ATH 263 - Passing Game

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ATH 263 - Passing Game

  1. 1. T H XY Z 1 2 3 Offensive Playbook Lincoln Football 2010
  2. 2. Passing Zones 53 1/3 Yard - 160 ft 302040501040 302040501040 Line of Scrimmage Hook Curl Flat HoleSeam HookCurlFlat SeamHole 53 1/3 Yard - 160 ft 12 Yards Deep as the Field ~9 yds Deep Zones may be collapsed without vertical stretching by routes. Under Zones may be stretched by receiver action. ~9 yds
  3. 3. QB Pre-Snap Process The Quarterback has a four step process to identify the defense on each play. This process should take seconds as the QB walks to the LOS. Step 1 Number of Safeties Coverage Call to the Backs & Receivers: “Trio-Trio” “Deuce-Deuce” “Zero-Zero Step 2 Read the D.E.L. Read the D – Depth of Corners E – Eyes of Corners L – Leverage of Corners for Man/Zone Indicators Step 3 Check for Uncovered Check for any receivers that have been left uncovered by the defense. “Green” I/S Uncovered “Gold” O/S Uncovered Step 4 Where’s Number 4? Pressure Beaters: 1. Sprint Pass 2. Screen 3. Quick Pass 4. Run
  4. 4. Number of Safeties Trio Call – Three Shell Defense Zero Call – Expect Pressure Deuce Call – Two Shell Defense CC FS SS CC FS SS CC FS
  5. 5. Throwing Inside Uncovered C LGLT RG RT QB T Y Z X J “Green-Green” I/S Uncovered H W M S E N T $ FR C Any time we have an inside uncovered, the QB will make a “Green” call in the cadence, and one step the ball to the uncovered man.
  6. 6. Throwing Outside Uncovered C LGLT RG RT QB T Y Z X J “Gold-Gold” O/S Uncovered H W M S E N T $ FR C Any time we have an outside uncovered, the QB will make a “Gold” call in the cadence, and one step the ball to the uncovered man.
  7. 7. Progression Read System Is He Open? First Read Second Read Third Read On Time Hitch to #2 Hitch to #3 QB makes a decision on his primary read when his 5th step hits the ground. Is He Open? If #1 is not open, push up in the pocket and find the 2nd read. Make a decision. Is He Open? If #2 is not open, push up in the pocket and find the 3rd read. Make a decision. Is He Open? If #3 is covered, time to get out… Escape out the front of the pocket!!!
  8. 8. Free Access Concept C WR Hitch Slant Fade Bend “Free Access” means that the receiver will run the best quick route for the situation (Hitch/Slant/Bend/Fade) and the QB will be free to go to that route any time he is single covered. The route is a slant, unless communicated by the QB, or tagged in the play call. Anytime a WR is alone on the backside of a three receiver route (Call side in 64/65 Protection), we will run a “Free Access” route.
  9. 9. Safety Control Concept Any time we call a double route to a formation with more than the required receivers, the extra receiver will run “Safety Control.” This means that he should run directly at the chest of the nearest deep safety. Uno/Dos/Tres will be used if we need to tell a particular receiver to safety control. Uno talks to the widest receiver, Dos to the second receiver, and Tres to the third receiver.. C C C C C C C C C Uno – Widest Safety Control Dos – #2 Safety Control Tres - #3 Safety Control
  10. 10. Scramble Rules The Art of Running Routes A.K.A. Sit in Zone, Run from Man A receiver who sits a route down and finds himself closely covered should KEEP MOVING. A curl could end up becoming a dig. An option route could become a drag. A receiver who makes a cut and finds himself already in a hole in the zone should STOP MOVING. A dig could become a curl. If you’re open, stay open – If you’re not, get open!! Deep – Stay Deep Short – Come Back to the QB Backs Swing
