Coaching Session Plans

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McKINNON BASKETBALL · COACHING RESOURCES

Session Plan · U10 · Small group (up to 6) · 45 min

Ball Protection Under Pressure

Why it works

Defenders steal the ball when it sits in front of the dribbler, between the dribbler and the defender. Turning side-on with a bent arm bar and the ball on the far side means the defender has to go around the dribbler's body to reach it. Going around takes long enough for the dribbler to see it coming and move the ball.

The thread through every block

  1. Body between ball and defender
  2. arm bar up
  3. ball low on the far side
  4. eyes up
  5. escape or pass.

Setup. 6 players, 1 coach, 1 hoop, 6 balls, 8 cones. Three pairs.

U10 rule, stated at the start: defenders go for the ball only, never arms or shirts. The protector's arm bar stays bent and doesn't push. A push or a grab is a turnover.

  • Attacker
  • Defender
  • Coach
  • Waiting line
  • Cut / move
  • Dribble
  • Pass
  • Order of moves

Warm-upDribble knockout6 min

123456knocked out: 5 ball taps outside the arc, then back in
Everyone dribbles inside the key and the circle above it. Keep your ball, knock others' balls out.
  • Everyone dribbles inside the key and the free-throw circle. Keep your own ball alive while knocking other balls out of the area.
  • Knocked out: 5 ball taps outside the arc, then straight back in. Nobody sits out.
  • Theme link: the only way to keep your ball while reaching for someone else's is to turn your body between the ball and the nearest player.

Block 1Crab dribble6 min

1122side-on, arm bar up, ball behind the back leg
Side-step across to the cone. The partner keeps a hand on shoulder and hip, then reaches around.
  • Adds: side-on protection against a partner who leans in. No steals yet.
  • Pairs side by side. The protector side-steps from the sideline to a cone, dribbling with the outside hand, ball behind the back leg, bent arm bar up. The partner keeps one hand on the protector's shoulder and one on the hip and leans in.
  • Second trip: the partner may reach around for the ball.
  • Progress when: the protector gets to the cone without the ball drifting in front of the body.
  • Regress if: players lose the ball on every trip. Go back to walking pace.
  • Cues (questions): "Where was the ball when your partner reached?" "Can you see the cone while you dribble?"

Block 2Keep it for 307 min

1122333 m squares
Three squares. Keep the dribble alive for 30 seconds while the defender tries to tap it away.
  • Adds: a live defender reaching for the ball, in a small space.
  • Each pair gets a 3-metre square. The dribbler keeps the ball for 30 seconds; the defender tries to tap it away. The dribbler can knock reaching hands down with the off arm and turn a full 360 inside the square. Swap.
  • Progress when: dribblers last 30 seconds without leaving the square.
  • Regress if: the defender wins every time. Defender plays with one hand behind the back.
  • Cues (questions): "Which way did you turn when they reached?" "What did your free arm do?"

Block 3Pull and escape8 min

AB11gategate
When the defender reaches, pull the ball back to the hip and escape through the gate on the other side.
  • Adds: a cue and a decision. The defender's reach is the trigger to pull the ball back and change direction.
  • The dribbler faces the defender, two cone gates behind the defender. When the defender reaches, the dribbler pulls the ball back to the hip and escapes through the gate on the side away from the reach.
  • Progress when: players move only after the reach, not before it.
  • Regress if: dribblers guess and run before the reach. The coach calls "reach" as the trigger for 4 reps, then hands it back to the defender.
  • Cues (questions): "Which hand reached?" "Which gate was further from that hand?"

Water2 min

Block 4Five bounces to the key8 min

1122max 5 bounces · jump stop · bear hug
Get two feet into the key in five bounces or fewer. Jump stop, bear-hug the ball, then score or pass.
  • Adds: somewhere to get to. The dribbler has five bounces to get two feet into the key.
  • Start 1v1 from the wing. Once that works, a second defender waits in the key. In the key: jump stop, bear-hug the ball to the chest, then score or pass to the teammate on the other wing.
  • Progress when: most reps reach the key and the pickup is protected.
  • Regress if: turnovers on most reps. Allow six bounces.
  • Cues (questions): "What kind of dribble kept you safe from the second defender?" "Where was the ball when you stopped?"

