3v2 attack with a joker behind the defenders and immediate transition after every action
Linkalde exercise
How it works
- Who starts
- A2, in the centre of the left end line, with the ball.
- Who takes part
- A1, A2 and A3 plus joker C against defenders R1 and R2.
- What the ball does
- A2 dribbles, the wide players open up, the ball goes through the joker and reaches A3, who shoots; after the action, the reds pick up the ball and attack the other way.
- How to score
- One point for a goal in a mini-goal; the same in the opposite direction.
- When it ends
- The action ends with a goal, the ball going out, an interception or after ten seconds.
- How it restarts
- The team that now attacks starts with another ball from the end line.
- How players rotate
- After each action, the teams swap roles and an attacker becomes the joker.
Number of players
6-12 players
Format
3v2 + joker
Recommended
4 × 14 min
Rest 45s · High intensity
Space
Small-sided space
Space
28×44 m
Goal
Attack quickly with width in numerical superiority and, when defending, buy time in numerical inferiority by delaying and shifting, with an immediate transition in both directions.
Description
On a 44 x 28 m pitch with two mini-goals at each end, three blue attackers with the ball play against two red defenders. A green joker waits behind the defenders and plays one or two touches. The attackers have to decide quickly and with width: two wide to stretch and one inside, using the joker as support to create the advantage. The defenders do not chase the tackle: they delay, shift and close the inside passing lanes. When the action ends (goal, ball out or interception) the transition happens: the two defenders and the joker attack in the opposite direction against two of the three attackers, and the third takes the joker role.
Step by step
- 1
A2 dribbles forward while A1 and A3 spread to both sides.
- 2
A2 passes to joker C, who plays one touch.
- 3
C returns the ball to A3, who arrives wide, and A3 shoots at the mini-goal.
- 4
The reds pick up a ball and attack the other way; R2 dribbles and R1 spreads wide.
- 5
R2 passes to R1 for the new attack.
Rules
The joker plays one or two touches and cannot shoot. The attackers must finish the move within ten seconds. The defenders cannot close down the ball carrier at the same time.
Equipment
- 4 mini-goals
- 8 cones
- Balls
- Bibs in three colours
Physical focus
Recommended times by goal
- Tactical: 4 × 3'30" · rest 0'45" · High intensityOrientativo
Rotation and restart
After each action, the teams swap roles: those who defended attack and one of the attackers becomes the joker.
Coaching points
- Attackers: stretch with real width and decide quickly.
- Defenders: first slow them down, then win the ball.
- Pass from wide to inside: do it through the joker.
- After the shot, nobody stops: go straight into the transition.
Common mistakes
The attackers bunch up and get in each other's way.
How to correct: Two wide and one inside, always at different heights.
The first defender dives in and leaves his teammate exposed.
How to correct: Slow the advance and keep the second defender's cover.
Nobody reacts to losing the ball.
How to correct: Look at the ball and set off straight away in the new direction of play.
Questions for the players
- “What advantage does the joker give the attackers?”
- “When is it better to delay than to win the ball?”
Levels
- A · easyNo joker: a pure 3v2, without transition.
- B · standardAs described.
- C · advancedWith a second small goal on each side to force a change of orientation after winning the ball.
If you have fewer or more players
- With 4 fewer: A 2v1 with a joker. (2v1 + joker)
- With more: Two pitches in parallel. (3v2 + joker on two pitches)
- With odd numbers: The extra player acts as joker at the other end.
Age
Variations
- Limited touches. The attacking team can only take three touches in total before shooting.
- Joker who joins in. The joker can join the finish once per series.
Source: toplidercoach (adaptado)