Attack a 4v2 counter and finish. Carry to commit the defenders, use the decoy and the width to stretch them, and release the runner in behind with a well-timed through ball to finish.
On a turnover, four attackers break against two recovering defenders and a keeper. Carry it forward to commit a defender, use a decoy run and the width to stretch the pair, then play the through ball for the central runner to finish. Go fast, the advantage is lost if the defence recovers. Rotate roles and start the break from a live turnover as a progression.
Adding a fourth attacker to a counter makes it slower rather than more dangerous, which is counterintuitive enough that it needs saying directly. With three attackers the decision is simple and quick. With four there is always another pass available, and players take it, and each additional pass is time a recovering defence uses to get back. Teams frequently arrive at the box four against two and finish the move four against five.
So the coaching point is discipline about when not to pass. The extra man is valuable as a threat that occupies a defender, not as an obligation to involve everybody. A decoy run that drags a defender across without ever receiving the ball has contributed far more than a safe square pass.
Width is what makes two defenders unable to cope. Four attackers in a narrow band is a problem two organised defenders can genuinely defend, because they can cover the ball and the nearest option simultaneously. Spread across the full width, the same four force each defender to abandon something.
The carrier's job remains what it is in every overload: commit somebody. Nothing about having more teammates changes the fact that a defender who has not moved is still defending.
The honest limitation of this exercise is that four against two is rare in a match and easy to score in. It is worth running for the decision-making, not as a confidence-building finishing drill, and the coach should judge it on how quickly the ball reached the box rather than on whether it went in.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.