FinisherBring it up8 min

1122C1 pt: reach the arc · 2 pts: jump stop in the key10-second count
From half-way, beat the defender to the arc and into the key inside 10 seconds. Two games side by side.
  • 1v1 from half-way, two games side by side. The dribbler has 10 seconds.
  • Scoring:
    • 1 pt: reaching the 3-point arc with the ball.
    • 2 pts: a jump stop in the key with the ball protected.
    • Defender, 2 pts: a clean steal.
  • Rotate after every rep; first pair to 10.

Coach notes

  • Decision errors vs execution errors:
    • Turning away from the defender's reach before it happens is a decision error. Fix it with Block 3's question, not more dribbling drills.
    • The ball creeping in front of the body is an execution error. Send the player back to Block 1 for one trip.
  • Common failure: eyes on the ball. Ask "how many fingers am I holding up?" mid-rep.
  • Common failure: the arm bar turns into a push. Call it as a turnover from the first live rep, because referees will.
  • Judge the decision, not the turnover. A player who protected the ball properly and still lost it to a better defender did their job.
  • Running it for 60: add the 15 minutes to the live end, not the technique blocks. Block 4 goes to 13 min (bring in the second defender sooner). The finisher goes to 16 min, with the second half played on 8 seconds instead of 10. Close with a 2-min huddle: "What told you to pull the ball back?"

Sources

SourceUsed for
Nathan Cooper-Brown — 2019 Jamboree Parents ClinicWarm-up, Block 1, Block 3, finisher
Kristen Veal — Individual Skill DevelopmentBlock 2
Sam Gruggen — 2019 Skill Development Clinic SeriesBlock 4
Jarrod Moore — Skill Development for U12 and U14Block 4
Danny Cooper — Skills WorkoutBlock 3
junior.basketball (original)Finisher scoring

Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.

Session content and diagrams supplied from junior.basketball. Presentation adapted for McKinnon Basketball.

McKINNON BASKETBALL · COACHING RESOURCES

Session Plan · U10 · Team (7 or more) · 60 min

Catch, Stop, Pivot

Why it works

A player who runs through the catch lands on one foot, and that foot becomes the pivot whether they wanted it or not. The defender can now guard one side, and a second step is a travel. A player who stops on two feet with the ball tucked in can pivot on either foot, so they get to choose which way to turn. They face the basket with the ball ready to pass, shoot or go. The stop doesn't slow the play down. It is what gives the player choices.

The thread through every block

  1. Meet the ball
  2. stop on two feet, ball tucked at the hip
  3. pivot to face (away from the hands)
  4. look
  5. pass, shoot or go.

Setup. 10 players, 1 coach, 2 hoops (full court), 10 balls (size 5), 4 cones. Five players at each hoop for Blocks 2–4 and the finisher.

  • Attacker
  • Defender
  • Coach
  • Waiting line
  • Cut / move
  • Dribble
  • Pass
  • Order of moves

Warm-upStop on the line8 min

12312345Ctwo-foot stop on each line calledknees bent, hands up: look like a playerslide past it → back to the last line
Five across the baseline, five waiting. Sprint and stop on two feet on each line the coach calls; the waiting five go next. Same stops on the way back.
  • Five across the baseline, five waiting. Coach calls a line (free-throw line, half-way, far free-throw line, far baseline). First step goes forward, not back. Sprint and stop on it with two feet at once, knees bent, hands up: "look like a player".
  • Slide past the line or wobble and you go back to the last line. First of the five to the far baseline wins. Second round: the coach calls lines in a random order, including ones behind them.
  • Theme link: the stop is half the skill. If they can't stop on two feet without a ball, they won't with one.

Block 1Dribble, stop, four pivots7 min

1212121 dribble, two-foot stop, pivot as calledfront or reverse · left or right foot2 pass back, swap
Pairs from half-way, five pairs across both ends. Dribble four or five bounces, stop on two feet, pivot as the coach calls, pass back and swap.
  • Adds: a ball, and a pivot after the stop.
  • Five pairs spread across half-way. Dribble four or five bounces, stop on two feet, tuck the ball at the hip, then do the pivot the coach calls: reverse on the left foot, reverse on the right, front on the right, front on the left. Pass back to your partner and swap.
  • After two rounds, the coach mixes the calls without warning. Right-hand dribble, then left.
  • Progress when: the pivot foot stays planted and the ball stays below the chin on every pivot.
  • Regress if: feet shuffle on the stop. Stop and hold for a count of two before the pivot is called.
  • Cues (questions): "Which foot could you still move after that stop?" "Where was the ball while you turned?"

