How to Progress a Tech Game [ EG: Quick feet]

How to Progress a Tech Game

Using Quick Feet as an example

 

Consider QUICK FEET: How it starts and how it can be progressed:

Initially the main coaching points should be;

  • Sharp turns
  • Head checks after the turn - plus pointers as to what players should be looking for
  • Explosive lateral movement
  • Head checks during the lateral movement
  • Introduce fakes / deception
  • Head checks after a fake

In regards to quick feet there are at lot of progressions. These have been provided in previous emails and are also in the little booklet i gave out. Did you use all these last week?

Here is the progression list again (starting from the basic version)

  1. The cones are the goals (not the goals) at all levels (whether you give points for a big goal, and double points for a cone is your call Or the cone could be a goal keeper and players loose a point if they hit it, but maybe get a double point if they score in the far corner)
  2. Double points for a particular technique (footwork pattern/fake) or a good head check used in the game
  3. Double points for a weak foot strike
  4. Point for making the defender loose his ball
  5. Put the strong foot cone further back (makes it harder and increases the incentive to use the weak foot)
  6. Penalize attacker if the shot gets blocked (they also loose a point as well as the defender wining a point)
  7. Play the kiss rule or have 'back to back' quick feet areas (this makes it very 'Cross the river' like - and removes the need for cross the river)
  8. Take the defenders ball away
  9. Advanced players can lunge in at the ball with one foot (as long as other stays in def zone - may need to make the middle channel 3 meters wide)
  10. Play the 1v1 version - so remove third player, double the attackers area. The defender passes to start, counts to five (attackers can score in this period and defs can defend their zone) and then defs full press (5 sec press version)
From here you can develop it towards Rondos
  1. Introduce 2v1 into the pass, 5 sec - press version
  2. Turn it into a 3v1 (5 sec press version) - where the attacker passes to wide players who must score first time
  3. As above but now wide players move into position as the defender passes
  4. Tun it into a normal 3v1
  5. 3v1s / Rondos have the own set of progressions
Or develop it towards Turns
  1. Widen the quick feet area
  2. Move the goals out and Turn them around so they face backwards [ Boris progressed quick feet to this last week]
  3. Have wide goals (like the turns game ) and narrow goals like (quick feet) - 4 goal version (once attackers have attacker one wide goal, all 4 goals open up.
  4. All goals could be backwards, or each goal has a gate in front of it. Attackers need to run through the gate before they can score in that goal)
  5. Vary where the press comes from (face on, angled, side on, from behind)
In terms of the foot work used in Quick feet;
  • Crab is /should be used by defenders
  • Sharp Turns are huge (especially drag turns)
  • Advanced players would be doing stop starts and double turns
  • Fake kicks are important before a turn
  • When facing the defender - Outside Fake Outside take (the explode laterally)
  • When facing the defender - Inside Outside
  • Inside switch Outside (dush dush)  and alternate Vs are used regularly
  • Footwork that drives forward are need if you pay the Kiss rule (Inside Inside / Outside step Inside)
Final points to think about ;
  •  The size of the grid (note defs have a ball - so must be given a chance to cover the goals using crab)
    • I use a 2x2x2 which seems to work ok initially
    • Advanced players might have wider goals (the defender covers a wider area)
    • If the attackers are killing it - make it narrower
    • If the defs are killing it make it wider
    • Don't make the area too tight so that there is no space for the attacker (a 2m channel is good, 3 meter if defs can lunge, 4 meter if its pass and 5 sec press)
    • Little bit out rule/hit the cone rule...your call as to whether to use them or not
  • The Start of a game
    • Advanced players :  Roll and scoop (attacker rolls first then def scoops over) - attackers must do something on first touch (lateral touch or a fake)
    • Advanced players need to the time restricted (can that get a point with 5 seconds or less)
    • Beginners ; Attacker passes to the coach (then the coach can Coach proper passing technique to each individual. The coach then passes back to attacker (and coaches an inside control technique)
    • Intermediate ; Some thing in between or they pass to the coach with weak foot (and they get coached on this)

 There are enough progressins in this to keep the game going for a while

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