  11. 11. O/S Receiver Route Tree - Quicks Route Name Steps/Technique Hitch 3 Steps – Gather Cut on Outside Foot Come back to the ball! Slant 3 Steps – Speed Cut on Outside Foot Get eyes and hands around on the cut Bend 3 Steps – Roll cut to the outside on 3rd step Chair 3+2 – Bend route, two steps and wheel Fade 3 Steps – Widen as you go deep! Fade Chair Bend Slant Hitch
  12. 12. O/S Route Tree – Deep Routes Route Name Steps/Technique Curl 7 Step Inside Stem Gather cut on Outside Foot Come back to the ball! Out 6 Step – Gather cut on Inside Foot Come downhill to the ball. Post 7 Step – Speed cut on Outside Foot – Get eyes & Hands around on cut Dig 7+2 – Post route, Speed cut on 2nd step of post – Stay flat across the field Seam Read Inside stem to hash, Decision at 12 yards Hash presence – Broken Arrow No hash presence – Stay Vertical Seam Read Dig Post Out Curl
  13. 13. I/S Receiver – Route Tree Wheel Bubble Flat Out Curl Dig/ Seam Read Seam Flag Drag Drive Route Name Steps/Technique Route Name Steps/Technique Flat 3 Steps - Roll cut to the outside on 3rd step Seam Read Vertical stem to hash. Hash presence – Broken Arrow No hash presence – Stay Vertical Wheel 3+2 steps - Bend route & run fade 5 yds from sideline Post 7 Steps - Speed cut on Outside Foot Expect ball immediately on cut Curl 7 Step Stem - Gather cut on Outside Foot Come back to the ball! Flag 6 Steps - Speed cut on Inside Foot 45 deg angle to sideline Bubble Drop step 45 deg with outside foot Snap eyes around & run parallel to the LOS for 4 steps Out 6 Steps - Gather cut on Inside Foot Come downhill to the ball. Drive 4 yard Shallow Cross - Aim for toes of ILB’s Drag 8-10 yard Shallow Cross - Work to get behind LB’s Post
  14. 14. Option Route Inside Receiver Outside Receiver  Should be run between the Hook defender and the Curl defender in all 3 Shell coverages.  Run against the Curl defender in all 2 Shell coverages  Receiver must identify curl dropper on the fly.  Great option routes are run with feel, not with speed
  15. 15. Passing Game Coordination Quick Game  All thrown with three step drop footwork by the QB  Should be executed with the precision of a long handoff  All routes can be changed using QB/WR hand signal at the snap based on depth and alignment of the defense  Quick routes can be run to a single, double, or trip receiver alignment
  16. 16. Quick Passing Concepts Quick Passing Concepts Route Name Outside Receiver Inside Receiver Hand Signal Hitch Hitch Option Hand to head Hitch & Go Hitch & Go Option Grab facemask Slant Slant Flat Hand to shoulder Sluggo Sluggo Flat Wipe shirt Bend Bend Option Hand to elbow Chair Chair Option Shaken open hand Fade Fade Flat Hand to hip Stop Stop Block Most Dangerous Two-handed push Change Option Wheel Read Scat Slant Slant Cat ears to helmet Stutter Stutter Flat Underhand punched fist
  17. 17. T YX J Z T Y X H Z T YX Z H T YX F Z 11 – Right 81 Slant 2 x 2 Variations 12 – Right 80 Change 12 – Liz H Strong 81 Scat Max 21 – Right Minus 80 Fade
  18. 18. T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 81 Bend Tres 3 x 1 Variations 12 – Rip 80 Chair Dos 12 – Liz H Weak 80 Sluggo Dos 21 – Right Plus 81 Slant Dos TE runs a Flag route anytime he is “solo” on the backside of a route. TE runs a Flag route anytime he is “solo” on the backside of a route.
