Name: | Joe Tinker |
---|---|
City: | Leicester |
Country: | United Kingdom |
Membership: | Adult Member |
Sport: | Football/Soccer |
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
22 MINUTES TO KICK OFF (4 minutes)
Players now split off into boxes and play 3/4 games of tag. Each game lasts 15-30 seconds. A ball is now introduced and the players play a Rondo. Conditions such as must take 2 touches, 1 touch only or free play can be used.
18 MINUTES TO KICK OFF (5 minutes) - Position Specific Work - STs off to shoot, CMs long/medium passing etc.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
13 MINUTES TO KICK OFF (8 minutes)
Players are split off 5v5 + 4. The aim is to get the ball from one Target Player to the other as many times as possible. The area is tight to encourage quick play, scanning and a positive first touch. The area is specifically set up in the middle of the pitch to encourage forward passing!
GK should be Target Player at one end who is fixed in place. At the other end when the Target Player gets the ball they can drive in and another Blue takes their place.
Ensure the tempo is high in and out of possession.
FINISH WITH 4/5 MINUTES TO KICK OFF
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Animation Controls (PCs, Macs, Laptops):
Play animation
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Repeat (toggle)
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Back/Forward: Drag timeline button
Movement
The purpose of this warm up is to keep it short and high tempo to allow players to be focussed and go into the game at match tempo. All tactical information should be given before the players come out to warm up. The warm up will finish 2/3 minutes before kick off and personal 1 to 1 chats can be given.
30 MINUTES TO KICK OFF (8 minutes)
There are 3 squares set out 7x7 yards, with the middle 4 cones a different colour.
The players split off into two lines and gently jog to the top and spin off. To begin movements are at half speed and half range of motion EG; half skip, half knees, half heels, easy forward/backward jockey. Tempo is then increased. Players can be given different movements in the middle section EG; jog white, quick forward jockey blue, jog white. Change these patterns.
Go into dynamic movements; tip toe walk, heel to hand, open the gate, close the gate, knee up and kick out, kick across, walking lunges etc.
Finally, complete 6 higher tempo runs. Side step facing in/out white, turn and sprint to the end. Forward jockey white then sprint x 2. Backwards jockey, turn right/left and sprint. Allow players 2 minutes to ease off any tight muscles. THIS IS NOT A PROLONGED STATIC STRETCH AS THIS CAN CAUSE INJURY!