Football/Soccer Session (Moderate): SSE - Shooting Session - Template

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Sam Gahan

Profile Summary

Sam Gahan
Name: Sam Gahan
City: Brisbane
Country: Australia
Membership: Adult Member
Sport: Football/Soccer
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Football/Soccer Session Plan Drill (Colour): Warm-Up 1

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Football/Soccer Session Plan Drill (Colour): Warm-Up 1
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Learning Objectives

Technical
Technical
Technical
Tactical
Technical
Physical
Technical
Psychological
Technical
Social

Warm-Up 1 (5 mins)

Warm-Up – Part 1: Finesse Circuit Rotation
Game Model Moment: Attacking Phase
Principle: Final Third Execution
Sub-Principle: Finesse Finishing (Rounding/Chipping GK, Composed Finishing)

Organisation:

  • Set up two goals positioned on opposite ends of a 20-30m wide space.

  • Central starting point marked with a cone at halfway between both goals.

  • Each player begins at the central cone.

  • A feeder (coach or player) stands 5-8m from the central cone, facing one of the goals.

Instructions:

  • The feeder plays a ball into the attacker’s feet.

  • The attacker receives, turns away from the feeder, and drives toward the opposite goal to finish (1v0).

  • After finishing, the attacker immediately recovers back to the middle cone.

  • They receive a second ball from the goal they’ve just shot at and repeat the process in the opposite direction.

  • Each player completes 4 finishes in a single round – alternating direction and goal.

Key Focus Points:

  • Sharp turn and positive first touch into space.

  • Head up to assess the GK position – select finish type (low, high, around, chip).

  • Timing and body shape to disguise intent.

  • Composure – don’t rush the shot, focus on quality over power.

  • Recovery speed and mental reset between finishes.

Progression:

  • Introduce passive pressure to simulate defensive presence.

  • Adjust angle or type of service (e.g., bouncing pass, aerial feed).

Duration:

  • 4 sets per player

  • 60–90 seconds active rotation per set


Football/Soccer Session Plan Drill (Colour): Warm-Up 2

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Football/Soccer Session Plan Drill (Colour): Warm-Up 2
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Learning Objectives

Technical
Technical
Technical
Tactical
Technical
Physical
Technical
Psychological
Technical
Social

Warm-Up 2 (5 mins)

Warm-Up – Part 2: Angle Creation Through Mannequins
Game Model Moment: Attacking Phase
Principle: Final Third Execution
Sub-Principle: Finesse Finishing

Organisation:

  • Use same set-up from Part 1 with two goals on either end and a central cone as starting point.

  • Add 2 mannequins on each side of the pitch, positioned approximately 5–7m wide from the centre to create two channels to turn through or around.

  • Each player works independently through the sequence.

Instructions:

  • Attacker receives a ball at the central cone and must turn either through the channel between the mannequins (inside movement) or around the outside of a mannequin (wider angle).

  • After turning, they drive toward goal and finish under no pressure.

  • Immediately return to centre and repeat with alternate turning direction for second repetition.

  • Each player completes 2 rounds (4 total finishes).

Rules:

  • Turning through mannequins (central gap) = 2-touch max (1 touch control, 1 touch play out).

  • Turning around mannequin (outside path) = 3-touch max (control, angle adjustment, exit).

Key Focus Points:

  • First touch with purpose – positive movement into space.

  • Head up during turn to scan for goal and set finish early.

  • Angled approach – recognise if better to go inside or outside.

  • Control weight and surface based on chosen path.

  • Build comfort finishing from changing angles under constrained touch conditions.

Progressions:

  • Add passive pressure behind mannequin.

  • Randomised service – left or right to trigger decision-making on turning path.

Duration:

  • 2 rounds per player (4 finishes total).

  • 60–75 seconds per round with quick recovery.


Football/Soccer Session Plan Drill (Colour): Game 1 - Quick Shooting

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Football/Soccer Session Plan Drill (Colour): Game 1 - Quick Shooting
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Game 1 - Quick Shooting (15 mins)

Game 1 – Quick Fire Diamond Finishing
Game Model Moment: Attacking Phase
Principle: Final Third Execution
Sub-Principle: Finesse Finishing (Speed of Execution, Technical Variation)

Organisation:

  • 30x30m diamond-shaped pitch

  • 2 goals placed at each end of the diamond

  • 6 cones to mark diamond corners and central zones

  • 6v6 inside the diamond

  • 2–4 neutral players positioned on the outside of the diamond (supporting both teams)

  • Supply of balls behind each goal

Instructions:

  • Game begins as a 6v6 inside the diamond.

  • Neutral players on the outside help maintain possession and create shooting chances.

