Session Plan · U12 · Small group (up to 6) · 45 min

Finish Away From the Blocker

Why it works

A shot-blocker can only block what they can reach. A finisher who turns side-on to them (shoulder and hip toward the blocker, chest to the sideline) and lifts the ball with the hand furthest away puts their own body between the blocker and the ball. Now the blocker has to reach across or through the shooter to get it, and that's a foul, not a block. A two-foot stop buys the choice: land balanced, see where the blocker is, then pick the hand and the side away from them. Rushing it straight up with the near hand, chest facing the blocker, gives them the ball.

The thread through every block

  1. See the blocker
  2. turn side-on
  3. body between them and the ball
  4. far hand
  5. finish high and soft.

Setup. 6 players, 1 coach, 1 hoop, 3 balls. Groups run as pairs: one working pair, the others rebounding and feeding.

Contact rule, stated before the first live rep: the body shields the ball, it doesn't push. The off-arm stays bent and still. Barging into a defender who's already set is a turnover.

Warm-upDifferent every time6 min

1214each finish must differ from your last
Layup lines from both wings, alternating so nobody collides. Same on every rep: change something.
  • Layup lines from both wings, alternating sides. Every finish has to be different from your last one: other hand, two feet instead of one, reverse, inside hand, a stop and a fake. No defender.
  • Last 2 min: call out "show me one you haven't done yet." Players count how many different finishes they've made.
  • Theme link: the blocker can only be beaten if the finisher has more than one finish. This builds the menu the rest of the session chooses from.

Block 1Turn your shoulder6 min

123C11catch, front pivot, chest to sidelinefar hand
The coach passes to either lane line. The other player steps across, hand up, no jump. Same with the pass to the right.
  • Adds: a blocker's hand to keep the ball away from.
  • Two players straddle the lane lines a step above the blocks, facing the coach at the free-throw line. The coach passes to either one. The catcher front pivots toward the basket so their shoulder and hip face the other player, lands on two feet, and finishes with the hand furthest away. The other player steps across with a hand up, but doesn't jump yet.
  • Slow motion for the first round, then game speed. Rotate after each pair has had 4 catches.
  • Progress when: the chest is facing the sideline on the finish and the ball goes up on the far side of the head.
  • Regress if: the catcher turns to face the blocker. Take the blocker out and rep the pivot only.
  • Cues (questions): "Where was your chest pointing when you went up?" "Which hand was further from their hand?"

Block 2Where's the help coming from?8 min

AB11A late, from the side: far handB early, in front: two-foot stop
The helper starts on the far side of the smile and chooses when to come. Same from the left slot.
  • Adds: a blocker who chooses when and where to come from.
  • The attacker drives from the slot to finish inside the smile. The helper starts on the far side of the smile, ball in nobody's hands, and picks their moment. Blocks only: no body, no reaching across the shooter.
    • A — late, from the side: go up with the far hand, shoulder toward the blocker.
    • B — early, in front: two-foot stop, then pivot or fake, and finish on the side they leave.
  • Alternate slots so the left hand gets the same reps.
  • Progress when: the attacker's choice matches where the helper came from without the coach saying anything.
  • Regress if: the helper blocks almost everything. Walk the drive in for a round so the attacker has time to see the help.
  • Cues (questions): "Where did the blocker come from?" "Did you need the two-foot stop on that one, or were you already past them?"

Water2 min

Block 3Whoever catches it8 min

12C11live on the catch, winner stays
Block 1's set-up, now live: the defender can jump and block, and nobody knows who's attacking until the pass.
  • Adds: a live defender who can jump, and nobody knows who's attacking until the coach passes.
  • Same set-up as Block 1. Whoever catches it attacks; the other player defends live and can jump to block. One dribble max. Score: winner stays, the next player in takes the other lane line.
  • Progress when: most finishes go up on the far side of the body, including the ones that miss.
  • Regress if: the receiver gets swamped before they can pivot. Start the defender with one foot touching the baseline.
  • Cues (questions): "When they jumped, where was the ball?" "What would have happened with the other hand?"

Block 4One pass max7 min

123C121turn and try to score firstpass only if the blocker comes
A teammate on the other lane line and the defender in the middle. One dribble and one pass max.
  • Adds: a teammate, so a blocker who commits leaves someone open.
  • Two attackers on the lane lines, one defender in the middle of the paint. The coach passes to either attacker, who turns and tries to score first. If the defender commits to the block, the ball goes to the teammate: a quick pocket pass under the hands, or a lob over the top if the defender's arms are up. One dribble and one pass max.
  • Rotate: defender → attacker → attacker → back of the line.
  • Progress when: passes only happen after the defender has committed.
  • Regress if: attackers pass straight off the catch. Rule: the pass only counts if the receiver's turn came first.
  • Cues (questions): "Did you make them come before you passed?" "Where were their hands: low, or up?"

FinisherSmall-space battle8 min

1C1212live until two scores; coach is the outlet
Two pairs face each other in the key. The coach throws the ball up and it's 2v2 in the paint.
  • Two pairs face each other in the key. The coach throws the ball onto the floor or off the glass, and it's live 2v2 inside the key until there have been two scores. Players can use the coach as an outlet if they're stuck. The third pair waits and comes on for the losing pair.
  • Scoring:
    • 2 pts: a make with the hand furthest from the nearest defender, or off a two-foot stop.
    • 1 pt: any other make.
    • Defence, 1 pt: a clean block, all ball.
  • First pair to 6 stays on.

Coach notes

  • Decision errors vs execution errors:
    • Going up with the near hand while the blocker is right there is a decision error. Ask Block 2's question, "Where did the blocker come from?"
    • Turning to face the blocker, or the ball dropping below the shoulder on the way up, is an execution error. Two reps of Block 1's pivot, then back to live.
  • Common failure: the shove. The shoulder goes toward the blocker but the off-arm pushes them away. It's a foul in a game; call it a turnover here.
  • Common failure: the two-foot stop with nothing after it. The stop is only worth it if the finisher then looks, fakes or pivots. Ask "What did you see when you landed?"
  • Judge the decision, not the make. A far-hand finish that rims out was still the right finish.
  • Running it for 60: add the 15 minutes to the live end. Block 4 goes to 12 min, with the last 4 min played 2v2 (a second defender starts at the free-throw line and drops). The finisher goes to 16 min, second round with no dribbles allowed. Close with a 2-min huddle: "When did you need the two-foot stop, and when didn't you?"

Sources

SourceUsed for
Basketball Manitoba TAP Training — Small Space FinishingMechanism, Blocks 1, 3 and 4, finisher format
Mike MacKay — Teaching Decision Making and Being Disruptive, Part 2Block 2
Brian McCormick — Giving Instruction and Delivering FeedbackWarm-up
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.