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Corner Kick Header

The cross is swung in, the six-yard box is crowded, and you have about a fifth of a second to get your head on it. Time the jump, pick your corner, and bury it — five lives, and a keeper who sharpens up with every goal you score.

Corner Kick Header
Goals 0 Lives 5 Best 0

Football Runner Arcade

Corner Kick Header

Watch the white ring close in on the ball. Tap or press Space the moment it tightens, and move to pick your corner. Meet the ball cleanly and the keeper has no chance.

Move / pick your corner Tap / Space header P pause

What Is Corner Kick Header?

Corner Kick Header is about one skill that decides more real football matches than almost any other, and that almost no game bothers to model: attacking a cross. The ball is swung in from the corner flag, it hangs for a moment, and then it drops through a small pocket of air where a header is possible. Go up too soon and you are already coming down when it arrives. Go up too late and it has bounced past your shoulder. Get it right and you make contact at the top of your leap, which is where the power comes from.

Because that timing is the whole game, everything else is deliberately made simple. Your aim moves along the goal line and is clamped inside the posts, so you can never sky one over the bar or drag it wide. The cross always follows a clean arc rather than a random wobble. There are no rebounds to scramble for and no offside to worry about. What is left is a pure question of when to jump, and then a second, smaller question of where to put it.

You get five lives. A missed header costs one, and so does a save. Each goal you score makes the next cross arrive a little faster and the keeper a little sharper, so the game finds your ceiling rather than handing you a fixed difficulty. Your best total is stored in your browser, so you always have a number to beat.

How to Play

  1. Watch the ring, not the ball. A white circle closes in on the spot where the header happens. Its size tells you exactly how much time is left.
  2. Pick your corner. Move your finger, the mouse, or the keys to slide the amber crosshair along the goal. You can keep adjusting right up to the moment you jump.
  3. Go up. Tap the pitch or press Space as the ring tightens onto the ball. The ring turns amber when you are close and green when you are in the perfect window.
  4. Watch it in. A clean contact is driven downward and hard, which is the header a keeper hates. A poor contact loops up softly and gets caught.

Late beats early. If you are going to be wrong, be wrong by jumping late. An early jump means you have already peaked and are falling, and a falling header has nothing behind it. A slightly late one still catches the ball on the way down with your neck muscles behind it.

Tips to Score More

  • Set your aim before the ball arrives. Deciding the corner while the cross is still in the air leaves your full attention for the timing. Adjusting at the last instant is how good timing gets thrown away.
  • Let the ring teach you. For the first few crosses, ignore the goal entirely and just try to turn the ring green. Once the timing is automatic, add placement back in.
  • Use both corners. The keeper starts in the middle and closes on where you aimed. Alternating sides means they are always travelling further.
  • Do not aim dead centre. It is the one spot the keeper is already standing in, so even a perfect header can be blocked without them moving at all.
  • The cross switches flags. Every other corner comes in from the opposite side. The arc mirrors, but the arrival time does not change — do not let the new angle rush you.
  • Expect the marker. Once you have four goals a defender joins you in the box. He only ever punishes a scuffed contact, so he is really just a tax on bad timing.

Reading the Ring

The closing ring is not decoration; it is the entire information system of the game compressed into one shape. It begins wide and shrinks at a constant rate toward a small fixed circle drawn at heading height. When the moving ring and the fixed circle are the same size, the ball is exactly there. That is the instant to jump.

The colour is a second, coarser hint layered on top. White means you are still early. Amber means you are inside the good window, where the header will be struck firmly and will beat a keeper who has guessed wrong. Green is the perfect window, roughly a tenth of a second wide, where the ball is driven down into the turf and past the keeper whether they guessed right or not.

Why timing produces power here

In this game contact quality does not just change the ball's speed, it changes the header's shape. A perfect strike sends the ball on a flat, fast line into the lower part of the goal, arriving in under three tenths of a second. A merely good one is slower and sits a little higher. A weak one loops upward and takes nearly twice as long to arrive, which gives the keeper all the time they need to get across and gather it. So there is no separate power control to learn — timing is the power control.

This mirrors something true about real heading. A header has no backswing worth speaking of, so almost all of the pace on the ball comes from meeting it while your body is still rising. Players who look like they head the ball hard are usually just players who arrive at the right moment.

Why the Keeper Gets Faster

A game where the twentieth cross plays exactly like the first stops being interesting well before you get there, so this one tightens as you score. Three numbers move together. The cross itself arrives sooner, dropping from a leisurely two and a third seconds down toward one and a fifth, which squeezes the window you have to read the ring. The keeper's reaction delay shortens, so they start moving sooner after your contact. And their speed across the goal rises, so the same corner that was comfortably out of reach at three goals becomes reachable at fifteen.

Their reach grows slightly too. Early on, aiming a body's width inside the post is plenty. Later, you need to be genuinely tight to it, which raises the cost of a sloppy crosshair. The practical effect is that most players hold a high scoring rate for the first eight or nine goals and then start dropping lives quickly — and the fix is almost always placement discipline rather than better timing, because by that point the timing has become habit.

Corners in the Real Game

Around a tenth of all goals in professional football come from corners, which makes them by far the most productive set piece in the sport. That figure is remarkable given how little time the ball spends in a dangerous position: a corner is typically over inside four seconds. The value is concentrated almost entirely in the delivery and the movement of one or two attackers.

Coaches talk about attacking the ball at its highest point, and the reason is exactly what this game models. Two players contesting the same cross are rarely separated by height — they are separated by who timed the run. The attacker who starts moving a fraction later usually wins, because they arrive rising while the defender has already jumped. It is also why so many corner routines are built around a short delay, a check away, or a blocking run: they exist to make one attacker's timing easier and the defender's harder.

If you want the terminology behind all of this — what counts as a corner, why a header cannot be offside from a throw-in, how the six-yard box is defined — our plain-English Football Basics page covers it, and it pairs well with the Football Quiz.

Playing on Phone, Tablet or Desktop

On a touchscreen the whole game is one thumb: slide to move your corner, tap to head. On a desktop, moving the mouse aims and clicking heads, or you can play entirely from the keyboard with the arrow keys and the space bar — some players find the keyboard easier here, because it separates aiming from the tap that triggers the jump.

The pitch, goal, keeper and striker are all drawn to the size of your screen rather than scaled from a fixed image, so the goal occupies the same share of the canvas on a small phone as on a widescreen monitor. Nothing is downloaded, there is no sign-up, and your best score lives in your own browser's local storage. Clear your browsing data and it resets, which is the trade-off for never asking you to make an account.

Corner Kick Header FAQ

No. Your aim is clamped inside the posts, so every header that makes clean contact is on target. This is deliberate — the game is a test of timing, and being punished for a slipped finger on a touchscreen would not measure anything useful.

It shrinks at a steady rate and reaches its smallest size at the exact moment the ball arrives at heading height. Jump when it matches the small fixed circle inside it. It turns amber in the good window and green in the perfect one.

Placement only beats the keeper if the ball gets there quickly. A weak contact loops slowly, and no corner is tight enough to beat a keeper who has an extra quarter of a second. Turn the ring green and the same corner becomes unsaveable.

A defender marking you in the six-yard box. He arrives once you have scored four goals and only clears headers with poor contact, so he never takes away a well-timed one.

Five. Missing the ball entirely costs one, and being saved costs one. Goals never cost anything, so a good run can go on for a long time. Your score is the number of headers you score before the lives run out.

Yes, in your browser's local storage on that device. It is never uploaded anywhere. Clearing your browsing data or switching browsers will reset it.