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Attacking Against 2 Defenders
Keep Away or Rondo games teach players the roles of the
Keep Away Games
Rondo games are played in small areas to maximize the number of touches under pressure from opponents, teach game concepts and to improve players in the least amount of time.
6 v 2 Attacking Coaching Points - Animation 1
Attacker 1 Faces Teammates As Many Teammates As They Can
Attacker 1 with the ball should open their body to face as many of their teammates as possible. If they only face the teammate they will pass to the other team will read the play and move to win the ball. If they face all their teammates their opponents will not know to whom they will pass.
When Attacker 1 Has The Ball
When Attacker 1 has the ball their teammates Attackers 2, 3, 4, 5 and 6 should turn their bodies towards them. They should also open up their hips so that a pass to them can be received with either foot, their thighs or upper body.
When Attacker 2 Receives The Ball They Can Only
As Attacker 2 receives the ball they are facing and can only pass to their teammates Attackers 1, 6 and 5. See teal blue lines
If Attacker 2 Turns To Face As Many Teammates As Possible
If Attacker 2 turns their body to see as many of their teammates as possible as they receive the ball then they can pass to their teammates Attackers 1, 6, 5, 4 and 3. See teal blue lines
When Attacker 2 Receives The Ball Their Teammates Should
As Attacker 2 receives the ball all of their teammates should turn to face them, open their hips to receive the ball with either foot, thigh or body and be ready to receive a pass from Attacker 2. When all teammates are open for a pass from Attacker 2 it is harder for the other team to win the ball.
6 v 2 Attacking Coaching Points - Animation 2
Through or Killer Passes In Keep Away
The best passes advance the ball closer to your opponents goal by beating as many of your opponents as possible. The more opponents the pass beats the fewer defending opponents your team needs to beat to score a goal.
In the above animation Attacker 1's pass to Attacker 4 splits (goes between) the two Defenders and forces them to have to recover more quickly to keep Attacker 4 from passing to a teammate in a "better position" than they are in. Killer or Through Passes that beat opponents forces them to use more energy to recover and to become tired sooner.
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