  • Encourage players to shoot early and under pressure.

  • Reset play immediately from goal line after each finish to maintain tempo.

Scoring Incentives:

  • 1st-time finishes = 2 points

  • Finishes with weaker foot = 2 points

  • Regular goal = 1 point

Coaching Points:

  • Use of body or quick movement to create space to shoot.

  • Recognise when to use finesse vs. power based on angle and pressure.

  • Keep scanning – where’s the goalkeeper? Where are defenders?

  • Movement off the ball to support the shooter or react to rebounds.

  • Play at speed – if you can't shoot, shift it quickly to a teammate who can.

  • Finish with purpose – aim to beat the GK, not just hit the target.

Conditions & Progressions:

  • Neutral players limited to 1 or 2 touches

  • Encourage 1-touch finishing when possible

  • Introduce defender pressure on ball receiver

  • Rotate teams or swap neutrals every 4 minutes


Football/Soccer Session Plan Drill (Colour): Intervention Drill - Striking Zone

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Football/Soccer Session Plan Drill (Colour): Intervention Drill - Striking Zone
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Intervention Drill - Striking Zone

Intervention Drill – Ball Striking Skill Zone
Game Model Moment: Attacking Phase
Principle: Final Third Execution
Sub-Principle: Finesse Finishing (Timing, Technique, Quick Decision-Making)

Organisation:

  • Set up a funnel-shaped channel using cones: 2 cones at the bottom (passing gate), 4 cones at the top (finishing gate) approx. 5m wide and 6–8m from the mini goal.

  • 1 mini goal per funnel

  • Players work in a single line, passing down the outside of the funnel and rotating positions.

Instructions:
Block 1 – 4 mins Practice (2-Touch Finish):

  • Player A passes down the side of the funnel to Player B.

  • Player B controls the ball between the top cones and finishes with a second touch.

  • Player A sprints to become next shooter; Player B retrieves the ball and rejoins the line.

Block 2 – 4 mins Competition (2-Touch Finish):

  • Same set-up as Block 1.

  • Players self-manage scores for accuracy.

  • Emphasis on following the pass with intensity and managing service (no poor passes).

Block 3 – 4 mins Practice (1-Touch Finish):

  • Passer adjusts pass weight to leave the ball in the finishing gate.

  • Receiving player finishes with one touch only.

  • Quick follow-through to keep repetitions high.

Block 4 – 4 mins Competition (1-Touch Finish):

  • Maintain same organisation.

  • Players record goals.

  • Focus on weight of pass, timing of run, and clean first-time striking.

Coaching Points:

  • Adjust pass weight for 1-touch vs 2-touch scenarios.

  • Get your body in line – open hips for finesse, firm foot for power.

  • Encourage accuracy over power – pick out corners.

  • Sprint after pass – maintain high work rate and realism.

  • Anticipate the ball path and angle early to adjust body shape.

Progressions:

  • Add passive pressure around the finishing gate to simulate closing defender.

  • Vary the angle of service.


Football/Soccer Session Plan Drill (Colour): Game 2

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Football/Soccer Session Plan Drill (Colour): Game 2
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Game 2

Game 2 – Multi-Goal Scrimmage: Finishing with Intelligence
Game Model Moment: Attacking Phase
Principle: Final Third Execution
Sub-Principle: Finesse Finishing (Accuracy, Speed of Execution, Finishing Under Pressure)

Organisation:

  • Set up a pitch (approx. 30m x 30m)

  • 4 mini goals spread out in each corner of the grid

  • Even-numbered teams (e.g. 5v5, 6v6)

  • Standard match rules apply (kick-ins, restarts, etc.)

Instructions:

  • Players can score in any of the four goals.

  • Match continues until one team scores 5 goals.

  • Quick rest and rotate into next game or adjust pairings.

  • Encourage fast transition after possession is regained.

Coaching Points:

  • Finishing IQ: Players must scan constantly and make fast decisions about which goal is most exposed.

  • Weight vs. Power: Encourage side-foot finishes, toe-down lofts, or placed finishes over blasting the ball.

  • Speed of Thought: Transition to attack quickly – first look forward when ball is won.

  • Support Play: Movement off the ball to support the ball carrier and offer shooting angles.

  • Shot Selection: When is the finesse finish the right option? Encourage chipping or placing over power in tight spaces.

  • Body Shape: Open body to finish across the body or guide the ball into corners.

Progressions:

  • Add condition: must score with weaker foot = 2 points

  • Limit touches in attacking half to 3 or fewer to increase tempo

  • Add bonus for 1-touch finishes or goals within 5 seconds of regaining possession


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