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"GK and the Perfection Game" Don Williams, USSF A license Former "A" League GK coach with Bay Area Seals In "perfection" each keeper rotates going in goal and the other keeper(s) take turns as the attackers. The coach plays in crosses from varying angles from the flanks. In order for a keeper to score a point they must make 3 consecutive "perfect" saves in a row. As soon as any save is not "perfect" the next keeper comes in and begins their turn. The game can be played to any number of predetermined points. i.e. first to 5 points wins. In "perfection" a "perfect" save is defined as one that is held AND adheres to all the elements outlined in the coaching points which are: proper stance.
The keeper must call "Away" and if possible put a name to it. for example if Joan is the closest player to the ball the keeper would yell "away Joan"! This eliminates the confusion for the field player in determining who is going to clear the ball away from danger. In perfection the proper judgment and call of an "away" ball doesn't count for the keeper, but making the wrong decision should be counted against them, resulting in a loss of turn. Option 1: As players get good at dealing with crosses you can increase the number of attackers. We've played this with as many as 10 attackers at once with out top level keepers. It gets crazy, but it's a lot of FUN. Option 2: If you're only training one keeper, you can set out 10, 20 or more flags in and around the 6 yard box to distract the keeper. It is amazing how difficult this really is. Keepers tend to take their eye off the ball and mess up when they approach the flags. The coach can make a game with the keeper, such as if the keeper can deal with 5 "perfect" crosses the coach owes the keeper 5 pushups, if not, the keeper owes the coach 5 pushups.
Good Luck in training, FUNdamental Reader. If you have any Goalkeeper topics you would like covered or if you have any questions about Goalkeeping. Send your topics, comments or question to use titled: Don's Dandies.
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