Live Press 1v1
- Prescription
- 10 × duels · 45 s restabout 8 min
- Players
- 2 minimum
- Equipment
- None
Four seconds, no instructions. The defender plays whatever he wants; the receiver gets out however he can. It’s the test of everything else: what doesn’t work here doesn’t work in a game.
Key points
- Four seconds maximum: any longer than that, and it’s no longer a release. It’s a run.
- The defender doesn't hold back and doesn't give any warning.
- Alternate sides so you don’t build a release habit.
Common mistakes
- Replaying the same release because it worked once.
- Stopping at the first contact instead of fighting on.
Demonstrations
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Related drills
LEVELS : Advanced
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