Different pass types solve different problems: keeping possession under low pressure, breaking lines at speed, lifting the ball over a blocked lane, or combining to escape a defender. Your job is to choose the simplest pass that matches the space, pressure, and tempo.
Quick decision rules (what to choose and why)
- Push pass: choose when the target is close and you have time/space for accuracy.
- Driven pass: choose when distance is larger, the tempo is high, or you must beat an opponent’s reach with pace.
- Lofted/chipped pass: choose when the low passing lane is blocked by a foot/opponent and there is space behind them.
- Wall pass (give-and-go): choose when a defender over-commits to the ball and you can run into the space they leave.
| Situation | Best option | Main cue |
|---|---|---|
| 5–10 m, teammate open | Push pass | Accuracy and timing |
| 15–35 m, need speed | Driven pass | Firm contact through the ball |
| Opponent blocks ground lane | Lofted/chipped pass | Lift over the obstacle, drop into space |
| Defender steps hard to you | Wall pass | Pass-and-move immediately |
1) Push pass (short accuracy)
Purpose: Keep possession and connect play over short distances with high accuracy. Ideal for quick circulation, playing out of pressure when you have a clear lane, and setting up the next action (receive-return, third-man).
Technique cues
- Scan: check the target’s feet and the passing lane before the ball arrives.
- Angle: open your hips so your pass can travel across your body (easier to aim) rather than straight under you.
- Plant foot: beside the ball, toes pointing toward the target.
- Contact: controlled, “push” the ball to the target’s front foot (the foot that helps them play next).
- Follow-through: short and guided; finish facing the target.
Step-by-step: choosing the target foot
- If your teammate is facing you and unpressured, pass to their back foot (furthest from the nearest defender) so they can open up.
- If your teammate is running forward, pass to the space in front of their stride so they don’t break rhythm.
- If your teammate is under light pressure, pass to the front foot to let them play one-touch away from pressure.
Typical mistakes (and fixes)
- Under-hitting (intercepted): firm up the contact and reduce “extra” backlift; focus on a clean push through the center of the ball.
- Passing to the wrong foot (teammate gets trapped): decide the target foot before you strike; use the defender as your reference point.
- Telegraphing (defender reads it): look once, then pass with the same body shape; avoid staring at the target during the strike.
2) Driven pass (medium/long distance with pace)
Purpose: Move the ball quickly over medium-to-long distances, break pressure, switch play, or find a forward quickly before the defense resets. The key difference is pace: the ball arrives fast enough to beat opponents’ reactions.
Technique cues
- Preparation touch: set the ball slightly in front of you so you can strike through it.
- Body line: chest over the ball to keep it from floating; hips square to the target line.
- Plant foot: stable and slightly behind the ball for a strong strike.
- Contact: strike through the middle of the ball with a firm ankle; think “punch” rather than “sweep.”
- Follow-through: longer than a push pass; your kicking leg finishes toward the target.
When to choose a driven pass
- When the receiver is 15–35 m away and you want the ball to arrive before pressure closes.
- When you are switching play to the far side and need to beat midfield traffic.
- When a teammate is checking toward you and you want the pass to stick to their feet with minimal bounce.
Typical mistakes (and fixes)
- Ball lifts and floats: keep your chest over the ball and strike through the center; avoid leaning back at contact.
- Receiver can’t control it (too hard): match pace to distance; for 15–20 m, you need “firm,” not “max power.”
- Inaccurate due to rushing: take a small adjustment step so your plant foot is stable; accuracy drops when your base is moving.
3) Lofted/chipped pass (lift over a foot or opponent)
Purpose: Lift the ball over an opponent’s foot, a crowded line, or a pressing player when the ground lane is blocked. A good chip is not a high clearance; it is a controlled lift that drops into space or onto a teammate’s run.
Technique cues
- Read the block: if a defender’s leg or body is in the lane, chip over the nearest obstacle, not over everyone.
- Plant foot: close to the ball; stability matters more than power.
- Contact point: under the ball to create lift; keep the ankle firm.
