TST Curriculum 2025 : Parts #1 - #6

All #6 parts are also below the table

 

TST Curriculum : Levels (part #1)

 

There are 3 main levels at TST (but then obviously there are levels within the levels and the levels blend together sometimes based on what players are capable of).

  • 2v2 Level
  • 3v3 Level
  • Game intelligence level

Having said this - the most important part of coaching is the ability to develop a relationship with the players you coach. 

From the moment they get there, be pleased to see them, ask them about their team/games etc, be very positive and supportive through out the session, and be engaged the whole time, and especially in the games at the end. At the end don't disengage - be involved. For most players the best coach is the one who is the most inspiring - this is rarely the one who knows the most.

I know at the end it is tempting to start packing up, but i would much prefer you to stay engaged in the games. I can stay all night packing up if need be - but you cant be replaced during the games.

In terms of parents whinging - it is usually about the lack of engagement during the games (coaches chatting to each other, sitting down and just watching etc).

If you join in the games, help the players who need it the most. Coaches who play, have a 'lose 2 touch' / 'first time finish' rule. No physicality allowed. Get a balance between winning and losing games.

 

Look at  it this way : You probably follow people on you-tube. Do you do this because they are the best at what they do or is it because they are the most entertaining. The sweet spot is probably somewhere in the middle. Try to find the sweet spot at TST.

 

 

TST Curriculum : Levels (Part #2) : The 2v2 Level : Beginners / low intermediates:

 

This is a game based session centered around 2v1s, 1v1s, and 2v2s. (There are no 3v3s).

I would use warm up games (zombie/scarecrow) to emphasise the importance of 

  • Keeping the ball close, 
  • Getting the head up, and
  • Being aware of space. 
    • (This will hopefully naturally develop touches to space, lateral touches, fakes, turns etc).

I would avoid FFPs and isolated FFP practice unless you are 100% certain players will cope* - and again this would need to be very simple FFP work if done. [*your call]

In terms of running with the ball, I personally would develop 'nudge touches (touch step touch) and turns' initially. [Make it fun].

I would also develop good control, passing and finishing technique (T-shape development) but again would use games (and gentle reminders on the run) to develop this amap.

I would also start to develop FFSs using the homework exercises (see flip books)....but i would keep it really simple and slowly build.

In very simple summary of what I would do* (you can do your own games etc but it must look like a TST session).

  • 1. Zombie scarecrow...add in the technical elements they will need in the 2v1.
  • 2. I would play 2v1 games where each attacker can only score in their goal. (They have a goal each).
  • 3. I would use pass and press exercises to develop technique (pass, control, evasion techniques etc) and as a 1v1 game.
  • 4. I would play 2v2s promo/relegation as the last part of the session.

Add in extra isolated technical practice (as a game) to develop control, passing and finishing (as and when you feel it is necessary).

When players start to excel in the 2v2 games we would look to move them up to a 3v3 group.

If your sessions are not going well - remember it is your fault (so you need to fix your mistakes). If you pitch it right, then session will be fine.

TST tip : Avoid queues and periods of inactivity / downtime. Don't give players a chance to disengage.

 

 

TST Curriculum :  Part #2 (continued) : A 2v2 Model Session

Text book session format :

Get on the same page.

1. All together (One coach in charge) : Scarecrow / Zombie (emphasize the 3 key coaching points / learning opportunities => Keep ball close, keep the head up, use the space to get away from the zombie). [Tell players to not panic/rush and not to try to beat the zombie - 'zombies don't chase you if you turn away to space'].

 

Then Split into groups

2. TST foot shapes homework (do something on this) - 5 min max [Isolate Practice] - remind them it is their homework (the resource link is on the website) : https://technicalsoccertuition.com/tst-homework/

3. Play a game [ Maybe a 'through the gate' / ' hit a cone' game] that develops 'T-shape' control / passing.

4. Introduce footwork slowly and carefully (don't jump straight into FFPs)

  • 4.1. Less advanced : Just practice nudge touches and turns : Then
  • 4.2 : Next level : Right only, Left Only, Inside only, outside only, bottom of the foot: Then
  • 4.3 : More advanced : Practice key footwork Patterns (no cones) : Inside switch Outside : Inside step Outside : Inside Inside (5 min max) see vid below (plus give feedback - plus make the race about finishing 2nd or 3rd - not first - to slow the footwork down and to help them make sure they do it right).

