Beat a high defensive line with a lofted through ball. Runner: time the run to stay onside and arrive with the ball. Passer: recognise it early, chip it over the defender, and weight it into the runner's path.
A passer plays a chipped ball over a defender (or a marked line) for a runner making a run in behind to finish. Play it early, before the line reacts, and chip it high enough to clear the defender but soft enough to land in the runner's stride. The runner times the run to stay onside. Rotate passer and runner.
Some passes are worth playing even though most of them fail, and a chip over a high line is the clearest example in football. The completion rate is low. The payoff when it works is a striker running at a goalkeeper with nobody between them, which is worth several sideways passes that keep possession and create nothing. Judge this pass on its expected return, not on how often it comes off.
Recognition is the first half and it has to be quick. A high line is only vulnerable while it is high, and defences drop the moment they sense the danger. A player who spots it, takes a touch to set himself and then looks up has usually watched the opportunity disappear during his own preparation.
The height is the technical point that decides everything. Waist or chest high clears the defender's head but comes down fast enough that he cannot recover under it. Too flat and it is intercepted, too high and it hangs, which gives the defender time to turn and the keeper time to come.
Weight is where these are lost most often. Overhit and the keeper collects it comfortably, underhit and the defender heads it clear. The target is the runner's stride, and getting that consistently is the reason to rehearse this rather than trust it.
The runner carries half the responsibility and usually gets none of the blame. Breaking too early is offside, breaking too late means arriving behind the ball. The run should bend, starting from a position level or slightly behind and curving in behind the line.
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.