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Home/Training Drills/Passing Drills/Give-and-Go to Finish
PassingIntermediate

Give-and-Go to Finish

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.

Create your own drill
Live animationPAS
Duration
12 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

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.

Setup time: 2 min

Tactical breakdown

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.

How to run this drill

  1. Drive at the defender, do not drift. A defender who has not been forced to engage stays between both attackers and covers the pass and the run at the same time.
  2. Release and explode in the same moment. Watching to see whether your own pass was good is the most common error, and it costs the yard the combination just created.
  3. Wall player opens the body first. Square-on means the return has to be two touches. Open, and it can go back first time into the space the runner is heading for.
  4. Return it into space, not to feet. A ball to the feet stops the run dead and hands the beaten defender back the position he had just lost.
  5. Shorten the last stride before striking. Arriving at full speed makes the strike unstable. A short final step settles the body without losing the advantage.
  6. Place it rather than hit it. There is no time to set for power, so trying for it produces a snatched finish. Accuracy is the only realistic option here.

Coaching focus

FROM SESSION PLAN

Coaching points

  • Dribble straight at the defender to commit them before passing
  • Explode past the defender the instant you release the give
  • Wall player opens the body and returns it first time
  • Play the return into space ahead of the runner, never to feet
  • Call it early: name the wall player before you pass
  • Finish first time or with one touch: keep the tempo of the move

Common mistakes

  • Passing too early, before the defender is committed
  • Not accelerating after the give, so the return is offside or marked
  • Wall player returning to feet instead of into space
  • Taking an extra touch and letting the defender recover

Progressions & regressions

VARIATIONS

Progressions

  • Add a live defender who can intercept a slow or telegraphed pass
  • First-time finishes only, or count them double
  • Double wall: two one-twos before the finish

Regressions

  • Use a mannequin so the timing is predictable
  • Allow the wall player two touches to control and return
  • Slow the run so players groove the pattern first
Equipment
Cones×2
Full Goals×1
Tactical principles
give and go finishone two and shootwall pass to goalfinishing on the runcommitting the defenderexploding pastcombination finishu10 passing drillreturning first timereceiving into space
Audience
U9-U10

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