Manipulate the defence with an overload, then switch to isolate a free attacker. Combine to draw the defenders, recognise the moment they commit, and switch quickly to the player left 1v1 in space.
Set an overload on one side (two or three attackers against two defenders) with a winger held wide and free on the far side. Combine centrally to draw the defenders across, then switch the ball to the isolated winger to attack 1v1. Hold the overload long enough to commit the defenders before switching. Add a full-back to the winger to make it a live 1v1.
An overload that does not threaten anything will not move a defence. That is the mistake this exercise exists to correct: players build a four against two on one side, pass it around comfortably, and wonder why nobody slides over. Defenders react to danger, not to numbers, so the combination on the ball side has to genuinely try to play through. If it succeeds, excellent, that is a goal. If it fails, it has done its job by pulling the far-side defender inside.
So the overload is the setup and the isolated player is the point. Naming that before the drill starts changes how it is played, because otherwise the players in the overload treat keeping the ball as success and the switch never comes.
Holding the overload until the defenders commit is the timing question, and it is the same one that governs every attacking pattern with a spare man. Switch early and the far defender has not tucked in, so the winger receives against a set opponent and you have crossed the pitch for nothing.
The trigger to watch is the far defender pinching inside. Once he does, the ball goes, quickly and usually in one pass.
The uncomfortable dependency should be stated. All of this structure exists to give one player a one against one, so it is worth exactly as much as that player's ability to beat somebody. A team that manufactures a perfect isolation for a winger who cannot go past a full-back has built an elaborate machine for producing a throw-in. Pick who you isolate deliberately.
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.