Goalkeeper Save and Fast Break
The goalkeeper saves a shot and immediately throws to a winger; three attackers break against two defenders and must shoot at the other goal within 12 seconds.
- Age
- U13–Senior
- Players
- 10–14
- Duration
- 18 min
- Difficulty
- Intermediate
- Intensity
- High
- Area
- 60 × 40 m
- Type
- Tactical
- Approach
- Global
- Format
- Waves
- Objectives
- Technical: Goalkeeping, Finishing
- Tactical: Attacking transition
- Concepts worked on
- Technical:PassingRunning with the ballShooting
- Tactical:Counter-attack
Training diagram
Legend
- Attacker
- Defender
- Neutral / support
- Goalkeeper
- Pass
- Run without ball
- Dribble
- Shot
- Ball
- Cone
- Goal
The fastest counter-attacks start with the goalkeeper's hands. After a save or a catch, the opponents are still high up the pitch. The goalkeeper learns to look up straight away and throw to the free winger; attackers learn to break wide and quickly.
Objective
Launch a counter-attack with a quick, accurate throw from the goalkeeper and finish it within seconds.
Organisation
- Pitch of 60 × 40 m with two goals and goalkeepers. Three attackers start in their own half (two wide, one central); two defenders in the other half. A coach shoots from the edge of the box.
How it works
- The coach shoots; the goalkeeper saves (or collects the ball from the net) and throws to a winger.
- The three attackers break and finish against two defenders and the other goalkeeper within 12 seconds.
- Rotate attackers and defenders every 4 breaks.
Coaching points
- Goalkeeper: decide while catching; throw in front of the winger so they receive running.
- Winger: be wide and ready as the shot is taken.
- Striker and far winger: sprint into the box, one near post, one far post.
Progressions
- A recovering defender starts from the halfway line.
- 10 seconds to finish.
Regressions
- One defender only.
Variations
- The goalkeeper may also kick (drop-kick) to the striker.
Key principles
- Save, look, throw, go.
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