Final Third Decision Making
The final third is where technique meets intelligence. Where all the systematic build-up work pays off or gets wasted through poor decision-making.
Your finishing drills from the 360TFT collection include different types of finishes (one touch, placed, power, low-driven, finesse, chip, back-to-goal, rebound) because real matches present varied decision-making scenarios. The technique is only part of the solution.
When to shoot, pass, or dribble:
This isn’t about rigid rules. It’s about recognising contextual cues that suggest the best option.
Shoot When:
- You have a clear sight of goal
- The goalkeeper is positioned poorly
- Support players are in worse positions than you
- The shooting angle is better than the passing angle
- Delaying the shot allows more defenders to recover
Pass When:
- A teammate has a significantly better shooting opportunity
- Your shooting angle is blocked but passing lanes are open
- Drawing defenders to you has created space for others
- The numerical situation favours keeping possession
Dribble When:
- You can beat your opponent to create a significantly better shooting angle
- Dribbling draws additional defenders and creates space for teammates
- Neither shooting nor passing options are currently available
- You have the technical ability to beat the defender consistently
Cross selection and timing:
The UEFA B licence materials show an example of crossing analysis: tracking cutbacks, crosses, and runs in behind over 10 games to identify patterns in effectiveness.
From that example:
- Cutbacks: 5% success rate (goals)
- Crosses: 21% success rate (attacker gets first touch)
- Runs in behind: Only 7% but higher conversion rate when successful
Cross Selection Criteria:
- Cutback: When you can get to the byline and pull the ball back to the penalty spot
- Early Cross: When attackers are making good runs and defenders are poorly positioned
- Driven Cross: When you need pace on the ball to beat the defensive line
- Floated Cross: When you want to give attackers time to arrive in the box
Timing Factors:
- Are your attackers making their runs?
- Where is the goalkeeper positioned?
- How many defenders are in the box?
- What type of service do your attackers prefer?
Finishing patterns analysis:
Power vs Placement:
Power finishes work when the goalkeeper is positioned correctly but can’t reach the ball due to velocity. Placement finishes work when the goalkeeper is positioned poorly or when accuracy is more important than power.
High vs Low:
Low finishes are generally more effective because goalkeepers have to get down to save them. High finishes work when the goalkeeper is already low or when you’re finishing from close range.
Near Post vs Far Post:
Near post finishes work when you can get the ball there before the goalkeeper can react. Far post finishes work when you have time to pick your spot or when support players are arriving at the far post.
First Time vs Controlled:
First time finishes work when the ball arrives at the correct height and pace. Controlled finishes work when you need to adjust your body position or when the ball arrives at an awkward height.