- Shape: shorter swing with a “scoop” feel; aim for a quick up-and-down flight.
- Target: pick a landing zone (space) rather than the teammate’s current position.
Step-by-step: chip over a pressing foot
- As the defender steps to block, take a small touch to set the ball.
- Spot the space behind the defender (2–6 m beyond them is often enough).
- Plant beside the ball and strike under it to lift it just over the block.
- Follow the pass by moving to support the next touch (chips often create a second-ball moment).
Typical mistakes (and fixes)
- Too high / hangs in the air: reduce swing length and aim for a lower arc; think “over the foot, not over the stadium.”
- Not enough lift (blocked anyway): contact slightly more under the ball and firm the ankle; don’t decelerate at impact.
- Chipping when a simple ground pass exists: use the decision rule—chip only when the low lane is truly blocked.
4) Wall pass (give-and-go) to bypass pressure
Purpose: Combine with a teammate to get around a defender. The first pass draws the defender in; the run exploits the space behind or beside them; the return pass releases you. The wall pass is a timing action more than a power action.
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Key ideas
- Pass, then sprint: the run is non-negotiable; if you admire the pass, the move dies.
- Run off the defender’s shoulder: go where the defender cannot see both you and the ball easily.
- Set the wall: the teammate receiving should know the return option before the ball arrives.
Step-by-step: basic give-and-go
- Attract pressure: carry the ball just enough that the defender steps toward you.
- Play the first pass: a short, accurate pass into your teammate’s safe side.
- Explode into space: run immediately past the defender (outside or inside depending on the open lane).
- Return pass: your teammate plays one-touch or two-touch into your path, not to your feet.
- Next action: take the next touch forward (shot, cross, or another pass) before pressure recovers.
Typical mistakes (and fixes)
- First pass is too hard (teammate can’t set it): soften the first pass so the wall player can return quickly.
- Run is late: trigger your sprint as the ball leaves your foot.
- Running straight into traffic: angle your run into the open channel; if the defender blocks inside, go outside (and vice versa).
- Return pass behind the runner: wall player should pass into space in front; runner should show with a clear angle and speed.
Practice progressions (technique → movement → game constraints)
A) Isolated technique (no pressure)
- Push pass gate work: set two cones as a 1 m gate. From 6–8 m, pass through the gate 10 times each foot. Track:
successful / 10. - Driven pass targets: place a cone “receiver zone” 20–30 m away (2–3 m wide). Drive the ball so it arrives within the zone with minimal bounce.
- Chip over a barrier: use a cone line or a small hurdle (or a bag) as the “block.” Chip to land in a marked box 8–15 m away.
- Wall pass pattern: two cones 8 m apart (players). Add a third cone as a “defender” 2 m in front of the passer. Pass → run around the defender cone → receive return in stride.
B) Moving partner (timing and realism)
- Push pass on the move: partner jogs laterally; pass to the correct foot (front/back) based on their body angle. Switch roles every 60–90 seconds.
- Driven pass to a checking player: receiver starts 10 m away, checks toward the ball, then opens out. Server drives into the receiver’s path; receiver plays a quick next pass.
- Chip to a run: receiver starts behind a cone “line,” then runs into space as you chip over the line. Focus on landing zone, not height.
- Wall pass with choice: add two possible running lanes (inside/outside). The passer chooses based on the “defender” cone position; the wall player returns into the chosen lane.
C) Small-sided constraints (decision-making under pressure)
- Must complete a wall pass before scoring: in 3v3 or 4v4, a goal counts only if the team completes a give-and-go in the attacking half within the same possession.
- Points for switching play: award 1 bonus point for a successful driven pass that switches the ball from one wide channel to the other (define channels with cones).
- Chip reward rule: award 1 bonus point for a successful chip that goes over a defender’s line and is controlled by a teammate (no “hopeful” lobs).
- Push-pass tempo rule: in a possession game (e.g., 4v2), require 3 consecutive push passes before a driven pass is allowed, teaching patience and then acceleration.