  19. 19. Quick Game Video
  20. 20. Passing Game Coordination Vertical Concepts  All of our vertical concepts are full field concepts, that is they tell every receiver on the field which route to run  Vertical concepts can only be thrown from the pocket, using 6 man protection (60/61), because the back is need in the concept  Each concept has a different read progression, which makes these routes the most difficult for young QBs  Each route must have a “Tagged” receiver that allows for variation in the route
  21. 21. Vertical Game The Vertical Game is a HORIZONTAL stretch of the deep portion of the secondary using three or four vertical routes. Each route requires an “on the fly” read to be successful against multiple coverage types. Like with the Bunch Package, understanding which route to run depends on the receiver’s horizontal alignment in the formation. These route concepts are “Full Field” concepts, which means that they can attack anywhere across the field. Each of these routes must be thrown from the pocket. They should be thrown with five step timing. We divide the vertical game in to “Four Vertical”, and “Three Vertical” packages for teaching purposes. Three Vertical Package Route Name Playside Widest Playside #2/ Backside #3 Backside #2 Backside Widest Hand Signal ( ) Spike (Flip) Fade Comeback (Free Access if needed) Drive (If PS #2) Drive Flip (If BS #3) Spike (Tagged Route) Fade Comeback Fist to Helmet ( ) Spear (Flip) Drive Flag (Only run with PS #2) Spike (Tagged Route) Fade Comeback Fist to Palm
  22. 22. Passing Game Coordination Four Vertical Package Route Name Playside Widest Playside #2 Backside #2/ Playside #3 Backside Widest Hand Signal ( ) Quad Fade Comeback Seam Read (Tagged Route) Seam (Backside #2) Fade Comeback Parallel Hands ( ) Quad Nasty Fade Comeback Seam Read (Tagged Route) Nasty (Playside #3) Fade Comeback ( ) Switch Seam Read (Tagged Route) Wheel Seam (Backside #2) Fade Comeback Crossed Hands ( ) Switch Nasty Seam Read (Tagged Route) Wheel Climb Nasty (Playside #3) Fade Comeback ( ) Switch Climb Seam Read (Tagged Route) Wheel Climb Seam (Backside #2) Fade Comeback Climbing Ladder ( ) Dig Dig (Tagged Route) Seam Seam (Backside #2) Fade Comeback Spoon to Mouth ( ) Dig Nasty Dig (Tagged Route) Seam Nasty (Playside #3) Fade Comeback
  23. 23. Read Progressions in the Vertical Game Four Vertical Read Progressions Route Name First Read Second Read Third Read Fourth Read All 4 Vert Routes vs. 3 Shell BS Seam PS Seam PS Fade Comeback TB Checkdown All 4 Vert Routes vs. 2 Shell PS Seam (Broken Arrow) PS Fade Comeback TB Checkdown None Three Vertical Read Progressions Route Name First Read Second Read Third Read ( ) Spike (Flip) Spike BS Fade Comeback Drive ( ) Spear (Flip) Spike BS Fade Comeback Drive
  24. 24. Quad Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Quad – vs. 2 ShellQuad – vs. 3 Shell T K X Z J 11 – Right 61 J Quad 1 3 2 4 11 – Right 61 J Quad 1 3 2 10 – Rip 60 X Quad 2 3 1 4 10 – Rip 60 X Quad 1 3 2
  25. 25. Quad Examples – 3 x 1 Quad Nasty – vs. 2 ShellQuad Nasty – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 61 J Quad Nasty 1 3 2 4 11 – Left J Con 61 J Quad Nasty 1 3 2 10 – Rip J Strong 60 X Quad Nasty 2 3 1 4 10 – Rip J Strong 60 X Quad Nasty 1 3 2
  26. 26. Switch Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Switch – vs. 2 ShellSwitch – vs. 3 Shell T K X Z J 11 – Right 61 X Switch 1 3 2 4 11 – Right 61 X Switch 1 3 2 10 – Rip 60 Z Switch 2 3 1 4 10 – Rip 60 Z Switch 1 3 2
  27. 27. Switch Nasty Examples – 3 x 1 Switch Nasty – vs. 2 ShellSwitch Nasty – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 61 Z Switch Nasty 1 3 2 4 11 – Left J Con 61 Z Switch Nasty 1 3 2 10 – Rip J Strong 60 Z Switch Nasty 2 3 1 4 10 – Rip J Strong 60 Z Switch Nasty 1 3 2
  28. 28. Switch Climb Examples 2 x 2 T YX J Z T YX J Z T K X Z J Switch Climb – vs. 2 ShellSwitch Climb – vs. 3 Shell T K X Z J 11 – Right 61 X Switch Climb 1 3 2 4 11 – Right 61 X Switch Climb 1 3 2 10 – Rip 60 Z Switch Climb 2 3 1 4 10 – Rip 60 Z Switch Climb 1 3 2
  29. 29. Dig Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Dig – vs. 2 ShellDig – vs. 3 Shell T K X Z J 11 – Right 61 X Dig 1 3 2 4 11 – Right 61 X Dig 1 3 2 10 – Rip 60 Z Dig 2 3 1 4 10 – Rip 60 Z Dig 1 3 2
  30. 30. Passing Game Coordination Dig Nasty – vs. 2 ShellDig Nasty – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 61 Z Dig Nasty 1 3 2 4 11 – Left J Con 61 Z Dig Nasty 1 3 2 10 – Rip J Strong 60 Z Dig Nasty 2 3 1 4 10 – Rip J Strong 60 Z Dig Nasty 1 3 2
  31. 31. Spike Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Spike – vs. 3 Shell T K X Z J 11 – Right 65 Y Spike 1 3 2 11 – Right 65 Y Spike 10 – Rip 64 J Spike 2 3 1 10 – Rip 64 J Spike F.A. F.A. Spike – vs. 2 Shell 2 3 1 F.A. F.A. 1 3 2
  32. 32. Spike Examples – 3 x 1 Spike Flip – vs. 3 Shell T Y Z J X T Y Z J X T K X Z J T K X Z J 11 – Left J Con 64 Y Spike Flip 11 – Left J Con 64 Y Spike Flip 10 – Rip J Strong 65 J Spike Flip 10 – Rip J Strong 65 J Spike Flip F.A.F.A. 1 3 2 2 3 1 2 3 1 Spike Flip – vs. 2 Shell 3 2 1 F.A. F.A.
