Combinations in the Final Third – Full Sequence
Putting It All Together: Combinations
Objective: Players link multiple combination types (give-and-go, overlap, third man) in a single attacking sequence to create a shooting opportunity.
Outcomes
- ✓Players can execute two different combination types within one attacking move.
- ✓Players can switch between combination options based on how the defence reacts.
- ✓Players can maintain composure and finish after a complex combination.
- ✓Players can talk and call their intentions throughout the combination sequence.
Equipment
- 14 cones
- 8 bibs
- 10 balls
- 2 full-size goals
- 2 keepers
Run of show
1. Arrival Ball Mastery
8mSet up: Groups of three with one ball, free space.
How to run it: Continuous combination sequences: the group completes a give-and-go, immediately transitions to a third-man run, and finishes at a cone goal. Coach calls out which combination to use as they move.
- ›React to the call instantly — no pause between combinations.
- ›Communication between players makes every combination work.
- ›Third player: your sprint links the two combinations.
Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot 2. Dynamic Warm-Up
10mSet up: Half-pitch, groups of three versus passive defender. Full goal with keeper.
How to run it: Trios attack the goal using any combination from the quarter — give-and-go, overlap, third-man, or cut-back. Passive defender starts centrally. Groups have 20 seconds per attack.
- ›Read the defender to select the combination.
- ›Two combinations in one move earns a mental bonus — push for it.
- ›Keeper: stay focused throughout warm-up — real saves count.
Get to the byline and deliver — attack near & far postKeeperAttackerBallDribble (with ball)PassRun (off ball)Shot 3. Technical Practice
15mSet up: Full pitch half. 4v2 attack (plus keeper). Two defenders allowed to intercept but not tackle. Attackers have full freedom of combination.
How to run it: Attackers must use at least two named combinations before shooting. After each sequence, coach identifies the combinations used by name. Progress: change to 4v3 with live tackling.
- ›Name the combination as it happens: 'Wall pass!', 'Overlap!', 'Third man!'
- ›Don't be mechanical — combinations should feel natural.
- ›The best moment to combine is when the defender commits.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 4. Skill Game
15mSet up: 4v4 on a 35×25 yd pitch with full goals and keepers. Goals that include two or more named combinations in the build-up count as 'combination goals' and earn three points.
How to run it: Teams keep their own combination logs. Coach confirms combination goals. Teams may also score single-combination goals for one point. Tracks both totals.
- ›Build patiently — a combination goal is worth the extra seconds.
- ›Don't lose possession chasing the combination — one is fine too.
- ›Defenders: recognise combination patterns and disrupt them early.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 5. Small-Sided Game
17mSet up: 5v5 including keepers, 35×25 yd, full goals.
How to run it: Free match. Before each kickoff, each team nominates a 'combination of the half' — the specific combination they will try to execute. Coach checks at the end: did they attempt it?
- ›Planning creates intention — intention creates execution.
- ›If the nominated combination doesn't come off, celebrate the attempt.
- ›Keepers: anticipate combinations — they often end in shots from an angle.
Small-sided game with goalkeepersKeeperAttackerBallDefenderPassDribble (with ball)Shot 6. Cool-Down & Review
5mSet up: Circle stretch.
How to run it: Quad, hip, and shoulder stretches. Coach asks: 'Which combination was hardest to execute today? Which felt most natural?' Discuss briefly.
- ›The hardest combinations become the most natural with repetition.
- ›Every combination links back to the same idea: use a team-mate to beat a defender.