Trap the ball on the touchline and win it high. Show the opponent wide, cut the inside return with the angle of the press, and time the interception of the forced pass.
Opponent plays out from the back with a wide outlet near the touchline. The pressing forward shows them wide, then presses on a curved run to cut the inside return, pinning the full-back against the line. The midfielder reads the trap and jumps the forced pass to win it, then springs the counter. Set the trigger as the pass to the wide player. Rotate roles.
The touchline is a defender who never gets beaten, never gets tired and never makes a mistake. Any trap that uses it starts with an advantage no arrangement of players can replicate, because a carrier near the line has already lost half of his available directions before anybody presses him.
That is why showing the ball wide is so often the correct instruction. It looks passive, and coaches sometimes resist it because letting an opponent go outside feels like conceding something. What is actually being conceded is the least dangerous area of the pitch, in exchange for reducing a 360-degree problem to a 180-degree one.
The trap springs on the inside return. Once the carrier is wide, his only comfortable escape is back into midfield, and a presser whose angle sits on that line makes it unavailable. Now the options are a pass down the line into a defender who is expecting it, a ball into touch, or a dribble along a shrinking corridor. All three suit the defending team.
Timing the interception matters more here than elsewhere, because the forced pass is usually rushed and slightly loose. Leaving as it is struck rather than anticipating early is what turns a forced error into a turnover rather than a throw-in.
The common failure is pressing the carrier straight on. That leaves the inside return open, the ball comes back into midfield, and the touchline advantage that took thirty seconds to create is given away in one pass.
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.