Wilmington Youth Soccer Association

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Wilmington Youth Soccer Association Goalkeeping Guidebook Eric Redder Director of Coaching DirectorofCoaching@WilmingtonYouthSoccer.org 8/1/2015

GK Footwork & Handling Reinforce 3 types of save techniques Scoop, Basket, and High Ball Catch. 1. High Ball Catch Players should track the flight of the ball while in the air. If possible they should take a positive step towards to intended area of the arrival of the ball (this will cut down space, speed, time, ad velocity of the ball). Bend the knees slightly to remain in an athletic GK position. With their furthest hand (front hand) they should make early contact on top of the ball slowing down the momentum. Simultaneously the closest hand (back hand) should move into support the bottom half of the ball. The finishing shape of the hands should focus on a diamond shape, or thumbs behind the ball. The feet & hands should move at a positive angle towards the flight path of the ball if at all possible with the rest of the torso & body angled towards the ball. Once in possession secure the ball and keep the elbows up to protect GK from defenders. 2. Basket Catch - Players should track the flight path of the ball in the air. If a High Ball Catch is not possible then they should prepare their body to receive the ball after their hands make contact.. If possible they should take a positive step towards to intended area of the arrival of the ball. (This will cut down space, speed, time, ad velocity of the ball). Bend the knees slightly to remain in an athletic GK position. DO NOT ALLOW THE BODY TO MAKE CONTACT FIRST. The palms of the downs should be open facing upward. The heels of the palms of the hand should make contact with the ball first, while the fingers of the hand wrap around the outside of the ball. As the hands secure the ball, the player should bring the ball into their body to absorb the speed & pace of the ball. The ball should arrive near their torso. If possible keep the head & eyes up while finishing the save to identify possible teammates to outlook the ball. Once in possession secure the ball and keep the elbows up to protect GK from defenders. 3. Scoop Catch Players should track the flight path of the ball on the ground. If possible they should take a positive step towards to intended area of the arrival of the ball (this will cut down space, speed, time, ad velocity of the ball). Bend the knees slightly to remain in an athletic GK position. As the ball arrives open the palms of the hand and position the fingers downward. Strive to make early contact with the hand on the side of the arrival of the ball (back hand), with the hand furthest away (top hand) arriving from the side with palms down, and fingers facing downward to secure possession on the side of the ball. The two hands and the ground should make for 3 points of contact. Strive to main on feet as often as possible, to allow for any recovery save opportunity. If possible keep the head & eyes up while finishing the save to identify possible teammates to outlook the ball. Once in possession secure the ball and keep the elbows up to protect GK from defenders. General principles for proper technique o Getting Set (feet) weight on toes, knees bent, chest up (not over knees), hands ready and comfortable at side Quick feet (don t cross step) short shuffle steps to keep feet under body to set & dive 1 P a g e -

GK Shuffle & Catch each GK has a ball. Bounce the ball at various heights in front of GK. To bounce ball, GK should start with two hands around the ball, and bring it over their head. Be on the balls/toes of their feet and push ball into the ground. GK Shuffle & Catch (horizontally) Players should be facing one another 4-8 yards apart (based on age & ability of players) roll the ball, or toss to the intended space. Repeat for repetitions, or time based pre-determined by coach s preference. **Exercise should continue for no more than 1 minute. GKs should shuffle feet, and slide to maintain set/ready position. Get in line with the flight path of the ball. Maintain still torso & head to track the flight path of the ball. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 2 P a g e -

GK W Footwork & Handling - Build a W Pattern with cones, flags, poles, or discs. Cones should be 5 5-8 yards apart (based on age & ability of players). Follow the W Pattern. GK finish the pattern, get save and make save. Quick feet, small step forward, side to side, and reverse. Never cross over feet, and always maintain hips horizontal or flat towards target. Body weight on the balls/toes of feet. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. ** If players turn their hips open up towards the goal on shot, then ball can redirected into the net. 3 P a g e -

