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False Start Sprint Drill

5 minute read

Quick Intro

False Start Sprint Drill turns the start of a race into a game of nerve. One partner is the starter. The other crouches at the line, ready to sprint. The starter says “set” and then waits. The wait is never the same twice. Sometimes “go” comes quickly. Sometimes it comes after a long pause. Sometimes the starter twitches a hand as if to signal without saying a word. The sprinter has to launch on the real “go” and only then. Moving early is a false start and loses the attempt, and so does a clearly late start. After an agreed number of attempts, the partners swap, and the most clean starts wins.

Holding still under pressure and reacting fast to the real signal is a skill that matters in track sprinting, in swimming and at the start of many team-sport plays.

How to sprint well, with a strong forward lean and powerful arm drive, is covered at Sprinting. This guide covers the game: the calls, what counts, the fakes that are fair and how to sprint safely.

What You’ll Need

  • Two people.
  • A clear, flat sprint lane about twenty metres long, on grass, a track or a quiet path.
  • A cone or line for the start and another about ten metres away to mark the end of each sprint.

How to Play

  1. Agree the number of attempts each, for example six, and how the starter will call.
  2. The sprinter sets up in a ready stance at the line, a standing split stance or a crouch, as agreed. The starter stands beside the line, a step to the side.
  3. The starter says “set”. The sprinter settles and holds completely still.
  4. After a pause of any length, the starter says “go”.
  5. The sprinter drives out and sprints to the far cone, then walks back.
  6. The starter calls the attempt clean, early or late.
  7. Rest fully, then go again.
  8. After the agreed attempts, swap roles. The partner with more clean starts wins.

Clean, Early and Late

  • Clean: the sprinter is still on “set” and moves promptly on “go”.
  • Early: any movement out of the set position before “go”, including a rock forward or a lifted foot. A twitch of the fingers is not a start. A shift of the body weight is.
  • Late: an obvious pause after “go”, as if the sprinter was waiting to be sure. A good start looks like an instant reaction.

The starter judges. A close call goes to the sprinter. The late rule matters because without it, a careful sprinter could simply wait a beat after every call and never false start.

The Fakes That Are Fair

The starter’s tools are timing and small movements:

  • A long pause after “set”. Three, four or five seconds of silence is the main test.
  • A short pause. “Set, go” almost together catches a sprinter who is still settling.
  • A small, false movement. A hand lifting or the head nodding as if to signal, without saying “go”.

What is never fair: any call that sounds like “go” (“no”, “so”, “slow”), a shout or a call that sends the sprinter into a bad position, such as calling “go” while they are still settling their feet. The fakes test patience. They are never meant to make a sprinter launch off balance.

Making It Fair

For a sprinter who is newer to this, the starter keeps the pauses shorter and more predictable, for example always between one and three seconds, and leaves out the false movements. Agree the level before starting. Training With a Friend has more on setting a handicap.

Staying Safe

  • A clear, flat lane. Check for holes, stones and people before starting.
  • Full rest between attempts. Every start is a maximal effort. Walk back and wait a minute or so before the next “set”.
  • Warm up first. Jogging, leg swings and a few build-up runs before the first real start.
  • Short sprints. Ten metres is enough to show a good start without the strain of a long sprint.

Common Mistakes

  • Holding the breath on “set” for too long. A breath held through a five-second pause makes the start sluggish. Breathe in, settle and keep the breath relaxed.
  • Guessing. A sprinter who tries to predict “go” will false start sooner or later. React to the sound, never to the pause.
  • The starter using a pattern. Long, short, long, short is easy to read. Mix them up.
  • Starting too upright. Lean forward from the ankles, as in a real start.

Fitting It Into a Session

The drill fits early in a session, after the warm-up, when legs are fresh and reactions are sharp. Six to ten starts each is plenty. It pairs well with other speed work, and Building a Partner Session has more on ordering a speed day.

Getting Better Over Time

Note the clean starts out of the total for each partner. As patience and reactions improve, the starter can lengthen the pauses and add more fakes. Timing the ten metres with a phone adds a second score for the start’s quality.

FAQ

Should the sprinter start from a crouch or standing?

Either, as long as both partners use the same start. A standing split stance is easier on the legs for beginners.

Can the starter use a clap instead of “go”?

Yes, agree it first. A clap is a sharp, clear signal, and the same rules for fakes apply.

How long should the longest pause be?

Around five seconds. Longer than that becomes uncomfortable to hold and stops being a fair test.


Related to Sprinting, Sprint Interval Loop and Freeze Call Sprint.