A practical guide for grassroots football coaches
Physical performance matters at every level of football. Performance tests give you concrete numbers that turn vague impressions into clear insights — helping you shape training sessions, track real progress, spot individual needs, and keep players motivated. What gets measured gets improved.
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Five field-tested performance tests you can run with basic equipment and a mobile phone.
Acceleration & top speed
Agility & change of direction
Football-specific endurance
Dribbling speed & ball control
Explosive power & jump height
Plan, prepare, and run a smooth test day
How to read and use your players' scores
Acceleration & top speed · ±10 minutes
Football is a game of short, explosive moments. A striker breaking through the defensive line, a fullback recovering to stop a counter-attack, a winger sprinting to reach a through ball — these moments are decided by pure speed.
The 30m Sprint test measures two things: acceleration (how quickly a player reaches top speed, measured over the first 10 meters) and top speed (their maximum sprinting ability, measured between 20 and 30 meters). These are distinct physical qualities — a player can be quick off the mark but not particularly fast at full speed, or vice versa. Knowing the difference matters for coaching.
A player with strong acceleration but lower top speed thrives in tight spaces — think central midfield, playing short passes and making quick runs. A player with high top speed but slower acceleration might be better suited to wide positions where they have room to build up pace. Understanding your players' sprint profiles helps you make smarter decisions about positioning, playing style, and what to work on in training.
Set up the sprint along the long line of the 16m area. Place 4 cones in a straight line at the following distances:
The player starts behind the 16m area line.
Before the session, adjust these settings:
Verification: After transfer, right-click the video file → Properties (Windows) or Get Info (Mac) and confirm the frame rate is 60fps.
This is how you extract the sprint times from the video:
00:01.23 (seconds.centiseconds).Agility & change of direction · ±15 minutes
Football isn't played in straight lines. Players constantly change direction — sidestepping an opponent, adjusting to a loose ball, turning to track a run. Agility — the ability to change direction quickly without losing speed or balance — is one of the most important physical qualities in football.
The Illinois Agility Test measures exactly this. Players sprint, turn, and weave through cones in a course that mimics the kind of multi-directional movement football demands. The result is a single time that captures how efficiently a player moves through changes of direction.
This is especially relevant for defenders who need to react and turn quickly, midfielders navigating crowded spaces, and any player involved in 1v1 situations. If a player's agility score is significantly behind their sprint speed, it tells you they're fast in a straight line but lose time when they have to change direction — something you can specifically target in training with cone drills, ladder work, and small-sided games.
The course is a 10m × 5m rectangle.
Dribbling speed & ball control under pressure · ±15 minutes
Running fast through cones is one thing — doing it with a ball at your feet is something else entirely. The Illinois Agility Test with Ball takes the standard agility course and adds a football, turning it into a measure of technical control under physical pressure. The skill isn't just dribbling — it's dribbling while changing direction at speed, keeping the ball close through sharp turns, and maintaining composure when your body is working hard.
The real value comes from comparing a player's time with the ball to their time without it. The gap between the two tells you how much speed a player loses when they have to control a ball. A small gap means the player can move almost as freely with the ball as without it — a sign of strong technical ability. A large gap reveals that ball control breaks down under pressure, even if the player looks comfortable in low-intensity drills.
This test is especially relevant for wingers, attacking midfielders, and dribblers — players who need to beat opponents in tight spaces while maintaining speed. The good news: the gap between with-ball and without-ball agility is highly trainable. Targeted dribbling drills through cones, small-sided games with tight spaces, and 1v1 exercises can all narrow that difference over time.
The course is identical to the regular Illinois Agility Test — a 10m × 5m rectangle.
Football-specific endurance · ±25 minutes
Football is not a long-distance run. During a match, players alternate between sprinting, jogging, walking, and standing still — over and over again for 90 minutes. What separates a player who stays sharp in the 85th minute from one who fades after halftime isn't steady-state endurance. It's intermittent endurance: the ability to recover quickly between repeated high-intensity efforts.
This is exactly what the Yo-Yo Intermittent Recovery Test measures. Unlike a continuous running test (like the beep test or a Cooper test), the Yo-Yo test includes a short recovery period between every shuttle — mimicking the stop-start nature of a real football match. That makes it the most football-specific stamina test available.
The results tell you how well a player can sustain repeated high-intensity efforts with limited recovery. A player who scores well can press the opponent, make overlapping runs, and still recover in time for the next sprint. A player who scores poorly will start making slower decisions, lose duels, and become a passenger in the final third of the match. Stamina is trainable — and knowing where your players stand helps you design sessions that build the right kind of fitness for football, not just general cardio.
You need a large free space — minimum 25m deep.
For each player, place 3 cones in a line:
Use the sideline and middle line of the field as reference points to keep the rows straight. Make sure all players can hear the speaker — a portable bluetooth speaker is essential.
Explosive power & jump height · ±10 minutes
Explosive leg power is one of the most decisive physical qualities in football. A center back rising above the attacker to clear a corner, a striker getting ahead of a defender to meet a cross, a goalkeeper stretching to tip a shot over the bar — these moments are won or lost by centimeters, and those centimeters come from how much force a player can generate in a fraction of a second.
The vertical jump is one of the purest measures of lower body explosive power. Unlike a sprint, which involves technique, stride mechanics, and pacing, a vertical jump strips everything back to a single movement: how high can you launch yourself off the ground? The result is a direct reflection of fast-twitch muscle recruitment and the rate at which a player can produce force.
