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Advantage | The
clause which gives the referee the power to wait before calling an
observed foul thereby preserving an attacking play's momentum (and
advantage). A foul should not be called if it would punish the attacking
team more by awarding the restart. |
Assist | The pass immediately before a goal is scored is credited as an assist. |
Assistant Referee | See Law 6 in USSF Laws of the Game |
Athens Soccer Academy | The Soccer Academy located in Athens Ohio and the home of How To Soccer. |
Attacking Space | Passing or moving into a strategic space, typically behind the defense. |
Attacking the lead leg | In
a one-on-one situation with the defender sideways-on, the dribbler
moves the ball into the opposite direction from the way the defender's
hips are pointed. |
Attacking Third | is the section of field--broken into three equal parts--nearest the opponent's goal. |
Attack the gap | A pass or a run that splits defenders. |
Back post | The furthest goalpost away from the ball. |
Balance | Principle of Defense: a team concept implying good cover and using both width and depth. |
Ball in and out of Play (Law 9) | The ball is out of play when it has wholly crossed the goal-line or touch-line, or when the referee has stopped the game. |
Ball in and out of Play (the) | See Law 9 in USSF Laws of the Game |
Ball played into touch | See Law 9: the equivalent to ball that has left the field over the touchline. |
Ball (The) | See Law 2 in USSF Laws of the Game |
BallTouch | BallTouch
or Touch refers to a player's ability to mesh with the ball. Good
balltouch allows the player to dribble downfield while looking ahead and
not down, for example. |
Ballwork | Ballwork/Touchwork is a tool to build touch, control, confidencene and
skill. Ballwork involves rolling the ball and using the various soccer
specific surfaces of the feet. |
Behind The Defense | Anything in that space closer to the goal than the defense. |
Be patient | Patience
is a key skill for a defender, as they should only commit (attempt to
win the ball) when they have proper cover and when the ball is 'shown'
to them. |
Cap | When
players play International Matches, they earn what is today called a
cap, but what originated in England as actual caps given to players for
such appearances. |
Captain | The designated player to communicate with the Referee, and the player who represents the team from the coin toss to last touch. |
"Cauldron of Competition" | UNC-Women's Coach Anson Dorrance coined this term. |
Chip | Chip
(v): to lift the ball in the air using the feet; to send a 'flighted'
ball with the specific goal of having it land in a designated position
(i.e. at the end of a teammates run). (n) a lofted ball. |
Concentration | Principle
of Defense: also called compactness and implies getting an adequate
number of players behind the ball in a given area to deny space. |
Corner Kick (the) | See Law 17 in USSF Laws of the Game |
Cross | a flighted ball from the flank. a ball served in from the wing typically in the air. |
Defending Third | is the section of field--broken into three equal parts--nearest a teams own goal. |
Defensive Depth | Principle
of Defense: The strategic positioning of defenders to create layers and
offer cover or support to the pressuring defender. |
Delay | Principle
of Defense: Slowing down the attack to disrupt the attacking rhythm
and to allow for more defenders to get behind the ball. |
Depth Support | Principle of Attack: Players on the flank offering good passing lane options. |
Distribute | (V) to pass |
Distribute (v) Distribution (n) | To pass (v) or a pass (n) |
DOGSO | Denying an Obvious Goal Scoring Opportunity: Two types- by foul and by handling-- both result in send-off. |
Down the Line | Parallel and along the touchline. |
Driven ball | A
ball struck with the laces, through the center, using the two pivot
levers of the hip and the knee and typically following through on the
kicking foot. |
Duration of the Match (the) | See Law 7 in USSF Laws of the Game |
Extra Time/Allowance for Time Lost | Law
7 of the Laws of the game instructs the referee to provide this
allowance for substitutions, assessment of injury, removal of injured
players, time wasting, any othe causes. SARTA Principle. |
Far Post | Opposite of the near post. Alternative to back post. |
Field of Play | See Law 1 in USSF Laws of the Game |
Finish | a goal scoring technique in which you first look up, then see the keeper, then use finesse more than power to beat the keeper. |
Finishing | To finish a ball is to score or shoot on goal using finesse rather than power. |
First touch | A
player's first critical touch after receiving the ball. Players learn
to settle and prepare a shot off the first touch and to attack space
behind the defender using the first touch. |
Flag Error | A mistake with the flag by the Assistant Referee |
Flank | The outside lanes of the soccer pitch. The area from where services happen and balls are played down the line. |
Flank | Near the touchline; wide |
Flashpoint referee | Flashpoint: is the moment in a game where the emotional content surges, and the tension level increases. |
Flats | also
called training shoes; soccer shoes without studs or "cleats"; shoes
with little support built into the bottom so that the angle of
presentation to the ground is similar to a soccer shoe during kicks.
