Feint and Go Past Mannequins
Players dribble at three mannequins and beat each one with a different feint: a body swerve, a step-over and a drag-back. Explosive change of pace after every move.
- Age
- U9–U16
- Players
- 4–16
- Duration
- 15 min
- Difficulty
- Beginner
- Intensity
- Medium
- Area
- 20 × 15 m
- Type
- Technical
- Approach
- Analytical
- Format
- Circuit
- Objectives
- Technical: Dribbling, 1v1 attacking
- Concepts worked on
- Technical:Dribbling past an opponentRunning with the ball
- Physical:BalanceChange of direction
Training diagram
Legend
- Attacker
- Dribble
- Ball
- Cone
- Mannequin
A feint only works if the attacker sells it and accelerates after it. The mannequins let players practise the technique at speed with many repetitions before they use the moves in 1v1. Show one move per mannequin and change the moves every few runs.
Objective
Perform feints at speed and accelerate away after each one.
Organisation
- Line of three mannequins 6 m apart. Players in a queue with a ball each, 5 m before the first mannequin.
How it works
- Dribble at the first mannequin and beat it with move 1, accelerate to the next and use move 2, then move 3.
- Jog back on the outside.
- Series of four runs per set of moves; change moves: scissors, Cruyff turn, outside cut.
Coaching points
- Approach at medium speed, then feint about 1.5 m from the mannequin.
- Sell the feint with the shoulders and the hips.
- Explode out of the move with a longer touch.
Progressions
- Finish with a shot or a pass through a gate.
- Replace the last mannequin with a live defender.
Regressions
- Walk through the moves first, without the ball.
Variations
- Players choose their own move at each mannequin.
Key principles
- Sell it, then explode.
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