  33. 33. Spear Examples – 2 x 2 T YX J Z T YX J Z T K X Z J Spear – vs. 3 Shell T K X Z J 11 – Right 65 Y Spear 1 3 2 11 – Right 65 Y Spear 10 – Rip 64 J Spear 2 3 1 10 – Rip 64 J Spear Spear – vs. 2 Shell 2 3 1 No “Spear” from 3 x 1 sets 1 3 2
  34. 34. Passing Game Coordination Combination Concepts  Combination routes are defined as “two route, used in combination, to attack one defender”  Each combination route is designed to be best against a particular style of coverage, or defensive “shell”  Combination routes are designed to be thrown to a 2 receiver side, but we will also throw them to a 3 receiver side using the “safety control” concept  We will also pair combination routes in 2 x 2 formations (Choice – Smash, Bench – Under)  We will throw combination routes with 5 step timing from the pocket, and also from our sprint out passing
  35. 35. Combination Routes Quarterbacks should use their progression concept to read a combination route – but they should also understand that each route concept is designed to attack one single defender. This understanding will allow them some freedom within the system. For example, we define the choice route progression as one – flat, two – curl, three – checkdown/option. Once the QB understands the route concept, he will be able to read curl to flat essentially simultaneously. T J X Choice Y J Z Choice Y Option 2 1 3 2 1 3
  36. 36. Reading Combination Routes Combination Routes Route Name Outside Receiver Inside Receiver Best Vs. Hand Signal Choice Curl Flat 3 Shell Hand into a “C” Choice Wheel Curl Wheel 3 Shell Swinging circle Smash Hitch Flag 2 Shell Fist over fist Smash Whip Whip Flag 2 Shell Man Whipping motion Pivot Bench Pivot 3 Shell Two hand “House” Fingertips together Bench Bench Corner 3 Shell Hand sliding over other hand Corner Corner Bench 2 Shell Crossing waving hands Over Post Dig 3 Shell Hand over head Under Dig Post 2 Shell Open hand sliding palm up Shake Post Post 2 Shell Shaking dice Scissor Post Bench 2 Shell Two fingered scissor
  37. 37. Reading Combination Routes Combination Read Progressions Route Name First Read Second Read Third Read Tagged Route/Back Choice Flat Curl Option/Checkdown Choice Wheel Curl Wheel Option/Checkdown Smash Flag Hitch Option/Checkdown Smash Whip Flag Whip Option/Checkdown Pivot Bench Pivot Option/Checkdown Bench Flag Bench Option/Checkdown Corner Corner Bench Option/Checkdown Over Post Dig Flat/Checkdown Under Post Dig Flat/Checkdown Shake Post Post Flat/Checkdown Scissor Post Bench Option/Checkdown
  38. 38. Reading Sprint Routes When we move the pocket, the QB’s thought process changes slightly. He must understand that the movement of the pocket has several affects on his thought process. 1. He is well protected on the front side. 2. He is poorly protected on the backside – Don’t stop moving! 3. There are only two reads – QB run is the #3 option. 4. The defense will move with him, and the field is smaller – No cross body throws! We will run Bench, Corner, Choice Wheel, and Scissor almost exclusively from Sprint protection. Only one route concept will be called on a sprint out combination to be run on the side that the QB is sprinting towards. Moving the launch point helps protect the QB
  39. 39. T YX J Z T Y X H Z T YX Z H T YX F Z 11 – Right 60 Choice – Smash 2 x 2 Variations 12 – Right 60 Bench – Corner 12 – Liz H Strong 61 Pivot – Shake 21 – Right Minus 61 Choice – Smash Whip
  40. 40. The single receiver side is a free access route – just like a bunch route. 11 – Right J Pro 65 Shake J Flat T YX J Z T H X Y Z T YX Z H T YX F Z 3 x 1 Variations 12 – Rip 65 Bench H Go 12 – Liz H Weak 64 Smash Tres 21 – Right Plus 65 Under F Flat TE runs a Flag route anytime he is “solo” on the backside of a route.