Flats are different from but sometimes substituted by tennis shoes,
running shoes, or sneakers. |
Follow-Through | the motion of the leg continuing after the ball is gone. |
Fouls & Misconduct | See Law 12 in USSF Laws of the Game. |
Fourth Official | See appendix in USSF Laws of the Game. |
Frame | The frame is the goal. "Put the ball on frame". |
Free Kicks | See Law 13 in USSF Laws of the Game |
Game Tone/Match tone | a metaphor to describe the tension level of a particular match, also called the temperature. |
Give-n-Go/ WallPass/ 1-2 | Give
and Go: an archetype play wherein two players combine such that A
passes to B and moves into space behind opponent G, as B passes into
that space. The rhythm is a quick 1-2. |
GoalFace | The opening between the crossbars. |
Goal Kick (the) | See Law 16 in USSF Laws of the Game |
Handling | Deliberate use of the hands by a player other than the goalkeeper. |
Hat Trick | When a player scores three goals in a game supporters throw their hats onto the field before the restart. |
Hitting the Whistle | Referee
term for a whistle blast. Typically the intensity of the blast
corresponds to the intensity of the appropriate sanction. |
Improvisation | Using
individual technique, skill, magic to change the game. Improvisation
should be taken in relation to the amount of risk involved. |
Indirect Free Kick | See Law 13 in the Laws of the Game |
Instep Drive | see Driven Ball |
Keeper/Goalkeeper | Goalkeeper
or "Keeper" is the last defender and the first attacker. Also called
keep, netminder, goalie, etc. The goalkeeper is permitted the use of
hands within their own penalty area. |
Kickaround | Term
heard in England; the equivalent of a pick-up game. The entire soccer
community 6-60 year-olds all play on the same field in the same game.
The kickaround serves the function of social soccer. It encourages
vitality and community. |
Kickoff | The start and restart of a soccer game. |
Kickwall | A
flat surface used to rebound the ball back to a single player or number
of players. Kickwalls offer the lone player a return passer. Kickwalls
can be combined with any size goal to create an intense goal area
training environment. |
Laws of the Game | United States Soccer Federation version of FIFA directives in the current year relating to the manual with the 17 Laws. |
Leading Pass | Otherwise
known as a ball into Space. A Leading Pass is directed in front of
someone in motion. The pass is designed to meet the target. The
Leading Pass can be one of timing where the desire is to intercept the
trajectory of a running teammate, or it can be one of persuasion, that
is, a pass made in to space (typically behind the defense) with the
intent of 'suggesting' to a teammate where to run. |
Magic | A moment in the game when a player or team exhibits the unexpected, the unbelievable, and the impossible. |
Match Minute Tracker | Tool used by How To Soccer to provide point by point match analysis. |
Mental Image | The
construction of a mental image is important for a player to gain
consistency in technique. The mental image is the ideal technical image
with the intended result. For example, a penalty kick which is perfectly
placed. |
Method of Scoring (the) | See Law 10 in USSF Laws of the Game |
Misconduct | Caution or Ejection |
Mobility | Principle of Attack: Using off the ball runs to offer strategic support and to create space. |
Near Post | The nearest goalpost to the ball and presumably the shooter. |
Negative Ball | A pass backward toward a team's own goal. |
Number of Players (the) | See Law 3 in USSF Laws of the Game |
Offside | See Law 11 in USSF Laws of the Game |
Offside | When
a player becomes involved in play from a position nearer to the
opponents' goal than the second to last defender at the moment the ball
is played forward by a teamate. Involved in active play means the
player has interfered with play, interfered with an opponent, or gained
an advantage by being in that position. Goal Kicks, Corner Kicks, and
Throw Ins are exempt. |
Offside Position | An
attacker who is nearer to the opponent's goal line than both the
second-to-last defender and the ball is said to be in offside position,
