Pressing

Jump On Cue

React to pressing cues

Pressing
Warm Ups
Speed & Agility

React to pressing cues. Set up the area, follow the steps and use the coaching points below.

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Pressing
Warm Ups
Speed & Agility
Warm Up
Intermediate
Advanced
Full Squad
Minimal Equipment
Foundation Phase
Youth Friendly
Adult Suitable
Quick 10 Minutes
library-original

Age

Under 6 to Adults

Duration

10 min

Players

6-14

Area / pitch size

20 x 18 yards

Difficulty

Intermediate / Advanced

Equipment

Cones, Bibs, Balls

Coaching focus

React to pressing cues

Objective

  • -React to pressing cues
  • -Improve acceleration
  • -Build the habit of stepping in together

Setup

  1. 1Lay out a rectangle with four corner cones and one cone in the middle.
  2. 2Split the group into two teams with bibs, if needed.
  3. 3Start players on the outside with one or two balls in use.
  4. 4Have the coach stand where all players can hear the call.

How to play

  1. 1Players jog and move around the outside of the area.
  2. 2When the coach calls a cue such as 'bad touch' or 'backwards pass', the nearest players sprint in.
  3. 3They close down the nearest ball carrier for a few seconds, then drop back out.
  4. 4Use different calls to keep players alert and moving.
  5. 5Make sure everyone gets several short pressing bursts.

Coaching points

  • -React instantly to the cue
  • -Sprint then slow down
  • -Work with nearby players
  • -Keep your body ready to tackle

Progressions

  • +Switch To Score: two switches before scoring
  • +Five Second Counter-Press: three seconds to win it back
  • +Target Zone Bonus: only goals started from a pocket count
  • +Add a competitive scoreline for the last round

Regressions

  • -Switch To Score: switch earns a bonus point rather than being compulsory
  • -Five Second Counter-Press: eight seconds and fewer opponents
  • -Target Zone Bonus: widen the pocket zones
  • -Simplify the area or the service until success returns

Variations

  • -Switch To Score — A goal only counts after the ball has been switched from one side of the pitch to the other.
  • -Five Second Counter-Press — On losing the ball the team has five seconds to win it back before dropping into shape.
  • -Target Zone Bonus — Extra points for playing into marked pockets between the lines before finishing.
  • -Overload Rotation — One team plays with an extra player for two minutes then the overload rotates.
  • -Restart Realism — All restarts are played as in a match — throw-ins, goal kicks and corners rather than a coach ball.
  • -Two-Goal Decision — Each team attacks two small goals, so defenders must decide which threat to cover.
  • -Limited Touch Build-Up — Maximum three touches in your own half, unlimited once you pass the halfway line.
  • -Flip the practice to the opposite side of the pitch

Common mistakes

  • -Jogging on the cue
  • -Running past the ball
  • -Forgetting to reset quickly

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