Sprint-and-break-down closeouts that contest the shot and take away the drive.
Sprinting without getting beaten. The closeout asks for two opposite things — arrive fast, arrive balanced — so the sprint-then-chop footwork with a high hand becomes automatic, contesting the shot while still able to guard the drive.
In games: Cuts the two most common perimeter sins on game day: open catch-and-shoot jumpers and the fly-by that gives up an easy blow-by drive or a shooting foul.
U12: closeouts arrive wild or too soft — groove the footwork on shot-only reps. U14–U16: live 1-on-1 after every closeout, contest without fouling.
1 ball, half court
Three active players: a defender under the rim, a shooter on the wing and a passer up top. With 5, 6 or 7 players, put the remaining 2, 3 or 4 in a marked waiting area along the sideline near the top, clear of the shooting and return routes. Use one ball per station. The animation shows the three-player version.
The single most-tested individual defensive skill — done at game speed with a real contest.
Three active, two waiting. Rotate passer → shooter → defender → back of the waiting line; front of the line → passer. Over five repetitions every player takes each active role once.
One hoop: three active, three waiting, using the same rotation. With two hoops, use two independent groups of three and one ball per hoop to reduce waiting.
One hoop: three active, four waiting. Keep one quick repetition per turn. With two hoops, split into groups of three and four; the four-player group has one waiting player.
Live 1-on-1 after the closeout to a make or stop.
Let the shooter shoot only, so the defender just grooves the sprint-and-chop footwork.
Swing the ball on after the first contest so the defender closes out twice per repetition.