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CircuitPassing

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

Training diagram

Diagram of the exercise “One-Twos Past Three Mannequins”15 × 30 m · 2 × Attacker123412

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

  1. Player A dribbles at the first mannequin and passes to B, who returns first time into A's run beyond the mannequin.
  2. At the next mannequin they swap roles.
  3. 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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