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StunpreX

Capacity

Cognitive

Decision-making, working memory, attention management, and the ability to plan and adapt under time pressure.

17 drillsCognitive as primary capacity

SX-DR-001

Scan-Decide-Receive (Two-Cone)

The first habit in the StunpreX system — engineering the scan-before-touch sequence as an entry condition, not an optional extra.

PerceptualCognitiveMotor
SX-DR-001-VB

Scan-Call-Receive (Signal Window)

A cognitive-load variation of the scan-decide-receive drill — the scan must now read a brief signal and call it aloud, making an empty head turn impossible.

CognitivePerceptualMotor
SX-DR-001-VC

Wall Scan-Receive (Solo, Small Space)

A solo, equipment-free version of the scan-receive habit using only a ball and a wall, where the player serves, receives, scans, and counts entirely on their own.

PerceptualMotorCognitive
SX-DR-002

Cone Sea (Without Sequence Boards)

Ball mastery under cognitive load — continuous dribbling through a dense cone field with real-time gate calls, training the player to sustain close control while keeping the head up and ears open.

PerceptualCognitiveMotor
SX-DR-002-VB

Self-Call Sea (Solo Cone Sea, No Coach)

The solo, no-coach form of the cone sea — the player builds the field, shuffles a deck of gate cards, and flips them mid-dribble, turning the cognitive trigger from ears to eyes and training honest self-assessment with nobody watching.

PerceptualCognitiveMotor
SX-DR-002-VC

Arithmetic Sea (Cone Sea Under Dual-Task Load)

The heavy-cognitive-load form of the Cone Sea — the gate call becomes an arithmetic problem the player must solve, answer aloud, and exit on, all without the dribble dying in the cone field.

CognitivePerceptualMotor
SX-DR-003

Constrained 1v1 to Score

One attacker, one defender, one goal, eight seconds — the library's first live-opposition drill, training creative 1v1 decisions and composure under real competitive pressure.

PerceptualCognitiveMotorAffective
SX-DR-003-B

Decision Code 1v1

The Constrained 1v1 with a colour-card constraint layered onto the pre-engagement scan — the attacker reads a defender under time pressure while holding an extra rule in working memory.

CognitivePerceptualMotorAffective
SX-DR-003-C

Indoor 1v1 (Hall Edition)

The constrained 1v1-to-score drill moved onto a hard indoor surface — a faster ball, a compressed grid, and a wall goal that turn surface adaptation into the primary development target from the first rep.

AdaptivePerceptualCognitiveMotorAffective
SX-DR-004-VAR-B

Call-the-Flash Gauntlet — Dual-Task Cognitive Edition

The weak-foot gauntlet run under cognitive load — the player reads and calls a flashed number while dribbling the four-zone circuit on the non-dominant foot, tracking two process numbers.

MotorPerceptualCognitive
SX-DR-005

Scanning-as-Dribble (Call-the-Gate Field)

A field of six scattered gates and a home square — the player carries the ball, scans, calls a gate aloud before arriving, and commits, keeping the scan running while dribbling.

PerceptualCognitive
SX-DR-005-VAR-B

Indoor Spotter — Scanning-as-Dribble for Hard Surfaces

The call-the-gate scanning drill adapted to smooth indoor floors, where the faster-rolling ball forces touch recalibration while the call-before-entry rule and blind-entry count carry over intact.

PerceptualCognitiveMotorAdaptive
SX-DR-005-VAR-C

Dual-Stream Spotter — Scanning-as-Dribble with Number Tracking

The Scanning-as-Dribble field run under a second information stream — the player holds a running total of called digits while keeping full gate-calling discipline, training two concurrent demands at once.

PerceptualCognitive
SX-DR-006

Directional First Touch (Three-Zone Receive)

A served ball, a moving receive, and three zones in a Y — the player calls or is called a zone and takes a first touch that sends the ball there, arriving body pre-shaped for any direction.

MotorCognitive
SX-DR-006-VAR-B

Surface-Lock First Touch — Nine-Window Edition

A dual-constraint extension of Directional First Touch — the player declares the receiving surface before each rep, then directs the ball to the called zone using only that surface, across nine surface × zone combinations per foot.

MotorCognitive
SX-DR-007

Receiver Calls (3v3 Communication Rondo)

A 3v3 rondo where the receiver must call before every pass and the carrier must hear it before playing — making communication the structural permission for every ball.

CommunicationCognitivePerceptual
SX-DR-007-VAR-C

One-Touch Rondo — Receiver Calls Under Temporal Constraint

A one-touch rondo where the receiver's call must arrive while the previous pass is still in flight — compressing the communication loop to the highest timing demand in the library.

CommunicationCognitivePerceptual