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Give-and-go combinations

Give-and-go combinations — U5-U6

Players know it as “Wall pass chase (U5-U6)”

Kid title: Wall pass chase (U5-U6). Set and spin to create a new angle. Timed phases for a 45-minute U5-U6 session.

U5-U6 Game-related Foundation 45 mins 6–10 players Game tempo Passing & receiving Attacking
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Practice timer

45:00

Pitch layout
Players Ball Pass / movement Cones / markers

How to use this session

  1. Set the learning intention before players arrive.
  2. Copy the pitch picture as closely as numbers allow.
  3. Protect ball-rolling time; intervene in natural stoppages.
  4. Use STEP live if challenge or success tips too far.

Session flow

Arrival · 6 mins

Wall pass chase (U5-U6)

6:00

Fun ball each activity linked to give-and-go combinations. Lots of touches, short queues, coach joins in.

Organisation: Half of a 5v5 pitch; 1 ball each to start.

Coaching points
  • Big smiles, lots of praise.
  • Keep the ball close when moving.
  • Eyes up when you can.
Progressions
  • Add a soft challenge or tagger.
Regressions
  • Bigger space, slower demo.
Technical · 11 mins

Practice picture — Give-and-go combinations

11:00

Simple game that repeats the picture of give-and-go combinations with light opposition.

Organisation: Small grids or channels; rotate roles every 60–90 seconds.

Coaching points
  • Show me the picture with your body.
  • Try again quickly after a mistake.
  • Use both feet when you can.
Progressions
  • Add a mini-goal or end zone.
Regressions
  • Remove the defender / add a helper.
Skill · 11 mins

Drill 2 — develop Give-and-go combinations

11:00

Add light opposition or a constraint so players must solve give-and-go combinations under pressure. Rotate roles often.

Organisation: Multiple mini-pitches so everyone is playing.

Coaching points
  • Play forward when you see space.
  • Help a teammate who is stuck.
  • Celebrate effort, not only goals.
Progressions
  • Shrink space / add a live defender.
Regressions
  • Unopposed patterns first.
Small-sided game · 12 mins

Drill 3 — game for Give-and-go combinations

12:00

Small-sided or conditioned game that scores/rewards give-and-go combinations. Minimal stoppages.

Organisation: Multiple mini-pitches if needed so everyone plays.

Coaching points
  • Find moments for give-and-go combinations.
  • Help a teammate who is stuck.
  • Celebrate effort, not only goals.
Progressions
  • Remove the condition when the theme is secure.
Regressions
  • Neutral helper / overload.
Plenary · 5 mins

What did we learn?

5:00

Players share one thing they tried. Coach links back to the theme in kid language.

Organisation: Circle with the ball.

Coaching points
  • Listen to teammates.
  • Name one success.

Related drills

Without the ball

Ball movement/pass Without the ball Up Back & through Passes – Player 1 passes to player 2 through the middle Player 2 drops it to player 1 to the side they’ve ran too Player 1 then gives back to player 2 to continue the opposite way. Aims – Passing/Receiving Communication Length – 10 minutes

Use in creator

Without the ball

Ball movement/pass Without the ball Up Back & through Passes – Player 1 passes to player 2 through the middle Player 2 drops it to player 1 to the side they’ve ran too Player 1 then gives back to player 2 to continue the opposite way. Aims – Passing/Receiving Communication Length – 10 minutes

Use in creator

Drill 31

Game – Safe Corner! All players: All players in the middle of the room following coaches instructions “simon says” style. - Hands on head - Sit Down - Stand Up - Jump up and down - touch your toes When coach calls a colour they must get to that colour as quick as they can! Progression: Give the players a football and they must move around the middle area dribbling the ball. Coach will ask: - Stop the ball (players put foot on the ball) - Hold the ball (in between both feet) - Toe Taps When colour is called players must dribble the ball to that colour 10 rounds. 10-15 minutes.

Use in creator

Drill 35

In 3s: Outside players have ball Inside player must ask for the ball and give them it back before doing it to the next player 20 passes each Progression: Scan before asking for the ball Progression 2: They must shout the colour of the cone james/Matt is holding up when scanning to prove their not just spinning their head - Receive on back foot - Try and keep the ball moving and make the simple pass in 1

Use in creator

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