Goalkeeper
also keeper, GK
The goalkeeper is the only player allowed inside the goal area. They guard the goal, may defend shots with any part of the body, and start the fast break with the first pass out.
Glosario · Reglas IHF 2022 (modificadas el 1 jul. 2025) · Glosario EHF 2022/23
Los términos que los entrenadores usan de verdad: en la pista, en el acta y en el plan de temporada. Las reglas incluyen su número; las estadísticas indican si están en el acta oficial; y los mitos quedan desmentidos.
130 términos · 10 categorías · 3 mitos desmentidos
Who plays where, and what each role does.
also keeper, GK
The goalkeeper is the only player allowed inside the goal area. They guard the goal, may defend shots with any part of the body, and start the fast break with the first pass out.
also line player, circle runner
The pivot is the attacker who works on the six-metre line among the defenders. They set screens for the backs and finish close-range chances.
also winger, left wing, right wing, LW, RW
A wing is an attacker on the far flanks of the court. Wings stretch the defence wide, finish from tight angles, and are usually first out on the fast break.
also back, backs, back court
A backcourt player is a player in the second line of the attack — left back, centre back or right back — who carries most of the long-range shooting and playmaking.
also playmaker, CB; "quarterback" (incorrect)
The centre back is the central backcourt player who runs the attack. They set the tempo, organise teammates, and decide when to move from build-up into a scoring action.
also LB, RB, the backs
The left back and right back are the shooting and playmaking backs either side of the centre. The left back usually shoots right-handed from distance; the right back mirrors on the other side.
also defensive anchor
A defensive specialist is a player brought on specifically for defence, often replacing a back when the team loses the ball. Common at higher levels where roles are split.
Shapes and moves that create a shot.
also 3:3
The 3-3 is the default attacking shape — three backs and three front players (two wings and a pivot). It balances shooting threat with width.
also 2:4, double pivot
The 2-4 is an attacking shape with two backs and four front players, usually two pivots. It pulls defenders inside and stretches the six-metre line.
How SquadX plans attack sessions →also 4:2
The 4-2 is an attacking shape with four backs and two front players, built for patient build-up and long-range shooting.
How SquadX plans attack sessions →also counter-attack, break; Gegenstoß (DE)
A fast break is a quick move from defence to attack that aims to score before the opponent is set, usually started by the goalkeeper's first pass. On the official stat sheet it is its own shot category (FB).
also break waves
The waves are the three stages of a fast break. The first wave is a long pass to a sprinting player; the second wave is two or three players arriving before the defence sets; the third wave is an early organised attack against a defence that is not yet compact.
also cross, switch of paths
Crossing is an attacking move where two backs swap paths. It pulls a defender out of position and opens a gap for a shot or a pass to the pivot.
also block, pick, screen
A screen is a block set by the pivot for a back at the nine-metre line, freeing the shooter for a clear angle. The screen must be stationary to be legal.
also 1v1 penetration, drive
A breakthrough is an individual move that beats the direct defender one-on-one using a feint, a change of direction or speed. It is most dangerous from the centre against a retreating defence, and is a distinct shot category (BT) on the official sheet.
also coordinated cuts
Parallel play is a set of coordinated cuts where several players move at once, forcing the defence to make more than one decision and opening space on the weak side.
also overload, 2v1, 3v2
A numerical advantage is any situation where the attack outnumbers the defence at the point of action, such as two-on-one or three-on-two. Creating one is the core goal of most attacking play.
Formations and the ideas that hold them together.
also flat six, 6:0
The 6-0 is a defence with all six court players on the six-metre line — the most common system worldwide. It is compact and hard to shoot through, but exposed by accurate long-range shooting.
Plan a defensive session →also 5:1
The 5-1 is a defence with five players on the six-metre line and one pushed up to about nine metres. The advanced defender disrupts the centre back and pressures long shots.
Plan a defensive session →also 3:2:1
The 3-2-1 is a three-tier defence — three deep, two in the middle, one high. It is aggressive, built to pressure the ball early and force turnovers, but leaves space for pivots and wings if the movement breaks down.
