Fundamental Footwork Patterns : Where do they come from?
If you coach at TST you must understand where Fundamental Footwork Patterns came from, as it is the development of Fundamental Footwork Patterns that form the base of technique developed at TST.
Ideally you watch / study the following video. I suspect you won't especially since it is about 30 minutes long. If you don't watch the video at least read the notes below. The best case : Do both.
If you don't want to watch the video at least read the notes :
1. FFPs come from thinking about the different ways you can move the ball around the feet and how many steps you have in between touches.
- Move the ball from one foot to the other &
- Use different parts of the feet
- Take no steps in between touches (Inside switch outside) , take 1 step (inside step Inside ) or 2 or more (Inside shuffle & switch Inside).
There are not that many combinations and some combinations are more game functional than other combinations. IF you spent 5 minutes doing this you would come up with all the fundamental footwork patterns (and a few more that are not fundamental).
Exercise : Use these Variables to come up with as many patterns as you can think of and choose which would be worth teaching.
- Foot #1
- Foot #2
- Ball Switches Feet
- Ball Stays on the same foot
- No steps between touches (if a foot touches the ball an dthen hits the ground - this is not a step)
- 1 step between touches (stays on same foot)
- 2 steps between touches (shuffle) (Switches feet)
Check your answers against the table on this page.
So the fundamental footwork patterns that come out of this are the ones that can be used efficiently and effectively on a regular basis in games, and are not that complicated (and are not an improvisation of another (more fundamental) pattern.
2. FFPs come from thinking about how a player can effectively and efficiently move the ball from one space to another.
- What patterns move the ball LATERALLY (without an additional change of direction)
- What patterns move the ball LATERALLY AND FORWARD (so the lateral movement is changed and another change of direction is added)
- What patterns FAKE lateral movement before moving the ball the other way.
- What patterns move the ball the ball forward
- What patterns turn with the ball
- What patterns bring the ball into the body before move out on another direction.
This can be put in a model
The Basic Standard Footwork Model
6 different ways the ball can be moved 'relative to the way the player is facing'.
- Forward
- Lateral without an immediate change of direction
- Lateral into an immediate change of direction
- Fake lateral movement before going the other way
- Turn
- Start a turn but then change direction before the turn is complete
Same again. Just play with the variables (the relative directions (relative to the way a player is facing)) and see what patterns you come up with. Which are efficient and effective? These would be FFPs. Which are useful but complicated, difficult to do well, and/or rarely occur when playing.
3 : So the first part of TST is about developing this technical base : Using FFPs as a platform for all technique (touch / Intelligence).
- Every session should include patterns that moves in all the relative directions :
-
Lateral : Fake Lateral : Lateral Forward : A Turn : A DBV
-
- Use running with the ball - to maximize touches
- Use cones as a constraint on time and space and to offer clear and immediate feedback for the player
- Factor in INTENSITY at some point in the session. Players need quick feet. RACE - Make it competitive. Kids love it.
- You can use pass and receive exercises to develop FFPs, but players need to be good enough to not lose out in terms of touches, repetition, intensity.
- You can add Agility but you must incorporate it into a footwork exercise, Don't do Agility without a ball / footwork component in it.
- As players improve exercises can be more complicated, and can incorporate more technical elements (opening up, passing, receiving, check and scan).
THIS IS REALLY IMPORTANT
Remember kids need to enjoy a session.
If you session is too slow. Too dry. Not fun enough.
Kids will leave the program. Learning will not be enough for them.
4 : 1v1s :
- 1v1s are not about moves (moves should be a natural improvisation an FFPs) so use FFPs as a base for 1v1s
- 1v1s are about the relationship between the attacker and defender. Attackers watch the defender, and react to what the defender is doing.
- 1v1s are about attacking the space around the defender - it is not about attacking the defender.
- Using fakes, faints etc may give the attacker a small advantage in the process of getting to a particular space before the defender.
- Tell players to not look for 1v1s : the 1v1s should come to them.
- Tell players the game is about improving the position of the ball (and that sometimes winning a 1v1 is not always the best option). So winning a 1v1 does not make you a good player. Improving the position of the ball does.
FFP Summary (key)
- Inside switch Outside (IswO) : Lateral (any space that is to the side - so may cover a range of space)
- Inside Inside (I-I) : Lateral Forward
- Inside step outside (IsO) : Fake lateral - Lateral
- Inside step Inside (IsI) : Lateral : Change of direction : Turns
- Outside step Inside (OsI) : Lateral Forward
- Outside step Outside (OsO) : Lateral : Change of direction : Turns
- Roll Across Inside (RA-I) Lateral Forward
- Inside shuffle (Ish) : Lateral
- Outside shuffle (Osh) : Lateral
- Roll Across shuffle (RAsh) : Lateral
- Outside fake Outside (OfO) : Fake lateral - Lateral
- DBVs : Bring the ball into the body and then move it out : [8 main types]
- TURNS : Full change of direction : [Huge number of turns exist].
- After this all other moves / patterns are improvisations of the above or combinations of the above.