D'antoni's system broken down for those who find it too complicated (like Billups):
-it's a seven seconds or less system, which means if you have a deep contested shot with no floor balance for offensive rebounds or transition defense, you absolutely take it. That is, you take it so long as you don't have Amare running down the court so you can hit him in stride and watch him run over his defender.
-then once you get into the half-court set, it becomes a set with virtually limitless options:
1) you have the PG on the floor run a psych out pick and roll with Amare or Jeffries that achieves absolutely nothing except to shuffle guys around to different spots. Then from there, you pass it to Fields or Williams in the corner so they could pump fake to give the defender a chance to close out on them. From there, with a few seconds left on the clock, you hit Amare or 'Melo on a high post near the three point line so they can take a turnaround jumper or drive into four ready defenders for a wild heave. once they miss, and this is beautiful part, they have to give the closest ref an earful as they walk back up the floor to get a perfect view a 5 on 4 fastbreak layup on the other side.
2) the other play, which is just as good, has 'Melo or Amare post their man up in an attack position near the three-point line. From here, they can pump fake a few times and launch a jumper or they could hold the ball a few seconds as they watch Fields run from one baseline to the next before they put the ball on the floor as the four other defenders shift to cut them off. If they can avoid the offensive foul here or don't get the ball swiped away as the side of their face is pushing against their opponents chest, they have the option of giving the ball back to Billups or Douglas so they can break down their defender and make it all the way to the three-point line for a heave, chuck and duck style. Everyone knows three is better than two, after all.
-you may be thinking "that's not a complicated system at all" but you'd be wrong. Most coaches call a time-out when the other team scores a dozen unanswered, but in this system, you let the five out there figure it out on the fly. They'll work the ball around the perimeter for a good 20 seconds while they contemplate their next plan of attack. It's genius.
-It's all about keeping the opponent guessing. That's why you have to keep changing who starts at center every other game. If they expect Jeffries, give them Shawne. Once they are ready for that, give them Turiaf. If he's playing well, don't let them gameplan for that. Bring out Jeffries again to throw them off the scent. Even coming out of the half-time break, come out with a different line-up. Tell Fields he's not small enough to play small ball effectively. Dwight expects to get bodied up and fouled hard by Turiaf and Shelden, but put Shawne on him instead because he's never had a guy that short trying to guard him. He won't know what to do. Plus on the other end, he won't know how to defend Shawne's corner three's. It's like taking candy from a 7-foot baby.
-And seven seconds or less is not just for the offensive end. On the defensive end, just get after it for the first seven seconds before revving it down. It's like rocky. Use your face to absorb the punches and wear your opponent down while you conserve energy to hit back later on the other end. And that "or" should really be an "and" so you can also literally give "less" of everything--effort, hustle, rebounding, contesting.