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.
Back to drill libraryPressing
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
- 1Lay out a rectangle with four corner cones and one cone in the middle.
- 2Split the group into two teams with bibs, if needed.
- 3Start players on the outside with one or two balls in use.
- 4Have the coach stand where all players can hear the call.
How to play
- 1Players jog and move around the outside of the area.
- 2When the coach calls a cue such as 'bad touch' or 'backwards pass', the nearest players sprint in.
- 3They close down the nearest ball carrier for a few seconds, then drop back out.
- 4Use different calls to keep players alert and moving.
- 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
Related Football Drills & Sessions
- More football pressing drills
- More football warm ups drills
- More football speed & agility drills
- Football drills for U6s
- Football drills for U7s
- Football drills for U8s
- Football drills for U9s
- Football drills for U10s
- Football drills for U11s
- Football drills for U12s
- Football drills for U13s
- Football drills for U14s
- Football drills for U15s
- Football drills for U16s
- Football drills for 6 players
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