Beat a defender with a give-and-go and finish. Passer: commit the defender, then explode past after releasing the ball. Wall player: open the body and return the ball first time into space, not to feet.
The runner starts with the ball facing a defender (or mannequin) with a wall player angled off to one side. Dribble at the defender to commit them, play the wall pass, sprint past on the outside, and take the first-time return in behind to finish. Insist the return is played into the space ahead of the runner. Rotate the wall and the runner.
Everybody coaches the one-two and almost nobody coaches what happens next. The combination works, the defender is beaten, and the player now arrives in the penalty area travelling at full speed, slightly off balance, with the goal at an angle he did not choose and roughly half a second to do something about it. That is a harder finish than a served ball from a standing start, and it is the situation the whole move produces.
So run this as a finishing exercise that begins with a one-two, not as a passing exercise with a shot bolted on. The technical points that matter are the ones for striking while moving fast: get the head steady, shorten the last stride, and accept that placement beats power because there is no time to set for power anyway.
Upstream, two things decide whether the situation arrives at all. The carrier must drive at the defender rather than drifting towards him, because a defender who has not been forced to engage simply stays between the two attackers and covers both. And the explosion past has to happen the instant the ball is released, not after watching to see whether the pass was any good.
The wall player's return is the piece most often wrong. It goes into the space ahead of the runner, first time, not to where he was standing. A return to feet stops the run dead and gives the beaten defender his position back for free.
Expect a low conversion rate and coach the arrival rather than the finish. Players who are used to shooting from a standing start find this genuinely difficult, and that difficulty is the point.
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.