Plan a defensive session →also 4:2
The 4-2 is a defence with four players on the line and two pushed up, used mainly against strong pivot play and dangerous backs.
also 3:3 press
The 3-3 is a very aggressive, high-pressing defence in two tiers. It disrupts passing early but carries the most risk if beaten.
also individual defence, man marking
Man-to-man defence is a system where each defender marks a specific opponent across the whole court instead of guarding a zone. It is used late in tight games or to shut down one key playmaker.
also defensive shift; sliding (avoid)
Shifting is the coordinated sideways movement of the defensive block to follow the ball. When the ball moves, the whole line moves with it to close gaps and hold shape.
also swapping marks
Switching is defenders exchanging marks during an attacking cross: instead of following your player through the cross, you take the new one and your teammate takes yours. It needs constant talk.
also stepping out
Pressing is a defender stepping out beyond nine metres to disrupt a shooter's rhythm. It makes contact earlier and lowers shooting quality, but opens a gap behind if beaten.
also recovery step
The drop is the quick retreat back into the block after pressing, to cover the pivot or fill the gap. Press and drop together are a core defensive skill.
also cover, sagging
Help defence is a defender leaving their own mark briefly to cover a beaten teammate. It keeps the goal protected at the cost of opening space elsewhere.
Shooting, faking and passing skills — grounded in the EHF Glossary.
also jumper; Sprungwurf (DE)
A jump shot is a shot released while airborne, taking off from one or two feet — usually after the three-step run-up — to gain height or length over the defence. It is the most common shot type in handball.
also set shot; Schlagwurf (DE); "overarm shot"
A standing shot is a shot taken with both feet on the ground, using a three-step wind-up in which the throwing arm is drawn back above shoulder height. It is the base technique on which the other throws are built.
also Fallwurf (DE), falling shot
A dive shot is a shot in which the player, close to the goal-area line, throws the body forward and upward and releases the ball before landing to get a better position over the defence. It is used mainly by the pivot and wings.
also curve shot; Dreher / Airdreher (DE)
A spin shot is a shot where the wrist puts rotation on the ball so its flight curves, bending around the goalkeeper — used mostly by wings. It is not the same as the beach-handball spin shot (a full 360° body turn worth two points) or the body-rotation pirouette used by pivots.
also chip, lob; Heber (DE)
A lob shot is a soft, high shot floated in an arc over an advanced or fallen goalkeeper into the goal. It is the counter to a keeper who has come too far off the line.
also underarm; Schlenzer (DE)
A hip shot is a shot released from hip height with a concealed, whip-like motion using hip rotation, typically as an underarm (below-shoulder) release. It is used from the wing at tight angles to surprise the goalkeeper low.
also bounced shot; Aufsetzer (DE)
A bounce shot is a shot deliberately bounced off the floor in front of the goal so it changes height and speed before reaching the goalkeeper. It is common from the wing and backcourt against tall keepers.
also in-flight goal (EHF term), Kempa; Flieger (CH)
A Kempa trick is a play in which one player lobs the ball over the defence to a teammate who catches it in mid-air over the goal area and shoots before landing. It is named after German player Bernhard Kempa; the EHF's own term is "in-flight goal."
also body fake, dummy; Finte (DE)
A feint is a deceptive body or ball movement that commits the defender the wrong way before the real action. It is the foundation of one-on-one attacking.
also one-two; Doppelpass (DE)
A give-and-go is a two-player move where a player passes to a teammate (the give) and immediately cuts into open space to receive the ball back (the go).
also Dreischrittrhythmus (DE), wind-up
The three-step rhythm is the footwork pattern (left–right–left for a right-hander) that uses the three permitted steps to build momentum into the throw. Since 1 July 2025, putting a foot down after catching the ball in the air does not count as a step.
also floor pass; Bodenpass (DE)
A bounce pass is a pass played off the floor to a teammate, used to get under a defender's arms or reach the pivot.
also suspended pass; Sprungpass (DE)
A jump pass is a pass released while airborne, used to pass over defenders or buy time to find a teammate. It shares the jump-shot take-off.
also wrap pass
A behind-the-back pass is a pass brought around or behind the body to disguise its direction, used in tight spaces or to reach the pivot. The EHF classes it under the blind pass.
also blind pass (EHF term)
A no-look pass is a pass played without the passer looking in the direction of the pass, to hold defenders in place. The EHF's dedicated term for it is the blind pass.
