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Caps - The number of official international soccer games a player has played in for his or her national team. Reputedly, at the turn of the century these players actually received a "cap" for each game. They don't now but the term is still used. (e.g., "She has 20 caps" or "She has been capped 20 times"). Soccer Caps
Carb Intake - Carb intake is a quick way to provide energy for soccer players. Soccer Carb Intake
Cards - There are 2 colors of "cards" which the referee will hold up to indicate serious fouls or behavior which won't be tolerated. He carries these cards in his shirt pocket, so if he reaches for his pocket it's a bad sign for the player who committed the foul. These cards are about the size of a playing card and one is yellow and the other is red. When a card is to be given (it isn't actually given to the offending player, it is actually just shown to him and to everyone else) the referee will stop the game, call the player over, hold up the card and write the player's name in his notebook. This is called "booking" the player and when it happens the player has been "booked", (e.g., "she was booked"). Any time a Yellow or Red Card is shown, a "direct" or "indirect kick" will also be awarded. (See "Fouls", "Deck" & "Booking").
Yellow Card - Indicates a formal "caution" for any of the following 7 offenses:
Carry - Another word for "dribble". (See "Verbal Signals"). Soccer Carry
Casey Stengel Quotes - Motivating quotes for soccer coaches. Soccer Casey Stengel Quotes
Caution - An official disciplinary action where the Referee shows a player a "Yellow Card". (See "Cards"). Soccer Caution
Center Back - A center fullback. If you played 4 FB's, there would be 2 center backs; one would be "left" & the other "right". Soccer Center Back
Center Circle - Circle in the center of the field; usually 6 yard radius for U-8, 8 yard radius for U-10 & 10 yard radius for U-12 & older. On a kick off, defenders must stay outside this until the ball is moved by the kicker. (See "Kick Off"). Soccer Center Circle
Center Mark - A painted mark at the center of the Center Circle on which the ball is placed for a kick-off. Soccer Center Mark
Center The Ball * (Key Concept) - (aka "Cross The Ball" or "Center It"). Refers to an attacker kicking or passing the ball to the area in front of the opponent's goal. Attackers often pass the ball to this space without having a receiver in mind because it can create a scoring opportunity. (This is called "passing to space"). This term is more descriptive of what you want a youth team to do than "cross the ball". (See "Cross The Ball", "Creating Space", "First Attacker", & "Pass to Space"). Soccer Center The Ball
Center Of The Field * - (aka The Center). It is often necessary to refer to the "center of the field" (e.g., "don't go past the center"). The center of the field is roughly the area between the two goals and is where the CFB (Center Fullback), CMF (Center Midfielder) & CF (Center Forward) usually start the game. The term "middle" is sometimes incorrectly used to refer to the "center". (See "Middle" and "Center The Ball"). Soccer Center Of The Field
CF - Center Forward. (See "Forwards", "Positions" and "Formations"). Soccer CF (Center Forward)
CFB - Center Fullback. (See "Fullbacks", "Positions" and "Formations"). Soccer CFB (Center Fullback)
Challenge - When a defender tries to steal the ball it is called a "challenge" (e.g., "He challenged for the ball"). Soccer Challenge
Channel - There are two meanings:
Checking Off - (aka Checking Run and Pull-Return) When a receiver runs away from the ballhandler but then quickly runs back toward the ballhandler. The idea is to draw the defender away from the ballhandler to create an open space that the receiver can then run back into in hopes of being open for a pass. (i.e., the first run was a "dummy run"). The opposite of a "hooking run". (See "Hooking Run", "Show", "Third Man Running", "Movement Off-The-Ball" & "Creating Space"). Soccer Checking Off
Chest Pass - A pass made when a player receives the ball with his chest but instead of pulling the chest in to "cushion" the ball so it drops, the receiver tightens his chest & pushes it forward & turns it to direct the ball as a pass to a teammate. Especially useful when in scoring range. (See "Chest Reception"). Soccer Chest Pass
Chest Reception - The chest can be used to receive or re-direct the ball. There are 3 teaching points: (1) "Cushion" the ball by pulling in the chest & exhaling on contact (2) Hold arms down or out to the sides so there is no chance of the ball accidentally hitting the arm & being called for a handball (3) Turn the chest on impact to direct the ball in the direction you want it to go. (U-12 & up). (See "Chest Pass"). Soccer Chest Reception
