One-Twos Past Three Mannequins
Pairs travel up a 30 m channel playing a one-two around each of three mannequins. One player dribbles at the mannequin, the partner offers the wall and returns first time.
- Age
- U11–Senior
- Players
- 4–12
- Duration
- 12 min
- Difficulty
- Beginner
- Intensity
- Medium
- Area
- 30 × 15 m
- Type
- Technical
- Approach
- Analytical
- Format
- Circuit
- Objectives
- Technical: Passing
- Tactical: Combination play
- Concepts worked on
- Technical:PassingRunning with the ball
- Tactical:One-twoSupport play
Training diagram
Legend
- Attacker
- Pass
- Run without ball
- Dribble
- Ball
- Cone
- Mannequin
The one-two (give-and-go) is the simplest combination to beat a defender. Repeating it three times in a row gives each player many touches as passer and as wall. The mannequins make the timing visible: pass when you are two metres from them, not earlier.
Objective
Play a well-timed one-two to get past a defender.
Organisation
- Channel of 30 × 15 m with three mannequins in the middle, 7 m apart.
- Pairs at the start; one ball per pair.
How it works
- Player A dribbles at the first mannequin and passes to B, who returns first time into A's run beyond the mannequin.
- At the next mannequin they swap roles.
- Jog back on the outside; 8 runs per pair.
Coaching points
- Dribble straight at the mannequin to draw it.
- Wall player: stand slightly ahead of the ball, open body, return with the inside of the foot first time.
- After passing, accelerate past the mannequin.
Progressions
- Finish with a shot at a goal at the end.
- Replace the mannequins with passive defenders.
Regressions
- Stationary wall players at each mannequin.
Variations
- Play a lofted return over the mannequin.
Key principles
- Draw, pass, sprint.
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