Obj: The smallest build unit mastered — GK and three outfielders against three pressers: the atom of the whole system. Field: 30×25yd from a real goal. Equip: Goal, cones, balls, bibs, exit gates. Org: GK + 2 CBs + pivot vs. 3 honest pressers (4v3 with the GK — always someone free, never obviously). Exits through either wide gate or the central gate (pivot turns) score; central exits double. Rotating press schemes each round: front-curve (protect middle), split (take the CBs), trap-the-GK (jump his touch). Each scheme has an answer the unit must find live. CP: (1) The free man rotates with the press's choice — the unit's job is finding him within two passes; (2) GK's touches are real touches: half-turned reception, disguised release (he's the 4th builder, not a wall); (3) when the pivot's marked, he DRAGS — creating the CB's carry lane (B-20's decoy value at build scale). Prog: Pressers +30% intensity each round; two-touch limit on CBs; add the trap-triggered hatch clip (D-06 micro-version). Reg: 4v2; gates widen. Mist: P: CBs splitting shallow under pressure (depth is oxygen — re-mark their corners); C: running this without a real GK (his reps are the point — I-08's twin). Time: 14 min. Out: The atom fluent against three schemes; GK integrated as playmaker. Var: Competition: units rotate, exits-per-2-minutes on the board. Diag: Goal + diamond of GK/CBs/pivot, three pressers in one scheme, exit gates marked, free-man star rotating per scheme inset.
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TL-D-09
GK+3 vs 3 Core
Build-Out & Progression · U12–U19
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).