Advanced Skills (Varsity Players) CLICK HEREhttps://youtu.be/zuUYJz01cZI

Kraken 10 Commandments

1.       Thou SHALT run our offense (Point to Driver to Wing to Hole) & never hold the ball for more than a few seconds.

2.       Thou SHALT always pump-fake when the goalie is in position.

3.       Thou SHALT pass to open water away from traffic; when thy teammate doth pass to thee, thou shalt ward off thy defender before possessing the ball.

4.       Thou SHALT release & call for the ball when thy teammate is being pressed.

5.       When thou art a Driver, thou SHALT drive whilst calling for the ball.

6.       Thou shalt dry pass for 15 seconds during 6 on 5; thou SHALT NOT skip shot nor wet pass during 6 on 5.

7.       Thou SHALT NOT crowd the hole on offense; thou SHALT crash the hole on defense.

8.       Thou SHALT NOT stare at thy opponent on defense but thou SHALT follow the ball with thine eyes whilst grasping thy opponent.

9.       Thou SHALT foul thy opponent when inside the five meter area; thou SHALT NOT foul from behind.

10.   Thou SHALT NOT stop swimming until thou reachest the 2 or 5 meter line; thou SHALT get back on defense!

 

Kraken Water Polo Bible

OFFENSE

  1. On offense, Point players run the offense from the 6 meter line and may drive once the ball is advanced to the Driver or Wing. The Point also guards the Hole-Set on defense.
  2. Drivers play at the 4 meter area. To drive, they take two aggressive strokes away from the goal and then change directions (V-stroke) and call for the ball loudly. A pass to the wing or a common foul (1 whistle) is their signal to drive (if a foul occurs during dead time, an exclusion is called). When a driver drives and receives a wet pass, they should take a wet shots (‘T-shots’) to prevent a block from behind. Drivers also watch the shot clock to anticipate swimming back on defense towards the 2 meter area when possession changes or when their defender returns to offense.
  3. Wings play at the 2 meter area away from the hole (to prevent crowding) and usually receive the ball from the Driver or Point. Wings will normally pass the ball using a wet pass (the ball lands a few feet away from the player) to the Driver as the Driver drives or to the Hole-Set. Wings also look to rebound missed shots or cut backdoor for easy shots.
  4. The Hole-Set plays in the middle of the goal at the 2 meter line. When the Hole-Set yells, “Set!” make an immediate wet pass. The Hole-Set’s first move is towards their defender for a quick pass as the defense crashes in. If a crash does not occur, the Hole-Set should turn their defender to gain front-side position (when the defense is set up against the right shoulder, the turn should occur to the left; when the left shoulder is defended, transfer the ball to the left hand and turn to the right to gain front side position). If the turn is prevented, a backhand, sweep, or layout shot is taken. If fronted, the Hole-Set should lock up with their defender and move them out to create open space and then seal to maintain open space.
  5. To turn a defender, hook them underwater and use one strong quick breaststroke kick to gain frontside position (another technique is a ‘lure and turn’). Referees are looking to restore lost advantage, so, to draw a foul, make a one-quarter turn, attempting to dribble, thrusting your head towards the defender’s armpit as you release the ball (you must release the ball to get the call, not simply sinking down or dipping your head). As you gain frontside position, cut into and under your defender to draw an exclusion foul.
  6. On offense, the Point will normally pass to the driver or wing, and then the Wing passes to the Hole-Set or looks to the Driver as the Driver drives if the Hole is not set.
  7. On offense with the ball, face the goal to see the pool and be ready to pass, drive, or shoot with the ball extended away from the defender. Do not hold the ball more than a few seconds and maintain your position (never give up water/space when you are pressed. Ever). When without the ball, your job is to gain ball side or goal side position, sealing off your defender, calling for the ball. When a defender is pressing or holding you, the best remedy is to swim or knee their wrist to force a release.
  8. If your defender is sluffing off, quickly eggbeater or swim the ball towards the goal (called “Walking it in”). Use a pump fake when the goalie is set (if the goalie is set and you don’t pump fake, you’ll get blocked nearly every single time). Never look where you’re aiming to shoot and always aim for corners when shooting; for skip shots, skip the ball within two feet of the goalie (never skip a shot during 6 on 5). A lob or off-speed (hesitation) shot can be used when shooting from the wing area, but never front straight on. When receiving the ball when the goalie is out of position, use a ‘catch and shoot’.
  9. Keep your head on a swivel to see the field of play at all times. Look to the ‘weak side’ as players are typically open on the opposite side of the pool. Always pass to open water toward your teammate’s outside shoulder, away from defenders so your teammate can swim to get the ball.  Always alert teammates when a defender approaches to steal the ball from behind.
  10. When a teammate has the ball and is getting pressed, gently push away from your defender toward you teammate using a breaststroke kick to create space for you to receive the ball. When pressed, use an ‘otter kick’ to pass to a teammate.
  11. Do not drive with the ball into congested areas; when players drive, rotate to restore balance.
  12. One whistle means drive because a foul has occurred.  Two whistles means swim the other direction due to a change of possession, usually whistled when an offensive player extends arm/hand above the water to ward off a defender. Three whistles means set up a 4:2 offense due to a defender’s ejection.
  13. When a defender is ejected, relax. Swim to the wing OR to the post 2/5 meter area to set up a 4:2 offense. Use dry passes around the perimeter in a triangular pattern. Never should wet interior passes be made during 6 on 5 except for an ‘alley oop’ play; rarely should a player hold the ball for more than 2 seconds. Wing players should take the ball inside the 2 and then look for a shot from the post player. Pump fakes/passes should be make for for 10-15 seconds before shooting.
  14. Swim back on defense when your opponent begins to counterattack, when we are on the verge of losing possession, when the shot clock is @10secs, when a player winds up for a shot, or when the ball set to the hole.

