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Home/Training Drills/Finishing Drills/First-Touch Control and Finish
FinishingIntermediate

First-Touch Control and Finish

Finish off a directional first touch. Scan before the ball arrives, open the body, cushion the first touch away from the marker and toward goal, then finish with the second touch.

Create your own drill
Live animationFIN
Duration
11 min
Total drill time
Players
4
Recommended
Pitch
44 × 36 m
Setup space
Level
Intermediate
Skill required
Intensity
High
Physical demand
Age band
U9-U10
Any format

Setup & instructions

A server drives a firm ball into a striker marked from behind. The striker takes a directional first touch away from the marker and into space toward goal, then finishes. Scan before the ball arrives, open the hips, and cushion the touch, do not trap it dead. Serve from both sides and rotate.

Setup time: 2 min

Tactical breakdown

Most young players are taught that a good first touch is one that stops the ball dead, and in the penalty area that is close to the opposite of the truth. A ball killed under the foot with a defender behind you has bought nothing: the marker arrives, the angle has not changed, and the shot still has to be manufactured from a standing start.

A good first touch is one that puts the ball somewhere better than where it was. In this exercise that means away from the marker and towards goal, so the second touch is a finish rather than another escape. Judged that way, the touch is a tactical decision rather than a technical one, and it has to be made before the ball arrives.

Which means the scan is the real content. A player who looks over his shoulder while the ball is travelling knows where the defender is and therefore which side is safe. A player who looks after the ball arrives has to work it out with the ball already at his feet and a defender already on him, which is why so many first touches go straight back to the passer.

Body shape converts the information into an option. Hips open and side on, the same delivery can be taken either way. Square, and the touch can only go back. Young players stand square because it is the easiest way to control the ball, and that comfort is exactly what costs them the turn.

How to run this drill

  1. Set a server, a receiver and a marker. The receiver works between the marker and goal. Serve from distance so there is genuine time to scan and set the body before contact.
  2. Scan while the ball is travelling. One look over the shoulder before the ball arrives tells the player which side the space is on. Looking after it arrives is why touches go straight back to the passer.
  3. Open the hips before contact. Get side on so the touch can go either way. Square to the passer, the ball can only go backwards, whatever the player intended to do with it.
  4. Cushion it into space, do not trap it. The touch should travel, not stop. A dead ball under the foot has changed nothing about the situation and lets the marker close the distance for free.
  5. Direct it away from the marker and towards goal. The touch is a decision, not a reflex. Away from pressure and forward means the second touch is a finish rather than another attempt to escape.
  6. Finish with the second touch. Limit the repetition to two touches so the first one has to do real work. Given three or four, players revert to trapping it and the whole point is lost.

Coaching focus

FROM SESSION PLAN

Coaching points

  • Scan before the ball arrives to know where the space is
  • Open the hips and turn side-on to see forward
  • Cushion the first touch into space, do not trap it dead
  • Direct the touch away from the marker and toward goal
  • Weight the touch: into space, but not out of control
  • Finish with the second touch, before the marker recovers

Common mistakes

  • Trapping the ball dead under the foot with no direction
  • A heavy first touch that runs away or to the marker
  • Receiving square, unable to see or play forward
  • Not scanning, so the touch goes into pressure

Progressions & regressions

VARIATIONS

Progressions

  • Marker semi-active, then live, contesting the touch
  • Vary the service: driven, bouncing, across the body
  • First touch and first-time finish where the touch allows

Regressions

  • Serve slower and straighter to groove the touch
  • Passive marker, or a mannequin, to set the picture
  • Allow an extra touch before the finish
Equipment
Cones×1
Full Goals×1
Markers×1
Tactical principles
first touch drilldirectional first touchfirst touch and finishreceiving and finishingcontrol and shootfinishing drilltouch away from pressurestriker drillyouth first touch drillu10 finishing drill
Audience
U9-U10

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