Session Plan · U16 · Team (7 or more) · 60 min

Crash Four, Pick Up Full: Turn Them Twice

Why it works

A team that crashes four on a three gives up the easy run-out risk, but it also ends the possession with four players near the ball. If the other team gets the rebound, the nearest crasher is already standing next to the ball handler. Picking them up there, at an arm's length and without reaching, makes them turn their back or change direction. Each turn costs two or three seconds, and keeping the ball on the side of the floor (the outer third, where the sideline is an extra defender) stops it getting back to the middle. Turn them twice before half-way and the offence crosses with most of its shot clock gone and no time to run anything. The pressure is the point, not the steal: a reach gets the defender beaten, and one beaten defender breaks the whole thing. The steal comes when the ball is exposed, or straight after the defender beats the dribbler to a spot.

The thread through every block

  1. Four crash on the three
  2. no board: the nearest picks up the ball, everyone else gets back past it
  3. arm's length, chin to the ball, no reach
  4. beat them to the spot, turn them, keep it on the side
  5. turn them twice before half-way
  6. strike only when the ball is exposed.

Setup. 10 players, 1 coach, 2 hoops (full court), 6 balls, 6 cones, bibs, the scoreboard clock. Cones mark the lane lines extended to half-way, so the outer thirds are visible. This plan takes the Transition guide's "prioritise offensive rebounding" choice and adds what happens when the crash doesn't get the ball.

Warm-upActivate and chin the ball8 min

1111pitch it, then close to an arm's lengththey pivot backwards = you're close enoughchin to the ball, hands only when it's exposed
Pairs, full length. The defender pitches the ball to the dribbler and closes to an arm's length; the dribbler zig-zags up the floor. Same down the left side.
  • Pairs, full length, two pairs going at once (one each side). The defender starts with the ball, pitches it to the dribbler and closes to an arm's length. If the dribbler pivots backwards before dribbling, the defender was close enough. Then zig-zag up the floor: the defender keeps their chin over the ball and only goes for it when it's exposed (a loose handle, a dribble too far out in front).
  • Down and back each, then swap.
  • Theme link: the pressure has to be close enough to make the ball handler turn. Further back than an arm's length, they just dribble up the floor.

Block 1Turn them twice9 min

111shaded: the outer third, keep it theretwo turns before half-way = 1steal = 2 · past half-way in 5 sec = 1 to them
1v1 in the outer third, baseline to half-way. Beat the dribbler to the spot with the chest, turn them, and keep them out of the middle. Same down the left side.
  • Adds: a target. The dribbler is trying to get past half-way, and the defender is trying to turn them twice first.
  • 1v1 in the outer third (sideline to the lane line extended), baseline to half-way, one pair each side at a time. The defender beats the dribbler to the spot with the chest, never the hips, and turns them. A change of direction or a turned back counts as a turn. Dribbling into the middle third is a turnover.
  • Scoring: two turns before half-way is 1 to the defender; a steal is 2; the dribbler past half-way inside 5 seconds is 1 to them. Three reps each, then swap.
  • Progress when: defenders get two turns on most reps without fouling.
  • Regress if: the dribbler gets turned at will and the rep turns into a wrestle. Defender's hands go behind the back for a round; chest and feet only.
  • Cues (questions): "Where did your chest meet them: in front, or on the hip?" "When was the ball exposed, and did you go then?"

Block 2Off the rebound: back off the passer, pick up the catch9 min

112C1122passer's defender: back off, no pass over the topcatcher's defender: activate on the catchturned twice = 1 · steal = 2 · past half-way = 1
2v2 off a coach's miss. The rebounder outlets; their defender drops off to take away the long pass, and the catcher's defender closes to an arm's length as the ball arrives. Then live to half-way.
  • Adds: the outlet pass, so the pick-up now starts on a catch, and a second defender who has to stop the long pass.
  • 2v2 at each end, one waiting. The coach (or a player) misses on purpose; one attacker rebounds and outlets to the other, who is on the wing. The rebounder's defender backs off toward half-way, so the pass can't go over the top for a run-out. The catcher's defender lets the catch happen in front of them, then activates on the catch and turns them. Live to half-way.
  • Scoring: as Block 1, plus 2 to the attack for a pass over the top that gets past both defenders. Three reps, rotate.
  • Progress when: the catch is always made coming back toward the ball, never running away up the floor.
  • Regress if: the outlet goes over the top every time. The rebounder's defender starts two steps further up the floor.
  • Cues (questions): "Where was the long pass, and who took it away?" "Did you close in as the ball arrived, or after they'd turned?"

