TransitionCounter AttackGoalkeeper Distribution3v2U13U14U15U16U18Adult

Keeper Starts the Counter

Save, look, throw. The keeper launches a 3v2 counter with a quick throw or roll and the team has 10 seconds to score at the far end.

Open diagram

Theme

Transition

Difficulty

Intermediate

Duration

16 min

Players (min–rec–max)

8–11–14

Area

40 × 60 yards

Session phase

Main

Age groups

U13, U14, U15, U16, U18, Adult

Equipment

two goals, two keepers, balls, cones, pinnies

Objective

Make the keeper the first attacker: quick, accurate distribution after a save to a player facing forward, followed by a fast 3v2 counter.

Set-up

Two full goals 60 yards apart, a keeper in each. Three attackers wait in their own half, two defenders in the far half. A server beside the near goal with balls.

How it runs

  1. The server shoots at the near keeper; the keeper saves or collects.
  2. Within 3 seconds the keeper throws or rolls to one of the three attackers, who must be moving and facing forward.
  3. The three attack 3v2 against the far goal with a 10-second limit.
  4. After the attack, the two defenders become the next attackers with a third joining; the three become defenders. The far keeper starts the next rep.
  5. Score 1 for a shot on target, 2 for a goal, 3 if the goal comes within 6 seconds.

Coaching points

  • Keeper: secure the ball, then head up before the feet move.
  • Throw to the player who is facing the game, not the closest one.
  • Wide players sprint the moment the keeper has the ball.
  • Attack at speed; the first pass forward is the best pass.

Common mistakes

  • The keeper throws to the nearest player who has his back to goal and the counter stalls; look for the runner facing forward.
  • Attackers wait to see if the keeper saves; they should be running the moment the shot is struck.
  • The keeper bounces the throw and it takes an extra touch; roll it flat or throw it to the chest.

Progressions

  • Add a recovering defender who starts beside the near goal and chases.
  • Keeper must use a specific delivery: roll, javelin, or overarm on the coach's call.
  • Cut the attack limit to 8 seconds.

Regressions

  • Play 3v1.
  • Extend the time limit to 15 seconds.
  • Keeper may kick if the throw is not on.

Constraints

  • The keeper's first delivery must be by hand.
  • Attackers may not receive the ball standing still.

Tags

counter-attackgoalkeeperdistribution3v2transition