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PAGE 35
by Gary Rue
garyrue@bellsouth.net
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NOTE: Gary did not write these exercises and tips with the
idea that someone would publish them. I subscribe to the
Soccer-Coach-L e-mail list and Gary is one of the coaches that
posts extremely well thought out replies. These are some of
Gary's posts that I collected for use in coaching my own teams.
I approached Gary and he was gracious enough to allow me to
publish them here. If you like what you see or have a
question about one of the exercises you can reach Gary at
garyrue@bellsouth.net
There are
50+ more pages of Gary's posts
categorized at the Home Page of Exercises
of the Day by Gary Rue. Click here and enjoy.
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Exercise
of the Day - Shooting |
- Here are a couple of
shooting exercises:
- Two Man Layoff
Place two goals about 50 yards apart. Two players dribble from each
goal towards one another, when about 5 to 10 yards apart, they lay
their ball off to the side (each to their right or each to their
left); then each player shoots the other's ball. If only one goal is
available, then the player without a goal makes a long instep pass
back to the next player in line--small cones can be used as a goal for
accuracy.
^
^
A
/
\
<- - /
- ->
\
/
\
B
^
^
- Three Man Weave
In groups of three, run the three man weave, middle player B passes to
wide player C and follows pass and over laps as C dribbles towards the
middle and passes to A; C follows and overlaps A.
* initially shoot off one of the passes, preferably C on his overlap
* C plays to B on his overlap; B then crosses to A for the shot
* instead of B overlapping C, B and C do a takeover, and C hits A for
a shot
* using either of the series above, A makes a diagonal run across the
goal
and receives pass and lays off to the third man coming down the middle
(progression stages of the three man weave--B - C - A - B, etc.)
A
Bo
C
A
Co
B
C
Ao
B
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Exercise
of the Day - Scurry Flurry |
In the WWC99 final PK shootout, Brianna
Scurry provided a great example of
how to cut down the angle of an attacker approaching the goal. Ignoring
the PK situation, imagine this scenario--an attacker has beaten the back
line of defense and has a run on goal. The attacker will have control of
the ball in the penalty area before the GK can get to the ball. The GK
needs to move out towards ball to cut down the shooter's angles. However,
the closer to the ball the GK is, the quicker the GK must react to the
shot.
Because the attacker is close to the
goal, it is improbable that the GK has to worry about a shot over his
head, therefore he should come out to close down the angle. In this
situation, the closer he can get to the ball the better. However, it is
extremely important that the GK reach a balance state (i.e., stop moving
and not leaning) at the time the attacker is going to play the ball.
<This is assuming the GK is not close enough to the ball to smother the
shot attempt on the kicker's foot.> Note, in the WWC Final, Scurry was
still moving forward on the first two PKs and was not balanced enough to
react quickly in the direction of the shots.
- Warm-up: a gate (two
cones about 4 yards apart) are positioned 3-5 yards in front of the
GK. The GK moves out to make the save IN FRONT of the gate. Side to
side or up and back movements can be added before the GK moves to the
gate. Initially, work on the GK getting to the gate and getting on
balance before the shot is served. Progress to the GK on balance
behind the gate and then moving to making saves of longer shots, again
in front of the gate.
- Breakaway: The
exercise setup is to place a stationary ball at or around 14 yards out
with an attacker positioned on the 18. The GK is about 2.5 to 3 yards
out from the goalline. The gate is 2.5 to 3 yards towards the attacker and used as a guide for how far out the GK must get. The ends of the
gate can be lined up with the stationary ball and the posts to
indicate the GK's saving area. The setup emulates the ball being
played forward by an attacker allowing the GK to "steal
ground" while the ball is away from the attacker's foot. Focus on
the speed in which the GK steals ground and the how quick he gets on
balance. The GK should have a slight bit of forward lean (definitely
not a backward lean), the knees should be bent, feet should be at or
slightly less than shoulder width and the hands should be low, forward
and wide.
- Progress to the
attacker playing the ball at full dribble into the area. This puts the
exercise in a more dynamic mode and allows the GK to make the
decision on when to come out.