Block 2Keyhole: catch, pivot, shoot8 min

12121 cut across · 2 catch facing the passertwo-foot stop · pivot on the foot nearer the rim · shootgroup goal: 10 makes, then beat your time
Five at each hoop. Cut across the paint, catch facing the passer, stop, pivot to face the rim and shoot close. Shooter rebounds and joins the passing line; passer cuts next.
  • Adds: a catch on the move, and a pivot that has to finish facing the rim.
  • Five at each hoop, two lines on the short corners. Step away, cut across the paint about two metres from the rim, catch facing the passer, two-foot stop, pivot on the foot nearer the rim, shoot. Shooter rebounds and takes the ball to the other line; the passer cuts next.
  • Group goal: 10 makes, timed. Every round after that, beat the time.
  • Progress when: nobody runs through the catch, and every shot starts square to the rim.
  • Regress if: shots fall short or come sideways. Move the catch spot closer.
  • Cues (questions): "Which foot did you turn on, and why that one?" "Were you facing the rim before the ball went up?"

Water2 min

Block 3Pivot away from the hands9 min

123AB1213X1: hands only, one step in after the catchpivot away from the hands, then A or B
Meet the pass on the wing and stop. The defender steps in with hands only; pivot away and pass to the corner (A) or back to the top (B). Rotate one spot each rep. Same on the right.
  • Adds: a defender's hands to pivot away from, and a choice of pass.
  • Five at each hoop: passer at the top, receiver, defender, corner, one waiting. The receiver meets the pass on the wing and stops. After the catch, the defender takes one step in with hands up (hands only, no reaching for the ball). The receiver pivots away from the hands and passes to the corner or back to the top, whichever is open. Bounce or overhead, either hand.
  • Rotate one spot each rep: top → receiver → defender → corner → waiting → top. Halfway through, switch to the right wing.
  • Progress when: the receiver pivots away from the hands, not into them, and passes without picking the ball up above their head.
  • Regress if: the ball gets knocked loose often. The defender stays where they are and only shows hands.
  • Cues (questions): "Where were the defender's hands, and which way did you turn?" "Why that pass and not the other one?"

Block 4No-dribble keep-away12 min

1211223score: catch in the key on a two-foot stopno dribbles · ball below the headplayer 3 = floater, always on offence
2v2 plus a floater who always plays offence, at each hoop. No dribbling. Score by catching inside the key on a two-foot stop.
  • Adds: live defenders, and a decision about where to pass.
  • At each hoop: 2v2 plus a floater who always plays with the team that has the ball. No dribbling. The ball stays below the head (ball above the head is a turnover). Every catch is a two-foot stop and a pivot to face.
  • Score: 1 point for catching inside the key on a two-foot stop without travelling. A travel, an interception or ball above the head gives the ball to the other pair, who take it out from half-way with the floater.
  • First pair to 5, then the floater swaps into a pair.
  • Progress when: players move to get open after they pass, instead of standing to watch it.
  • Regress if: the defence wins every ball. The floater can't be guarded.
  • Cues (questions): "After your pass, where did you go?" "When you caught it, what could you see?"

FinisherStop-and-pivot counts double11 min

1211223make after a two-foot stop and pivot = 2any other make = 1 · travel = 1 to the defenceone dribble allowed
2v2 plus the floater, live to the basket with one dribble allowed. A make that comes straight off a two-foot stop and pivot scores 2.
  • Same groups, now live to the basket. One dribble allowed per catch. Man-to-man.
  • Scoring:
    • 2 pts: a make straight after a two-foot stop and a pivot to face (the passer calls it).
    • 1 pt: any other make.
    • Defence, 1 pt: a stop or a travel.
  • Defence that wins the ball takes it out from half-way. First pair to 7, then the floater rotates in.
  • Progress when: players stop and look before they shoot, and the shots get closer.
  • Regress if: everyone is travelling. A travel is a do-over, not a point, for the first round.