 

MISCELLANEOUS

  • Taking the ball under when defended is a turnover (always pick the ball up from underneath).
  • If a player is fouled with the ball inside the 2 meter area, the player must move the ball outside the 2 before passing.
  • Offensive players cannot swim inside of the 2-meter line without possession of the ball.
  • After a goal, if you are mismatched against a weaker player, call out “Kraken” and go set the hole.
  • Ducking under the water to gain an advantage is an offensive foul.
  • After you are fouled, you must pass and cannot shoot unless you are beyond the 6 meter area or put the ball into play. When fouled outside of the 6-meter area, you can take an immediate shot (no pump fake or hesitation allowed). If no shot is taken immediately, a pass must occur before a shot is taken, even if the foul happened beyond mid-tank.
  • Major, Brutality, and Conduct Fouls are assessed for violence or disrespect (very rare).

DEFENSE

  1. On defense, play between your player and where the ball and goal are (playing ball-side/goal-side in the passing lane). Play on a horizontal position, hips up, with your rear-end pointed toward the goal. Extend one hand above the water on your opponent and the other hand extended to prevent a pass (you must show both hands to prevent a foul being called).
  2. While defending a player who has the ball, push your opponent away from the goal without aggressively reaching for the ball. Use your left hand when pressing a right handed player (& vice versa). Hit the elbow as they throw to slow the ball’s speed.
  3. Be aware of where your opponent is at all times; grab their arm and follow the movement of the ball with your eyes (no need to stare at your opponent– follow the ball). Look to sluff into the hole for a steal. Be ready to counterattack when the shot clock is @10secs, when a player winds up to shoot, or when a scrum happens in the hole. Swim onto your back around half-tank to receive a pass unless you are out in front.
  4. When a player is fouled (common foul), one whistle will sound. Always foul a player from the front who has the ball in a position to score inside the 6 meter area, turning that player into a passer (when a foul occurs inside the 6 meter area, the player must pass and cannot shoot). After fouling, drop back 3 feet, extend a hand, and then quickly press again.
  5. When a player commits a turnover, two whistles will sound. These are most commonly called for taking the ball under water, going inside the two-meter area on offense without the ball, using the pool bottom, or punching the ball. When defending a player during a turnover (counterattack), gain frontside position before fouling (fouling a player from behind during a Counterattack results in an exclusion); do not trail your opponent on the Counterattack but, rather, beat them to the post. If your player gains frontside position with the ball, extend both hands to prevent being called for an exclusion foul.
  6. Three whistles means a player has been excluded for 20 seconds (3 max per player per game). These are called for holding, sinking, pulling a player in a scoring position, interfering with a free throw, interfering with a pass with two hands, committing a foul on a drive or counter attack, splashing, using the wall after an exclusion, or re-entering after being excluded before being waved in. Ejected players must quickly proceed to the Exclusion area (by the bench) or a penalty shot is assessed and the player is removed from the game. After being excluded, re-enter when directed by the referee and without using the wall.
  7. When a teammate is excluded, quickly swim towards the goal, put an arm up, and set up a 3:2 defense (3 players @2 meters and 2 players @each post). Shift ball-side as the ball is passed. Close out to the player with the ball and quickly drop back.
  8. 5 Meter Penalty Shots occur when a foul prevents a probable goal (or when a player tries to block a shot with two hands or when a team calls for a timeout on defense). During a 5 meter, the ball must be shot in one motion (no pump fake allowed). If the shot is blocked/deflected, it is live (always have 2 players near/behind the 5 meter area at the post to get the rebound; do not interfere with nor distract the shooter or a game misconduct will be whistled).
  9. The goalie is the coach in the water who loudly directs players on defense. After they block a shot (always blocking & corralling the ball and never batting or swinging at the ball), the goalie swims away from the goal and holds up the ball up for increased visibility. If a goalie puts the ball underwater, the result is a 5 meter penalty shot. If a goalie is excluded, all defensive players should merge to the 2 meter area and extend one hand.

 MISCELLANEOUS

  • The sprinter typically guards the opposing team’s trailer and vice-versa; all players should swim fast during the sprint. If a referee isn’t able to determine possession (such as a simultaneous ball under or ball out of bounds) a jump ball is called. Two players face each other and the referee puts the ball in play between them (called a neutral throw).
  • The bench’s primary job is to watch the shot clock and alert players (by name) to swim for a counterattack.
  • Do not remove your cap until after shaking your opponent’s hands.
  • Substitutions can only be made after a goal, between periods, during timeout or during exclusions; tap your head if you need a sub. Please do not ask the coaches if you can sub in or play during a game.
  • Always spin the ball to dry it before passing it to the ref; never allow the ball to splash the referee.
  • You must arrive 40mins before the game begins. If you want to play in a game, visit out “PreGame Checklist” page at com on game-days. Before each game, the ref will check nails, player IDs and the team roster. Check the website for game times/locations. Please wear team gear to school on game days.
  • Girls’ swim cap must be the same color as their game cap.