Name: | Andrew Collier |
---|---|
City: | Glenrothes |
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.
GK starts at red cone.
On Bounce of ball, GK drops into sensible cross ball area, sets then catches the high ball which will always be in front of GK. After the catch, GK then moves centrally for catch into hands / dive / scoop
KEYS
5 Step Process for catching high Ball
1. Move into correct position, body weight, direction correct (correct position should be open, able to see what is around GK but also being able to see ball.
2. Assess the space. GKs can only assess the space they have, if 1 is done correctly. Assessing the space means looking at the area in which you may attack, assessing whether defenders need to do anything to help the GK.
3. Assess the flight. GKs should not have moved yet. The ball should now be in motion and the GK should assess the flight to determine where they will deal with it. GKs can and should only move once the ball has travelled a far distance. YOU HAVE MORE TIME TO DEAL WITH THIS BALL! Good thought for GKs to understand when to move is to wait until the ball is at its highest before moving.
4. Move towards the ball using correct movement pattern - not the most important thing in exercise as always attacking front zone
5. Catch the ball - correct hand shape, take off 1 leg, open and shut the gate(shoulders) constant movements, try to catch in straight line movement, catch the ball with speed. Speed creates protection!
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
GK starts on cone differentiating zone 1/2. On bounce GK drops into position. Server can now serve into any of the 4 zones.
Each zone uses a different movement pattern.
Zone 1 - Forwards movement, moving straight onto ball
Zone 2 - Sidestep to start movement ending in moving forwards onto ball
Zone 3 - Sidestep to move into ball
Zone 4 - Spin and step (slight crossover with feet is acceptable)
Once GK catches the cross, GK then recovers to make a save from the related server - if GK catches in zone 1, GK goes to server closest to 1. If catching in zone 2,3 then GK goes to central area, and zone 4 goes to server closest to 4.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
This time an extra player is in the way. This may influence decision making.
Big keys here are ensuring that the goalkeeper assesses the flight of the ball correctly and does not move off too early now there are extra bodies in the way. After the high cross, the extra body tries to deflect the ball for the strike.
In the older session bring an extra body in and use as defender. They should stand in positions that force the GK to communicate. For example, maybe the defender goes wide and the instruction would be to tuck in. Or perhaps their body shape is wrong etc.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
AIM OF GAME IS TO CATCH and try to SCORE
3 STRIKERS, 2 GKS, 1 Server, 2 ball retreivers
Server will serve high balls for 1.5 minutes. Server will ping different types of cross balls (high, low, whipped, fast, slow)
GKs decide whether they will come or stay on line for cross ball. Do they defend the ball(claiming cross) or defend the space(staying and dealing with strike)
Strikers have 2 touches and can score in either goal
New ball cannot come in until both GKs quickly set.
Highlight the fact that going early achieves nothing other than confusion!
GKs will want to move early. Especially if they are playing against a stronger or taller GK. Get them to play the patience game. PATIENCE - in 2018/19 season, premiership GKs came for only 31% of crosses. Of those 31%, GKs only claimed, punched or influenced 50% of the 31% of balls they come for. This means that for every 100 cross balls, GKs come for 31 of them (AVG) and only claim, punch or influence 15.5(AVG) of them. They only deal with 15.5(AVG) out of 100.
CROSS BALLS IS HARD
Points system
Good decision when claiming etc = 1 point
Good decision to stay and then make save = 1 point
Rebounds are always LIVE
If a cross is caught, GK can shoot into small goal with throw only
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Cross Ball / Fun Game (15 mins)
Rounders with Both groups
5v5 or coaches can join too.
Basic Rules Apply
However, if you catch a ball above head height in a cross like fashion the whole team is out - Exception to this rule is if coaches catch it then only 1 GK is out.