Coach-designed levels
Footballtraining,not lightchasing.
STRK maps light paths to football actions. Every level answers the coaching question: which skill is the player training, and how does it transfer to a match?
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Coerver ball mastery
Levels 1-3 isolate the first technical layer: inside-foot control, outside-foot push, and sole-roll turns.
UEFA-style progression
Foundation, intermediate, and advanced stages move from clean touches to combinations, then match-speed decisions.
Cognitive overload
Random timing appears only after technique is stable, matching the way reaction training is layered in academy work.
Five foot surfaces, one progression.
A complete ball-mastery system must touch every surface a player uses in a match. STRK starts simple, then combines surfaces under speed and reaction load.
The 10-level map.
Foundation levels run at a slower training rhythm. Intermediate levels introduce combinations and randomization. Advanced levels compress time and force match-speed control.
Inside Foot Foundation
Skill: Close control with the inside of the foot.
Match use: Keeping the ball protected in tight spaces.
Outside Foot Push
Skill: Pushing the ball into space with the outside foot.
Match use: Accelerating after beating the first defender.
Sole Roll Turn
Skill: Sole roll plus 180-degree body turn.
Match use: Receiving under pressure and turning into space.
V-Cut Escape
Skill: Pull back, then push out at 45 degrees.
Match use: Escaping a straight-on press.
L-Drag Crossover
Skill: Dragging the ball across the body while shielding.
Match use: Moving the ball away from a defender's foot.
Inside-Outside Rhythm
Skill: Alternating foot surfaces through a Z path.
Match use: Changing rhythm while dribbling through pressure.
Fast Feet Shuffle
Skill: Fast small touches under a 1.2s cue window.
Match use: Reacting in crowded penalty-area spaces.
Box Pattern Drag-Back
Skill: High-speed arrival plus 90-degree cut.
Match use: Escaping multiple defenders in limited space.
Explosive Sprint & Stop
Skill: Long diagonal acceleration with controlled braking.
Match use: Counterattacking runs and wide 1v1 breakthroughs.
Match Simulation
Skill: All foot surfaces under variable timing.
Match use: Unpredictable match rhythm under fatigue and pressure.
Two scoring modes. Same technical paths.
60-second score
Fixed time window. The goal is more clean touches before the clock ends.
50-step speed run
Finish 50 correct triggers as fast as possible. The fastest clean run wins.