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Blindside Pop

Lose a marker before the jump

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Attacking
First Touch

Lose a marker before the jump. Set up the area, follow the steps and use the coaching points below.

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Attacking
First Touch
Technical Practice
Beginner
Intermediate
Advanced
Full Squad
Minimal Equipment
Youth Friendly
Adult Suitable
library-original

Age

Under 12 to Adults

Duration

12 min

Players

6-12

Area / pitch size

20 x 16 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones

Coaching focus

Lose a marker before the jump

Objective

  • -Lose a marker before the jump
  • -Attack the ball from the blindside
  • -Head into a clear area

Setup

  1. 1Set two cone lanes with a server at one end.
  2. 2Pairs work in each lane, one attacker and one passive marker.
  3. 3A ball pile sits with the server.

How to play

  1. 1The attacker starts behind the marker and checks away.
  2. 2On the server’s call, the attacker darts across the marker’s shoulder.
  3. 3The ball is tossed and the attacker heads it into space.
  4. 4The marker then becomes the attacker and repeats.
  5. 5Coach keeps the sequence simple and quick.

Coaching points

  • -Hide, then burst into space
  • -Use your arms for balance, not pushing
  • -Attack the ball across the defender
  • -Pick a clear landing spot

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

  • -Starting the run too early
  • -Standing square to the marker
  • -Jumping without separation

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