5. Add in a Turn game (play a game to make turns fast and snappy) : maybe do a different turn each week. (5 min max)

6. Play games : A 2v1 (where each attacker has their own goal _ defender. if they win the ball. can score in any (all 4) goals.

7. Play pass and press 1v1 games (4 backward goals games are good)

8. Play basic (restricted) 3v1 , 2v2b possession games.

9. Play 2v2s (up and down)

 

 

Zombie Scarecrow

Footshapes [Flip-book #1]

Through the gate : C&P Game

 

 

Nudge touches (touch step touch) (use a simple cone pattern - the one in this video is too compliacted)

Right Foot Only (use a simple cone pattern - the one in this video is too compliacted)

Basic FFPs

(It's ok to not use cones)

 

 

Turns Game

Basic 2v1

Basic Pass and press 1v1

 

 

Basic (restricted) 3v1

2v2b possession games

TST 2v2

 

 

TST Curriculum : Levels (part #3) : The 3v3 Level : Pre NPL:

 

This is a session centered around 3v3s.

A simple way to look at this session is : Coach things that will help in the 3v3 - if it won't help - then don't coach it.

  • 1. Normally FFPs are practiced (isolated footwork practice). The better the players the more complicated / advanced the footwork can be. 
    • The faster it should be. 
    • Add in a control touch and a pass. 
    • Get closer and closer to the game.
  • 2. Develop 1v1 ability. (i use pass and press 'box' games a lot).
  • 3. Develop the ability to use space on and off the ball (some form of a 3v1 is my favorite - i also use 2v2 based games if the numbers work). 
    • The aim of this is the 
      • 'off the ball' movement and positioning, 
      • thinking ahead of the ball as well as 
      • passing and receiving etc.
  • 4. 3v3 promo / relegation

The 3v3 level covers a large range of ability.

One thing i have never formally done is actually coach 'movement / positioning' in the 3v3 when in possession. It is a boring session when its done and a choreogarphy probably isnt the best way to coach and learn

 

 

Part 3b : A way to look at and coach a 3v3

 

This is how i see a 3v3 : i break the pitch into a 9 square grid - and follow some basic rules.

 

 

3v3 rules (that i use when i watch it  and coach it) :

  • You can't have 3 players on the same horizontal / vertical zone.
    • *Perfect shape (which may only happen for a moment) is no players on the same horizontal /vertical zone.
  • Players should (almost) be constantly moving from one square to another and (almost) be constantly moving in and out of the 'shapes'.
    • Re shapes : In terms of 11v11 think about the midfield 3 (6,8,10) as 3 different horizontal lines across the pitch. 
    • In general - you can have [6,6,10], a [6, 8, 10] or a [6,8,8], i guess you could also end up with a 6,10,10......but never 6,6,6, or 3 players on the same vertical zone.
  • The arrows emphasize the fact that all players must rotate and roles are never fixed. In a split second the 6 can be come the 10, and the 10 can become the 6).

 

 

...... for me : the biggest mistake players (off the ball) make when the '6 is on the ball' is that both teammates go to Position 1 (P1) (L&R). 

When in fact one should be closer to a P2 posiiton and the other to P3 position, but then both players pivot and rotate as '6 moves the ball' and changes the picture.

 

 

TST Curriculum : Levels (part #4) : NPL (2011 and older)  level players : The Game intelligence Level

 

In very simple terms this is about getting players to focus in on the fact the game is about space [and you could add 'time' to this but lets not complicate it] - rather than technical ability [although exceptional technical ability allows player to play in less time and space] - and playing with head up (vision / awareness) becomes increasingly important.

That is not to say players don't need to work on technique - they still work on touch, footwork, passing etc - where necessary - but can they do this at home? Can the warm up in the session still focus on the technical components you think they still need.

Make sure the session builds - start with a ball each? Develop into groups of 2-4 players per ball (1v1s, 2v2s, 3v3s and a rondos): Develop into groups 4-8 players per ball (4v4s and 5v5s, or an advanced rondo) ; Play bigger sided games that have constraints and rules that test intelligence.