- It is important that
the exercise is changed to where the attacker comes
from the corner of the 18. There are two differences to the attacker
coming
from the middle versus coming in from an angle. First the GK does not
have
to go out as far to cut down the angle. Again this can be demonstrated
with
a stationary ball and the gate cones lined up with the posts.
Secondly, the
GK has to be more concerned with a shot over his head to the far post
as
there is now more distance between the GK and the kicker and the GK
and the goal for the ball to loop over the GK and drop down into the
goal.
- Develop the exercise
at a slow enough pace to make sure the GK understands how to move,
where to move and how to get on balance. Then make the ball and
attacker more dynamic and mobile to develop the GK's decision making.
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Exercise
of the Day - Target Player Game |
To help players understand the importance of playing the ball
forward and then receiving a drop or back angle return, the target
player game is a useful tool. Initially, conduct a warm-up that
involves a forward that comes back to the ball (checking) and/or
three man combination play. The targets in the game will emulate a
checking forward.
- Game Setup:
Divide the team into 3 groups of 4 (5 or 6). The goals are set at
40-60
yards apart depending upon age, skill level and number of players per
group. Position a player (from the group not playing) outside each
post on each goalline (4 players total). Before a team can score, they
must work some combination with one of the target players on the
attacking goalline. After a few minutes play, switch one of the
playing teams with the target players.
- The target players
move along their part of the goalline to be as available
as possible should minimize their touches (one is preferred) and get
the ball back into play immediately. They should not only look for
back angles, but crosses to far post runners as well. It is
recommended that the target players find opportunities to move off the
goalline and up field in order to check to ball. They are to return to the goalline immediately after
being played a pass or bypassed.
- This game also helps
the teams that use a more direct style of getting the ball forward out
of the back. A coach may want to encourage the long cross
field ball out of the back for quick counter attacks.
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"Standing
on the defensive indicates insufficient strength;
attacking, a superabundance of strength."
Sun Tzu, The Art of War
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Exercise
of the Day - Four Corner Passing |
Following are some fun warm-up passing exercises using 4 players
and two
balls. These exercises require some quick feet and quick minds. The coach
has some opportunities to address specific technical problems as well as
discuss tactical implications of the passing movements.
- Players are in a
diamond shape, generally about 15-20 yards apart diagonally. The
distance between players is determined by age and skill of the players
and the passing exercise itself.
A
B
D
C
- Switch fields
A and C pass to B and D respectively; B and D receive across their
bodies with the back foot, touch the ball towards their target and
pass to C and A respectively. After a player passes the ball, they
should move back towards the next the pass, positioning their bodies
to receive the ball on their back foot. When the ball is traveling in
a counter clockwise direction, the trail foot is the right foot. This
exercise should also be run with the players wider apart to work on
longer passing. On the reception, the ball should be played at least a
step or two towards the next target. Do not allow the players to
"stop" the ball on the reception.
- Double pass
A and C play to B and D respectively; B and D one touch return the
pass to A and C; A and C then turn switch and play double pass combos
with D and B respectively. After a couple of rotations, B and D
initiate the double pass combo.
- Zig-Zag
A plays to C; C plays to B; B plays to D; D plays to A; the second
ball is put into play by C as A plays to C; the two balls follow each
other through this zigzag pattern forcing one player to receive the
second ball immediately after passing the first.
- Around the Horn
B and D play one ball continuously across to each other; the second
ball is played A to B to C to D; A and C need to time their passes so
B and D so that they do not receive two balls at once. Switch the
circling direction to clockwise after a few rounds and then let A and
C hit the cross all.
- Diagonal Runs
A plays to B as C plays to D; A and C switch positions as B plays back
to A and D returns the pass to C. After a couple of crossing runs, B
and D become the diagonal runners. This exercise can be enhanced by
all players switching after their passes. That is, after A and C
exchange positions after their passes to B and D, B and D exchange
positions after their return pass to A and C. You can't run this one
too long.
- Wall Pass
A and C dribble toward each other; A and B combine in a wall pass as C
and D execute a wall pass; it is important that A runs between C and D
and C runs between A and B. This series emulates taking a defender on,
kicking out the ball to a teammate, running on the opposite side of
the defender and receiving the wall pass return.