also pressure pass; overarm pass
A one-handed pass is a pass thrown and controlled with a single hand for quick release and extra reach when a defender is closing the lane. Handball passing is one-handed by default, unlike basketball's two-handed chest pass.
also opposite-hand shot; Abknickwurf (DE)
A reverse shot is a shot released across the body against the natural angle, redirecting the ball to a corner the goalkeeper is not covering. It is used mainly by wings and is especially hard with the "wrong" arm.
also shot fake; Wurffinte (DE)
A pump fake is a shooting motion started and stopped without releasing, to make the goalkeeper or a blocking defender commit before the real shot, pass or drive. The EHF's official term is "fake shot."
also Laufwurf (DE), shot on the move
A running shot is a shot released while the player is still running, at the moment of ball release, without a preparatory jump or bracing stop. It is useful on fast breaks for a quick release.
What the keeper does, and how.
also stop; Parade (DE)
A save is the action by which a goalkeeper stops the ball from crossing the goal line between the posts. The keeper may use any part of the body, including legs and feet, inside the goal area.
also foot save, low save; Beinabwehr (DE)
A leg save is a save of a low shot in which the goalkeeper extends a leg laterally toward the ball, usually with an open (externally rotated) foot, to reach a bottom corner.
also slide save, sliding technique; Spagat-Abwehr (DE)
A split save is a low-save technique where the goalkeeper extends one or both legs toward the floor in a split and slides to cover a bottom corner the hands cannot reach in time.
also upper / lower save
High and low saves are the two broad save families: upper shots are stopped with the hands and arms, lower shots with the legs and feet.
also cutting the angle, closing down
Narrowing the angle is the goalkeeper stepping forward out of the goal toward the shooter to reduce the amount of open goal they can see and aim at. Over-committing invites the lob.
also angle play, keeper stance
Goalkeeper positioning is the keeper's movement along an arc in front of the goal to stay square to the ball and cover the most likely shot. It has two parts: getting to the right initial spot, and correcting until the last moment.
also breakaway defence
1v1 goalkeeping is the keeper's technique for a breakaway or fast-break shot with no defender, based on advancing, staying balanced and delaying commitment until the shooter acts.
also penalty save
7-metre defence is the goalkeeper's duel with the penalty taker. The keeper may not cross the 4-metre restraining line until the ball leaves the thrower's hand; elite takers convert roughly 70–78%, so a single save can swing a match.
also outlet pass, first pass; long pass (EHF)
Goalkeeper distribution is the keeper's throw after a save or goal that starts the attack — long to a sprinting wing for the fast break, or short to build up. Fast, accurate distribution creates extra goals.
also ready position; Grundstellung (DE)
The goalkeeper stance is the balanced ready position — feet apart, knees slightly flexed, upper body tilted forward, arms raised, weight on the balls of the feet — from which the keeper reacts to shots.
also star jump, starfish
A spread save is a proactive save in which the goalkeeper extends both arms and both legs outward at once to cover the maximum goal surface. It is used at close range or when the shooter has clearly committed.
The states a game moves through.
also set attack, static attack
Positional attack is the organised phase of attack against a set defence. Players hold their positions and run structured plays to open a shot.
also transition
Transition attack is the phase between winning the ball and the defence getting set. It covers the fast break and the early organised attack that follows.
also recovery, getting back
Transition defence is the phase between losing the ball and the defence getting set. The priority is stopping the fast break and getting numbers back behind the ball.
also retreat
Return defence is the sprint back to defensive positions after an attack breaks down. The first job is to stop the easy goal, then rebuild the block.
also organised defence
Set defence is the organised defensive phase once all players are back and the block is formed. This is where the named systems apply.
also man-up, 6v5, superiority
Power play is attacking with an extra player while the opponent serves a two-minute suspension. The attack has six against five and looks to exploit the extra man.
also man-down, 5v6, inferiority
Short-handed play is playing a player down during a two-minute suspension. The priority is holding shape and defending the extra attacker.
