Question: What is it called when the feet hit the floor before the ball is released?
About the article "Basketball", section "Shooting".

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In general, and particularly when playing "lob" pong any save type does not require the ball to travel in an arc pattern; rather the ball simply must strike your opponents side of the table.
The means of getting the ball there is irrelevant.
"Save": Immediately after the ball strikes a team's cups, the team may attempt a subsequent return called a save.
A save generally cancels the penalty associated with the hit.
"Cup Save": When the ping pong ball hits an opponent's cup and the ball bounces high and far enough to cross back over to a team's side, negating the hit penalty.
"Throw Save": Throwing one’s paddle to save a hit penalty.
Usually occurs, when a team's cup is hit on the edge or side closest to the opponent, and the ping pong ball ricochets back toward the opponent's side but not far enough to avoid hitting a team's side of the table twice, which would result in the hit penalty being accessed.
Because of the ricochet of the ball and the distance from a player, the player is required to throw their paddle in an attempt to hit the ball over to the opponent's side.
"Blow Save": Where a ping pong ball hits a cup and while swirling around the cup about to "sink" into the cup, but before the ball touches the beer, a player blows air under the ball and pops it out of the cup.
Obviously, this only saves a "sink," and a penalty for a hit is still accessed unless the player in the same motion is able to hit the ball onto the opponent's side.
This type of save is contentious.
"Save hit": In attempting a save, if a player strikes the opponents cups, it is generally referred to as a save hit.
A save hit often results in the players on whom the hit was made losing a point or drink.
"Save sink": In attempting a save, if a player strikes the ball so that it comes to rest in the opponents cups, it is generally referred to as a save sink.
The consequence of a save sink is often the dual-doubling of the combined save and sink, costing in four points or drinks in the general course of play.
"Floor shot": On hitting the floor, a team may attempt one final shot to hit the opponents cups called a floor shot.
Hitting or sinking from a floor shot is generally considered the same as hitting or sinking during a volley.
A floor shot may similarly be "saved", although the volley is still terminated once all save shots have completed.
This type of save is rarely allowed; standard practice requires that the striking of the ball on the floor ends a volley.
"Ceiling Slam": In certain houses, when a lobbed ball hits the ceiling, the returning team has the option to "Slam" or return the volley without lobbing, thus increasing their chances of hitting cups and making saves more difficult.  
Fives has many rules that are similar to other court type games, such as Tennis or Squash:  The ball is only allowed to hit the floor once (note: it can bounce off as many ledges or hit the walls any number of times).
The pair whose turn it is to hit the ball 'up' must do so without the ball hitting the ground.
You can only use your gloves to return the ball, no legs, arms, wrists, feet or any other appendages can be utilised in this way (similar to tennis and squash where you can only use your racket).
You can only hit the ball once before it must go up, and therefore only one member of the pair is able to hit the ball during the return of a shot (i.e., no Volleyball style 'set-ups' can be used).
A pair can only score when it is their serve (like Squash) However, there are a large number of rules unique to the game of Eton Fives:  All games are played to 12.
However, if the score is 10–10, or 11–11 the game can be 'set' so that you play to a higher number.
The start of a point comes from a serve, and then a shot called a 'cut' is used to try and stop the server or his/her partner being able to hit the ball back.
The cut must go to the right of the black line on the front wall (note: if the ball hits the right hand wall and then hits the front wall to the left of the black line this is regarded as 'in').
If the ball goes to the left of the black line a 'Black Guard' is in effect and if the serving pair hit the ball down they do not lose the point; it is treated as a 'let'.
When a pair reaches 11 points, the server must stand with at least one foot on the bottom step when they serve.
From that point they cannot move until the 'cutter' has hit to ball.
This is called 'step'.
On 'step' the cutter can hit the ball anywhere on the front wall, it does not have to go to the right of the black line.  
1- The game is played by four players, two on each side.2- A game consists of 21 points.3- Points can only be scored by the side which is serving (i.e.
“in”), not by the side which is receiving the service (i.e.
“out”).4- Serving :"(i)" Both players on the side which is “in” serve in turn: first one serves until his side loses in a rally (always called a “dodge”) and then the other; when both have been put “out”, the other side comes “in”.
But in the cases of the side which goes “in” first and when both sides are “game-ball” (i.e.
