Name: | JOHN HUBBARD |
---|---|
City: | LOSSIEMOUTH |
Country: | United Kingdom |
Membership: | Adult Member |
Sport: | Football/Soccer |
The sessions at end of season blend an ISP with a squad session to include GKs. This one uses side by side moves, introducing the hook turn and revising the stop turn and stepover and spin.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Coerver box (20x20) with mannekins near centre and cones 2m away.
All groups same, as B. Dribble past mannekin, ball on R foot as shown. Stop turn so ball on L foot and L foot pass back to next player.
Rotation : re-join same queue.
*keep mannekin/defender away from ball ie ball on correct foot R is shown
*use sole of R foot to hook ball back quickly across body
*take with outside of other (L) foot, protect with R arm
*L foot pass quick
Progress:
As A>D. L foot stop turn but R foot takes ball past mannekin to set up R foot pass to D.
*distance from mannekin to do move
*protection during the take
*quick pass/head up
Progression:
As C>C. Stop turn as before then R foot stepover & spin, faking R foot pass to B but L foot pass back to C.
IF TIME DEMO STOP KICK AND FAKE SOLE STOP
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
20x30 area with 4 goals.
R1 passes to coach who returns for R1 to receive on the run.
After coach passes B1 runs to defend as R2 supports and B2 sprints around pitch to defend from between the goals.
R1 must cross half way before passing or shooting to score in either goal.
If blues win ball they attack other goals.
All finishes must be weak foot.
*good first touch on run
*protect ball and your space - don't get pushed out of play
*use a move to make space for pass/shot, or pure speed
*recognise need for speed to beat recovering defender
*good defensive principles, 1st, 2nd, cover, comms
Progress by using B1 to make the pass instead of coach.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Area can be 30x30
As normal but GK receive the pass and roll out for next player to control on the move.
Rotation is always following the ball, ie if gk rolls to next group the join next group.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
20x30 area with 1 large goal and GK and 2 snall goals
R1 passes to coach who returns for R1 to receive on the run.
After coach passes B1 runs to defend as R2 supports and B2 sprints to recover.
R1 must cross half way before passing or shooting to score in either goal.
If blues win ball they attack other 2 goals.
*good first touch on run
*protect ball and your space - don't get pushed out of play
*use a move to make space for pass/shot, or pure speed
*recognise need for speed to beat recovering defender
*good defensive principles, 1st, 2nd, cover, comms, inc GK.
Progress by using B1 to make the pass instead of coach.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Soccer 7s pitch or near.
If enough players make 3 teams where resting team plays 1 touch passes back to possession team. GKs remain in goal.
1 player must remain in own half when out of possession.
When in possession only way over half way is to run with the ball.
All restarts are kick/dribble outs between goals.1
If basic ISP session with no GKs use 4v4 and 4 goals for this game.
1 goal means the losing team swap off with the resting team.
Progress by requiring minimum 3 passes in own half before attacking.
© Copyright 2022 Sport Session Planner Ltd.
Developed with Partnership Developers, a division of Kyosei Systems.
Animation Controls (PCs, Macs, Laptops):
Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop
Back/Forward: Drag timeline button
Warm up heading game (15 mins)
15x20 area with fairly wide cone goals. 2 channels.
Teams of 4 or 5.
Players pass the ball by heading to a team mate who must head on or head to himself and then catch.
No running with the ball. No catching unless receiving a team mates header or an opposition mis-header.
Score in the cone goals.