  41. 41. Passing Game Coordination Bunch Package Bunch routes require that the formation has three eligible receivers to one side of the formation Bunch formations can be created using combinations of receivers, tight ends, and backs Each route must have a “Tagged” receiver that allows for variation in the route Bunch concepts require 6 man pocket protection (60/61)
  42. 42. Bunch Package Bunch routes are three receiver combinations that have built in two, three, and man beater routes. Each route is best thrown against one type of coverage, but can be thrown against any. These routes are best thrown from the pocket, but can be thrown with sprint out action. Combination Routes Route Name Tagged Route Outside Receiver Inside Receiver Hand Signal ( ) Snag Option Flag Flat Hook a finger inside facemask ( ) Space Spot Option Flat Two open hands moving apart ( ) Cross Drag Dig Flat Touch shoulder to shoulder ( ) Follow Dig Drive Flat Two fingers moved sideways ( ) Pop Option Post Wheel Drinking motion Spot & Mesh are in the bunch package, but taught differently because they are usually run from 2 x 2 sets. They can both also be run from 3 x 1 sets. In each of these routes, the TB runs an immediate flat route (does not check the protection), and is the primary read. Route Name Tagged Receiver Playside Receiver Backside Receiver Remaining Receiver Hand Signal ( ) Spot Spot Option Option Post Point to open hand ( ) Mesh Drag Banana Post Drag/Wheel Interlocked fingers over head
  43. 43. Reading Progressions in the Bunch Bunch Package Progressions Route Name First Read Second Read Third Read ( ) Snag Flag Flat Option ( ) Space Spot Option Flat ( ) Cross Drag Dig Flat ( ) Follow Drive Dig Flat ( ) Pop Post Wheel Option ( ) Spot TB Flat Option Spot ( ) Mesh TB Flat Banana Drag
  44. 44. Snag Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Z Snag 12 – Rip 65 Z Snag 12 – Liz H Weak 64 Z Snag 21 – Right Plus 65 Z Snag 1 3 2 F.A. 1 3 2 1 3 2 1 2 3 F.A.
  45. 45. Space Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Y Space 12 – Rip 65 H Space 12 – Liz H Weak 64 H Space 21 – Right Plus 65 Y Space 1 2 3 F.A. 1 2 3 3 2 1 1 2 3 F.A.
  46. 46. Follow Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Y Follow 12 – Rip 65 H Follow 12 – Liz H Weak 64 X Follow 21 – Right Plus 65 Y Follow 1 2 3 F.A. 1 2 3 1 2 3 1 2 3 F.A.
  47. 47. Cross Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro Zip Strong 65 Y Cross 12 – Rip Zip Strong 65 H Cross 12 – Liz H Weak Zip Weak 64 X Cross 21 – Right Plus Zip Strong 65 Y Cross 1 2 3 F.A. 1 2 3 1 2 3 1 2 3 F.A.
  48. 48. Pop Variations T YX J Z T H X Y Z T YX Z H T YX F Z 11 – Right J Pro 65 Y Pop 12 – Rip 65 H Pop 12 – Liz H Weak 64 H Pop 21 – Right Plus 65 Y Pop 1 2 3 F.A. 1 2 3 1 2 3 1 2 3 F.A.
