Obj: Rapid-fire exit repetitions — maximum build-out reps per minute: the volume session that turns understanding into reflex. Field: Half field. Equip: Goal, cones, large ball supply IN the goal, bibs. Org: GK + 5 vs. 4 pressers. Blitz format: the instant a possession ends (exit achieved, ball lost, or ball out), the GK takes the NEXT ball immediately — no resets, no walking, pressers re-press instantly from wherever they stand (their transition-pressing trains simultaneously). Rounds of 4 minutes; exits counted aloud by the resting group. Target: beat the previous round's count. The chaos is deliberate: builds launching against half-set presses teach the QUICK exits (D-13's fifth call) that set-piece rehearsals never produce. CP: (1) The first scan happens BEFORE your ball arrives — in blitz there is no settling time, which is precisely Saturday's truth; (2) half-set presses have holes set presses don't — punish their disorganization fast or lose the window; (3) fatigue is the second opponent: technique floors under tiredness are what we're auditing (4.x's "technical floor" benchmarks live here). Prog: 5 pressers; exit gates narrow; two-touch builds. Reg: 3 pressers; 3-minute rounds with breath between. Mist: P: quality collapsing into hopeful hacks as counts climb (counted exits require CONTROL beyond the line — the counters enforce standards); C: running blitz before patterns exist (this is the reflex-builder, not the teacher — D-01 through D-09 come first). Time: 3 rounds × 4 min. Out: Exit volume tripled vs. normal sessions; quick-restart instincts; conditioned composure. Var: Team-vs-team blitz (two half-fields, count war). Diag: Half field with ball supply in the goal, rapid-sequence arrows showing three consecutive builds launching, press re-forming mid-rep, exit counter tally inset.
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TL-D-20
Build-Out Blitz Rounds
Build-Out & Progression · U13–U19
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).