Huddle3 min

  • One question to the group: "When did stopping on two feet give you more choices than running through the catch?"

Coach notes

  • Decision errors vs execution errors:
    • Pivoting into the defender's hands is a decision error. Ask Block 3's question about where the hands were.
    • Travelling on the stop, or the ball floating above the head, is execution. Back to Block 1's stop-and-hold for a round.
  • Common failure: the one-two stride stop sneaks back in as soon as there's a defender. Keep calling "two feet" in Blocks 3 and 4; the scoring in Block 4 only counts a two-foot stop.
  • Common failure: standing after the pass. Block 4's no-dribble rule shows it straight away: nobody moves, nobody scores.
  • Pivot foot: the plan uses the foot nearer the rim when facing up (Block 2) and lets players choose otherwise. Either is fine at this age; what matters is that they choose it, not that it chooses them.
  • U10 rule: in Block 3 and Block 4 defenders play hands, not bodies. Any slap at the ball in a player's hands is a do-over.

Sources

SourceUsed for
Don Showalter — NBA London Coaching ClinicWarm-up, Block 1, Block 2
Tanya McKay — Developing Proper Footwork SkillsBlock 2, Block 4
Coach Messina — Coaching ClinicBlock 3
junior.basketball (original)Warm-up random calls, Block 3 rotation, finisher scoring

Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.

Session content and diagrams supplied from junior.basketball. Presentation adapted for McKinnon Basketball.

McKINNON BASKETBALL · COACHING RESOURCES

Session Plan · U10 · Team (7 or more) · 60 min

Closeout to Containment

Why it works

A closeout fails when the defender arrives still running. Their momentum carries them toward the ball, the dribbler goes the other way, and the defender can't change direction in time. A defender who sprints early, then chops their feet and arrives at arm's length, can still move either way. That lets their feet beat the dribbler to the spot. Feet defend the dribble; hands defend the pass.

The thread through every block

  1. Sprint on the pass
  2. chop your feet
  3. arrive at arm's length
  4. beat them to the spot
  5. shut the gate.

Setup. 10 players, 1 coach, full court with 2 hoops, 10 balls, 8 cones to mark quarter courts. The defensive language matches the offence: closeouts go to the slot, wing and corner spots of your 5-out.

U10 rule, stated at the start: feet first, hands second. No reaching for the ball in Blocks 1–3. Steals come later, once the feet are winning.

  • Attacker
  • Defender
  • Coach
  • Waiting line
  • Cut / move
  • Dribble
  • Pass
  • Order of moves

Warm-up"Lauren Jackson Says"8 min

112233C“jab”: jump back to arm’s lengthpairs spread across the court
Defender stays between partner and hoop and reacts only to the called command: shoot, jab, go.
  • Five pairs spread across the court, one ball per pair. The attacker faces the hoop; the defender stands between them and the hoop.
  • Coach calls commands. The defender only reacts to the call they hear.
    • "Shoot": the attacker holds the ball above the shoulders. The defender jumps in close with both arms up.
    • "Jab": the attacker jabs and brings the ball down. The defender jumps back to arm's length.
    • "Go": the attacker dribbles to a target line. The defender tries to beat them there.
  • Swap roles every 4 calls. Last 2 min: defender scores a point every time they beat the attacker to the line.
  • Theme link: "jab → jump back to arm's length" is the exact distance a closeout has to arrive at.

Block 1Mass closeout7 min

12345Cimaginary attackersgo on the coach’s arms
Whole team down the split line. Sprint, then chop your feet and stop at arm’s length from your cone.
  • Adds: the closeout footwork, with no attacker.
  • The whole team stands in a line down the split line, in stance. Coach on the opposite wing with the ball. Each player imagines their own attacker on the sideline straight across from them.
  • When the coach's arms start the pass (not when the ball is in the air), everyone turns and sprints. They chop their feet the last few steps and arrive at arm's length with two hands high. Then they jog back and go again.
  • Progress when: most players start moving on the coach's arm action, not on the ball's flight.
  • Regress if: players run past their imaginary spot. Put a cone at arm's length from the sideline as the stopping point.
  • Cues (questions): "When did you start moving, on the pass or after?" "Could you go left or right from where you stopped?"

