Korfball drills

Per 2 or 3 players:

  • Timing is important. Work with fixed function
  • With 3 players, player blue is the declarer, player red is going to take a through ball, player white makes sure the action for the shot is started at the right moment.
  • Then player red also goes to drop in again at the right moment.
  • Exchange after 10 actions.

  • With 2 players, the shooter of the ball is also the one who catches the ball.
  • After a rebound, the ball is passed to the shooter and the player under the basket goes out again.
  • Ball is played laterally and support is called again for the through ball.
  • Change after 7 chances -2x-.
drawing Action-Reaction
  • In a square there are 3 defending players and 1 attacking player.
  • The attacker tries to get a pylon, the defenders try to prevent that by working together.
  • So the defenders will have to move a lot between the pylons to beat the attacker.
  • Everyone is 3x attacker.
  • Always after 1 round with the four of you evaluate how best to get the attacker out of position.

Points of attention:
  • There is not 1 good strategy.
  • Which agreements do you make?
  • How smart is the attacker?
  • Do you dare to let go?
drawing Defensive running lines
  • Hat at 6 meters in front of the basket and a hat diagonally next to the basket at 5 meters.
  • Play the ball forward to the player at the hat.
  • The player puts the thrown ball on the ground and runs to the other hat and then to the basket.
Score together 10 times left and 10 times right.
  • The lead lines they the same as in picture, only the runaway player makes a swerve ball in depth. Step away to the back.
Score 10x counterclockwise and 10x clockwise.
  • The closing play is for the swerve to continue into the depths.
  • The third player under the pawl steps out, gets the ball and hands it off for a through ball.
  • Score 10x where the declarer steps out on the left and score 10x where the declarer steps out on the right.
Pay attention to which hand the declarer leads with.

drawing Tom & Jerry
  • The player faces the basket.
  • The player jumps sideways over the two hurdles and runs sideways to the hat.
  • Then the player sprints to the hat next to the basket and then takes a calm through ball.
  • We score 20x with the hats on the right side and 20x with the hats on the left side.
  • The blue player runs back and forth between the hats and gets the ball on the outside hand, you catch with 1 hand and throw back with 1 hand. Always the outside hand.
  • Each player plays back 5x with the left and 5x with the right.
drawing jumping power and speed and ball skills
The focus in this exercise is on finishing chances and timing in the rebound.
If you do not score goals quickly enough, you will lose the game.

  • Goal is to score 5 goals.
  • The rebounder under the basket plays against the shooter in front of the basket. Which of the two players scores 5 goals first?
  • The rebounder starts as a pointer such that the shooter has to shoot on the move outside the 4 meters.
  • The rebounder may shoot only if he or she catches the ball in one shot without scoring a goal.
  • If one player scores 5 goals this player is the winner and all other groups stop play
  • This basket is the winner's basket, the basket furthest from this is the loser's basket
  • Then per pole each winner -the player who scored the most of the 5 points- moves 1 place towards the winner's basket.
  • The loser -the player who scored the least of the 5 points- moves 1 place in the opposite direction, towards the loser's basket
  • In case of a tie, you take penalty throws; the player who misses first is the loser.
  • On a tennis court, you will play in 2 squares 2 against 2.
  • Both courts are attacking.
  • When intercepting, the ball must first go to the other side.
  • Play with 2 teams of 2.
  • Both squares are attacking squares.
  • On interception, the ball must go to the other side first.
drawing Party on tennis court
  • The baskets are in the middle of the box/field lengthwise
  • Player with ball under the post.
  • Player 1 takes the through ball and passes to player 3. Who takes a through ball and goes to the spot of 1.

    • 3 minutes of running from line to line and scoring through balls on the front underhand and on the back overhand. At 50% speed.
      After each minute, the declarer switches without stopping the exercise.
    • 3 minutes at 75%.
    • 1.5 minutes at 100% but slow down
    • 3 minutes at 75%
    • 3 minutes at 50%
drawing Walk-through ball with endurance conditioning in pyramid construction
  • In pairs at a post
  • The shooter starts with the ball
  • The shooter plays the ball into the support
  • The shooter makes a hook to the left or right and gets the ball back
  • The shooter shoots at goal
  • The intercepted ball is played directly back to the shooter
  • The shooter plays the ball back to the support
  • The shooter makes a through ball
  • After scoring twice, switch positions
  • Everyone does this exercise 5 times
Training objective:
Picking up the shot directly in a duel between them.

Shot duel
Per 2-team a ball and a post.

  • Making 2 out of 5 distance shots from 6 meters.
  • Then you get one chance from 4 meters.
  • You must score the one from 4 meters to earn a point.
  • Your opponent can undo this point by also scoring the 4-meter chance.
  • Score 3 out of 5 short chances from 4 meters.
  • Then score 2 penalty throws, on 2, to earn a point.
  • Your opponent can undo this by also scoring both penalty throws.
  • Score 2 out of 5 shots behind the basket at 5 meters.
  • Then score 3 through balls, from 3 chances, to earn a point.
  • Your opponent can undo this by also scoring 3 through balls.
  • Score 1 out of 5 distance shots at 8 meters.
  • Then score 3 out of 4 chances under the basket.
  • Your opponent can undo this by scoring 3 out of 3 chances under the basket.
  • Each pair must try to crack the code. This is a four-digit code where the sequence matters.
  • Each exercise is a number; they can use this number in the code.
  • When they have done 4 exercises, they pass this as the code, in the order in which they did the exercises.
  • The trainer then indicates how many the players got right and how many are in, but not in the right place.
Exercises:
  • 8 walk-through balls
  • 5 rounds of running ladders pp
  • 2 laps around the whole field
  • 5 fallback balls right
  • 5 safety balls left
  • touch post small chance, 8 score
  • 20 penalty throws
  • 6 distance shots 6 m in front of the basket
  • 6 distance shots 5 m behind the basket
  • Players spread out in a box
  • All players, except the ticker, have a ball
  • The ticker tries to tap everyone.
  • If a player is tagged, he or she goes to the posts to score.
  • If successful, the player returns to the box.
  • If a player drops the ball, they are also out.
Variations through different ways of holding the ball.
drawing Tag with balls
  • Everyone at a basket with ball
  • Other players start running and taking through balls
  • After a certain score, the next
drawing Walk-through balls on baskets with hurdles