2v2 + Joker Combination Drill

2v2 + Joker Combination Drill

2V2THIRD MAN

10/23/20241 min read

2v2 + Joker Combination Drill

Description:

This 2v2 drill with a joker (neutral player) focuses on quick combination play and creative movement off the ball.

The joker plays with the attacking team, creating a numerical advantage and encouraging players to execute third-man combinations and various passing patterns.

Players practice passing and moving dynamically, using options like playing to the joker, making diagonal runs, or performing double passes. If the attacking team scores, they retain possession and continue attacking with new defenders. If they concede, the opposing team starts the next attack.

Key Coaching Points:

Combination Play: Encourage players to use third-man runs, diagonal passes, and one-twos to break down the defense.

Movement After Pass: Players should move into new spaces after passing, either making forward runs or supporting runs for the joker.

Utilizing the Joker: The joker can help reset the play, create space, and facilitate quick combinations. Attackers should look for the joker when stuck or under pressure.

Dynamic Runs: Encourage diagonal runs and quick changes of direction to unbalance the defense. Quick Transition: As soon as the ball is lost or a goal is scored, players should quickly transition between attack and defense, keeping the pace high.

Setup:

Area: Small-sided area, around 20x20 meters, depending on players' age and skill level.

Goals: Place small goals at each end. Players: Two teams of two, with one neutral joker who plays with the attacking team.

Starting Position: Two attackers, two defenders, and the joker start in the middle.

Progressions:

Add Touch Limit: Limit players to two or three touches to speed up decision-making. Increase Joker’s Role: Allow the joker to move freely in the attacking half, offering more support options.

Introduce Time Limit to Score: Require attackers to score within a set time (e.g., 10 seconds) to encourage fast play. Reward Combinations: Award an extra point for goals scored after a one-two, third-man run, or other specific combinations.

Questions for Players:

How can you use the joker to open up space for yourself or your teammate?

What types of runs can help you create passing angles and space?

When is the best time to make a diagonal run versus a forward run? How can you use quick one-twos to get past defenders?