IHF Rules of the Game 2022, amended 1 July 2025 — with the myths debunked.
also centre throw; Anwurf (DE), avkast (NO)
A throw-off is the throw that starts each half and restarts play after every goal, taken from the centre with a whistle. It must be taken within 3 seconds, and a goal can be scored directly.
also penalty; Siebenmeter (DE), straffekast (NO)
A 7-metre throw is a direct shot at goal from the 7-metre line, awarded when a clear scoring chance is illegally destroyed anywhere on the court. Only the goalkeeper defends it; since 1 July 2025, hitting a non-moving keeper's head is a 2-minute suspension rather than a red card.
also free throw; Freiwurf (DE), frikast (NO)
A free throw is the restart for a minor foul or turnover, taken from the spot of the infraction (or just outside the nine-metre line). Defenders must stay 3 metres from the thrower; unlike a basketball free throw, it can be blocked.
also goal throw; Abwurf (DE)
A goalkeeper throw is the restart taken by the keeper from inside the goal area when they control the ball, the ball comes to rest in the area, or it crosses the outer goal line last touched by the attack or the keeper.
also sideline throw; Einwurf (DE)
A throw-in is the restart awarded to the opponents when the ball fully crosses the side line or touches the ceiling, taken from where it crossed. A defender's touch over their own outer goal line also gives the attack a throw-in from the corner.
also throw-up; "jump ball" (incorrect)
A referee throw is the neutral restart where the referee throws the ball vertically between two players, used when play stopped with no rule violation and neither team had clear possession, or after simultaneous infringements.
also warning arm; passives Spiel (DE)
Passive play is keeping possession without a recognisable attempt to attack. After the referee's raised-arm forewarning, the team has a maximum of 4 passes to get a shot away — a free throw is called when the fifth pass is received.
also sanction ladder
Progressive punishment is the escalating sequence for fouls and misconduct — warning, then 2-minute suspension, then disqualification. Dangerous fouls can skip the ladder and go straight to a higher sanction.
also warning; gelbe Karte (DE)
A yellow card is the formal warning shown for a minor foul or unsportsmanlike conduct. A single player gets at most one; a team's players get at most 3 in total, after which the minimum sanction becomes a 2-minute suspension.
also sin bin; Zeitstrafe (DE), utvisning (NO)
A 2-minute suspension is a temporary send-off during which the team plays a player short and cannot replace the suspended player. A player's third suspension is an automatic disqualification.
also red, DQ; rote Karte (DE)
A disqualification (red card) removes a player for the rest of the match, given directly for serious fouls or after a third 2-minute suspension. The team plays short for 2 minutes, then a substitute may enter — so only the individual is removed, not the team's numbers permanently.
also written report; blaue Karte (DE)
A blue card is shown together with a red card to signal that the disqualification carries a written report to the disciplinary authorities for possible further sanction. It was introduced on 1 July 2016 and always accompanies a red card, never replaces it.
also three-step rule; Schrittfehler (DE)
The steps rule permits a maximum of 3 steps with the ball — before and again after a dribble — plus a maximum 3 seconds holding it. Taking more without dribbling is a turnover.
also illegal dribble; Prellfehler (DE)
A double dribble is dribbling, catching or holding the ball, then dribbling again. It is illegal and gives a free throw to the opponents.
also foot, feet; Fußfehler (DE)
A foot fault is touching the ball with the foot or any part of the leg below the knee, which is a turnover for court players. It is not penalised if an opponent threw the ball at the player, and the goalkeeper may use the lower leg only inside the goal area while defending.
also in the crease, line fault; Kreis ab (DE)
A goal-area violation is a court player entering the six-metre area. An attacker entering with the ball or gaining an advantage loses possession; a defender who gains an advantage concedes a free throw, or a 7-metre throw if it destroys a clear chance. Jumping in and releasing before landing is legal.
also moving block, offensive block; Sperre (DE)
An illegal screen is an attacker using the body to block or displace a defender actively rather than passively. It is an offensive foul and a turnover; a stationary body block is legal.
also charge, attacking foul; Stürmerfoul (DE)
Charging is an attacker running or jumping into a defender who has established position. It is an offensive foul and gives a free throw to the defending team.
also sub area, flying substitution; Wechselfehler (DE)
Substitution is the on-the-fly replacement of players over the team's own substitution line, unlimited and without notifying officials, provided the outgoing player leaves first. A faulty substitution is a 2-minute suspension plus a free throw to the opponents.
also green card, TTO; Auszeit (DE)
A team time-out is a one-minute stoppage requested by placing a green card on the timekeeper's table, only while the team has possession. The IHF base rule is one per half; most senior competitions allow up to 3 per match, maximum 2 per half and only 1 in the last five minutes.
