Warm-upPass ahead8 min
- 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
- 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
- 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
- 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
- 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
- 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
| Source | Used for |
|---|---|
| Alex Sarama — Basketball Practice for Decision-Making via Small-Sided Games | Mechanism, 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.