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Handball drills for technique defense

  • If the opponent likes to make use of the quick counter attack, this might help
  • The team is on the attack.
  • Then the coach calls a player aside for so-called "extra instructions".
  • Then the corner player on the other side plays a bad pass in the direction of her own half, with the ball bouncing slowly towards the exchange zone.
  • Of course the team must comment on this.
  • While the team argues, the opponents counter-attack quickly.
  • In the meantime, the coach has followed the ball and passes the position to the player.
  • At the right moment, the coach says "NOW", the player turns round and plays a pass to one of the free team-mates, who has stayed behind.


false-change-of-player

  • The following might be fun to try out.
  • At a signal, all players except the ball carrier lie down on the ground.
  • The defence will probably be a little surprised and lose interest, allowing the ball carrier to throw at the goal of the bewildered goalkeeper
  • Please note, however, that this can be considered unsportsmanlike conduct and should therefore only be used during a practice match.


drop-dead

  • Left player from the wall plays pass to MO, all players from the wall go backwards and place a bar on a corresponding defender.
  • MO plays pass to in starting LH
  • LH presses right next to HR and plays pass to in starting MO
  • MO finishes


breakthrough-with-barrage-and-pass

  • A defender plays pass to KP.
  • Immediately after the launch of the quick counter-attack, the defenders must try to stop the attack in a legal manner and must be back in time to defend
  • The attackers must try to force a break-through.



fast-attack-4-against-2

  • Left player (of the pair) plays pass to inside starting RO
  • Right player places spar to the right of UL, RO puts pressure inside,
  • Left player starts in between UL and HL,
  • RO plays a pass to the starting left player
  • Left player finishes


pressure-inwards-outwards

  • Player in front of the wall starts in to the right to make the defense think,
  • that that's where the action will take place,
  • Left player out of the wall plays
  • Pass to starting LH,
  • All players from the wall go backwards and place a barrier on the corresponding defenders.
  • LH takes advantage of the space and finishes


in-the-starting-corner


  • The exercise starts when one of the attacking players plays the ball to KP.
  • The defenders must try to stop the attack in a permissible way.
  • The attackers must try to force a breakthrough.


fast-counterattack-4-against-3

  • The players position themselves as indicated on the drawing.
  • Just before taking the free throw LO starts in towards the centre, player (from wall) plays pass to MO, wall puts backward bar on defensive block.
  • MO puts pressure to the left of UR and plays pass to RO who starts in.
  • RO takes advantage of the space and finishes.


in-the-start-up-phase


  • The attacking players must try to outplay the defence on the other side


fast-counterattack-3-against-3

  • Bring up the ball in 2 teams from your own 6 meter area.
  • On your own half of the field you encounter 1 defender (stays only on this half of the field).
  • On the other half of the field you encounter 2 defenders, but you also have a circle runner offensively.


2-teams-handball

  • Red brings the ball up to the other side and tries to score.
  • Pairs start from the back line.
  • As soon as red makes a goal attempt, green may start to score a breakout at the opposite side.
  • Red defends back.
  • When green has taken a goal they have to go back to defend the other two red players.
  • These have of course started at the moment that green has taken a goal attempt.
  • This exercise can continue in a flowing way, because the players keep coming back to their own side.
  • You can do this on time (which group has scored the most goals?) or you can choose who has scored the most goals.


score-with-opponents

crossing-and-tapping-away-1

  • Blue crosses over,
  • Red must try to get rid of the ball.
  • Ball away? -> defend until everyone has lost their ball.
  • Too easy?
    • Extra defenders.
    • 3 times a ticker,
    • whoever catches the balls in the shortest time is the winner.