A player who jumps higher doesn't just win more headers. The same explosive qualities that drive jump height also correlate strongly with acceleration and sprint power. The fast-twitch muscle fibres that propel a player upward are the same ones that drive powerful first steps, sharp changes of direction, and explosive movements off the mark. Vertical jump ability is a window into a player's overall explosiveness — on the ground as much as in the air.
Aerial duels are decisive in both attacking and defending set pieces. A team that consistently loses headers from corners, free kicks, and goal kicks is giving away goals and creating fewer chances. This test is especially relevant for center backs, strikers, and goalkeepers, but every position benefits from explosive lower body power — from fullbacks powering forward on overlapping runs to midfielders winning 50/50 challenges.
No other equipment needed.
Find a line on the pitch for the player to stand on — this makes it easier to judge the jump in the video. The phone films the player from the front, with the full body visible in frame.
This test requires slow-motion video at 240fps. This is critical — 60fps is nowhere near accurate enough for measuring jump height from airborne time.
After recording, the player or coach must check the actual FPS of the video. On iPhone, open the video in Photos and swipe up to see the video details — this shows the real frame rate (e.g. 239.something fps). Note down this exact FPS number — it needs to be entered in the Mingle input form for accurate calculation.
Everything you need to plan, prepare, and run a smooth test day
You have two options for running the tests:
Option A: Full battery in one training session. All 3 tests in ±50-60 minutes. This is the recommended approach — you get all your data in one go and players only need to "show up ready" once.
Option B: Spread tests across multiple trainings. Pick individual tests per session. This works if you're short on time or volunteers, but keep in mind that results are most comparable when players are tested under similar conditions (same warm-up, same fatigue level).
You need at least 2 people to run the full battery — one per group. Ideally this is the head coach plus an assistant coach or parent volunteer. Their roles:
For the Yo-Yo test, both volunteers work together — one operates the speaker/audio, the other tracks which players drop out and at which level.
Divide players into 2 groups, arranged alphabetically. This makes it much easier to track results and match video files to the right player later. Share the group lists with your volunteers before the session.
Before the session, collect the following from each player: age, gender, and preferred playing position. This information is needed to calculate benchmarks — without it, some results can't be compared to reference values. If a player prefers not to share, that's fine, but their benchmark comparison will be limited.
Here's your full checklist:
The sprint test requires video at 60fps. Before the session, make sure the filming phone is set up correctly:
Check that both phones have enough storage space for video (±1GB should be plenty).
Before the session, let players know:
While players do their normal warm-up (jogging, dynamic stretching, short sprints), the volunteers set up the two test stations on the field.
Field layout: Use half a football field. Set up the Sprint along the long line of the 16m area — this gives you a straight 30m line with clear markings as reference. Set up the Illinois Agility Test in the center of the half, between the 16m area and the halfway line. Leave the remaining space for the Yo-Yo test.
Split into groups and start:
| Group 1 | Group 2 |
|---|---|
| 30m Sprint (3 attempts per player) | Illinois Agility Test (2 attempts per player) |
Each player runs, walks back, and waits for their next turn. Keep the queue moving — alphabetical order helps.
Swap the groups:
| Group 1 | Group 2 |
|---|---|
| Illinois Agility Test (2 attempts) | 30m Sprint (3 attempts) |
Give players time to catch their breath, drink water, and recover before the stamina test. Use this time to set up the Yo-Yo cones — remember, each player needs their own set of 3 cones.
All players do this together. Both volunteers are free now — one manages the speaker/audio, the other tracks results (noting which players drop out and at which level).
Back home or at the club:
Sprint_Group1_Attempt1, Sprint_Group1_Attempt2, etc. Process the videos using QuickTime Player to extract timestamps. (See the Sprint test chapter for the full workflow.)How to read and use your players' benchmark scores
When your test results are processed — either through the Mingle input form or the Google Sheet — each player's performance is compared to a benchmark. This tells you how they performed relative to other players.
Benchmarks are based on percentile scores. A percentile tells you what percentage of players scored equal to or lower than a given result. For example, if a player's sprint acceleration is in the 75th percentile, that means they were faster than 75% of players in their reference group.
Mingle translates percentiles into easy-to-understand categories:
| Category | Percentile | What it means |
|---|---|---|
| Poor | ≤10th | Well below average — priority area for improvement |
| Fair | ≤25th | Below average — room for improvement |
| Below average | ≤45th | Slightly below the midpoint |
| Average | ≤55th | In the middle of the pack |
| Above average | ≤75th | Better than most players in this group |
| Good | ≤90th | Strong performance |
| Excellent | >90th | Exceptional — among the top performers |
Currently, benchmarks are based on age group and gender. So a 14-year-old boy is compared to other boys in the same age range — not to seniors or adult women. This makes the comparison fair and meaningful.
The benchmark data comes from performance tests conducted with football teams across the Netherlands and is continuously updated as more teams participate. The more teams test, the more accurate and representative the benchmarks become.
In the future, Mingle aims to refine benchmarks further — taking into account playing level, exact age, and playing position for even more precise comparisons.
Currently, test results are processed outside of the Mingle app using the input form and Google Sheet. However, Mingle is working on making it possible to enter performance test results directly into player profiles within the app — including tests done in the past. This feature is on the roadmap for the upcoming season, and will make it much easier to track player development over time right where you already manage your team.
The benchmark category isn't a judgment — it's a starting point. Here's how to use it:
Enter session details, player data, and test measurements
Please select at least one test