How we train
The work runs in one direction
Five phases, in order, every time. Skipping one is how players end up with a highlight move and no game.
Assess
Nothing gets programmed until we've seen you move. Movement screen, both hands under pressure, shot chart from five spots, and a live segment — because drills tell us what you can do and live tells us what you'll actually reach for.
Expose
Then we go straight at the weakness. Left hand, contested finishes, the read you always get wrong. It's the uncomfortable part and it's the part most training skips, because it doesn't look good on video.
Rebuild
Mechanics get taken apart and put back correctly — footwork, hand placement, shot pocket, first step. Slow, ugly, unglamorous reps until the pattern is right, before we add any speed to it.
Pressure
Now we load it. Defenders, a clock, fatigue, consequence. A skill you can only perform fresh and unguarded isn't a skill yet — it's a demonstration. This is where we find out which is which.
Carry
The last phase happens in your games, not ours. We watch your film, mark where the new work showed up and where you reverted, and that becomes the front of next week's session.
Why in this order
Because pressure
finds the truth
Plenty of players can execute anything you ask in an empty gym. The order above exists so that by the time a skill reaches your Friday night, it has already been tested against a defender, a clock and tired legs. Nothing gets called finished until it has survived all three.
Start at phase one
Every athlete starts with an assessment, whether you're in fourth grade or playing overseas.