GoalkeepingCrossesClaimingCommand Of Area
GK Crosses & Claiming
Come and get it — a keeper's footwork, timing and brave catch to dominate crosses into the box.
Theme
Goalkeeping
Difficulty
Intermediate
Duration
16 min
Players (min–rec–max)
4–8–12
Area
35 × 22 yards
Session phase
Main
Age groups
U14, U15, U16, U18, Adult
Equipment
goal, balls, cones, bibs
Objective
Build a keeper's command of the box: starting position, footwork to the ball, the decision to come, and a strong claim at the highest point.
Set-up
Keeper in goal, crossers on both wings, optional attackers and defenders in the box.
How it runs
- Crossers deliver from alternating sides into the box.
- The keeper decides early whether to come, then attacks the ball at its highest point.
- Catch and protect, or punch with distance if a catch isn't on.
- Add traffic in the box to test the decision and the bravery.
Coaching points
- Start position lets you attack the ball, not back-pedal.
- Decide early and commit — half-coming is the danger.
- Catch at the highest point with a strong base and a lead knee for protection.
- If you punch, punch through it — height, distance, width.
Common mistakes
- The keeper starts their move as the ball is in flight — read the server's body shape and start early.
- The catch is attempted flat-footed under the bar — attack the ball at its highest point.
- One bad drop ruins confidence — reset quickly: next ball, same aggression.
Progressions
- Add attackers and defenders for traffic.
- Live crosses from open play.
- Catch only (no punching) to demand technique.
Regressions
- Empty box.
- Floated, predictable crosses.
- Call 'keeper's ball' with no pressure.
Constraints
- Must claim or punch at the highest point.
Tags
goalkeepingcrossesclaimingcommand