Only play 'normal bigger' sided game once all the above has been covered. This game should be a test about applying what has been Developed during the session. If the bigger games become 'sloppy / lazy / bad habits creep in' then always ask if it is worth it.

 

 

TST Curriculum : Levels (part #5) : Fundamental Foot shapes (FFSs) breakdown [Apply where necessary].

 

Fundamental Foot shapes (FFSs) : When playing, players will constantly be changing their foot-shapes when interacting with the ball. FFSs simplify these into a small number of foot-shapes. The FFS exercises maximizes the exposure to not only to FFSs but also the speed and neatness that a player can move form one foot-shape to another.

These are the main foot-shapes.

Foot locked up - used for drag backs / foot on top of the ball
Open foot (90º) - used for passing / control
Foot tucked in - Used for outside / little toe touches
Foot lock down - laces touch (strike / juggle)
Partially open foot (45º) - Front foot touches / roll across
Fully open foot (135º) - Back foot touch
Closed foot (0º) - inside touch behind

The homework for TST players are the foot-shape exercises in the flip-books (on the website). These exercises are 100% pure ball mastery exercises that aren't interested in space. They require just a ball. They are perfect for daily practice at home. There is no excuse.

 

I always do some foot-shape work (usually at the start of term) with the players i coach but do less and less as the term goes as players get bored, as progress is slow (unless players do it at home). Then start again the following term.

Does specific foot shape practice work : I don't know : But i do know that -
Very Good players can do foot-shape exercises quite easily - years of playing develops foot-shapes !
However, Very bad players, who cant do foot-shape exercises, will be a horrible player ! Question is : Are they horrible because they have horrible foot-shapes on the ball (so every touch they have is horrible), or would they still be horrible even if their foot shapes were top notch?

In summary : We want all players at TST to be very good at foot-shape exercises (eventually) - so even if they are a horrible player, at least we make sure it isn't because we didn't develop their foot-shapes.

Final Note : All footwork practice and playing, develops foot shapes. The difference with foot-shape exercises is the high number of foot-shapes and foot-shape changes squashed into tiny package of time.

 

 

 

Curriculum Part 6a : Developing FFPs

 

Look at a 'face on' pressure problem.

 

That is : You are on the ball and you are getting pressed. You and the defender are facing each other. In this scenario - the only way you can't go is forward (ignoring nutmegs).

1. You can go lateral* only (*within a range of diagonal movement) - (EG : Inside switch outside) :
2. You can go lateral* forward (EG : inside inside) :
3. You can fake lateral and the go the other way (EG : inside step outside) :
4. You can drag the ball into the body and then move out of the body (EG : Drag back V) :
5. You can turn away form the press and towards space (EG : a turn) :

That's 5 simple options to a very common football problem. So if you taught nothing else : An

- inside switch outside,
- inside - inside,
- inside step outside,
- DBV*,
- turn*
- Plus an extra forward touch after the FFP

would be all you would need. 

Obviously there is a lot more that could be covered (and should be) but if in doubt then these 5 form the base of TST footwork.

 

Other things to consider

  • Nudge touches  and 1v1 approach patterns
  • 1 touch patterns : 
  • swap insides for roll acrosses : 
  • 'stop start / pause' type exercises.

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TST Curriculum : Levels (part #6b) :

Fundamental Footwork Patterns (FFPs) : History, Applictaion breakdown

Old School TST

This is what old school TST was all about 

  • (At some point in the past FFPs were what TST was - we didn't even play 2v2s/3v3s)

The notes of how FFPs developed (for me) is below.

  • Step 1 :  When i first started doing privates i worked how many different ways I could move the ball 'into and /or across and/or out of' the body using either 1 or 2 touches (with these variables right/left foot -> inside, outside, bottom of the foot) and 0, 1 or 2 steps in-between touches : Plus the patterns should be repeatable through straight line cones.  [That is : what patterns get you efficiently and effectively through straight line cones].

