Capacity
Cognitive
Decision-making, working memory, attention management, and the ability to plan and adapt under time pressure.
17 drills — Cognitive as primary capacity
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.