Charles Spingler
| Name: | Charles Spingler |
|---|---|
| City: | Montclair |
| Country: | United States of America |
| Membership: | Adult Member |
| Sport: | Football/Soccer |
Learning Outcomes:
Teach the players to...
1) Regain the ball close to opponents goal (Why?)
2) Pressing as a team (What?)
3) Review (Individual & Group) Fundamentals of High Press, Counter Press & Rest Defense (How?)

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
Space is 30-35 x 18.
Play with 6 on each team plus GKs.
There are starting positions at each endline where players start from. Balls are located at both corners of the field of play and starting point alternates. This exercise incorporates rest when the players are waiting to step on, so games of 5-7 minutes are appropriate (First team to 5 wins)
Start as a 1 vs 1 dual; or go 2 vs 2 if #"s / space require / allow. Play at least 2/3 games, switch the location of the balls so that it alternates (come from both sides) in the second game.
Instructions:
Red team starts with the ball and runs on the field with the ball in effort to score a goal, at the same time yellow steps out to defend and prevent a shot. This initiates the 1v1 / 2 vs 2 duel. If Red shoots and scores or shoots and the ball goes off the endline, the next duel is intiated by the next player UP on the yellow team starting the attack (quickly) bringing the ball into play as Red transition to defend. If Red takes the ball from Yellow and shoots and scores or misses, a new ball is intiated by the RED team and the same yellow player must now defend. Basically, anytime the ball crosses the opposing endline, the attack starts again w/the opponent bringing the ball into play quickly. If the ball crosses the sideline, the appropriate team (quickly) takes a throw-in to their own GK and play begins until the balls goes out on the endline.
This exercise should be very fast and should become (by design) chaotic There is a demand for players to think and react to the rules as they happen fast, but to also step out and close down space. The attacking team is so close to goal that if the defenders give them any space, there is room to shoot, which means the defenders are likely to have to step off. Many 1v1 duels. Opportunity for attacking players to create and score, demand for all players to defend and support to prevent shots and goals. High physical intensity and high competitiveness must be balanced to eliminate injuries. Player safety: We are indoor on artificial turf today there is a "no slide tackle" rule, all players must stay on feet. This also encourages proper defending and moving feet.
Coaching Points:
1) Pressure by 1st Defender (Instant transition // when out of possesion)
2) Body position and shape from 1st Defender (Force the direction of play // into trap)
3) Visual Cues 3B's (Bad Touch, Bad Pass, Bad Player (contain // tackle)
4) Support from 2nd (cover) Defender (double-team // set trap)
5) High Press, Counter Press and Rest Defense
Progressions:
P1: Alternate starting point for the "next ball'
P2: Add complexity (& the need for communication) by making the duel's 2 vs 2

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization: Space is 30-35 x 18. Play with 6 on each team plus GKs. There are starting positions at each endline where players start from. Balls are located at the opposite corner of the grid and play will always start there. This exercise incorporates rest when the players are waiting to step on, so games of 5-7 minutes are appropriate. Play at least 2/3 games, switch the location of the balls to the opposite side in second interval.
Instructions: Red starts with the ball and runs on the field with a ball, at the same time blue steps out to defend and prevent a shot. This initiates the 3v3 duel. If Red shoots and scores or shoots and the ball goes off the endline, they stay for the next duel and a new blue team of 3 runs on with a ball to attack. Thus, a new 3v3 duel with the same Red. If Blue takes the ball from Red and shoots and scores or misses, a new Red 3 run on with the ball. Basically, anytime the ball crosses the opposing endline, the defending 3 are off and a new 3 from that same team run on with a ball. If the ball crosses the sideline, the appropriate team (quickly) takes a throw-in.
This exercise should be very fast and should become (by design) chaotic There is a demand for players to think and react to the rules as they happen fast, but to also step out and close down space. The attacking team is so close to goal that if the defenders give them any space, there is room to shoot, which means the defenders are likely to have to step off. Many 1v1 duels. Opportunity for attacking players to create and score, demand for all players to defend and support to prevent shots and goals. High physical intensity and high competitiveness must be balanced to eliminate injuries. Player safety: We are indoor on artificial turf today there is a "no slide tackle" rule, all players must stay on feet. This also encourages proper defending and moving feet.
Coaching Points:
1) Pressure & communication by 1st Defender (Instant transition // when out of possesion)
2) Body position and shape from 1st Defender (Force the direction of play // into trap)
3) Visual Cues 3B's (Bad Touch, Bad Pass, Bad Player (contain // tackle)
4) Support from 2nd (cover) Defender (double-team // set trap)
5) High Press, Counter Press and Rest Defense
Progressions:
1) Can only score off a cross 2) Can only score off a volley from a cross

See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization: 40x60 yards / 7 vs 7 + GKs
Instructions: Free Play = Laws fo the game
Coaching Points/Questions:
1) Pressure & communication by 1st Defender (Instant transition // when out of possesion)
2) Body position and shape from 1st Defender (Force the direction of play // into trap)
3) Visual Cues 3B's (Bad Touch, Bad Pass, Bad Player (contain // tackle)
4) Support from 2nd (cover) Defender (double-team // set trap)
5) High Press, Counter Press and Rest Defense
Regressions/Progressions:
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Animation Controls (PCs, Macs, Laptops):
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Back/Forward: Drag timeline button
Introduction (10 mins)
Organization: The internal playing area is 25 x 18. 2 small goals are 5 yards off the endline. Balls start with coach on sideline.
Instructions: Game will begin w/out a touch restriction but if successful then progress to 3/2 depending on proficiency 4/5/6/7/8 consecutive passes before you can shoot. Short segments, 90 - 120 seconds. Balls always start with coach and go to appropriate (attacking) team via a crisp penetrating pass. When a team earns the chance to shoot, they will receive the ball whether they convert the shot or not. They retain possession. 1 point for a goal. First team to 5 points is the winner of their duel. G vs R, B vs Y.
Today's exercise is designed to create good reactions and habits when you win and lose the ball. In possession, the numbers are 7v4. When a team loses possession, they must react quickly to close down the ball immediately. The best chance to win the ball back is directly when you lose it, in the attacking 1/3. With the ball, the 7 want to create spacing and angle themselves to see things quickly and put quick passes together. When the desired passes is achieved, players must arrange themselves for shots. This game should be organized chaos. Many changes of possession and high intensity for a short duration.
Coaching Points:
1) Pressure & communication by 1st Defender (Instant transition // when out of possesion)
2) Body position and shape from 1st Defender (Force the direction of play // into trap)
3) Visual Cues 3B's (Bad Touch, Bad Pass, Bad Player (contain // tackle)
4) Support from 2nd (cover) Defender (double-team // set trap)
Progressions: To maintain high intensity rotate the Blue Bumpers w/Red Defense and Green Attack w/Yellow Rest