Hubb cannot be gapped
He shot poorly in the visible sample, but the profile is 99 3PT with HOF Deadeye plus Legend Limitless, Mini Marksman and Set Shot Specialist. Treat the misses as variance, not a weakness.
The revised plan is more conservative around Tampa’s shooters and more aggressive about matchup hunting. The biggest corrections: do not gap Hubb, do not freely leave Kurt, and use Beasley/Commander—not Tampa’s shooting specialists—as the primary help sources.
He shot poorly in the visible sample, but the profile is 99 3PT with HOF Deadeye plus Legend Limitless, Mini Marksman and Set Shot Specialist. Treat the misses as variance, not a weakness.
His two visible games show 2/10 from three, but he owns 85 3PT and elite creation. Use soft-under / recover coverage to encourage pull-ups while still contesting. Do not give practice shots.
Rose, Tennis and Takahashi are specialist shooters. Beasley and Commander are the clear floor-shrinking targets. Every help decision should be player-specific, not position-specific.
Soft-under high screens, recover quickly, keep the big near the paint, and avoid hard blitzes. His 99 speed with ball + elite handle badges make the first downhill step the danger.
3/4-front or front deep catches. Dig late on the first backdown from an approved help source. Force reads without handing Tampa easy kick-out threes.
Hubb, Lucas, Rose, Tennis and Takahashi must feel a body. Top-lock when needed and force them to create inside the arc rather than catching clean spot-up threes.
Toronto’s biggest team edge was the glass. Box out Hubb/Malone/Jackson/Pinkard, then attack Tampa’s weak guard rebounders on the other end.
Use these defenders to tag rollers, stunt at Kurt, and dig at Malone. Recover only after the ball is committed.
Stunt or dig based on location, clock and lineup. They can punish full abandonment.
These are the players most likely to turn one unnecessary help step into three points.
Legend Lightning Launch, HOF Handles for Days/Unpluckable/Ankle Assassin. Drive 80, crossover 99, hesitation 87, in-and-out 96. In the two visible games: 27 assists to 2 turnovers.
His passing package is too strong to blitz routinely. Encouraging a contested pull-up uses the weakest part of the observed sample without pretending his 85 3PT rating is poor.
HOF Deadeye, Legend Limitless/Mini Marksman/Set Shot Specialist. Spot-up 3 tendency 95, Drive 85, Crash 90. His 3/11 observed three-point sample is not predictive of his true threat.
Post Up 90, Backdown 93, hooks 95/95, Drive 90, Dish to Open Man only 30. Across the two visible games: 50 points on 21/27 FG with 0 assists and 0 turnovers.
Gold shooting/handle package with HOF Challenger, Off-Ball Pest and Pick Dodger. Shot Three 88 and Contested Three 90. Visible sample: 42.9% from three.
HOF Deadeye, Legend Limitless/Mini Marksman/Set Shot Specialist. Shot Three 99, Spot-up 95, Off-screen 85, Drive Pull-up 3 at 90.
Gold shooting package. Shot Three 99, Spot-up 95, Off-screen 85, Drive Pull-up 3 at 90. One of Tampa’s weaker defensive rebounders.
Gold Deadeye/Limitless/Mini Marksman/Set Shot. Shot Three 99 and Spot-up 95.
Shot Three and Spot-up 3 are both 100; Drive 95; Dish to Open Man 90. Gold shooting and rebounding badges. Also hunts average/poor isolation defenders aggressively.
More capable as a handler than the box score suggests: Drive 85, crossover 99, Dish 90. But his interior defense and rim protection are clear soft spots.
Good raw perimeter defense and strong shooting badges, but movement ratings are the weakness. Pass accuracy is only 56.
Shot Three 69, Spot-up 72 and Transition Spot-up 94. Less creation than Tampa’s stars, but he cannot simply be ignored.
Gold Post Lockdown/Challenger/Off-Ball Pest/Brick Wall/Immovable Enforcer. He is hard to overpower but much less comfortable handling in space.
Three-point tendencies are effectively absent while dunk/lob tendencies are extreme. His danger is behind the help defender, not outside it.
More useful as a passer/connector than a scorer. The profile invites Toronto to shrink the floor until Tampa proves the jumper must be honored.
No tendency interpretation is used. His attributes suggest an athletic slashing/secondary-creation profile with only moderate shooting badge support.
52 interior defense and 60 strength. Screen until his matchup is involved, then drive or seal the switch.
50 interior defense, 50 defensive rebound and 50 block. Force him into paint decisions and crash his matchup.
61 speed and 60 agility. Re-screen, relocate and make his 90 perimeter rating operate in repeated movement.
50 strength and limited finishing/handle. Use seals, cuts and screening contact instead of trying to beat the 90 perimeter defense cleanly.
Hubb, Lucas, Pinkard and Malone all have strong defensive attributes plus badge support. If one of them is guarding Barnes or Delil, use movement to change the matchup rather than accepting the matchup they want.
Tampa has elite rebounders at the top but many weak guard rebounders: Kurt 51 DREB, Tennis 40, Rose 50, Lucas 50, Chambers 50, Hoage 52, Graham 54 and Rex 50. Pull Tampa’s big rebounders away from the rim, then crash from those guard matchups.
Use pre-actions to bring Hoage, Chambers, Graham or Rose into the screen. Do not automatically bring Hubb/Pinkard/Lucas into the action and strengthen Tampa’s defense.
He showed 6 assists with 0 turnovers in the visible game. Let Delil start some possessions off-ball so he attacks a defense already in rotation.
His 20/10/5 on 9/11 shooting is the exact profile Toronto needs without Marius: screen, short roll, elbow touch, DHO, finish or pass.
The visible 34-point game came on 10/28 FG and 5/14 from three. Keep his creation responsibility high while lowering the number of possessions that end in a hard self-created jumper.
Against Tampa’s block package, use jump stops, floaters, reverses, short pull-ups, pump fakes and dump-offs. Make the shot blocker choose before Toronto commits.
Send the players matched with Tampa’s weak rebounders. Keep three back because Tampa still produced 14 fast-break points and 11 dunks in the 102–84 game.
Move from soft-under to chase/at-level. Still avoid automatic blitzing unless the lineup around him contains Beasley or Commander.
Bring the stunt on the catch or first backdown—but only from the approved help source. The objective remains to make Malone read, not to gift Hubb/Lucas/Rose a three.
Put their defender at the nail/low man and make Tampa use the non-shooter. This is the best time to pressure Kurt and Malone more aggressively.
Communicate the matchup. Switch only if the receiving defender can survive. Hubb is too strong as a shooter, driver and rebounder to create a weak mismatch casually.
That group improves spacing but gives Toronto more weak rebounders. Trade some help aggression for offensive rebounding pressure.
Use them to generate the next advantage, then return the ball to Delil against a tilted defense rather than asking him to create from zero repeatedly.