2v1 Wall Pass to Goal
Two attackers play 2v1 against a defender and a goalkeeper. The quickest solution is a one-two around the defender and a first-time finish.
- Age
- U11–Senior
- Players
- 7–14
- Duration
- 15 min
- Difficulty
- Intermediate
- Intensity
- High
- Area
- 25 × 20 m
- Type
- Tactical
- Approach
- Global
- Format
- Waves
- Objectives
- Technical: Finishing
- Tactical: Combination play, Decision making
- Concepts worked on
- Technical:Shooting
- Tactical:One-twoNumerical superioritySupport play
Training diagram
Legend
- Attacker
- Defender
- Goalkeeper
- Pass
- Run without ball
- Dribble
- Shot
- Ball
- Cone
- Goal
A finishing wave that rewards combination play. The ball carrier dribbles at the defender, uses the second attacker as a wall and runs beyond to receive the return pass. The defender tries to cut the return pass, so the attackers must also read when a dribble or a direct shot is better.
Objective
Use a one-two to get past a defender and finish quickly before the defence recovers.
Organisation
- Use a 20 × 25 m area in front of a full-size goal with a goalkeeper.
- A defender starts at the edge of the shooting zone about 10 m from goal.
- Attackers start in two lines: one central with balls, one wide at the side of the area.
How it works
- The central attacker dribbles at the defender; the wide attacker moves to offer a wall pass.
- The attackers have 8 seconds to finish.
- If the defender wins the ball, they score by passing to the coach at the start line.
- Attackers rotate lines; the defender changes every 4 attacks.
Coaching points
- Pass to the wall's front foot and accelerate the moment the ball leaves your foot.
- Wall player: set the ball first-time into the runner's path, not to his feet.
- Finish early, before the defender can turn and recover.
- If the defender drops to block the return pass, shoot or dribble instead.
Progressions
- Add a recovering defender who starts 10 m behind the attackers.
- Only first-time finishes count double.
Regressions
- Defender passive for the first attacks.
- Remove the 8-second limit.
Variations
- Allow an overlap instead of the one-two.
Key principles
- Commit the defender before combining.
- Speed after the pass beats the defender's reaction.
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