Chip* - (Key Concept) - Similar to golf, a chip pass or chip shot is made by a jabbing motion down & under the ball so the ball goes up into the air. Chipped balls have backspin. The ball can be approached straight on or from the side & can be struck with the top of the laces or the side of the laces, but in all cases the ball is struck low using a downward jabbing motion with little follow-through. The more downward the strike, the more rapidly the ball rises & the more backspin. A chip shot will only work if the goalkeeper is out of the goal or if the goal is too tall for the goalkeeper to cover. But it can be very effective in youth leagues against a short goalkeeper in a tall goal. Not all "airballs" are chips. A ball struck low with a normal backswing and a normal follow-through will also rise into the air. This ball, called a "lofted drive", will not rise as quickly as a chip and has little or no backspin, but it will travel farther & with more pace. When coaching a Rec team, I often used the word "chip" in a generic way when I wanted a player to send a pass "over the top" of the opponents or to "clear" the ball, because it was easier than saying "kick a lofted ball with backspin". See "Chips Game" and "Chip Pass or Shot" in "Techniques & Fancy Footwork", which is part of the Premium site. (See "Lofted Drive" and "Hopped Pass"). Soccer Chip
Clear* (Key Concept) - (aka Clear the Ball). The first priority of defenders is to "clear the ball" (i.e., kick the ball) out of the "Danger Zone" (i.e., out of scoring range). If the ball is in front of your goal and in scoring range, the Defenders should "clear it" because a turnover would give the opponent a scoring opportunity. This is especially true in recreational soccer where players often don't have good skills. For Recreational teams, when the ball is in your Penalty Box, we recommend teaching your Midfielders to stay a pass away from the ball (15-20 steps) and your Forwards to stay a long kick (25-35 steps) away from the ball, and teach the MF's and Forwards to "shift and sag" with the ball, and teach your Fullbacks to clear it straight ahead. This way, your MF's and Forwards know what to expect, can position themselves to "win the ball", and you will have good field coverage. Your MF's and Forwards MUST fight for and win most of these cleared balls or you will probably lose the game. At higher levels of play the emphasis is on controlling the ball, but in Rec leagues teams often don't have the skill to "build an attack from the back", as it is called when the FB's pass to the MF's who pass to the F's, etc., and clearing it is the only realistic style of play. How to teach this Style of Play is described in SoccerHelp Premium. (See "Attacking", "Attacking Plan" and "Shift & Sag"). Soccer Clear
CMF - Center Midfielder. (See "Midfielder", "Positions" and "Formations"). Soccer CMF (Center Midfielder)
Coaching Rules * - Stating important concepts as simple "rules" is a useful way to teach young players, since most have been taught to "follow the rules". The following aren't real soccer rules, they are just my "rules". You may want to teach your players some of these:
22 Coaching Rules Are Available On SoccerHelp Premium.
Combination Play - When attacking players work together to execute a play. Examples are a "Give & Go", an "Overlapping Run", a "Takeover", a "Hooking Run" and "Checking Off". Soccer Combination Play
Commit The Defender - A misdirection play such as a feint, a wall pass or an "off- the- ball" or "onball" run that causes the defender to commit in a direction that is advantageous to the attacking team. Another way to commit the defender is for the ballhandler to dribble toward him & then pass the ball at the last second when it is too late for the defender to guard the receiver. Soccer Commit The Defender
Contain - Any tactic or technique that is used to restrict an opponent's movement (e.g., "We must contain their Forwards"). Soccer Contain
Control Dribbling * (Key Concept) - When a player is "in traffic" he must keep the ball close to his feet so he can protect it; this is called Control Dribbling. However, if he is in the open he will want to "Speed Dribble" so he can run faster with the ball. The techniques are different for Control Dribbling and Speed Dribbling. There is an excellent demonstration of Speed Dribbling on the Anson Dorrance-Tom Stone Soccer Clinic DVD. See How To Teach Dribbling and Speed Dribbling. Soccer Control Dribbling
Corner Arc - The small arc at each corner of the field. (See the Field Diagram). Soccer Corner Arc
Corner Flags - The flags marking the corners of the field. Soccer Corner Flags
Corner Kick - (aka Corners). A corner kick is a method of restarting play. When the ball goes out of bounds over the end line (aka the "Goal Line") and was last touched by the defending team, the attacking team inbounds it from the nearest corner by kicking it in from the Corner Arc (note: this doesn't apply if a goal was scored). Defenders must stay 6 yards back if U-8, 8 yards if U-10 & 10 yards back if U-12 or older. (If they don't, they might get a yellow card). The ball may be placed anywhere inside the Corner Arc or on the Corner Arc lines. There are 2 types of corners: a "Long Corner" and a "Short Corner". A player is not offside if he receives the ball from a Corner Kick. The ball is in play when it is kicked and moves. A goal may be scored directly from a corner kick. The kicker may not play the ball a second time until it has touched another player. (See "Short Corner" & "Long Corner", and "Offside Rule"). See Short Corner Set-Play & Corner Kick Attacking Strategies and Corner Kick Tips on Premium.
