Handball: handball mini game

Feinting transforms handball from a pure power game into an art form. The ability to convince defenders you're going one way while actually going another creates space, draws fouls, and generates high-quality shooting opportunities. Elite players use deception in every phase of attack.

Basic Feint Types

Foundation movements for deception:

Direction feint: Step one way, explode the other direction.

Shot fake: Begin shooting motion, then pass or drive.

Pass fake: Look to pass, then attack or shoot.

Body feint: Drop shoulder or shift weight to unbalance defender.

Breakthrough Moves

One-on-one techniques:

Double feint: Two consecutive direction changes.

Stop and go: Sudden deceleration then explosive acceleration.

Spin move: Pivot through contact to create shooting angle.

Step-back: Create separation for a jump shot.

Selling the Fake

Eyes: Look where you want defenders to think you're going.

Body commitment: Partial movements must look real.

Speed variation: Slow to fast transitions catch defenders off-guard.

Timing: Execute when defender is least balanced or most committed.

Combining Skills

Feint to pass: Draw defenders then find open teammates.

Feint to shoot: Create space for a clean look at goal.

Feint to draw foul: Defenders reaching often commit fouls.

Team combinations: Coordinate feints with screens and cuts.

Key Coaching Points

  • Effective feints require conviction - sell the fake
  • Practice feints at match speed, not slowly
  • Combine feints with explosive finishing moves
  • Read defender's balance and timing before executing
  • Develop multiple feint options to remain unpredictable

Drills for Feinting Development

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Runners & Throwers handball-ga...

Setup:Form two equally strong teams.Use a foam ball.Obstacles (depending on the available equipment, e.g., mats, small boxes, hoops, etc.).<br>Game Concept:Runners vs. Throwers. The game is played with a foam ball.One player from the runner team starts as the goalkeeper. The first runner throws the ball into the field and begins an obstacle course (4 to 5 stations). For each completed station, they earn 1 point. If the player completes the entire course (a &quot;home run&quot;), the runner team earns 8 points.The throwers try to score a goal as quickly as possible from the 7-meter line.<br><br>If a goal is scored, the runner must stop their round and take over the goalkeeper position.The previous goalkeeper joins the back of their team’s line and passes the ball to the next player.Now, the next runner throws the ball into the field, and a new thrower moves to the 7-meter line.<br>With each new runner, there is a new goalkeeper in goal and a new thrower at the 7-meter line.Throwers are not allowed to enter the goal area. If the thrower misses the goal, or if the goalkeeper catches/blocks the ball and gains control of it within the goal area, the goalkeeper can put the ball back into play while the runner continues their course.If the runner’s round is interrupted by a goal, the points scored up to that point are counted. The game is played for a set time. Each team plays once as the runner team and once as the thrower team against the other teams.<br>Tip:Always use a foam ball so that even children who are hesitant to play as goalkeeper can participate.

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