also "3-minute rule" (misnomer), treatment rule
The three-attack rule requires a player who receives on-court treatment to leave and stay off until after their team's third attack. It counts attacks, not minutes — the "3-minute rule" name is wrong. It does not apply if the injury came from a progressively-punished foul, or to a keeper hit on the head.
also extra court player, empty goal, seven against six
7-v-6 is substituting the goalkeeper for an extra court player to attack seven against six. It creates a numerical edge at the cost of an open goal on a turnover; since 2016 the extra player no longer needs a special coloured bib.
also extra time, penalties; Siebenmeterwerfen (DE)
Overtime is the tie-breaker in a knockout match: two 5-minute halves after a 5-minute break, repeated once if still level, then a 7-metre shoot-out. In the shoot-out each team nominates five throwers who alternate, going to sudden death if still tied.
also handball offside rule
Handball has no offside rule. Players may position anywhere on court; the only forward restriction is the six-metre goal area. That absence is exactly what makes fast breaks and wing play possible.
also handball 3 seconds
Handball has no basketball-style three-second lane rule. The only three-second rule is that a player may hold the ball for a maximum of 3 seconds before playing it.
also handball corner kick
Handball has no corner throw. When a defender plays the ball over their own outer goal line, the attack restarts with a throw-in from the corner of the side line — the rulebook calls it a throw-in, not a corner.
Rehearsed play from a stopped ball.
also nine-metre play
A free-throw play is a rehearsed attacking move run from a free throw at the nine-metre line, using screens, dummy runs and timing to open a shot.
also rehearsed play, called play
A set play is any rehearsed sequence run from a stopped ball — a free throw, throw-in or throw-off — practised in training and called in the game.
Build set plays into the week →also sideline play
A throw-in play is a rehearsed move from a sideline throw-in. Often underused, a quick or well-timed throw-in can catch a defence unset.
also fast centre play
A throw-off trick is a fast, rehearsed move straight from the centre throw-off to catch the opponent before they retreat.
also penalty taker
A seven-metre specialist is the designated penalty taker. Most teams name one or two players who take the seven-metre throws.
also first pass, outlet
The goalkeeper outlet is the keeper's first pass after a save or goal, used to launch the fast break. Fast, accurate distribution creates extra goals.
Building the season, the week, the session.
also match loop, coaching loop
The match cycle is the smallest loop of coaching improvement, built around a single game: signals before the match, meaning, decisions, training, and a check on whether it worked.
also periodization
Periodisation is the planned variation of training volume and intensity across a season so a team builds a base, sharpens, and peaks for the matches that matter.
See the SquadX methodology →also season plan, annual plan
A macrocycle is the full training year or season plan. It sets the broad phases and the peaks the whole plan is built around.
also training block
A mesocycle is a block of several weeks inside the season with one clear phase objective, such as building a defensive base or preparing for a run of fixtures.
also training week
A microcycle is the shortest planning block, usually one training week, built around a phase objective and the next match on the calendar.
Plan a week with the method →also load, workload
Training load is the combined stress of training, roughly volume multiplied by intensity. Tracking it across the week helps players peak rather than break down.
Track load across the season →also training volume
Volume is the amount of training, measured in time, distance, repetitions or number of sessions. It is one half of the load equation.
also training intensity
Intensity is how hard the training is relative to maximum effort. It is the other half of the load equation.
also session RPE, RPE load
sRPE is a training-load measure that multiplies session length in minutes by the player's rated effort from 1 to 10. It is simple to collect across a whole squad, every session.
also acute:chronic workload ratio
ACWR is the ratio of recent training load to the longer-term average, used to spot when load has spiked too fast relative to what a player is prepared for.
also preparation, competition, transition
Season phases are the broad stages of the training year — usually preparation, competition and transition — each carrying a different balance of volume, intensity and focus.
also taper
Tapering is a planned drop in training load before an important match or tournament, to shed fatigue while holding fitness so players arrive fresh.
also peak
Peaking is timing the plan so a team reaches its best physical and tactical form for the matches that matter most.
also session objective, weekly focus
Training focus is the main objective a session or week is built around, such as transition defence or finishing under pressure. It drives which drills are chosen.