GK Agility & Catch - Lay out 3-4 cones/hurdles in center of 6 yard box, with a goal (red cones) 8 yard wide on 6 yard box line. GKs move through agility cones based on coach s choice of footwork (1 foot, 2 feet, horizontal & turn, etc.) Get set on red goal line hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 4 P a g e -

GK Mental Agility, Footwork & Handling - Set out 4 different colored cones red, orange, yellow, blue 5-8 yards apart (based on age & ability of players). GK start in center of space. Coach calls out color (red, blue, yellow, or orange. GK quick shuffle feet, touch cone, and then move forward towards service. **Coach can call out multiple colors (based on age & ability of players). Cross step AFTER touching cone, if necessary to cut down space, and increase speed. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 5 P a g e -

GK Agility Triangle Build a triangle with flags, discs, poles, or cones 8x8x8 yards (based on age & ability of players. Set 3 servers 10-15 yards away (based on age & ability of players) with balls at each cone. Make save from 1 st server, and turn to field service from 2 nd server. Repeat for repetitions, or time based pre-determined by coach s preference. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 6 P a g e -

GK Quick Feet & Handling x 6 Set up 3 servers with cones and balls 10-12 yards off goal-line (based on age & ability of players). GK to start in center of space. Follow 1-2-3-3-2-1 pattern for 6 services. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 7 P a g e -

GK Shot Stopping & Recovery General principles for proper technique for shot stopping o Getting Set (feet) weight on toes, knees bent, chest up (not over knees), hands ready and comfortable at side o Footwork positive step towards the flight path of the ball; step with the outside of foot (or closest foot to the ball) o Recovery quick feet to recover, get set, and take positive step towards the flight path of the ball GK Agility & Recovery Build a Channel 8W x 15L (based on age & ability of players). GK to start on line in center of the space. Coach serves ball the right. (Shuffles to left for next service). GK makes the save to the RIGHT. GK Recovers quickly, serves ball back to coach. GK takes positive angled step forward reducing space & time on flight path of the ball. GK sets and shuffles to LEFT to make the save. REPAT until GK exits space. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 8 P a g e -

GK Shuffle, Set, Save Set up a goal 8 yards wide using cones, discs, flags, or poles. Place 2 cones 5-8 yards away from the center of the goal (based on age & ability of players). Place a server with balls 10-25 yards away in the center of the goal (based on age & ability of players). GK to shuffle to right or left cones (based on Coaches command), touch the cone, and recover to center of the goal to field service. Cross step, or shuffle feet back to the center of the goal and get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 9 P a g e -

GK Set, Save, Turn 2 Goals Set up a goal with 8 yards wide in center of space with flags, poles, cones, or discs. Place 1 cone on either side of the goal with a server 10-25 yards away (based on age ability of players). Servers should have balls at their cones. GK to get set in goal. Field 1 st service, make save, and turn for second service. Repeat for repetitions, or time based pre-determined by coach s preference. Quickly recover to feet. Locate center of goal for set position. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 10 P a g e -

GK Distribution, Agility, Save Set up 3-4 agility cones or hurdles 2-3 yards apart (based on age & ability of players). GK is to distribute with their hands use technique specified by goal (over-hand toss, bowl, side throw). Move towards agility cones and use quick technique pre-determined by coach (1 foot, 2 feet, in & out, etc.) Quick feet through agility cones players should be on the balls/toes of the feet, knees bent, looking forward & up at their target. Chest up and hands ready. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 11 P a g e -

GK Recovery & Save Place cone on opposite side of GKs 3-4 yard off far post. Coach/server is placed 8-15yards away (based on age & ability of players) from their starting line. GK to start on the ground lying on their side touching the far post from their line. On coach s command, players recover quickly to their feet. Touch the cone, and recover back to the opposite side of the goal. Players can use crossover step, follow by short shuffles to help recover quicker. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 12 P a g e -