provided he is not in his own half. Being in offside position itself is
not an infraction. |
Opening your Hip | to angle your hips so that they face the play squarely. |
Overcommitment | To over-commit as a defender is to run past the ball or attempt a tackle in such a way as to render oneself out of the play. |
Overlap | any
time a player from a more defensive position moves up-field (closer to
the opponents' goal) to pass a teammate--the overlap--in a more
attacking position. The overlap can be with or without the ball. |
Passive Defending | Defending
in a manner that allows the attack some manner of success. Passive
defending can be when an older player such as an adult plays with a
younger player such as a child, or when an attacker is trying to perfect
a new technique or skill. |
Penalty Kick (the) | See Law 14 in USSF Laws of the Game |
Penalty/Penalty Kick/ Spot Kick | A
specific type of direct free kick from the penalty spot 12 yards from
the goal line. At the taking of the penalty kick, only the goalkeeper
and the shooter are allowed within the penalty area until the ball is
played. |
Penetrating Pass | A pass into the space behind the defense. |
Penetration | Principle of Attack: Using runs, passes, shots, etc. to split the defense and attack the space behind the defense. |
Player-Persona | This refers to the psychological transformation of people into players when they step onto a soccer pitch. |
Player's Equipment | See Law 4 in USSF Laws of the Game |
Possession | To have possession of the ball; ball possession. |
Possession Game | A ball game in which teams try to gain and hold ball possession. Games in a small area such as 3V3, 4V1, and 5V2. |
Pre-Game | Pre-game:
preparations before a match by official, players, etc. For officials
this involves discussing how to handle various scenarios. |
Pre-Hydrate | To begin drinking water or hydrating days before a competition. |
Principles of Play | The foundation of core principles which leads to an understanding of the game across levels. |
Procedures to determine the Winner of a Match | See Appendix USSF Laws of the Game |
Public Word (admonition) | A referee technique aimed at player management. A scolding, public and brief. |
Questions and Answers to the Laws of the Game | US Soccer publication |
Quiet Word | a referee technique aimed at player management; to send a quiet message to a player or a subset of players |
Recovery | To
move from a position behind the ball to a position closer to your goal
than the ball when you team does not have possession. Recovery runs are
back toward your own goal. |
Referee (the) | See Law 5 in USSF Laws of the Game |
Rhythm | the pattern of sounds in the game. To be in syncopation with the ball with your team. To be in Sync. |
Serious Foul Play | See USSF Law 12 playing in a manner unacceptable to the spirit of the game. |
Service | To
set a ball up in front of goal to be finished. To place the ball into a
space where the attacker can score using a single touch. |
Set Piece | a designed play. Set pieces occur from restarts such as corner kicks, throw ins, and free kicks in the attacking third. |
Shell/ Defensive Shell | All
or most players from a team staying near to their goal and behind the
ball. Shell defenses can only hold for so long and need an effective
outlet target player to relieve the pressure and provide attack. |
Signature youth moves | Signature
youth moves are soccer tricks or fakes with the ball designed to
unbalance your opponent to the direction you intend to go in. |
Small-Sided Play | games of teams in small sides such as 1v1, 2v2, etc. |
Soccer Instruction Books | Assist
coaches at all levels. A few good resources, Coaching Soccer
Successfully by Rees and van der Meer and The Soccer Coaching Bible, a
compilation of articles by collegiate and professional level coaches. |
Space | A
key soccer term. Effectively it means all of the pockets of unoccupied
space on a soccer pitch (field) during play. For a player to get
"open" or get free of a mark, he/she must "create space". It is to
extricate yourself from tight coverage. For the ball space is anywhere
