Combining Moves – Technical
Ball Mastery & Dribbling
Objective: Players can fluidly chain two or more moves in a single dribble sequence.
Outcomes
- ✓Players can link scissors → step-over without hesitation
- ✓Players can link drag-back → chop in a continuous motion
- ✓Players create their own two-move combo and can name it
- ✓Players understand that combining moves increases unpredictability
Equipment
- 1 ball per player
- 20 cones
- 6 pinnies
- 2 small goals
Run of show
1. Arrival Ball Mastery
8mSet up: 20×20 yd free-roam.
How to run it: Players dribble and perform any single move every 10 seconds. No repetition allowed on consecutive moves. Coach circulates calling out what they see: 'scissors! nice chop!'
- ›Variety – mix it up
- ›Stay in control between moves
- ›React to space, not habit
Free dribbling grid — every player a ballConeAttackerBallDribble (with ball) 2. Dynamic Warm-Up
10mSet up: 10-cone slalom; individual channels.
How to run it: Length 1: scissors at every cone. Length 2: step-over at every cone. Length 3: players choose a combo at alternate cones. Length 4: free choice with max pace. Finish with dynamic ankle and knee circles.
- ›Clean execution in the slalom builds muscle memory
- ›Keep eyes up between cones
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 3. Technical Practice – Combo Creator
15mSet up: Each player has a 5×5 yd personal space.
How to run it: Players create their own two-move combo and practise it for 2 minutes. Then they must teach it to a partner. Partner learns and both perform it. Coach circulates and asks: 'Why did you choose those two moves together?' Last 3 minutes: pairs perform their combo for another pair.
- ›There's no wrong combo – creativity is the goal
- ›The teaching player must explain, not just show
- ›Fluency comes from repetition – repeat your combo 20 times
- ›Name your combo – it becomes yours
4. Skill Game – Move Market
15mSet up: 25×20 yd grid; all players with balls; coach has a card deck with move names written on cards.
How to run it: Coach flips a card: e.g., 'scissors + drag-back'. Players have 30 seconds to perform the combo as many times as possible. Coach counts and the highest-count player shares their technique. Change card every 30 seconds. Five rounds.
- ›Smooth transition = more reps = higher count
- ›Slow reps with quality beat rushed reps with errors
- ›Listen to peers – they may show you a better way
5. Small-Sided Game – 4v4 Combo Bonus
17mSet up: 28×22 yd pitch; small goals.
How to run it: 4v4. A goal counts 3 points if it is set up by a two-move combo in the build-up. Normal goal = 1 point. Teams must track and declare the combo to get the bonus. Coach validates.
- ›Look for space to use your combo when pressure is light
- ›Don't force the combo in a dangerous position
- ›Celebrate successful combos even if no goal results
Small-sided game with goalkeepersKeeperAttackerBallDefenderPassDribble (with ball)Shot 6. Cool-Down & Review
5mSet up: Circle.
How to run it: Hamstring and hip-flexor stretches. Each player says their personal combo name aloud. Coach writes them on a whiteboard. Players clap each one.
- ›Ownership of a move builds confidence
- ›Creative expression is part of the game