GK 1 st Save & 2 nd Save - Set up 3 cones 10-15 yards away (based on age & ability of players), with servers & balls at each cone. GK should start on a post, and move towards FURTHEST away server. Field service, make save. Then recover centrally to field service from central server. Rotate to field services from each post. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 13 P a g e -

GK 1 st Save & 2 nd Save - Set up 2 cones 10-15 yards away (based on age & ability of players), with servers & balls at each cone. GK should start on a post, and move towards central server. Field service, make save. Then recover and move horizontally to field service from wide server. Rotate to field services from each side. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 14 P a g e -

GK Live Shots Set up 2 groups of shooters based on available number of field players. Use 3 cones for pattern passing for shooters in order for GK to track a moving ball. Player 1 passes to player 2, Player 1 moves toward cone for shot on goal. Repeat for repetitions, or time based pre-determined by coach s preference. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 15 P a g e -

GK Distribution Reinforce 3 types of hand distribution techniques Over hand throw, bowl, or side throw. 1. Over-hand throw Similar to a baseball throw. GK should maintain possession with two points of contact (two hands on ball, hand/fingers & forearm, hand/fingers & elbow pocket) based on age & ability of players. With secure possession of the ball, step towards your target. Keep knees slightly bent, torso/chest up, and release ball. Follow through with arm, and continue momentum towards target taking several steps toward area of pass. The release point should strive to be even with the as it relates to the distance of height relative to the GK. The trajectory of the ball should be high-low in an arching manner. It should have limited loft time, as this is a high paced pass over space. This can also be used to bounce a ball into space, or towards a teammate. Finishing motion should be erect, and should/head should not be facing downward. 2. Bowl throw - Similar to a bowling alley motion. GK should maintain possession with two points of contact (two hands on ball, hand/fingers & forearm, hand/fingers & elbow pocket) based on age & ability of players. With secure possession of the ball, step towards your target. Knee should be out in front of the body leading towards area of pass. Arm should come back behind body, and then quickly forward placing the ball on the ground. The trajectory of the ball should be low on the ground. It should be at a medium pace going forward with front spin motion. Follow through with arm, and continue momentum towards target taking several steps toward area of pass. Finishing motion should be erect, and should/head should not be facing downward. 3. Side toss throw Similar to a side arm throw in baseball/american Football. GK should maintain possession with two points of contact (two hands on ball, hand/fingers & forearm, hand/fingers & elbow pocket) based on age & ability of players. With secure possession of the ball, step towards your target. Knee should be out in front of the body leading towards area of pass. Arm should come back at waist height behind the body, and then quickly in front of the body leading towards the area of the pass. The release point should be waist height even with the rib cage.. Follow through with arm, and continue momentum towards target taking several steps toward area of pass. The trajectory of the ball should be a looping ball with greater flight time than an overhand throw. The trajectory of the ball can also be bounced into the space, or towards a teammate. Finishing motion should be erect, and should/head should not be facing downward 16 P a g e -

GK Distribution Hands Set up a goal with flags, poles, cones, discs, etc. 8 yards wide. Place 1 cone on either side with a server & balls. GK is to distribute with their hands use technique specified by coach (over-hand toss, bowl, side throw). Field service, make save, return the service back to the service; turn & begin again. Repeat for repetitions, or time based pre-determined by coach s preference. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 17 P a g e -

GK Distribution, Agility, Save Set up 3-4 agility cones or hurdles 2-3 yards apart (based on age & ability of players). GK is to distribute with their hands use technique specified by coach (over-hand toss, bowl, side throw). Move towards agility cones and use quick feet technique pre-determined by coach (1 foot, 2 feet, in & out, etc.) Quick feet through agility cones players should be on the balls/toes of the feet, knees bent, looking forward & up at their target. Chest up and hands ready. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 18 P a g e -