  49. 49. Spot Variations T YX J Z T H X Y Z T YX ZH F Y X T Z 11 – Right Gun 61 J Spot 12 – Left Gun 60 H Spot 12 – Right H Strong Gun 61 Y Spot 21 – Left Gun 60 Y Spot 1 2 3 1 2 3 1 2 3 1 23 4 44 4
  50. 50. Mesh Variations T YX J Z T Y X H Z T YX ZH F Y X T Z 11 – Right Gun 61 Y Mesh 12 – Right Gun 60 H Mesh 12 – Right H Strong 61 Y Mesh 21 – Left Gun 60 Y Mesh 1 2 3 1 2 3 1 2 3 1 2 3
  51. 51. SMWC FSSS C Empty Diagrams – 2 x 2 vs. Two Shell
  52. 52. SMWC FSSS C Empty Diagrams – 3 x 1 vs. Two Shell
  53. 53. S M W C FS SS C Empty Diagrams – 2 x 2 vs. Three Shell
  54. 54. S M W C FS SS C Empty Diagrams – 3 x 1 vs. Three Shell
  55. 55. Slide Protection – 80 Series 80/81 protection is our 6 man slide protection. 80 tells the TB to block the outside gap on the right, and 81 tells the back to block the outside gap on the left. The offensive line slides away from the back, and each blocks their next gap away from the running back. Offensive linemen do not “slide to air,” which means that any lineman with no threat to his gap will stay and help with and defender over him. In such a situation, the helping lineman must keep his eyes to the empty gap for any LB blitz or late DL rush. 80/81 Protection TB First Man outside OT’s Hip PST P/S B Gap – If no threat, help in P/S C Gap with Eyes Inside PSG P/S A Gap – If no threat, help in P/S B Gap with Eyes Inside C B/S A Gap – If no threat, help in P/S A Gap with Eyes Backside BSG B/S B Gap – If no threat, help in B/S A Gap with Eyes Backside BST B/S C Gap – If no threat, help is B/S B Gap with Eyes Backside
  56. 56. 80 Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 80/84 Protection
  57. 57. 6 Man Protection – 60 Series 60/61 Protection TB Double reader – Block first LB to #4 threat PST Covered – Block on Uncovered – Block first outside OG “Fan” Call – Block first outside PSG Covered – Block on Uncovered – “Fan” Call – Block first outside C Covered – Block on Uncovered – Double read ILB to BS #4 BSG Covered – Block on Uncovered – Double read ILB to BS #4 BST Covered – Block on Uncovered – Block first outside Ball Fake Protection (62/63)  Shuffle step & attack the B gap  Align away from the protection in the gun  No rules change for OL Backside Protection (64/65) (66/67)  Alerts QB/WR that route concept is to backside of the protection  Can also be made into a ball fake protection (66/67)
  58. 58. 60 Protection & Direction 60 Protection Back Blocks Right Route Concept Right 5 Step Drop 62 Protection Back Blocks Right Route Concept Right Ball Fake to TB 63 Protection Back Blocks Left Route Concept Left Ball Fake to TB 61 Protection Back Blocks Left Route Concept Left 5 Step Drop  Route  Route Route  Route 
  59. 59. 60 Protection & Direction 64 Protection Back Blocks Right Route Concept Left 5 Step Drop 66 Protection Back Blocks Right Route Concept Left Ball Fake to TB 67Protection Back Blocks Left Route Concept Right Ball Fake to TB 65 Protection Back Blocks Left Route Concept Right 5 Step Drop Route   Route Route   Route
  60. 60. 60 Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 60/64 Protection
  61. 61. Sprint Protection – 90 Series Our sprint out passing game uses 90/91 protection. In this protection, we physically attack the edge of the defense so that we can get the QB out of the pocket and move the launch point. The offensive line rules are based on the fire rule that we use on Stretch/Flex, and both pass and run should look the same to the defense. The QB can turn sprint pass into QB Stretch/Flex simply by making a “Go” call when he gets to the edge. We can also tag a backside route onto the sprint concept, by calling the protection 94/95. 90/91 Protection TB Block EOL – Be physical & help the OT get the edge sealed PST Protect On/Gap/Down – Make call like it’s Fire Rule PSG Protect Gap/On/Most Dangerous LB If MDLB – Pull for any edge threat (Listen for “Go” Call) C Reach PS A Gap – If no threat, step and hinge for backside chasers BSG Reach BS A Gap – If no threat, step and hinge for backside chasers BST Reach BS B Gap – If no threat, step and hinge for backside chasers
  62. 62. 90 Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 90/94 Protection
  63. 63. Boot Protection – 98/99 Protection Our main play action pass is Inside Zone boot. We fake 42/43 Slash, booting toward the numbered side. This protection is the only example in the entire protection series that has the tailback blocking away from the number of the protection. We will tag many routes onto the protection. Boot/Naked Protection Named Player Ball fake away from play call – Block EOL Any RB who is not the ball fake: Align away from call & run flat route to the call PST Block B Gap away from play call – STEP TO AIR! PSG Block A Gap away from play call – STEP TO AIR! C Block BS A Gap – STEP TO AIR! BSG Pull and log EOL to the play call side Kick out any over aggressive technique that can’t be logged BST Block BS B Gap – DO NOT STEP TO AIR!