Block 2Slide or run?9 min

11crossover after 2–3 dribblesnose on shoulder: slide · behind it: run
Pairs from the half-way line to the sideline. Round 1 the coach calls the direction; round 2 the attacker picks.
  • Adds: a moving dribbler and one decision: slide or run.
  • Pairs line up on the half-way line facing a sideline. "Shoot", "jab", then the attacker dribbles to the sideline and crosses over after 2–3 dribbles. The defender uses a drop step to change direction.
  • The rule, from Moore: if your nose is in line with the dribbler's outside shoulder, slide. If your nose falls behind the shoulder, turn and run, then catch up and shut the gate.
  • Round 1: the attacker goes the direction the coach calls, so the defender knows it. Round 2: the attacker picks.
  • Progress when: defenders switch from sliding to running without being told.
  • Regress if: defenders keep sliding while beaten. Freeze the rep and ask the nose question.
  • Cues (questions): "Where was your nose?" "Were you still between them and the line?"

Block 3Closeout to the high-five10 min

123211high-five target
Pass, close out, then the attacker dribbles to high-five the passer. The defender wins by stopping it.
  • Adds: starting from a closeout. The defender now has to arrive before containing. The attacker has a target, not a basket.
  • Groups of 3 (two groups of 3, one of 4): one passer, one attacker on the wing spot, one defender starting in the paint. The passer passes to the wing, the defender closes out, and the attacker dribbles to give the passer a high-five. The defender wins if they stop the high-five.
  • Rotate passer → attacker → defender every rep.
  • Progress when: defenders get to arm's length before the attacker's first dribble.
  • Regress if: the attacker wins every rep. Start the defender halfway between the paint and the wing.
  • Cues (questions): "Did you arrive before or after their first dribble?" "Did you run past them?"

Water3 min

Block 4Closeout 1v1, 3 dribbles max10 min

123C1122max 3 dribblessubs
Four quarter courts, one per side of each hoop. Same rotation on the right.
  • Adds: a real basket. The attacker can score, but only with 3 dribbles or fewer.
  • Four quarter courts (each half split down the middle). The coach or a sub passes in, the defender closes out from the paint, then it's live 1v1. Two subs rotate in each rep.
  • The 3-dribble cap keeps the attacker going straight at the defender, so the defender gets a real containment rep rather than a chase.
  • Progress when: defenders hold attackers to 3 dribbles without them scoring on most reps.
  • Regress if: the attacker scores most reps. Go back to the high-five target for 2 min, then return.
  • Cues (questions): "What did your feet do when they put it on the floor?" "Who got to the spot first?"

FinisherGuard Your Yard10 min

121122pass to half-way, then “go”stop = 2 · wall up = +1 · basket = 1
Moore’s quarter-court start. Whoever holds the ball on “go” attacks the basket they started at.
  • Teams of 5 (Red vs Blue). Quarter-court 1v1 starting from Moore's format: the pair pass back and forth to half-way, then "go" makes it live. The two subs keep score for their team.
  • Scoring:
    • Defender, 2 pts: a stop. The attacker picks up the ball outside the key, or turns it over.
    • Defender, 1 bonus pt: walls up (belly to belly, arms up) when the attacker picks up.
    • Attacker, 1 pt: a basket.
  • Team with most points wins.

Huddle3 min

  • Ask, don't tell: "What made it hard to stay in front?" "When did you have to run instead of slide?"

Coach notes

  • Decision errors vs execution errors:
    • Sliding while beaten, instead of running, is a decision error. Fix it with the nose question, not a technique demo.
    • Arriving on straight legs, or sprinting all the way into the attacker, is an execution error. Send the player back to Block 1 for 2 reps.
  • Common failure: reaching. U10s chase the ball with their hands and stop moving their feet. In Blocks 1–3, a reach makes the rep a loss for the defender.
  • Common failure: "long closeouts" from too deep. If defenders start too far away, they arrive late and fly past. Shorten the distance before anything else.
  • When beaten anyway: turn and sprint to get back to the hip. Don't keep sliding (Mike Kelly, Coaching Clinic, closeout Q&A).
  • Judge the decision, not the stop. A defender who arrived right and still got scored on did their job. Say so.