GK Cross & Distribute - Set up 2 goals 20-30 yards away from the goal (based on player s age & ability). Place 2 cones outside the 18 yard box 20-30 yards away (based on players age & ability) with servers and balls. Serves should dribble before their service. Coach/Server to vary service type from wide areas high, medium, low, in-swing, out-swing, & lofted, as well as their service point in relation towards the end line. GK should track the flight of the ball, make the save and then distribute to the targets identified by the coach. Repeat for repetitions, or time based pre-determined by coach s preference. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 19 P a g e -

GK Cross & Distribute - Set up 2 player targets 20-30 yards away from the goal (based on player s age & ability). Coach or server should be positioned inside the 18 yard box 10-12 yards away (based on player s age & ability). GK should field service, make save, and then distribute. Coach/Server to vary service type from wide areas high, medium, low. Once possession the GK should distribute to the target s feet identified by the coach. Repeat for repetitions, or time based pre-determined by coach s preference. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service. Coach/Server to vary service type server high, medium, or low balls. 20 P a g e -

GK Goalie wars - Set up a field with 2 goals 20W x 40L (based players age & ability level). Place several balls on the side of the goal. Make a midline halfway between the 2 goals. **PLAYERS ARE RESTRICTED TO THEIR HALF OF THE FIELD. GK #1 runs up to the midline (space of their choosing), and shoots using the hand distribution techniques. Then quickly recover to their goal. GK #2 gets set, and makes save. If it is a goal, or ball out of bounds then retrieve a ball from the side of the goal. GK #2 then shoots on GK #1. Place for score and time. Get set hands & feet ready for save. Use appropriate save technique (High ball, Basket, or Scoop catch) based on service 21 P a g e -

GK Handball - Played similar to soccer on the ground, and basketball. Set up a field 30W x 40L (based on player s age & ability) with 2 goals in each corner, making a total of 4 goals. Play 4v4 (or as numbers allow). THERE IS NO RUNNING WITH THE BALL, AS IN AMERICAN FOOTBALL. Players must advance the ball through the 3 GK Passing Techniques Over-hand throw, bowl throw, or side throw. Dispossession and steals are similar to basketball rules for infractions. Stripping the ball as in American Football is not allowed. GKs are to score using the 3 GK Passing Techniques Over-hand throw, bowl throw, or side throw. Repeat for repetitions, or time based pre-determined by coach s preference. 22 P a g e -

GK High Balls & Crosses Reinforce 3 types of receiving high balls & crosses techniques Parrying, Punching, and High Ball Cross Save. 1. Parrying Players should employ the parry save to redirect a shot on goal wide of the frame, or over the cross bar if they are not able to catch the ball cleanly. Parrying shots can be used with the single hand, or both hands. a. To parry a shot on frame: i. Typically performed on shots with greater pace, curve, dip, etc. To execute the parry save take a positive step towards the flight path of the ball reach towards the arrival point of the ball, and extend one or both open hands. As the ball approaches the area in which the GK is able to redirect its path with their hands, they should open their hands so their palms are facing the oncoming ball. Preferably your furthest hand from the arrival point of the ball (top hand) should look to make contact with the ball on the heel of the hand providing a slight outward bend to prevent the ball from redirecting into the goal. The closest hand to the arrival point of the ball (bottom hand) should quickly follow, and mirror the top hand. The bottom hand should remain open to the ball, palms facing outward, fingers outstretched. In a similar motion, the bottom hand should look to make contact with the heel of the hand to provide and outward bend to push the ball wide of the goal frame. b. To parry a shot over the cross bar: i. Retreat towards the arrival point of the ball. Jump off your closest leg to the ball, or front foot. This will enable to most power, and provide the greatest angle to close down the flight path of the ball. Use your top hand, or hand closest to the ball. Employ a striking motion upward, connecting the heel of the hand over the ball. If you cannot use the heel of the hand, then roll the wrist horizontally, and push the ball wide/over the cross bar with the fingers. The fingers should never finish towards the goal which could result in redirecting the ball into the net. 2. Punching - Players should employ the punch save to redirect a shot on goal wide of the frame, or over redirect a cross if they are not able to catch the ball cleanly. Punching shots can be used with the single hand, or both hands. a. To punch a shot on game away from the goal: i. Players can use a single hand or both hands. The technique is very similar. Close the fingers together and form a fist. Bring the fist up towards the player s chest. Take a positive step towards the flight path of the ball, push the fist(s) towards the ball with an angled motion, making contact and redirecting the ball away from goal. The player should strike the make contact with the center of the ball on the backside of the ball with their knuckles to absorb the pace of the ball. b. To punch a cross away from the target area: i. Players can use a single hand or both hands. The technique is very similar. Close the fingers together and form a fist. Bring the fist up towards the player s chest. Take a positive step towards the flight path of the ball, and jump of the front leg to achieve maximum elevation. As the ball as reaches its drop point drive the arms forward making contact under the ball with the knuckles of the hand to absorb the pace of the ball. 23 P a g e -

