Finishing

Two V One Finish

Use a numerical advantage to score

Finishing
Attacking
Transition
Premium

Use a numerical advantage to score. Set up the area, follow the steps and use the coaching points below.

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Finishing
Attacking
Transition
Skill Practice
Beginner
Intermediate
Advanced
Full Squad
Foundation Phase
Youth Friendly
Adult Suitable
library-original

Age

Under 8 to Adults

Duration

18 min

Players

6-12

Area / pitch size

30 x 22 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones, Bibs, Full-size goal

Coaching focus

Use a numerical advantage to score

Objective

  • -Use a numerical advantage to score
  • -Make the right decision near goal
  • -Finish after combining with a partner

Setup

  1. 1Set a channel leading to a full-size goal or two mini goals.
  2. 2Place two attackers at the start and one defender in front of them.
  3. 3Keep a feeder with spare balls on the side.
  4. 4Mark the starting line and a finish line with cones.

How to play

  1. 1The feeder plays into the two attackers.
  2. 2The attackers try to beat the defender and create a shot.
  3. 3They can pass, dribble, or swap runs to open the finish.
  4. 4If the defender wins it, they counter to a side cone.
  5. 5Rotate the defender regularly so intensity stays high.

Coaching points

  • -Draw the defender before releasing the pass
  • -Support at a good angle
  • -Finish with confidence once space opens
  • -Make the extra man count

Progressions

  • +Two-Touch Limit: drop to one touch in the central area
  • +Weak Foot Only: add a defender to raise the pressure
  • +Tempo Clock: cut the clock to four seconds
  • +Add a competitive scoreline for the last round

Regressions

  • -Two-Touch Limit: allow three touches while the picture is learned
  • -Weak Foot Only: static, unopposed reps before adding movement
  • -Tempo Clock: extend the clock to ten seconds
  • -Simplify the area or the service until success returns

Variations

  • -Two-Touch Limit — Players are limited to two touches — one to control, one to release.
  • -Weak Foot Only — Every touch, pass and finish must be with the weaker foot.
  • -Tempo Clock — The ball must reach the end action inside six seconds or the rep restarts.
  • -Scan and Cue — The coach shows a colour or number and the receiver must call it before their first touch.
  • -Shadow Pressure — A shadow defender applies half pressure and can win the ball only after the first touch.
  • -Score Challenge — Run it as a timed competition — pairs or teams count successful reps and compare scores.
  • -1-to-1 Session — Run as an individual session: coach serves, one player works through the reps with rest built in.
  • -Flip the practice to the opposite side of the pitch

Common mistakes

  • -Rushing into a poor shot
  • -Both attackers running flat
  • -Ignoring the better pass

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