- Takeover
A dribbles towards C as C takes over the dribble; A and C
"explode" in opposite direction as the takeover is
completed. B then dribbles towards D for a takeover.
- Changing the setup
slightly, B (B1 below) moves next to A and D (D1) next to C
B1
A
o
(B2) (D2)
o
C
D1
- Check and Drop
B and D moves wide to their right sides in an angled check position
(B2, D2 in the above example). A plays to D as C plays to B. B and D
return their passes and move back to their original positions, before
making an angle check to their left side (C still passes to B and A to
D).
- Check and Turn
same as above, except when B checks and receives from C, B turns and
passes to A; D checks and receives from A, D turns and passes to C.
- Check and Spin
same setup as above (widen the gap between groups); B checks to C,
receives and returns pass, spinning away and receiving a return
through ball, laying the ball off to A. The same pattern is run where
D checks to A.
One of the benefits in doing some of these two man combs in groups of
4
players is that between the four of them, they ought to have at least
one
player that knows what to do. :-)
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Exercise
of the Day - The Wheel Deal |
This is a passing and moving exercise to encourage playing angled
balls into
the middle, then out wide. It can be used as a one touch or two touch
exercise. Later, awareness of shape and adjustment to receiving positions
can be addressed.
- Setup:
6 players are positioned; one player is in the middle, four players
are in a
circle (like spokes in a wheel) or on the corners of a 25x25 gird; the
sixth
player has the ball near one of the outside players.
5 4
2
o
6 1 3
- Procedure:
The player making the pass always moves to the position he passes to.
The
receiving player always passes to another player (never the one that
he
received the pass from).
- Patterns:
- pass to the middle
(1-2), out wide (2-3), back to the middle (3-1), out
wide (1-4), etc.
- pass to the middle
(1-2), make a definitive turn with the ball and pass
out wide (2-4), pass to the middle (4-1) etc.
- pass to the middle
(1-2), out wide (2-3), square pass to another wide
player (3-4), to the middle (4-1), out wide (1-5), square to another
wide
player (5-6), to the middle (6-4), etc.
- pass to the middle
(1-2), out wide(2-3), long ball over the top of the
middle player (3-5), to the middle (5-1), out wide (1-4), over the top
(4-6), etc.
- same as above, except
use ground pass as the over the top ball for the new
middle man to dummy
- By making the grid
longer than it is wide (20 x35) you can incorporate the
imagery of drop passing and long through balls:
- using the diagram
above where the long sides are 5 to 6 and 3 to 4
- 1 to 2 in the middle,
2 drops to 3, 3 plays long forward ball to 4 who
plays the center (player 1 is the new middle player), to 5, long ball
to 6,
etc.
- same as above except
play long diagonal ball over the top of the center (3
to 5)
- 1 executes a wall
pass with 2 and plays to 5 (2 stays in the middle after
the wall pass series); 5 to 2 as 5 moves into the middle; 2 to 4; 4
plays
wall pass combo with 5 then plays to 3, to 2 to 6, etc.
- A must variation is
that the players do not follow ball, but move away from
the ball and exchange positions with another player. This is extremely
important especially for the middle player to move wide and another
outside
player moving into the middle to "show" for the ball.
- If the number of
players are not even, a 5 man group can be definitely be
used. Here, the outside players need to rotate to keep a triangular
shape,
else the exercise will start to look like a semi-circle. Being forced
to
recognize the shape problem and make the adjustment is goodness,
however.
- A 7 man group can
also be used, but the exercise really starts to take the
shape of a wheel or circle. It is possible that the extra players can
be "in
line" at one of the grid corners if it's important to keep that
rectangle
shape for a pattern
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Exercise
of the Day - 5v5v5 Transition |
Transition games often become one of the most requested training
activities by players. Transition is the changing from an attacking mentality and
execution to one of defense. Transition must be addressed as the third piece
the other major topics of attack and defense. At some levels, set pieces would be the fourth major topic.
- Setup:
Separate the players into three even numbered groups with pinnies; in this
example we are using five. If the groups are at an odd number, then work
the extra players in by trading off each time or identify a player that will
stay on. Two large goals can be used with GKs or multiple small goals can
be used on each end line. For 5 players the field should be at least 60x50.
