Drill Library
GoalkeepingCrossesClaimingCommand Of Area

GK Crosses & Claiming

Come and get it — a keeper's footwork, timing and brave catch to dominate crosses into the box.

Open diagram

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

  1. Crossers deliver from alternating sides into the box.
  2. The keeper decides early whether to come, then attacks the ball at its highest point.
  3. Catch and protect, or punch with distance if a catch isn't on.
  4. 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