Sources

SourceUsed for
Jarrod Moore — Building Layers for Individual DefenceWarm-up, Blocks 2–4, finisher
Sam Gruggen — Skill Development for Junior Athletes 1Block 1, mechanism
Shannon Seebohm — 2017 ACJBC Trans-Tasman ClinicBlock 4 dribble cap
Luke Brennan — Coaching Conference, Grassroots Skills (2020)Finisher
Mike Kelly — Coaching ClinicCoach notes
Curtis Sardi — BNSW Defensive Style of PlayTwo-hand closeout at U10

Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.

Session content and diagrams supplied from junior.basketball. Presentation adapted for McKinnon Basketball.

McKINNON BASKETBALL · COACHING RESOURCES

Session Plan · U10 · Team (7 or more) · 60 min

Cut, Catch, Finish: Score Off the Cut

Why it works

A player cutting at the rim is already moving faster than a defender who has to start from still. If they catch the ball without slowing down, they get to the rim before the defender can get across. Players who slow down to catch, wait for the ball, or stop to take a dribble give that head start away. So the cutter shows two hands as a target, catches on the move with both hands, and goes straight up with no extra dribble, finishing inside the smile (the small arc under the basket) off one foot or two.

The thread through every block

  1. Cut at the rim, full speed
  2. two hands up as a target
  3. catch on the move, don't slow down
  4. no extra dribble
  5. score inside the smile.

Setup. 10 players, 1 coach, 2 hoops, 10 balls, 6 cones. Five at each hoop. Players pass to each other; the coach moves between hoops. The defender in Blocks 3 and 4 plays soft: one hand only, no jumping.

  • Attacker
  • Defender
  • Coach
  • Waiting line
  • Cut / move
  • Dribble
  • Pass
  • Order of moves

Warm-upPass ahead8 min

1212pass in front, catch on the runslowed down? start again
Partners from half-way to the baseline. One runs, the other passes in front of them; catch on the run with two hands. Swap at the baseline and come back.
  • Partners, side by side at half-way. One jogs toward the baseline; the other throws a chest pass in front of them. Catch with two hands without slowing down, then hand the ball back and go again. Swap at the baseline.
  • Count the catches made without slowing down in one trip. Beat your score on the way back. Last round at full running speed.
  • Theme link: the catch on the run is the whole cut. If you slow down to catch it, the defender catches you.

Block 1Cut and score8 min

1221two hands up · catch on the movescore inside the smile, no extra dribble
A wing cuts to the rim; a passer at the opposite slot hits them on the move. Catch, no extra dribble, score inside the smile. Cutter becomes the passer. Same from the right wing.
  • Adds: a cut to the rim and a catch in stride.
  • Cutter on the wing, passer at the opposite slot, three waiting. The cutter goes hard to the rim with two hands up as a target. The passer throws it in front of them. Catch, no extra dribble, score inside the smile (two feet or one, either hand). Cutter becomes the passer; passer goes to the line.
  • Scoring: 1 for a score inside the smile with no extra dribble. Count the group's total in two minutes, then try to beat it.
  • Progress when: cutters catch without slowing down on most reps.
  • Regress if: catches keep getting dropped. The passer stands closer, and the cutter jogs for one round.
  • Cues (questions): "Where were your hands before the ball came?" "Did you slow down to catch it, or did you catch it running?"

Block 2Bad pass, still score8 min

1221passer: a bit high, low or behindcutter: catch it and still score
Same cut, but the passer throws it a little off on purpose: high, low, or behind the cutter. The cutter has to adjust, catch it on the move and still score inside the smile.
  • Adds: passes that don't arrive perfectly, so every catch is a little different.
  • Same as Block 1, from both wings and the top. The passer throws it a bit off on purpose: high, low, or a little behind. The cutter adjusts (reaches, slows a step, turns the hips) and still catches it on the move.
  • Scoring: 2 for a score inside the smile; 1 for a catch with no fumble that misses. Swap passer and cutter every rep.
  • Progress when: cutters catch the off passes as well as the good ones.
  • Regress if: passes are so bad nobody can catch them. Only one kind of bad pass per round, and the coach calls which ("high!").
  • Cues (questions): "Which bad pass was hardest to catch?" "What did you do with your feet to get to it?"