20 points each), only one player serves, it does not matter which.
When only one side is “game-ball”, only one player on that side serves, but both players on the other side serve until they too reach “game-ball”.
"(ii)" A player serves by hitting the ball full toss against the front wall or against one of the corners; in this latter case he must first call “corners play”; if he does not do so, the players, who are “out” may try at it the same way as a “not over” ball (see below section iv).
"(iii)" If the served ball comes beyond the line marked across the floor of the court, about 11 feet from the edge of the ball-place and does not bounce below the lower stone rib, it is “over” and must be taken by the “out” players.
N.B.— On the serve the returner must take the ball first bounce, not full pitch.
"(iv)" If the served ball does not come “over”, the “out” players may take the service or not as they please; but if the serve is taken and the ball is hit out of the court or below the stone rib which is about two and a half feet above the floor, the “in” side scores no point; but if the ball hits the wall correctly and a “dodge” follows, that side scores, which wins the “dodge”.
"(v)" When a side is “game-ball”, the players of that side may not serve off the corners; they must also call “game-ball play” before serving, otherwise they cannot win the game off that point, even if they win the “dodge”.
"(vi)" If the server misses the ball altogether he is not “out” unless he misses three times in succession; if in serving he fails to hit the wall above the lower stone rib, or he misses the wall entirely or the ball bounces out of the court, he is “out”; if, when meaning to serve off the front wall, he hits the corner, or if, when meaning to serve off the corner and having called “corners play”, he hits the front wall, the “out players” may treat it as a “not over” ball (see section iv above)"(vii)" While a player is serving and until the service has been taken by an “out” player, the server’s partner must stand between the wall and the “over” line; provided that he does not move out of this area, he may prevent a serve not going out over the side lines with his bat or his hand, but not in any other way.
The same applies to any service which is obviously not going “over”.5- The play :"(i)" In a “dodge” the ball may be hit first bounce or full pitch.
"(ii)" If the “in” side wins a “dodge”, one point is added to that side’s score; if the “out” side wins, the server is put out and the server’s partner serves; when both have been put out, the “out” side comes “in”.
"(iii)" The ball must always hit the wall above the lower stone rib; if it hits the sloping top of the ball-place or the stone rib across the upper part of the wall and bounces in the court, the player on the other side taking it, may claim an “hindrance”; but if he takes it, not claiming an “hindrance”, then the “dodge” continues and a score for one side or the other results.
"(iv)" If a player in taking a ball from a serve or in a “dodge” hits one of his opponents with the ball above the knee, it is counted “up”, but is always an “hindrance”; but if it hits the opponent below the knee, it counts as a “miss”, and the opponents’ side wins the “dodge”.
If the ball hits his partner, it is also a “miss” and the opponents‘ side wins the “dodge”.
Unintentional obstruction of the striker by one of the other side or by any other person or accidental occurrence from without (but not of course by the striker’s partner or as a result of his own slipping or the like) is always an “hindrance”.
"(v)" If a serve pitches on the “over” line, it is not “over”; if in a serve or “dodge”, the ball pitches on the side line dividing the two courts, it is in, if on the stone curb on the other it is out; if on the edge of the stone rib, it is in.
The stone pillar may not be claimed as an “hindrance” owing to the ball bouncing near it.
"(vi)" If the ball bounces past the out line, 6 feet from the back of the Ball Place, then the team who hit the ball loses that point.
"(vii)" Some conventions and general remarks about the play:—A player can never win a point by “sneaking”, i.e.
by hitting the ball very low on the wall or very gently on purpose: he should always try to hit the ball hard and as high on the wall as possible; if he cannot hit the ball hard owing to the risk of it going out of the court because of the angle to the wall at which he is taking it, he should at any rate hit the ball high on the wall.
When one side is “game-ball”, the other side may “sneak” when it is “out”, not when it is “in”: when both sides are “game-ball”, only the side which is “out” may “sneak”.
Corner services can never be used.
However, they can be used by a side which is a long way behind the other in an effort to try and catch up; but the normal service is a straightforward high serve off the front wall.
In fact the essence of the game is to have a good “dodge” and a close game.
In the course of a “dodge” play off the corners is not only legitimate, but often the best thing to do, e.g., if a player is drawn well to the side of the court in order to take a ball, the best shot is to the opposite corner.