For detailed info on Corner Kick Tactics see Corner Kick Tactics. Below is what the official FIFA rules say about Corner Kicks: A corner kick is a method of restarting play. A goal may be scored directly from a corner kick, but only against the opposing team. A corner kick is awarded when the entire ball, having last touched a player of the defending team, passes over the goal line, either on the ground or in the air, and a goal is not scored in accordance with Law 10. Law 10 is "The Method of Scoring" and basically says that a goal is scored when the entire ball -- not just part of the ball -- passes over the goal line, between the goal posts and under the crossbar, provided there wasn't a foul or a law broken in the process of scoring the goal (an example of when a goal would be disallowed is if the team scoring the goal was "offside"). Click here to see a diagram of a soccer field. Procedure:Counterattack - All of your attacks will either start with a kick-off or a "re-start" (such as a goal kick, corner kick or free kick), or they will be "counterattacks" which start when you get the ball on a turnover from the other team. There are 2 types of counterattacks: One is a slow, patient, ball-controlling attack that relies on a lot of short passes in all directions (i.e., backwards & sideways as well as forward); the other is to launch a quick "direct attack" by moving the ball forward as quickly as possible into the other team's "Danger Zone". Unless you have a highly skilled team that can complete a lot of consecutive passes, the quick direct counterattack will be the most effective. The concept is very similar to a fastbreak in basketball and if someone says you are vulnerable to a counterattack they are referring to a direct, fastbreak counterattack. You are more vulnerable to a quick counterattack if you push up your FB's when you attack. There are 2 keys to launching a successful fastbreak counterattack: (1) When your goal is under attack, you must be sure that one or two of your forwards stay out toward the halfway line or even farther if the other team's FB's are deep. (Another advantage of this is it will force the other team's FB's to stay back, otherwise, they might push up closer toward your goal). (2) Your FB's or MF's must quickly kick the ball deep onto your opponent's half of the field so your forwards can win the ball and fastbreak. (See "Attacking", "Attacking Plan", "Breakaway", "Direct Attack" & "Formations"). Soccer Counterattack
Cover - "Cover", "Support", & "Depth" are related but different concepts. Whereas "support" means there should be several teammates within the immediate area of the ball (i.e., within the distance of a long pass on offense and a short pass on defense) and applies to offense (i.e., receivers supporting the passer) and defense (e.g., the Second Defender should back up the First Defender), "cover" is a defensive concept that has 3 meanings. One meaning refers to areas of the field that your "defense" should cover. For example, when the ball is on your end of the field, your defense must "cover" your Danger Zone & if the ball is in your Danger Zone your defenders must especially cover the area in front of your goal. The area your defense must cover depends on how far away from your goal the ball is, which side of the field it is on & who is faster, your fullbacks or the other team's forwards (e.g., if your fullbacks are faster then you can "push up" more because you have the speed to "recover"). A second meaning refers to a defender guarding an opponent (e.g., "His job is to cover the Right Forward"). The term cover is also used as a synonym for defensive support (e.g., "The Sweeper is responsible for providing cover for his fullbacks". This is similar to the concept of a free safety providing cover for his cornerbacks and linebackers in American football). (See "Support", "Shift & Sag", "Depth", "Width In Defense" & "Recover"). Soccer Cover
Coverage - Refers to being sure your defenders are covering important space such as the Danger Zone if the other team is attacking near your goal. (See "Cover", "Shift & Sag", & "Support"). Soccer Coverage
Create - You hope your players will learn how to "create". This refers to creating scoring opportunities. At higher levels, these players are very valued & often play CMF. For example, Carlos Valderrama & Marco Etcheverry are mid-fielders who "create" by great passing. These players are said to have great "vision" to see the potential to create opportunities. The great Brazilian player, Roberto Carlos, "creates" by making great "overlapping runs" down the side line from his fullback position to send beautiful "crossing passes" to his forwards. (See "Assist" & "Vision"). Soccer Create
Creating Space (Key Concept) - There are 2 different philosophies about how to "create space" - - "onball attacking" & "off-the-ball attacking". These are different styles of play.