Water2 min

Block 3Crash four, pick up full14 min

111111223344on every three, four crashno board: nearest picks up the balleveryone else: back past the ball first
4v4 at one end. The attack shoots a three within three passes and all four crash. If the defence rebounds, it's live full court: the crasher nearest the ball picks up, the other three sprint back past the ball before they match up.
  • Adds: the crash itself, so the pick-up has to come from wherever the crash left you.
  • 4v4 full court, two subs. The attack shoots a three within three passes; all four crash. Offensive rebound: play on. Defensive rebound: live the other way. The crasher nearest the ball picks up the rebounder or the outlet catcher; the other three sprint back past the ball first, then match up.
  • Once the ball is over half-way, play it out at the far end, then the next possession starts there with the other team shooting the three.
  • Scoring:
    • Pressing team: 1 for an offensive rebound; 1 for turning the ball handler twice before half-way; 2 for a backcourt steal.
    • Other team: 2 for a basket; 1 for getting the ball over half-way inside 5 seconds.
  • Subs come in on every change of possession.
  • Progress when: the pick-up is made within a step of the rebound on most trips, and no layups come from behind.
  • Regress if: the pressing team gives up layups over the top. Only the nearest crasher picks up; the next nearest has to be past half-way before the outlet is caught.
  • Cues (questions): "Who was nearest the ball when they rebounded it? Who picked up?" "Who was the first one back past the ball?"

Water2 min

FinisherCrash and pick up, 5v514 min

1111211223344basket = 2 · offensive board = +1turned twice before half-way = +1backcourt steal = +2
5v5 full court on a 20-second clock. After every missed three the shooting team crashes four and picks up full: the nearest player takes the catch, everyone else gets back past the ball.
  • 5v5 full court, a 20-second shot clock. Same rule every possession: on a three, four crash; on a defensive rebound, the nearest player picks up full court and everyone else gets back past the ball first. After a made basket, pick up on the inbound the same way, with the inbounder's defender backing off.
  • Scoring: 2 for a basket (3 for a three); +1 for an offensive rebound; +1 for turning the ball handler twice before half-way; +2 for a backcourt steal.
  • Two 6-minute halves with a minute between to swap who guards whom.

Huddle2 min

  • One question to the group: "How many seconds did our pressure take off their clock tonight, and what did they do with what was left?"

Coach notes

  • Decision errors vs execution errors:
    • Two players picking up the ball, or nobody, is a decision error. Freeze it and ask Block 3's first question.
    • A reach that gets the defender beaten is execution. Back to the warm-up rule: hands only when the ball is exposed.
  • Common failure: pressing high and getting beaten over the top. Pressure without anyone back is a layup the other way. The first job after a lost rebound is basket first, then ball; only the nearest player presses.
  • Common failure: fouls on the turn. Contact with the chest after beating the dribbler to the spot is legal; contact with the hip or a hand on the body is a foul. Referees at this age call the hands, so take them out of it in Block 1 if you need to.
  • When to call it off: if the other team's ball handler is comfortable against it, don't keep pressing for the sake of it. The goal is that they're uncomfortable; drop back to a half-court pick-up on them.
  • How it differs from Press Break (U16): that plan is the team under pressure. This is the team applying it, man-to-man, with no traps.

Sources

SourceUsed for
Roy Rogers — Building Transition Pressure DefenceMechanism (four crash on a three, pick up full court, turn them twice, the clock it eats), Block 1 keeping the ball in the outer third, Block 3, finisher
Vinay Bhavnani — Maintaining On-Ball PressureWarm-up activation, pitch and chin to the ball, striking only when the ball is exposed, Block 1 beating the dribbler to the spot with the chest, Block 2 backing off the passer and catches coming forward, coach note on calling it off
Charles Lee — Offensive Rebounding and Transition DefenseBlock 3 and coach notes: everyone but the nearest player gets back, basket first
junior.basketball (original)Block 1 and Block 3 scoring, Block 2 outlet set-up, finisher clock and format

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.