  64. 64. Boot Protection Examples N TE M S W $ N TE M SW $ N TE S M W $ N TE M SW $ SS 98 Protection
  65. 65. Drop Back Screens Screen Names Receivers ZR Easy XR Exxon JR Joker KR Krazy ER Eagle TE’s YR Tyrone HR Hero RR Razor RB’s TB Tito FB Frank BB Bobby Catch Area 70 Convoy Curl DefenderHook Defender Our basic drop back screen is a universal system in which we can throw screen to anyone in the offense at any time. The direction of the screen (70/71) tells the offensive line which direction they are blocking the screen. We then attach the screen name of the position that we want to go to the screen area and catch the screen. It is the QB’s responsibility to draw defenders away from the screen. We can also ball fake screen by calling 72/73, which tells the TB to ball fake before executing his assignment.
  66. 66. Drop Back Screens Offensive Line Rules PST Pass Set DE Invite him up the field PSG Bang nearest DL Convoy – Protect the catch & Block first man O/S the catch C Bang nearest DL Block PSLB (Curl Defender) BSG Bang nearest DL Block MLB (Hook Defender) BST Pass Set DE Invite him up the field If you ARE NOT the screen man… WR/TE Sprint Vertical for 10 Block Nearest Deep DB RB Swing to the flat away from screen, If 72/73, ball fake and run flat route opposite If you ARE the screen man… RB Align opposite the call Cross the ball & get lost in the OL Make sure to stay inside OT’s block Make sure to catch the ball behind the LOS TE Pass set the nearest DL Get beat slowly – Allow the rush to turn his shoulders back to the QB Make sure to catch the ball behind the LOS WR Take three steps hard up the field Sprint for the catch point Make sure to catch the ball behind the LOS
  67. 67. Passing Game Coordination 11 – Right 70 Easy 11 – Right J Strong 71 Exxon 12 – Right Xoom Flip 70 Tyrone 12 – Liz H Strong 71 Exxon T YX J Z T YX J ZCatch Area 70 Catch Area 71 YX HZ Catch Area 71 TT Y X H ZCatch Area 70
  68. 68. Rocket Screen The Quick Rocket screen is designed as a play-action screen that gets the ball to the perimeter quickly. Rocket screen is thrown to the outside receiver. It requires that every member of the offense uses a counting system, counting defenders from the screen side. We can also throw Rocket to a slot receiver in a trips set, by calling Rocket Add. This tells all linemen and receivers to add one to their number responsibility, and the second man from the sideline becomes the screener. Y X JZ Z 1234
  69. 69. Rocket Screens ( ) Rocket - 78/79 Rules PS #1 Three steps vertical, climb back down stem of route Catch screen & get inside the kickout of the PST PS #2 Two steps vertical push Block #1 from sideline PS#3 Safety control route Step on his toes & block him PST Three zone steps away from the screen Hunt #2 from sideline – Must kickout PSG Three zone steps away from the screen Hunt #3 from sideline C Three zone steps away from the screen Hunt #4 from sideline BSG Three zone steps away from the screen Block most dangerous DL (End) BST Block Slash/Blade away from screen PSTE Block Slash/Blade away from screen BS #2 Hunt MOF safety to far hash safety BS #1 Hunt near hash safety to BS corner TB Ball fake away from screen – block EOL
  70. 70. Rocket Screens 11 – Right 78 Z Rocket 11 – Right J Strong 78 K Rocket Add 12 – Right 79 X Rocket 12 – Liz H Strong 79 Z Rocket T YX J Z T K X J Z YX HZ TT Y X H Y Z 2 3 1 4 Chase DL 2 3 1 45 Chase DL 2 3 1 4 Chase DL

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