3. High Ball Cross Save - As the ball is traveling towards the GK, or an intended area the GK should track the flight path of the ball with their eyes. Moving their feet quickly, using small steps they should position their point to attack the ball in the air. The GK should jump off one leg to attack the ball at the highest point they can achieve. Their hips should be slightly angled, preferably parallel to the goal line. This will allow them to collect the ball facing forward. As the player elevates collect the balls with both hands outstretched over their hand. Upon collection and they travel back to the ground, the GK should secure the ball into their body by wrapping the ball into their chest, and protecting it with their elbows from any on coming defenders. GK Agility & Perry Place 3 cones from the center of the goal angled to one side of the goal every 2-3 yards (based on the player s age & ability). Place 1 cones and balls 8-10 yards away (based on players & ability) to act as service point for cross. GKs move through agility cones based on coach s choice of footwork (1 foot, 2 feet, horizontal & turn, etc.). After they complete the agility cones, they should drop step and shuffle to cover the lofted cross towards the back post. Repeat for repetitions, or time based pre-determined by coach s preference. GK recovers to the back post and uses the appropriate save technique (High ball Catch, Parry, or Punch) based on service. Coach/Server to vary service type server high, medium, or low balls. 24 P a g e -

GK 4 Corner Crosses - Place a target area in the six yard box 8x8x8x8 (based on player s age & ability level). This is the target area. Place 4 cones in the 4 corners of the final third of the field (based on age & ability of players). Station 1 server and balls at each cone. The servers send balls to the target area, for the GK to collect and return to server. Repeat for repetitions, or time based pre-determined by coach s preference. GK uses the appropriate save technique (High ball Catch, Parry, or Punch) based on service. Coach/Server to vary service type server high, medium, or low balls. 25 P a g e -

GK 4 Corner Crosses - Place a target area in the six yard box 8x8x8x8 (based on player s age & ability level). This is the target area. Place 4 cones in the 4 corners of the final third of the field (based on age & ability of players). Station 1 server and balls at each cone. Include 4 target runners to enter space unopposed to redirect the service onto the frame. The servers send balls to the target area, for the GK to collect and return to server. If the GK can field the service they should get set to defend the shot on target. Repeat for repetitions, or time based pre-determined by coach s preference. GK uses the appropriate save technique (High ball Catch, Parry, or Punch) based on service. Coach/Server to vary service type server high, medium, or low balls. 26 P a g e -

GK Handball - Played similar to soccer on the ground, and basketball. Set up a field 30W x 40L (based on player s age & ability) with 2 goals in each corner, making a total of 4 goals. Play 4v4 (or as numbers allow). THERE IS NO RUNNING WITH THE BALL, AS IN AMERICAN FOOTBALL. Players must advance the ball through the 3 GK Passing Techniques Over-hand throw, bowl throw, or side throw. Dispossession and steals are similar to basketball rules for infractions. Stripping the ball as in American Football is not allowed. GKs are to score using the 3 GK Passing Techniques Over-hand throw, bowl throw, or side throw. Repeat for repetitions, or time based pre-determined by coach s preference. 27 P a g e -