TransitionCounter PressingReaction To LossDelaying
Flip & Hunt 5v3
Mid-possession, the coach calls 'FLIP' and the ball belongs to the other team — five seconds of furious counter-pressing to win it back or kill the counter.
Theme
Transition
Difficulty
Intermediate
Duration
16 min
Players (min–rec–max)
8–8–12
Area
25 × 30 yards
Session phase
Main
Age groups
U13, U14, U15
Equipment
cones, balls, 2 colours of bibs
Objective
Hard-wire the first five seconds after losing the ball: the nearest player presses the ball instantly, the next two cut the escape lanes, everyone else recovers. The decision: can we win it back, or must we delay?
Set-up
Mark a 30x25 yard grid with two 8-yard cone gates on one end line — the counter-attack gates. Five attackers keep the ball against three defenders inside the grid. Coach on the side with spare balls.
How it runs
- The five keep possession; the three defend normally — every sixth pass earns the possession team a point.
- At any moment the coach calls 'FLIP': whoever has the ball must give it to the nearest opponent immediately.
- The three now counter, trying to dribble through either gate within 10 seconds.
- The five counter-press: nearest player sprints the ball inside 5 seconds, the next two block the lanes to the gates.
- Win it back inside 5 seconds = 2 points; force the 10 seconds to expire = 1 point; concede the gate = 2 points to the three. Rotate the defending trio every 3 minutes.
Coaching points
- React on the call — the first step comes before the disappointment.
- Nearest player: sprint the ball-carrier's touch, arrive angled to push him away from the gates.
- Second and third pressers: cut the passing lanes, don't chase the same ball.
- If you can't win it, slow it — a delayed counter is a dead counter.
Common mistakes
- Players sulk for a beat after the flip and the counter is gone — score the sprint reaction itself in the first rounds so effort is the habit.
- All five chase the ball and the first pass beats the entire press — name the jobs out loud: one presses, two screen, two recover.
- The presser dives in, gets rolled, and the 5v3 becomes a 3v0 counter — coach the angled approach that delays until help arrives.
Progressions
- Flip to 5v4 so the counter has an extra outlet.
- Shorten the counter-press window to 4 seconds.
- Add the rule that the flipped ball must be won by tackle or interception — forced touches out of play restart with the counters.
Regressions
- Lengthen the window to 8 seconds.
- Use one counter gate so the press has a single lane to protect.
- Walk through the three counter-press jobs (ball, lane, lane) before going live.
Constraints
- On 'FLIP' the ball is surrendered instantly to the nearest opponent — no shielding.
- Counter-attacks must finish within 10 seconds.
Tags
counter-presstransitionreactionrest-defencefive-seconds