Water2 min

Block 3Beat the helper10 min

123211two dribbles max · score inside the smiledefender: one hand, no jumping
A helper starts outside the paint on the other side. The cutter goes from the weak side, catches on the move and has two dribbles to score inside the smile before the helper gets there.
  • Adds: a defender, coming from the other side of the paint, so a slow catch gets caught.
  • Passer at the top, cutter on one wing, a defender outside the paint on the other side, two waiting. On the passer's look, the cutter goes; the defender can move once the cutter does. Catch on the move and score inside the smile, two dribbles at most. The defender plays with one hand and doesn't jump.
  • Rotate: cutter → defender → passer → line. Switch sides every round.
  • Scoring: 2 for a score inside the smile; 1 to the defender for a stop or a turnover.
  • Progress when: cutters score before the defender arrives, without the extra dribbles.
  • Regress if: the defender gets there every time. They start a big step further away.
  • Cues (questions): "When the helper came, how far from the rim were you?" "Did you need that dribble?"

Block 4Pass and cut, two-on-two10 min

1231122pass, then cut to the rimscore off a cut = 3 · other score = 1
2v2, one waiting. Pass, then cut straight to the rim for the return pass. Defenders play soft: one hand, no jumping. A score off a catch on a cut is worth 3.
  • Adds: a defender on the cutter, and a teammate passing instead of a set passer, so the cutter has to get open and time it.
  • 2v2 at each hoop, one waiting. Pass, then cut hard to the rim for the return pass. Defenders play soft: one hand, no jumping. The waiting player comes in for whichever attacker scored.
  • Scoring: 3 for a score off a catch on a cut; 1 for any other score; 1 to the defence for a stop.
  • Progress when: most points come from cuts.
  • Regress if: cutters never get free. The cutter's defender has to touch the arc after the first pass.
  • Cues (questions): "When was the best moment to cut?" "Who was watching the ball and not you?"

FinisherGold medal game11 min

12112233gold medal: score inside the smileoff a cut = 3 · inside the smile = 2
3v3 at one hoop, 2v2 at the other. Only scores inside the smile count, and a score off a cut is worth the most. Swap groups halfway.
  • 3v3 at one hoop and 2v2 at the other; swap groups halfway. Live, man-to-man.
  • Scoring:
    • 3 pts: a score inside the smile off a catch on a cut.
    • 2 pts: any other score inside the smile.
    • 0: shots from outside the smile don't count.
  • Progress when: teams are cutting without being told.
  • Regress if: everyone dribbles to the rim. Two dribbles a touch.

Huddle3 min

  • "Which catches turned into baskets today, and what was the cutter doing just before the ball came?"

Coach notes

  • Decision errors vs execution errors:
    • Waiting for the ball, or stopping to take a dribble after the catch, is a decision error. Ask Block 3's question: "Did you need that dribble?"
    • A dropped pass on a good cut is execution. Back to Block 2 for a few rounds of off-target passes.
  • Common failure: cutters looking at the rim instead of the passer. They don't see the ball until it hits them. Two hands up, eyes on the passer, then the rim.
  • Common failure: passes thrown at the cutter, not in front of them. The pass goes to where they're going.
  • Keep defenders soft. At this age the helper's job is to make the cutter hurry, not to block shots. One hand, no jumping keeps the reps going.
  • How it differs from the nearest plans: Catch, Stop, Pivot (U10) teaches stopping on the catch; this plan teaches not stopping. Back Cut, Blast Cut (U12) is about getting open; this one is the catch and the finish after you are.

Sources

SourceUsed for
Alex Sarama — Basketball Practice for Decision-Making via Small-Sided GamesMechanism, Block 3 cutter against a help defender with two dribbles, Block 2 off-target passes, "gold medal" finishes inside the smile, the youth constraints (one hand, no jumping), players passing instead of coaches
junior.basketball (original)Warm-up pass ahead, Block 1 cut and score, Block 4 pass-and-cut 2v2, finisher scoring

Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.

Session content and diagrams supplied from junior.basketball. Presentation adapted for McKinnon Basketball.