Attacking Fundamentals

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ATTACKING FUNDAMENTALS

Principles and development of a player’s game skills

TECHNIQUE

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Feetʼs contact surFace

upper body

arms

The toeʼs impact zone is central (intersection of the two middle lines) on the ball.

The upper body shape is linked to the position of the ball. It is above the ball (ball below), behind the ball (ball far) or sideward the ball (lateral ball).

The upper limbsʼ function is balance and defense/protection. Proper use of the upper limbs will help the players save possession against opponents and, once kicked, the ball will be included in tactical contexts.

Head It leans forward (looking at the ball).

Table 6 - Foot toe kicks.

Foot heel kick

Itʼs an emergency tool to kick the ball in difficult situations. Itʼs often inaccurate due to the narrow contact surface and impact area of the foot, but itʼs also a tool to mislead potential opponents.

run-up It is usually not used.

support Foot

Feetʼs contact surFace

upper body

It is often still (apart from one-touch heel passes), and it moves close to the ground. The support foot is on the side of the ball. If the ball is in the air, thereʼs no precise sequence, and the support foot takes the position allowed by the momentary situation.

If the ball is on the ground, it performs a quick and very short swing of the leg (knee-foot), and it doesnʼt continue the swinging motion after the contact. The foot is parallel to the ground. If the ball is in the air, it looks for the ballʼs contact at the right momentum with concise swing movement (knee-foot). The flexed knee directs the foot.

If the ball is still or approaching the ground, the contact surface is the backheel. If the ball is in the air, the outer part of the heel is more likely to hit the ball.

If the ball is still or approaching the ground, the trunk is naturally upright. If the ball is in the air, the heel will hit the ball on the opposite side, thanks to the backward momentum of the kicking limb.

arms They are balancing factors.

Head The head (view) is on the ball.

Table 7 - Foot heel kicks.

KicKing Foot

Foot sole kick

This kick sends the ball toward very short distances. Every player should remember that this kind of kick creates “open ball” situations for the opponent.

run-up

support Foot

KicKing Foot

upper body

arms

Short run-up, with short steps to get closer to the ball.

It is sideward and backward to the incoming ball; the toes face the kickʼs objective point before hitting the ball. It is slightly bent.

It performs a thigh slight flexion movement, by a slight forward movement of the leg (knee-foot). The sole gives the necessary impulse and it quickly goes back to the ground for the next action.

Itʼs tilted slightly back to the ball for the back position of the support foot. It starts to realign due to the kicking foot returning to the ground.

The upper limbsʼ function is balance and defense/protection. Proper use of the upper limbs will help the players save possession against opponents and, once kicked, the ball will be included in tactical contexts.

Head

Table 8 - Foot sole kicks.

Half volley kick

The ball comes from different heights, so the half volley kick should be performed in different ways, and the player must kick just after the ball has touched the ground. Half volley kicks exploit the ballʼs strength while rebounding and the impulse of the playerʼs kick.

The head is naturally upright. The technical evolution should take the player from a ball-objective process to an objective-ball perspective, determining the ability to focus on the situation of play (visual sense-perception). inside Foot

Run-up is similar to the inside step kick. Support foot movement is similar to the instep kick, apart from a slight increase in bending and more following relaxation. Kicking foot flexion (knees) is slightly wider while the swinging movement is shorter. The foot is rotated by 90° and the toe points upwards. The feetʼs contact surface is similar to the inside step kick. The upper body position allows wider coverage of the ball. The arms perform the same function as in the instep foot kick. Head is viewing the ball to calculate its trajectory and strength, setting the time of action before looking at the objective.

Picture 12 - Escaping the marker.

The other usual factors, as always in soccer, are time and space.

Where to go if the ball still has to be received?

Where to receive the ball?

Where to go with the ball?

Where is the opponent?

When to come into action?

When to receive the ball?

When to dribble the ball away from the defender?

When is the opponent fully active?

Table 16 - Potential choices of a receiving player related to time and space.

Space and time are crucial even concerning the 1 v 1 duel with the ball, but in different ways; the space factor is about where to go to dribble past the opponent, and time refers to the moment when to perform the action to dribble past the opponent. When the attacker must receive against the defender, time and space factors are doubled; when to move to escape the marker, when to meet the ball, and where to go to escape the marker after receiving.

CHAPTER 6

HOW TO COVER THE BALL

The next action after receiving the ball is the ball cover; at this stage, as a technical gesture, it implies that the player bends the upper body over the ball immediately after control, with the arms open to make the possession phase safe; at the level of a playerʼs principles, covering the ball becomes defending it from an opponent.

tecHnical gesture: ball cover

Meaning

How To Perform It

It is an individual action to shield the ball from a close opponent when the player has possession or while they are receiving the ball.

Place the body (open arms) between the ball and the opponent (opponent at the back or on the side), covering the ball with your feet to prevent the rival from touching it.

Table 17 - Ball cover technical gesture and tactical behavior.

Ball defense and control

When a player receives under opponentʼs pressure, they must shield and cover the ball to maintain possession, positioning their body between the ball and the opponent, and controlling the ball with the opposite limb from the opponentʼs position.

Ball defense is directly linked to ballʼs control while receiving a pass; these are the basic types of ball control:

1. Blocking the ball (the ball first hits the ground and then touches the limb):

• sole (aerial and frontal trajectory),

• inside foot (aerial and lateral trajectory),

• outside foot (frontal and lateral parabolic aerial trajectory).

DRIBBLING AND FEINTING PAST AN OPPONENT - 1 07

DRILL TYPE

Game-related practice

DURATION

20 minutes

PREPARATION

Playing area: 48×38 yds

Players: 12

Series: 4 of 4 minutes each with 1 minute of recovery after each round

ORGANIZATION

EQUIPMENT

• 4 poles

• 4 markers

• 6 mini-goals

• 6 bibs

• Balls

GOALS

• 1 v 1 attacking

• 1 v 1

• Running with the ball

• Dribbling

• Reaction time

Divide twelve players into two teams. Place one team inside a 48×38-yard playing area. Delimit two additional 48×8-yard end zones and place three players in each one, as in the picture. Place three mini-goals on each long side outside the end zones.

DESCRIPTION

• Six players dribble freely within the bigger area, alternating dribbling with a chosen or prearranged feint

• They must dribble the ball toward the end zones (2), dribbling past the opponent in front of them using the same feint they were performing before (3), then shoot into the mini-goals (4) after the coachʼs signal

• In the first phase (example in the upper end zone) defenders are passive (they can counter the ball carriers without tackling), while in the second phase (example in the lower end zone) they can become active, attempting to tackle or recover the ball. If they succeed, in this second situation, they can score in the same mini-goal they were defending

• Defenders are free to move throughout the end zone when they are fully active

RULES

• When defenders are fully active, the ball carriers have only one attempt to dribble past them and score

VARIATIONS

1. Players should always look for a different opponent and mini-goal than the previous one; if two players are focused on the same mini-goal, the quickest can feint and score

2. The coach can set a time limit after the signal for players to feint and score

3. If defenders are fully active and recover the ball, they must score to a different mini-goal

4. Create two teams of six and count the total number of goals scored within a set time (or the fastest team to reach a certain number of goals)

COACHING POINTS

• Maintain a good rhythm of play and execute technical gestures correctly

• Reaction speed with the ball to the coachʼs signal to dribble the ball toward the free mini-goal

• Perform a quick feint to dribble past the opponent

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