Time the run and head the corner down into the far corner. Attack the inswinger, meet it at the top of the jump and head it down and across the keeper.
An inswinging corner is attacked and headed at goal. Emphasise a delayed run to lose the marker, attacking the ball at the top of the jump, and heading down and across into the far corner. Vary the delivery. Rotate the taker and the attacker.
Fork it into your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block.