DAVID PONS

Game Model

Ball Possession Model

The Geometry of Play with the Ball

Possession is not retention. It is attracting, unbalancing and attacking spaces the opponent cannot protect. Every pass has a purpose within the system.

Build-up Play — 3 Phases

01

Phase 1 — Goalkeeper Build-up

Always seek numerical superiority in the exit. Minimum +1 over the opponent's press.

Structure

Goalkeeper + 2 open CBs + Pivot between lines. If opponent presses with 2, goalkeeper joins. If with 3, an interior drops.

Contexto:Goalkeeper on ball, opponent presses high
Decisión:Identify weak side of the press and orient the exit
Auto:Weak-side CB opens wide, pivot offers between lines
Contexto:Goalkeeper on ball, opponent does not press
Decisión:CB receives without pressure — be patient, attract the opponent
Auto:Possession in zone 1 until opponent's block steps up
02

Phase 2 — Build-up in Zone 2

Keep possession with purpose. Circulate to attract, go vertical to damage.

Structure

Staggered double pivot + Interior in half-spaces. High full-backs. Maximum width to stretch the opponent.

Contexto:Possession in midfield, opponent compact
Decisión:Lateral circulation until vertical trigger is found
Auto:Mandatory change of orientation before the 4th lateral pass
Contexto:Interior receives between lines
Decisión:Immediate turn if space — if not, lay off and re-circulate
Auto:First touch oriented toward goal or toward the third man
03

Phase 3 — Attack in the Final Third

Arrive with 5 players in the finishing zone. Don't improvise — execute trained combinations.

Structure

2-3-5 in established attack. Wingers inside, full-backs outside. Striker as reference, attacking midfielder as connector.

Contexto:Ball wide with advantage
Decisión:Cross to near or far post according to striker's movement
Auto:If striker attacks near post → attacking midfielder arrives at far post
Contexto:Opponent's defence compact
Decisión:Drive inside to open diagonal + shoot from outside
Auto:Player outside the box positions for rebound/shot

Pass Geometry

Basic Possession Triangle

Always 3 passing options available for the ball carrier. If they don't exist, someone is out of position — not the ball, the player.

Rule

Distance between vertices: 8-12m in tight space, 12-18m in wide space.

Third Man

The pass does not go to the final receiver. It goes to the player who generates the pass to the final receiver. Always think 2 passes ahead, not 1.

Rule

Specific training: the intermediate receiver already knows where the next pass goes before controlling.

Interior Passing Lane

The pass between lines is the tool that disorganises the opponent. It is not a risk — it is a trained decision.

Rule

Used when: opponent compresses lines (distance <10m between their 4-player lines).

Switch of Play

Not a lateral pass. It is an attack on the opposite space. The ball crosses 3 opponent lines in 1 second.

Rule

Mandatory: minimum 1 switch of play every 6 passes in zone 2.

Reduced Space Play

The system trains the ability to play in 10x10m spaces with 4 players. This generates:

  • Decision speed: the player has 0.8 sec to decide → must be pre-decided
  • Short combination attracting opponents → freeing space on the opposite side
  • Local superiority to generate global superiority

Protocol: maximum 2 touches in reduced space. If no exit in 2 touches → immediate switch of play.