A certain amount of “barracking” is traditional. 
For the purposes of the rules, all players on the team in possession of the ball are attackers, and those on the team without the ball are defenders, yet throughout the game being played you are always"defending" your goal and "attacking" the opposite goal.
The match is officiated by two field umpires.
Traditionally each umpire generally controls half of the field, divided roughly diagonally.
These umpires are often assisted by a technical bench including a timekeeper and record keeper.
Prior to the start of the game, a coin is tossed and the winning captain can choose a starting end or start with the ball.
The game time is divided into two equal halves of 35 minutes each, with 5–10 minutes for half-time, although at local and regional level, games may be reduced to 25- to 30-minute halves to ease turf availability constraints.
At the start of each half, as well as after goals are scored, play is started with a pass from the centre of the field.
All players must start in their defensive half (apart from the player making the pass), but the ball may be played in any direction along the floor.
Each team starts with the ball in one half, and the team that conceded the goal has possession for the restart.
Field players may only play the ball with the face of the stick.
If the back side of the stick is used, it is a penalty and the other team will get the ball back.
Tackling is permitted as long as the tackler does not make contact with the attacker or his stick before playing the ball (contact after the tackle may also be penalised if the tackle was made from a position where contact was inevitable).
Further, the player with the ball may not deliberately use his body to push a defender out of the way.
Field players may not play the ball with their feet, but if the ball accidentally hits the feet, and the player gains no benefit from the contact, then the contact is not penalised.
Although there has been a change in the wording of this rule from 1 January 2007, the current FIH umpires' briefing instructs umpires not to change the way they interpret this rule.
Obstruction typically occurs in three circumstances – when a defender comes between the player with possession and the ball in order to prevent them tackling; when a defender's stick comes between the attacker's stick and the ball or makes contact with the attacker's stick or body; and also when blocking the opposition's attempt to tackle a teammate with the ball (called "third party obstruction").
When the ball passes completely over the sidelines (on the sideline is still in), it is returned to play with a sideline hit, taken by a member of the team whose players were not the last to touch the ball before crossing the sideline.
The ball must be placed on the sideline, with the hit taken from as near the place the ball went out of play as possible.
If it crosses the back line after last touched by an attacker, a hit.
A 15 m hit is also awarded for offenses committed by the attacking side within 15 m of the end of the pitch they are attacking. 
Shooting is the act of attempting to score points by throwing the ball through the basket, methods varying with players and situations.
Typically, a player faces the basket with both feet facing the basket.
A player will rest the ball on the fingertips of the dominant hand (the shooting arm) slightly above the head, with the other hand supporting the side of the ball.
The ball is usually shot by jumping (though not always) and extending the shooting arm.
The shooting arm, fully extended with the wrist fully bent, is held stationary for a moment following the release of the ball, known as a "follow-through".
Players often try to put a steady backspin on the ball to absorb its impact with the rim.
The ideal trajectory of the shot is somewhat controversial, but generally a proper arc is recommended.
Players may shoot directly into the basket or may use the backboard to redirect the ball into the basket.
The two most common shots that use the above described setup are the "set-shot" and the "jump-shot".
The set-shot is taken from a standing position, with neither foot leaving the floor, typically used for free throws, and in other circumstances whilst the jump-shot is taken in mid-air, the ball released near the top of the jump.
This provides much greater power and range, and it also allows the player to elevate over the defender.
Failure to release the ball before the feet return to the floor is considered a traveling violation.
Another common shot is called the "lay-up".
This shot requires the player to be in motion toward the basket, and to "lay" the ball "up" and into the basket, typically off the backboard (the backboard-free, underhand version is called a "finger roll").
The most crowd-pleasing and typically highest-percentage accuracy shot is the "slam dunk", in which the player jumps very high and throws the ball downward, through the basket whilst touching it.
Another shot that is becoming common is the "circus shot".
The circus shot is a low-percentage shot that is flipped, heaved, scooped, or flung toward the hoop while the shooter is off-balance, airborne, falling down, and/or facing away from the basket.
A back-shot is a shot taken when the player is facing away from the basket, and may be shot with the dominant hand, or both; but there is a very low chance that the shot will be successful.
A shot that misses both the rim and the backboard completely is referred to as an "air-ball".
A particularly bad shot, or one that only hits the backboard, is jocularly called a brick.