Obj: The 1v1 vs. GK finishing menu — slot, dink, round, delay: four answers read from the keeper's feet (A-40's attacking half, deepened). Field: 35×20yd channel to goal + GK. Equip: Goal, balls, cones. Org: Through-ball starts at varied angles/speeds; the finisher's menu drilled one answer per round then freed: SLOT (low far-corner past a set GK — the default, G-04/G-05 fused); DINK (over the diving spread when he rushes low); ROUND (when his angle over-commits — the touch across his momentum); DELAY (the stutter that forces him down first, then pick — the elite's answer). GK plays every rep honestly (I-10's curriculum simultaneously — both players graded, neither blamed, A-40's inherited ethic). CP: (1) Read his FEET at your second-to-last touch: set = slot, rushing = dink, over-angled = round, unreadable = delay (the menu is a flowchart, taught as one); (2) touch control ahead but never beyond (A-40's law); (3) decide once — the changed mind is the missed breakaway (commitment beats correctness at the margin). Prog: Chasing defender (time pressure compresses the read); angled and bouncing serves (ugly realism). Reg: No chaser; GK behavior announced pre-rep (the read made visible, then hidden). Mist: P: one answer for every keeper (the menu rounds exist to force acquisition); C: over-coaching the moment (breakaways reward calm — coach BETWEEN reps, silence during, always). Time: 14 min. Out: Four answers owned; feet-reading verbalized; conversion climbing in the tracked data (8.7). Var: Shootout-format endings (pressure + menu = H-10's penalty psychology's cousin). Diag: Breakaway with the GK's four states drawn small (set/rushing/over-angled/waiting) and the matching finish arrows (slot/dink/round/delay) branching from the read moment.
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TL-G-19
Breakaway Composure
Finishing & Final Third · U11–U19
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).