Set a weekly focus →also regeneration, rest
Recovery is the planned lower-load time that lets the body absorb training and repair. It is part of the load plan, not the absence of one.
What the numbers mean — and whether they are on the official sheet.
also shooting %, conversion; Wurfquote (DE)
Shooting efficiency is goals divided by total shots, expressed as a percentage. The denominator is all shots — including missed, post and defender-blocked attempts — and it can be computed per zone from the official sheet.
also goals by position, 6m/9m/wing split
Shot zones are the eight official categories the stat sheet splits every attempt into: 7M, 6M, 9M, Wing, Breakthrough, Fast Break, Free Throw and Unassigned Position. Datasets differ on the 9M-versus-breakthrough boundary, so check the source.
also save percentage; Paradenquote (DE)
Save percentage is saves divided by shots on goal faced. Unlike shooting efficiency, misses and posts do not count, and 7-metre saves are tracked separately; elite tournament level sits around 30%.
also tech fault; technischer Fehler (DE)
A technical fault is a ball-handling or rule error that loses possession without a shot — steps, a double dribble, a goal-area infringement or a bad pass. It is the self-inflicted subset of turnovers.
also lost balls, giveaways; Ballverlust (DE)
A turnover is a loss of possession to the opponent by any means — an intercepted pass, a technical fault or an offensive foul. Note the ambiguity: the EHF Glossary also counts a missed shot as a turnover, while most analyst usage excludes shots.
also ball possessions; Ballbesitz (DE)
A possession is the period a team controls the ball until the opponent gains it; an attack ends with each shot or turnover. Possessions are not counted on the official sheet — analysts compute them as shots + turnovers − offensive rebounds (about 50 per team per game).
also attacks per game; Spieltempo (DE)
Pace is the number of possessions a team plays per game, reflecting how fast it plays. It is a Handballytics-style analyst metric, not on any official sheet, and is descriptive only — good and bad teams exist at every pace.
also break conversion
Fast-break efficiency is fast-break goals divided by fast-break shots. Because Fast Break (FB) is an official shot category, it is computable directly from official data.
also penalty %; Siebenmeterquote (DE)
7-metre conversion is seven-metre goals divided by seven-metre throws. 7M and 7M% are explicit columns on the official player report; elite conversion runs roughly 73–78%.
also final pass; Vorlage (DE)
An assist is a pass that leads directly to a teammate's goal. It is an official statistic — EHF and IHF both publish assist rankings — but the exact definition varies by provider, so counts differ between sources.
also ball-in-play time; effektive Spielzeit (DE)
Effective playing time is the portion of the 60 minutes during which the ball is actually in play, excluding stoppages. It is not a standard column on the stat sheet — it is derived from tracking systems, and definitions vary by provider.
also blocked shots; Block (DE)
A block is a court defender using arms or hands to stop a shot before it reaches the goal, distinct from a goalkeeper save. It is an official recorded category (BL) with published leaderboards, though not on the plain match report.
also interceptions, ball wins; Ballgewinn (DE)
A steal is a defender taking possession directly from an opponent by interception or by taking the ball while it is held or bounced. It is an officially recorded variable (ST on the EHF analysis sheet), the mirror image of a turnover.
also shot quality
Expected goals (xG) is a model-based estimate of the probability that a shot becomes a goal, based on location and context. It is a vendor metric with competing models, and analysts note it is less informative in handball than football because possessions are nearly equal.
also HPI, player rating
The Handball Performance Index is a composite single-number player rating that starts at 100 and adds or subtracts weighted points for positive and negative actions. It is league-official only in Germany's Bundesliga, not an IHF/EHF-wide statistic.
also +/−, on-court goal difference
Plus-minus is a player's goal differential while on court — the team's goals scored minus conceded during their time on. It is not on the official sheet, needs lineup data, and is noisier in handball because of constant substitution.
also power-play %
Superiority efficiency is a team's scoring rate while a player up, during an opponent's two-minute suspension. The 2-minute suspension itself is official, but the efficiency rate is an analyst metric with no single official formula.
also short-handed %
Inferiority efficiency is a team's scoring rate while a player down, during its own two-minute suspension. Like its mirror, it is an analyst metric built on the official 2-minute suspension.
Put these into practice — see the SquadX methodology or the free drills library.