players are not. So a ball can be played across the field 'into space'
for a teammate running forward from behind; a ball can be played forward
through a gap in the defense or in the air, for a teamate to run on
to. |
Spirit of the Game | The
notion that soccer is meant to be beautiful and social. The primary aim
is to get along and enjoy all the talent on the field. |
Split | Any time a ball passes through two opponents, the possessing team is said to have split them. |
Start & Restart of Play (the) | See Law 8 in USSF Laws of the Game |
Stay one's ground | Staying
one's ground means to keep oneself between the ball and the goal as a
defender. It does not mean to stand still, but to move with the
dribbling attacker, to shadow the attacker, and to apply pressure on the
ball. |
Stress Level | The
amount a player has to struggle to succeed. Developing players with
resistance set just above their ability are encouraged to succeed. |
Strike | To kick a ball using a finishing or driving technique. To get good contact. See driven ball. |
Studs up | Usually
in reference to an illegal sliding tackle in which the defender shows
his cleats, or studs. Given the risk to endanger another player, the
referee will typically stop play and deal with a studs up tackle. |
Support | A
player who does not have the ball wants to support the player with the
ball by moving to an area where an open passing lane is available (i.e.
moving into space). Good ball support allows the attacker to choose
from options, and therefore the game is not predictable. |
Support Foot | the non-kicking foot |
Sweet spot | the hardest part of the foot. at the top edge, just below where the shoelaces get tied. |
System of Play | The
method or style a team uses to win games. System refers to team lineup
shapes such as 4-4-2 (4 defenders, 4 midfielders, 2 attackers), or
3-4-3 , etc. Also a system can refer to the strategic method behind the
style a team plays. |
Tackle | A technique used to steal the ball. |
Tactics | Using strategy in the way the game is played. |
Technical Area (the) | See the appendix, USSF Laws of the Game |
Technical Juggling | Juggling
a ball using the posture that replicates the instep-drive technique.
Striking the ball when it is waist-high with the laces of the foot and
the ankle locked, |
Techniques | The individual skills in the game such as the volley, the chip, etc. |
The Lanes | The
typical patterns players run to attack different parts of the field.
In front of Goal, for instance, the lanes would be those curved paths
starting out near the penalty area and tracing to each post and in front
of the goal. |
Throw In (the) | See Law 15 in USSF Laws of the Game |
Touch/ Ball Touch | Touch on the ball, refers to the sensitivity of a player's ball control. |
Training | Practice |
Under 8/ U8 | This
is shorthand for a player who falls within the birthday requirements to
play as an under 8 player. In the United States an Under 8 player
should stay under 8 years of age until after August 1. |
Weight | of
a pass or a touch is the amount of power behind the ball. A weighted
pass arrives in the space at the appropriate time. A weighted pass may
also use spin to control the ball movement. |
Weighted Pass; Weighted Ball | passer applies exactly the correct amount of speed and force to the pass to meet the run of the target player. |
Well-timed Run | Typically
starts behind the ball and arrives into space at the same time as the
pass. A well timed run may begin parallel to the goalline in order for
the attacker to stay in an on-side position. |
Width | Principle of Attack: spreading to use all of the available space across the width of the field, and staggered to provide depth. |
"Winners!" | The
term "winners" is shouted by players and coaches as the ball is about
to drop from the air into a crowd, such as on a punt. The term reminds
the player to get a well-timed vertical leap and above all to be strong
in the air. |
World Cup | 64 nations final to a four year around the world tournament. See FIFA the world's governing body for the sport of soccer. |
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