Beat a defender with a wall pass and a burst of pace. Commit the defender, play the pass firmly to the wall player's back foot, and explode past to receive the first-time return in behind.
A wall player sets up to the side, a mannequin acts as the defender. The player carries at the defender, plays the wall pass, and sprints past to collect the first-time return in behind, then drives on. Play the pass firm and to the back foot, and burst past as you release it. Rotate the wall player and run it up the channel.
Using a defender's own commitment against him is what separates a wall pass from an ordinary pass, and it explains why the timing matters more than the technique. A defender who has stepped towards the ball has, in that instant, given up the ability to cover the space behind his own shoulder. The one-two exists to punish exactly that moment, and playing it before he commits simply gives the ball away to a balanced opponent.
So the sequence starts with driving at him. A player who passes from ten yards away has asked the defender to do nothing and gets nothing in return. Carrying at his front foot until he has to engage is what creates the moment the pass exploits.
The pass itself goes to the wall player's back foot, firmly. The back foot matters because it lets the return be played first time without a controlling touch, and a control touch is enough time for the defender to recover. Firm matters because a soft wall pass invites an interception and arrives too late to be returned into the space.
The acceleration is the half that gets neglected. Players execute the pass and then jog into the return, which lets the beaten defender turn and get back goal-side. The sprint should start before the pass has arrived at the wall, because the space behind the shoulder is only open while he is still moving forwards.
The wall player has one job and it is not to be creative: first time, into the space, weighted so the runner does not break stride.
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.