Move Combo Creator
Chaining dribbling moves together
Objective: Players begin to link two dribbling skills in sequence to beat defenders creatively.
Outcomes
- ✓Players can chain a sole-roll into a burst.
- ✓Players can combine a scissor with a direction change.
- ✓Players can attempt a personal two-move sequence unprompted.
Equipment
- 1 ball per player
- 8 cones
- 4 pinnies
Run of show
1. Arrival Free Play
5mSet up: Grid with balls. Written on a cone (coach reads aloud): 'Invent a 2-move combo!'
How to run it: Players arrive and experiment — string any two moves together. No rules. Coach joins in and tries silly combos.
- ›No wrong answers in this phase.
- ›Watch for natural combinations — note them for later.
Free dribbling grid — every player a ballConeAttackerBallDribble (with ball) 2. Warm-Up Game: Move of the Day Chain
8mSet up: Everyone with a ball, dribbling freely.
How to run it: Coach calls out two moves back to back: 'SOLE-STOP then BURST!' — players execute in sequence while moving. Repeat 5 times, then swap the second move: 'SOLE-STOP then SCISSOR!' etc.
- ›Pause between moves is fine — the chain is the goal.
- ›Say the moves aloud as they do them — verbal + motor learning.
- ›Celebrate weird combinations too.
Free dribbling grid — every player a ballConeAttackerBallDribble (with ball) 3. Skill Theme Game: Combo Station
12mSet up: Mark 3 stations with cones: Station 1 = sole-roll + burst; Station 2 = scissor + direction change; Station 3 = stop-and-go + inside cut. Players rotate every 3 minutes.
How to run it: At each station, players practise their assigned combo against a lone standing cone as the 'defender'. Five goes then move. Coach circulates and gives one tip per player.
- ›Setup the move: approach slow, execute, accelerate away.
- ›Each move has a purpose — the first tricks, the second goes.
- ›Individual feedback: 'Bigger swing on the scissor!'
4. Small-Sided Games: 3v3 Combo Points
15mSet up: Two 3v3 games. Standard goals.
How to run it: Play 3v3. If a player uses any recognisable two-move combo before scoring, the goal is worth 3. Single moves = 2. Normal goal = 1. Coach watches and decides points.
- ›Encourage creativity — unusual combos count.
- ›Defenders: be active — make the combo necessary.
- ›This is about joy in movement, not tactical perfection.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 5. Cool-Down & High-Fives
5mSet up: Seated circle.
How to run it: Players invent and name their personal combo. Go round the circle: 'My move is the [Name] Special — it goes [description]!' Applause for each one.
- ›Personal ownership of a move is powerful for identity.
- ›Remember the names — use them next session.