Drill Library
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.

Open diagram

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

  1. The five keep possession; the three defend normally — every sixth pass earns the possession team a point.
  2. At any moment the coach calls 'FLIP': whoever has the ball must give it to the nearest opponent immediately.
  3. The three now counter, trying to dribble through either gate within 10 seconds.
  4. The five counter-press: nearest player sprints the ball inside 5 seconds, the next two block the lanes to the gates.
  5. 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