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Striker Movement to Receive

Most U13-U14 strikers stand on the shoulder of the last defender, waiting for the ball.

Total18 min Age Players10 Setup3 min Run15 min Level
ABCDEStriker Movement to Receive — full pitch view
🎯
The one cue that matters
Scanning before the ball arrives to know where to take it

Why this drill works

Most U13-U14 strikers stand on the shoulder of the last defender, waiting for the ball. Marked players don't get the ball. Movement to receive is the difference between a striker who scores 5 a season and one who scores 15. Four movements work at every level: (1) DROP — come short, away from the defender, to receive to feet; (2) SPIN — show short then turn and run beyond; (3) CHECK — dummy a run one way then go the other; (4) THIRD-MAN — let the first pass go past, receive the second. This drill puts all four into a sequence with a defender. By session 4-6, strikers default to ONE of these instinctively rather than standing still.

The drill in three phases

1Setup
ABCDE
Starting positions — players, zones and equipment in place.
2Action
ABCDE
Movement begins — players run, dribble and create the pattern.
3Finish
ABCDE
The end action — pass, shot or outcome the drill builds toward.
Ball carrierAttackersDefendersPass / dribbleShot

How to run it

  1. Set up a 25×16 yard area. Server (S) at one end with balls. Marker cones at the far end form two 'finishing zones' (4 yards apart). Striker (ST) starts on the shoulder of the defender (D) about 16 yards from the server.
  2. Round 1 (5 min) — DROP MOVEMENT. Striker drops short toward the server (3-4 yards), creates separation from defender, receives to feet, turns and finishes. Server passes to the striker's feet as they show.
  3. Round 2 (5 min) — SPIN MOVEMENT. Striker shows for the ball (drops short), but as the server prepares to pass, striker spins and sprints in behind. Server plays the ball INTO SPACE behind the defender, not to feet. Striker times the run to stay onside.
  4. Round 3 (5 min) — CHECK MOVEMENT. Striker shows ONE direction with body and pace, then sharply changes direction to go the OTHER way. Defender commits to following the first move; striker exploits the moment of imbalance. Coach the body sell: shoulder dip, eye-flick, two-step jog.
  5. Round 4 (3 min) — THIRD-MAN RUN. Add a midfielder between server and striker. Server passes to midfielder, who plays first-time into the space behind the defender — striker has timed the run from a deeper position so they don't appear in the defender's vision until the ball is on its way.
  6. Round 5 (2 min) — STRIKER'S CHOICE. Server signals 'GO' and the striker picks one of the four movements based on what the defender is doing. Defender plays normally (no pre-arranged behaviour). Real decision-making layered onto rehearsed technique.

Equipment checklist

    Coaching points

    Praise when you see

    • Scanning before the ball arrives to know where to take it
    • Cushioned touch that kills the pace of the ball
    • Receiving on the half-turn to play forward quickly

    Correct when you see

    • Heavy first touch letting the ball run away
    • Taking the touch toward a defender instead of into space
    • Standing square and getting trapped — receive on the half-turn

    Kit for this drill — top picks compared

    PickProductBest for
    Top pickTraining Footballs (6-pack)Consistent touch reps.Check price →
    ValueRebounder NetSolo control practice.Check price →
    UpgradeMarker Cones (50-pack)Mark receiving zones.Check price →

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    ?Frequently asked questions

    What age group is Striker Movement to Receive suitable for?
    This drill suits youth. Younger players can receive from a gentle, rolled pass; older players should receive firmer, more varied service under pressure.
    How many players do I need for Striker Movement to Receive?
    This drill works well with around 10 players. With fewer, reduce the groups or rotate players through; with more, set up multiple stations so everyone stays active rather than queuing.
    How long does Striker Movement to Receive take?
    Allow around 3 minutes to set up and 15 minutes to run it — about 18 minutes in total. It fits well as the technical or main block of a session, leaving time for a warm-up and a game.