The 1v1 defending journey · ages 12–16+
Can you slow the attacker before you try to win it?
Read the speed, choose the gap, guide the attacker, and stay available for the next action if the first attempt fails.
On this page
- The high, medium, and low speed call before the close-down.
- How gap and foot angle change with pace and space.
- Delay, funnel, and possible tackle triggers.
- The second effort and the bridge into Beaten Is Not Finished.
Each phase ends with a rep block you can train the same day.
Phase 1 — The Approach
Call the attacker's speed, choose the gap, and arrive with the next movement available.
Opened inside: the three-speed arrival test.
Phase 2 — The Stance
Change the foot angle and distance for high, medium, and low pace.
Opened inside: the three tells and the moving distance rule.
Phase 3 — Delay and Funnel
Slow the attacker, protect the main danger, and guide the next touch before trying to win the ball.
Opened inside: the containment game.
Phase 4 — The Tackle Trigger
Use a heavy touch, dropped head, ball transfer, or lost pace as information—not an automatic tackle.
Opened inside: trigger-only duels.
Phase 5 — The Second Effort
The duel restarts when the first attempt misses: recover the line, slow the next action, and defend again.
Opened inside: the full defending scoreboard and the bridge to Beaten Is Not Finished.
