Games start this way opposed to a coin toss.
Jump Shot: A traditional shot attempt where a player will jump into the air to get lift on their shot. Typically using 2 hands.
Key: An area of the court starting at the free throw line which is normally a perfect rectangle towards the basket. Many rules exists about what can occur within this rectangle.
Layup: Instead of a jump shot a player uses 1 hand at close range to guide the ball into the basket.
Motion Offense: A strategy in which all offensive players on the court a expected to remain continuously in motion opposed to standing in a specific location. Also the ball moves around between players opposed to having 1 dedicated ball handler.
Off The Ball: When any action takes place offensively or defensively by players who are not in direct competition or possession of the ball. Moving off the ball refers to an offensive player that can generate an open shot by getting open without the ball.
Pick and Roll: An action in which an offensive player positions their body near a defensive player to draw their defender to the ball handler than rolls to the rim undefended.
Point: The guard who has the main responsibility of facilitating the ball and running the play. Also known as the playmaker. In todays league many different types of players can play the point it no longer has a size requirement. Many taller players play this position in todays league whereas in years past it was not common that why Magic Johnson was such an outlier.
Posterized: When an offensive player scores the ball via a dunk directly over an opposing player in a fashion that could be made into a poster.
Rebound: The action of securing the ball after a missed field goal attempt.
Screen: Also known as a pick the action of blocking a defender with your body.
Shot Clock: The time given to a team to attempt a field goal on any possession the NBA has this set to 24 seconds.
SixthMan: Since basketball is a 5 man sport the sixth-man is the first reserve into the game.
Slam Dunk: A ferocious dunk that shakes the rim.
Slasher: A term given to a player who cuts towards the basket with or without the ball.
Small Ball: A new term given to a team who plays with no traditional big or center.
Stretch 4/5: A term given to player who fit into the big or center role who are able to step out and make shots at the 3 point line. Traditionally centers and power forwards did not take these shots.
Three Seconds Rule: The action of remaining in the key or known as the restricted area for more than 3 seconds. Traditionally this was not a rule so big men could camp right next to the basket as much as they wanted making it difficult to defend or score.
Zone Defense: Different from man to man where defenders instead cover all players that enter their zone.
A few terms here are debated or thought to be bad strategies.
For more on "Hack-A-Shaq". bleacherreport.com/articles/456937-hack-a-shaq-revisited-top-20-worst-free-throw-shooters-in-nba-history#:~:text=Don%20Nelson%E2%80%94then%20coach%20of,planning%20against%20the%20Chicago%20Bulls.
For more on "System Quarterbacks" bleacherreport.com/articles/124221-the-myth-about-a-system-quarterback