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Five Kicks Off the Wall

After every push-off, swimmers take a set number of small dolphin or flutter kicks in streamline before breaking out – controlled underwater skill, never a breath-holding test.

Stages
Swimming – Stage 9, Swimming – Stage 10
Difficulty
Advanced
Skills
Streamlining, Dolphin Kick, Turns
Equipment
None
Age
9–99 years
Group size
1–12 swimmers
Time
About 6 minutes
In a lesson
Skill Development 1, Skill Development 2
Shared by
SwimShare Resource

Safety notes

  • Underwater phases are short and controlled: a set number of kicks, never 'as far as you can'.
  • No hyperventilation, breath-holding games or distance challenges underwater.
  • Teacher watches every swimmer surface.

What it develops

  • Turns with a streamlined underwater phase and breakout
  • Starts, turns and finishes as part of a swim

How to run it

  1. Push off in a tight streamline just under the surface.
  2. Take three small, fast kicks (dolphin or flutter), breathing out gently, then kick to the surface and swim.
  3. Progress to five kicks when three feel controlled.
  4. Use it on every wall during a short set so it becomes part of normal swimming.

Teaching cues

  • Small, fast kicks.
  • Stay tight and shallow.
  • Breathe out gently.
  • Surface while still moving.

Make it easier

  • Two kicks only, staying near the surface.

Make it harder

  • Kick on the side for the underwater phase, rolling to the front as you break out.

Common faults

  • Diving deep after the push-off.
  • Big, slow kicks that stop the glide.
  • Staying under too long.

Corrections

  • 'Aim along the surface, just under it.'
  • 'Quick little kicks from your tummy.'
  • 'Count your kicks, then up.'

Assistant / L1 role

  • Watch each swimmer surface at your end and raise a hand straight away if anyone stays under longer than the agreed kick count.

Helps with