By doing this you get a very simple list of patterns :

  • Step 2 : You then get rid of the ones that are never used (like : right outside immediately into left outside with no steps in between) and keep the ones that are either used heaps (Inside (2 step) shuffle) or are super developmental (inside switch outside step) etc.

From this you end up with 20 or so patterns that you would be happy to learn, practice and teach. After lots of practice / repetition players should be able to use these patterns instinctively to solve problems whilst playing.

'Face on' pressure problem

2. The next way i looked at developing FFPs was when i looked at a 'face on' pressure problem. 

  • That is : You are on the ball and you are getting pressed [So you and the defender are facing each other]. 
  • In this scenario - the only way you can't go is forward (ignoring nutmegs).

Where you can go

  • 1. You can go lateral* only (*within a range of diagonal movement) - (EG : Inside switch outside) :
  • 2. You can go lateral* forward (EG : inside inside) :
  • 3. You can fake lateral and the go the other way (EG : inside step outside) :
  • 4. You can drag the ball into the body and then move out of the body (EG : Drag back V) :
  • 5. You can turn away form the press and towards space (EG : a turn) :

That's 5 simple options to a very common football problem. So if you taught nothing else other than :

  • - inside switch outside [IswO]
  • - inside - inside [II]
  • - inside step outside [IsO]
  • - DBV* [SfiV - Same foot Inside V']
  • - turn [DT - 'Drag Turn'] *
    • -Plus an extra 'forward touch' after the FFP

This would be all you would need.

[As a side note : FFPs should be useable both in a 'first touch' moment and whilst 'running with the ball'. They have ubiquitous qualities].

Note : To see the ful array of pressure problems you need to dive into the TFT resource.

FFPs in order of developmental importance

The next thing to do is to group FFPs in order of developmental importance.

Group 1 [do these with the youngest players / beginners]

  • - Turns (always try to do 1 turn in a session) - teach the simplest turn.
  • - Inside step Inside step (nudge touches with the inside) - can be used to do everything directionally
  • - Outside side step Outside (nudge touches)

Group 2 :

  • - DBVs
  • - Turns
  • - Inside switch Outside (lateral)
  • - Inside step Outside (fake lateral)
  • - Inside - Inside (lateral forward)

Group 3 :

  • - DBVs (a different one)
  • - Turns (a different one)
  • - Inside only exercises [ Crab : Inside step Inside (lateral) : Inside shuffle (lateral)]
  • - Outside only exercises [ Pony : Outside step Outside (lateral) : Outside shuffle (lateral)]

Group 4 :

  • - DBVs (a different one)
  • - Turns (a different one)
  • - Swap Inside with a Roll Across
  • - Add more advanced patterns (Ronaldo Chop / Maradona spin).

Group 5 :

  • - DBVs (a different one)
  • - Turns (a different one)
  • - Improvise on 'Inside step outside' (EG : Inside hop Outside)
  • - Improvise on 'outside touches' (EG : fake outsides)

Group 6 :

  • - Play with the basics
  • - Turns -> pauses / stop starts / double turns
  • - How to position the ball around the feet (out in front, centered, on the back foot)
  • - How to fake without touching the ball.

Putting these in table ould be veyr useful.

Technical progression

 

In all exercises there should be a development progression of :

  • Learn the pattern (as a simple bal masteyr exercise) -> 
  • Apply footworks patterns in a challenging cone-based exercise  -> 
  • Get it Smooth -> 
  • Get it smooth and fast  -> 
  • Get it smooth and get the head up off the ball (the ball is at the bottom of your vision)  -> 
  • Get it smooth, Fast & get the head up. Etc etc etc.
  • Add Patterns together as you go.

That's it.

The true skill !

Remember footwork is a tool ! 

The true skill is to identify the problem and instinctively (hopefully) find the best solution to the problem. :

What about MOVES! 

Moves are just improvisations on an FFP. Good for technique and balance practice but not necessary for most 1v1 moments

If players play with their head up they will see the problem evolving, they will watch the press :

  1. The direction of the press (ie : where the balance of the press is moving towards)
  2. The body movement of the press
  3. The direction the feet are pointing
  4. The start of a stride etc.

In simple terms,  FFPs are better than moves at solving 1v1 problems.

1v1s are about the 'problem - solution dance'  not moves.


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