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Waves2v1

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

Training diagram

Diagram of the exercise “2v1 Wall Pass to Goal”20 × 25 m · 2 × Attacker · 1 × Defender · 1 × GoalkeeperShooting zone1233412

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

  1. The central attacker dribbles at the defender; the wide attacker moves to offer a wall pass.
  2. The attackers have 8 seconds to finish.
  3. If the defender wins the ball, they score by passing to the coach at the start line.
  4. 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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