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Shots

The shots section in the markings response contains an object for each official field goal attempt in a game.

Overview

This data set provides complete shot information including timing, location, outcome, and classification. Every shot from the play by play data will appear here, and can be joined with more detailed mechanics data in jump_shots or interior_shots depending on the shot type.

Sample Response

json
{
  "markings": {
    "shots": [
      {
        "blocker_player_id_nba": null,
        "chance_id_ctg": "chance_51bfc1fda2cc0deb125bee9988859667",
        "end_game_clock": 708,
        "end_he_frame": 761,
        "end_shot_clock": 13,
        "end_wall_clock": "2025-12-23T01:10:47.139+00:00",
        "event_pbp_id": 7,
        "game_id_nba": "0022500404",
        "is_and_one": false,
        "is_bank": false,
        "is_blocked": false,
        "is_fouled": false,
        "is_made": true,
        "is_three": false,
        "is_tip": false,
        "loc_x": 460.5,
        "loc_y": 13.91,
        "pbp_event_id": 7,
        "period": 1,
        "possession_id_ctg": "possession_640fb5737252cbe98b4f4a70dcee9d8f",
        "shooter_id_nba": 203076,
        "shot_distance_in": 42.82,
        "shot_id_ctg": "shot_105f89542695fcebf740bb7c426ac4c3",
        "shot_type": "layup",
        "start_game_clock": 708,
        "start_he_frame": 749,
        "start_shot_clock": 14,
        "start_wall_clock": "2025-12-23T01:10:46.939+00:00",
        "team_id_nba": 1610612742
      }
    ]
  }
}

Fields

Identifiers

shot_id_ctg

Type: string

CTG-generated unique shot ID


game_id_nba

Type: string

NBA game ID


chance_id_ctg

Type: string

CTG chance ID in which the shot occurred


possession_id_ctg

Type: string

CTG possession ID in which the shot occurred


shooter_id_nba

Type: integer

NBA player ID of the shooter


team_id_nba

Type: integer

NBA team ID of the shooting team


pbp_event_id

Type: integer

Play-by-play event ID (i.e. NGSS ID) for this shot


event_pbp_id deprecated

Type: integer

Play-by-play event ID (i.e. NGSS ID) for this shot

Deprecated

Use pbp_event_id instead. This field will be removed in a future version.


Timing

period

Type: integer

Period in which the shot occurred (1-4 for regulation, 5+ for OT)

Shot Start

The shot start is defined as the first frame after the player releases the ball.

start_game_clock

Type: float

Game clock (seconds remaining in period) at shot start


start_shot_clock

Type: float

Shot clock at shot start


start_he_frame

Type: integer

Hawk-Eye frame at shot start


start_wall_clock

Type: string

UTC timestamp at shot start

Shot End

The shot end is defined as the first frame where the ball reaches basket height after the shot's peak. Specifically, it's the earliest of:

  1. Close to hoop: The first frame where the center of the ball is within 16 inches of the center of the hoop and at basket height (between 118-125 inches / ~10 feet)
  2. Below 10 feet: The first frame where the ball drops below 10 feet after reaching its peak

The shot's "peak" is the frame where the ball reaches its highest point and begins descending.

If neither condition is met within 5 seconds of the shot release, the peak frame itself is used as the shot end. (This can happen when a shot is blocked out of bounds, for example, so there is no ball tracking data with the ball below 10 feet.)

Nullable Fields

The shot end fields (end_game_clock, end_he_frame, end_shot_clock, end_wall_clock) can be null in rare cases where upstream HawkEye data has timing issues. When shot end cannot be determined, is_tip and shot_type will also be null.

end_game_clock

Type: float

Game clock at shot end. Can be null if shot end detection fails due to upstream data issues (see note above).


end_shot_clock

Type: float

Shot clock at shot end. Can be null if shot end detection fails due to upstream data issues (see note above).


end_he_frame

Type: integer

Hawk-Eye frame at shot end. Can be null if shot end detection fails due to upstream data issues (see note above).


end_wall_clock

Type: string

UTC timestamp at shot end. Can be null if shot end detection fails due to upstream data issues (see note above).


Shot Location

The shot location is defined as the shooter's centroid at the shot release frame.

shot_distance_in

Type: float | Unit: inches

Distance from the shot location (as defined above) to the center of the basket at the shot release frame. This distance is measured in 2D, i.e. as if you marked a spot on the floor where shooter's centroid was and then measured along the floor to the spot directly under the center of the basket.


loc_x

Type: float | Unit: inches

X coordinate of the shot location on the court


loc_y

Type: float | Unit: inches

Y coordinate of the shot location on the court


Shot Details

shot_type

Type: string

The shot_type field classifies the shot using 3D tracking data to analyze movement and release style. Can be null if shot end detection fails due to upstream data issues.

  • dunk: A dunk or dunk attempt that is not a lob.
  • floater: A floater would be a shot taken near the rim and uses one hand to shoot overhand with the player largely facing the basket. A baby hook shot or push shot with the player's shoulder mostly turned to the basket would be different (see below). This also includes runners and shots from further away that are taken without a normal jump shot shooting motion, almost always with a one-handed push shooting motion.
  • heave: A shot from very far away taken up against the end of the shot/game clock.
  • hook: A shot taken primarily with one hand and with the back or side turned toward the basket, usually not moving toward the basket.
  • jumper: A jump shot with two hands on the ball until pushing to release. This includes a large variety of jump shots like a standard jumper, a fadeaway out of the post, a pull up, etc.
  • layup: Any shot near the basket that is not a dunk, lob, or tip. Layups and floaters can sometimes be difficult to distinguish. More weight is given to a shot being classified as a layup over a floater if it uses the backboard.
  • lob: A shot near the basket where shooter receives a pass and shoots without landing first. Includes lob dunks.
  • lost_ball_on_way_up: A shot where the ball is blocked or the player is fouled and loses the ball such that you can’t actually tell which type of shot it was going to be.
  • putback: Player dunks or shoots immediately after an offensive rebound without landing.
  • tip: Player hits the ball with one hand after a missed shot to tip it in without landing from their jump first. This does not include tips from passes, which would be considered lobs.

Jump Shots vs Interior Shots

In other sections of our markings, we separate jump shots from interior shots. jumper shots have detailed mechanics in the jump_shots section, while other shot types have their mechanics in interior_shots.


is_three

Type: boolean

true if the shot was a three-point attempt


is_tip

Type: boolean

true if the shot was a tip-in attempt. Can be null if shot end detection fails due to upstream data issues.


is_made

Type: boolean

true if the shot was made


is_bank

Type: boolean

The is_bank field indicates whether the ball hit the front side of the backboard and changed trajectory before hitting the rim.

  • Returns true only if the ball hits the front of the backboard first
  • Returns false if the ball hits the side, back, or top of the backboard first
  • Returns false if the ball hits the rim first
  • Returns false if the ball never gets near the backboard before the shot end frame (e.g. an airball)
  • Returns null if the shot is blocked (since we can't determine if it would have been a bank)

is_blocked

Type: boolean

true if the shot was blocked


blocker_player_id_nba

Type: integer

NBA player ID of the blocker. null if not blocked


is_fouled

Type: boolean

true if the shooter was fouled during the shot


is_and_one

Type: boolean

true if the shot was made and the shooter was fouled