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TL-A-40

1v1 GK Breakaways

Ball Mastery & 1v1 · U10–U19

Obj: Attacker composure and finishing menu vs. the keeper; GK breakaway craft (paired session with I-14 — both populations get their curriculum simultaneously). Field: 30×20yd to a full goal. Equip: Balls, cones, goal. Org: Attacker runs onto a through-ball from halfway-ish; GK starts on his line and plays the breakaway live. Rotating scoring menu by round: round 1 any finish, round 2 slotted low finishes only, round 3 the dink/round-the-keeper only (forced tool acquisition), round 4 free choice — read the GK. Defender chases 2s behind from round 3 (time pressure real). CP (attackers): (1) First touch out of feet but never past control; (2) look up at the GK's position at the second-to-last touch — his feet decide the finish; (3) pick early, commit fully — the change-of-mind finish is the missed finish. CP (GKs, from I-10): timing the advance, stay-big spread, delay when the touch is close. Prog: Angled starts; bouncing serves; live recovering defender from the start. Reg: Slower serves, no chaser, bigger "goal zones" for placement targets. Mist: P: same finish every rep (the menu rounds exist to prevent this); C: blaming either party for good saves/goals — both can execute well on the same rep. Time: 15 min. Out: Finishing menu of 3+ tools per attacker; GK breakaway decisions graded (I-25 data). Var: Shootout-format ending with keeper-studied tendencies (U15+, links I-23). Diag: Through-ball arrow from halfway, attacker's run, GK advancing off his line, three finish-option arrows (low far, dink, round).

The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).