Pressers: set the trap with the first defender's angle, block the forward and switch options, and win the ball high to finish immediately. Build-up players: keep composure, use the keeper, and learn to recognise and beat the trap.
In roughly a 52x36m defensive third, a keeper and two centre-backs build out against three pressers. The trigger is the pass out to a centre-back: the striker curves the run to show play inside and cut the switch, the near presser jumps to the receiver, and the far presser reads the rushed ball across. Win it and finish first. Rotate the units so everyone presses and plays out.
Coaching a press without coaching press resistance produces a team that presses well against opponents who cannot play, and gets picked apart by anyone who can. This exercise is deliberately two-sided: the front three are learning to spring a trap, and the back line is learning to see it coming. Both groups improve, and neither gets the comfortable version.
For the pressing team, the trap is a sequence rather than an effort. The first defender's angle shows the ball one way, which is a decision made before he arrives. The second and third defenders do not chase the ball at all, they occupy the options the first has just made attractive. Winning it is the outcome of geometry, not of running harder.
For the build-up team, the counter-lesson is that a trap only works if you take the pass it is offering you. A centre-back who recognises that the wide option has been left deliberately open, and instead uses the keeper to switch, has beaten the press without a single skill move. Composure here is a reading skill, not a temperament.
The reason to win it high is arithmetic. A turnover thirty yards from goal produces a chance far more often than one in your own half, because the defence is stretched and the keeper is exposed. That is why the finish should be immediate, within two or three touches, before the shape reforms.
Rotate the roles. A defender who has spent ten minutes being trapped presses far more intelligently afterwards.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.