At 11 and 12, motion becomes CHAINS: shuffle-circle-level-change-sprawl flowing as one language, FAKES arrive (the level feint that makes opponents flinch and reach: wrestling's jab), and stance conditioning gets its own honest block. Hand-fighting's solo shapes (posture, inside position arms) join lightly.
This session runs about an hour on soft ground. Everything chains and flows now (single moves were the alphabet; motion sentences are the age), and the competitive frame sharpens: matches at this level are won in the motion battle before any shot fires, and the motion battle is trained exactly here.
This plan was written for every 11 and 12 year old. ParentEdge writes one for yours.
Built around their game, their goals, and what they’re working on.
A half-depth level change with a hand flash that sells an incoming shot, harvesting the opponent's flinch (posture break, reaching arms) for the real attack. Like boxing's jab it costs little, teaches distance and reaction-reading, and separates the sport's thinkers early. It drills perfectly against imagination.
Because the sprawl alone only survives the first shot: rising straight up serves the second one. The two-step angle after the pop is the actual escape, and welding it into the sprawl reflex (six reps at a time, forever) is the difference between defending once and defending a match.
Shape: match fitness is stance-and-motion fitness (low positions, direction changes, explosive interruptions), and generic running barely touches it. Timed motion rounds with round-three quality grades build exactly the engine matches spend, in the exact posture they spend it.