Pressing

Red Light Press

React to pressing cues

Pressing
Warm Ups

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

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Pressing
Warm Ups
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

8-20

Area / pitch size

20 x 20 yards

Difficulty

Intermediate / Advanced

Equipment

Balls, Cones, Bibs

Coaching focus

React to pressing cues

Objective

  • -React to pressing cues
  • -Close space in a controlled way
  • -Learn when to stop and hold

Setup

  1. 1Mark out a square with cones.
  2. 2Half the players have balls and dribble inside the area.
  3. 3The rest wear bibs and start outside the square.
  4. 4The coach stands on one side to call the cues.

How to play

  1. 1Dribblers move around the square at different speeds.
  2. 2When the coach says 'red light', the bibbed players sprint in to close down the nearest ball.
  3. 3They must slow down, get side-on and stop the dribbler going forward.
  4. 4When the coach says 'green light', all players dribble away again.
  5. 5Swap the bibbed players regularly so everyone practices pressing.

Coaching points

  • -Explode on the cue
  • -Slow down before contact
  • -Block the forward route
  • -Use your body to show direction

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

  • -Charging in out of control
  • -Stopping too far away
  • -Pressing without body shape

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