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⚽ Set Pieces

Corner Delivery Variations

Most grassroots teams have one corner delivery — whatever the kicker does naturally.

Total22 min AgeU12–U13 Players12 Setup3 min Run19 min Level
12Corner Delivery Variations — full pitch view
🎯
The one cue that matters
Quick execution before the defence organises

◆Why this drill works

Most grassroots teams have one corner delivery — whatever the kicker does naturally. This drill teaches the three core delivery types (near-post inswinger, far-post outswinger, low cut-back) and the movements appropriate for each. Over a season, varying corner deliveries makes the team significantly harder to defend, because opposition defenders can no longer set up in a single fixed shape and simply repeat the same clearing routine every time. Naming each delivery is what turns three separate techniques into a genuine attacking weapon: the kicker and every runner know exactly what's coming before the ball is played, so the movement is coordinated rather than improvised in the moment. This matters more at grassroots level than it might seem, since most youth defences are drilled on facing a single predictable ball into the box and struggle when the delivery type itself becomes the variable they have to defend against.

◇Variations and progressions

  • Short corner option — add a fourth call for a short corner combination when the defence sets deep and crowds the box.
  • Disguised call — have the kicker call one delivery but execute another once the team is confident, to test genuine understanding over memorised movement.
  • Defended reps — add passive defenders in the box to make the runners' timing more realistic.
  • Rotating takers — rotate who delivers the corner so the team isn't reliant on a single specialist kicker.

▦The drill in three phases

1Setup
K12
Starting positions — players, zones and equipment in place.
2Action
K12
Movement begins — players run, dribble and create the pattern.
3Finish
12
The end action — pass, shot or outcome the drill builds toward.
Ball carrierAttackersDefendersPass / dribbleShot

▶How to run it

  1. Delivery A — near-post inswinger: ball curves toward near post. Runner attacks near post on the curve of the ball. Practise 8 reps each corner flag.
  2. Delivery B — far-post outswinger: ball curves away from goal toward far post. Runner attacks far post late. 8 reps each side.
  3. Delivery C — low cut-back to edge of box: ball played flat across the six-yard box. Penalty-spot runner arrives late, one-touch shot. 8 reps.
  4. Name each delivery. Test: coach calls a delivery name, kicker and runners execute without further instruction.
  5. Live game: only count goals from named corner deliveries. Squad must call the name before every corner.

✓Equipment checklist

✦Coaching points

Praise when you see

  • Quick execution before the defence organises
  • A rehearsed, clearly-called routine everyone understands
  • Quality of delivery into a dangerous area
  • Runners timing their movement to arrive as the ball does, not before

Correct when you see

  • Poor delivery wasting the chance
  • Static players — set pieces need timed, deliberate movement
  • Taking too long and letting the defence set
  • Using the same delivery every time regardless of how the defence sets up

★Kit for this drill — top picks compared

PickProductBest for
Top pickFree Kick MannequinsRealistic wall practice.Check price →
ValueTraining Footballs (6-pack)Dead-ball reps.Check price →
UpgradePop-Up Goals (pair)Target practice.Check price →

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?Frequently asked questions

What age group is Corner Delivery Variations suitable for?
This drill suits U12–U13. Keep routines simple for younger players; older players can rehearse more sophisticated, disguised routines.
How many players do I need for Corner Delivery Variations?
This drill works well with around 12 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 Corner Delivery Variations take?
Allow around 3 minutes to set up and 19 minutes to run it — about 22 minutes in total. It fits well as the technical or main block of a session, leaving time for a warm-up and a game.