"Onball Attacking" emphasizes the ballhandler dribbling to get open or dribbling for the purpose of pulling defenders toward him so receivers become open & he can try to pass to them (i.e., he "creates space" for the receivers by drawing their defenders toward him). This requires the ballhandler to have superb dribbling skills & the attack relies on the ballhandler to create opportunities. This style of play is easier to defend than "Offball Attacking" because the key is simply to shut down the ballhandler & mark potential receivers who are in scoring range. There are 3 reasons why you should not teach youth teams this style of play:
A. Examples of "movement off-the-ball" which pull defenders away from the ballhandler or away from the area to be attacked & thereby "create space" are:
Cross * (Key Concept) - (aka Cross the Ball, Center The Ball, Cross It, Cross, Crossing Pass or Crossed Ball). A very important term & concept to teach U-10 & older, because "crosses" are a very important way to create scoring opportunities. To "cross the ball" means to kick the ball from the side of the field across the field toward the area in front of the opponent's goal in order to create a scoring opportunity. A cross is a "square pass" to the area in front of the goal (If a player passes the ball across the field to a teammate out of scoring range, it is not called a "cross", but is called a "square pass"). A crossed ball is usually a "pass to space" (as opposed to a "pass to feet"). Even at the pro level, the passer usually isn't passing to a specific person; he's just concentrating on kicking the ball to the front of the goal (often while on the run) because doing so often creates a scoring opportunity. (This is hard to do. Try kicking the ball sideways while running). A good cross will be to the area in front of the goal & about 7 to 20 steps out from the goal; if it is too close to the goal the goalkeeper will pick it up or catch it & if it is too far out the receiver won't have a shot. At the high school level and older, a lot of crosses are "air balls" that create the opportunity to score on a "header". I think it is better to use the term "center the ball" rather than "crossing pass" when giving directions to young players, because if you say "crossing pass", a young player thinks he should look for someone to "pass" it to. I've found it is better to teach your outside F's to "center the ball" without worrying whether a receiver will get there. Yes, they will sometimes center it when no one is there but it will teach receivers that they must "go to goal" & get in position to receive these "crosses" so they can make a one-touch or two-touch shot. Tell your receivers to stay 3 or 4 steps behind the ball when they run with the dribbler (i.e., the player who will make the cross) so they won't be called offside & so the ball won't go behind them. If they are even with the ball they will either have to stop & wait on it or will overrun it & it will go behind them. By staying 3 or 4 steps behind they should be able to slow down & reach the ball but still have forward momentum which will give them power on a one-touch shot. A more important reason to stay 3 to 4 steps back is so the cross doesn't go behind them. If it does, they have lost the scoring opportunity. If they are behind the ball they will have a chance; if the ball goes behind them, they won't). Tell them that when they reach the ball they should just block the ball with the inside of their foot & use a very short backswing; if they take a big backswing they will probably mis-kick. Placement is the key, not power. Crosses should go straight across. This is because if the cross is at a forward angle, it is harder for the receiver to kick it (since it is going away from him) & it is easier for defenders to clear it (because it is going toward them) and it is easier for the goalkeeper to catch it. A "Long Corner" is a type of "Cross" to "Center The Ball". (See "Finish", "Attacking Plan", "First Attacker", "Rebound", "Center The Ball" & "Creating Space"). Soccer Cross
Crossover Run - A misdirection play where 2 attackers run past each other in opposite directions. This can be a way to get open on throw-ins. Soccer Crossover Run
Cushioning The Ball - When a receiver relaxes a part of the body so it absorbs the force of the ball. The purpose, of course, is so he can control the ball. Soccer Cushioning The Ball
Cutback - (aka "Inside-of-Foot Hook"). Using the inside of foot to chop the ball across the body to the left or right as a way to change direction. Soccer Cutback
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