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⚽ Goalkeeping

GK 1v1 Saves — Set and Hold

Most U11–U13 goalkeepers can stop straightforward shots but have poor hand technique — they parry when they should catch, they catch with one hand, and their set position means they're frequently off-balance before the shot.

Total18 min Players6 Setup3 min Run15 min Level
GKGK 1v1 Saves — Set and Hold — full pitch view
🎯
The one cue that matters
Quick distribution to start the attack

◆Why this drill works

Most U11–U13 goalkeepers can stop straightforward shots but have poor hand technique — they parry when they should catch, they catch with one hand, and their set position means they're frequently off-balance before the shot. This drill isolates three save types and drills correct hand position for each one. Simple, effective, and produces visible improvement within 2 sessions. Isolating each save type before mixing them matters because a young goalkeeper who hasn't grooved the correct hand shape for a low ball will default to whatever technique feels natural under pressure, which is usually the wrong one for that situation. Running the three saves in a fixed order first, then mixing them unpredictably, mirrors how skill actually transfers: technique first, decision-making second. The single coaching point repeated throughout — two hands on every ball — is deliberately narrow, because young keepers absorb one clear instruction far better than several competing cues at once, and this is the habit most likely to prevent needless spilled saves in an actual match.

◇Variations and progressions

  • Angled approach version — feed from a wider angle rather than straight-on, adding a footwork adjustment before the hand technique kicks in.
  • Rebound follow-up — if the GK parries rather than holds, require an immediate second save on the rebound to reinforce staying alert after the first contact.
  • Reduced-distance version — feed from closer range to shorten reaction time for advanced keepers.
  • Silent-cue version — remove the "two hands on every ball" verbal reminder mid-session and see whether the habit has stuck without prompting.

▦The drill in three phases

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

▶How to run it

  1. SET POSITION: GK sets before every serve — feet shoulder-width, weight slightly forward, hands at hip height, eyes on the ball. Check set position before each ball.
  2. SAVE 1 — Catch at chest: feeder rolls ball firmly at GK's chest. GK catches with two hands, fingers pointing up, elbows in. 6 reps.
  3. SAVE 2 — Low dive right: feeder rolls ball to GK's right side, 1m away from their feet. GK steps and reaches, hands low (fingers pointing down for low balls). 6 reps.
  4. SAVE 3 — Low dive left: same to the left side. 6 reps.
  5. Mixed: feeder varies between all three without telling GK which is coming. GK must read and react. 8 reps.
  6. One coaching point across the whole drill: 'two hands on every ball.' Call it once, then let the drill enforce it.

✓Equipment checklist

✦Coaching points

Praise when you see

  • Quick distribution to start the attack
  • Commanding the area and communicating with defenders
  • Two hands on every catchable ball, no exceptions

Correct when you see

  • Staying on the line when coming out would narrow the angle
  • Going to ground too early in a 1v1 — stay big and patient
  • One-handed grabs at balls that should be caught with two

★Kit for this drill — top picks compared

PickProductBest for
Top pickGoalkeeper Gloves (youth)Grip and protection for keepers.Check price →
ValueTraining Footballs (6-pack)Shot-stopping reps.Check price →
UpgradeAgility LadderFootwork and reactions.Check price →

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?Frequently asked questions

What age group is GK 1v1 Saves — Set and Hold suitable for?
This drill suits youth. Scale the power and distance of service to the keeper's age and ability.
How many players do I need for GK 1v1 Saves — Set and Hold?
This drill works well with around 6 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 GK 1v1 Saves — Set and Hold 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.