- Procedure:
Anytime the ball goes over a team's end line, that team comes off the
field and the waiting team enters on the attack. What was the attacking team
now must transition into defense. A team stays on the field until the ball
goes over their defended goal line. The other team should position their
players around the field so they will be able to get into the attack regardless of
which endline the ball goes over. The ball is restarted by the GK on the
side the ball goes over putting the next ball back into play to the new
team. Alternatively, the waiting team has a player at each end with a ball.
The one on the side the ball went over starts play by passing to a teammate
or just dribbling in (attacking at speed, of course).
- Coaching Points:
The speed in which a player transitions into a different
mode. Even the team that comes on after the ball goes out is transitioning
from a rest state into the attack.
The coach should constantly watch for:
players lagging back, not getting into (or paying attention to) a
particular defensive shape, not trying to regain immediate possession of the ball or
at least slowing down the attack until teammates have recovered, not
attacking a vulnerable team at speed.
- Variation:
Divide the field into three zones (e.g., 25x10x25); when a team loses the
ball in their attacking third, they immediately stop play as the defending
team attacks the waiting team in the other zone. The central zone can be
used as a "haven" to regroup the attack without any defensive pressure. It
can also be used as the place a team that has stolen the ball to get to
before the attacking team drops off its pressure. When a ball goes over
the goal line, the GK immediately distributes the ball to the defending team
to attack the other team waiting at the far end.
- A variation of this could be to have only a halfway line (two zones). The
attacking team that loses the ball can either stop playing or continue to
try to get the ball back until the other team gets it over the halfway. Of
course, the third team can start pressuring as soon as the ball crosses
the halfway. This puts the team with ball in a quasi 5v10 situation.
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Exercise of the Day--GK and the Low Cross |
Note: The "low cross" discussed below is defined for this topic as a ball
that is played from the side near the opponents goalline and below head height.
One of the biggest problems for a GK is the low cross, especially if the
cross is angled back away from the goal.
This type of pass is difficult to the GK for a couple of reasons. First,
the GK is often trained to make the diving save across the goalmouth. On a low
cross, the save must be made away from the goal, which takes the GK off his
line.
The next big problem is the cross itself. If the cross is moving away from
the goal line, the GK must make the save on a ball moving away from him.
This requires good timing, absolute commitment, and courage.
To complicate matters, the GK has to deal with attackers that approach the
ball at different angles to the GK. Normally, the GK faces the
attacker(s).
With the low cross, the attacker comes from the side or more often from
behind the GK. A well timed near post run will usually beat a GK trying to
guard the near post to the ball. The GK must be aware of and assess these runs in his decision to go out after the ball.
Not only are opponents a problem, but also the GK's teammates can get in
the way. Many own goals have resulted from the low cross.
Training to save this type of cross should start with the GK at the near
post (NP). A server should play low hard balls from near the goalline. The
server position should fluctuate from wide of to close to the NP. The
angle of the cross should be from parallel to the goalline to a spot on the six
extended from the NP (coach should decide the maximum angle). It is important that the GK see many different serves to assess which saves can
be made and which can't.
Technically, the GK should be near the NP on a line from the NP to the
center of the goalmouth, 3-4 yards out. The GK's body should be in
alignment with this line--in other words, he should not be facing the server, but
slightly open to see both ball and as much of the field as possible. If a GK
faces the ball, then he will be blind to the runs behind him.
On the save, the GK should go out to meet the ball as its earliest point.
This is very important on angled crosses as the later it takes the GK get to
the ball, the further away the ball will be from the GK.
If the GK cannot make the save, he needs to adjust his movement to the
ball, being at the 3-4 yard center mark as the ball crosses the center of the
goal. Footwork to recover into a ready position is very important as the GK
may take a quick step or two out before deciding the cross is unsavable.
Progress the session to sending in near post runs from in front of the NP
(where the GK can see the attacker). Then add NP runs from behind the GK
across the goalmouth. Add defenders at the NP and on the six that are to
deflect the ball if they get a chance or until the GK calls them off.
Lastly, add marking defenders on the NP attacking runs.
The low near post cross or back angle cross is a killer ball to a defense
and it is important that a GK is trained to recognize savable balls and to
make the save.
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