Challenges and Opportunities: A Qualitative Study on Tax Compliance in Pakistan
Coverdale Flow Screen
1. FLOW SCREEN Rules – Techniques – Coaching Points - Drills Q MAX Andrew Coverdale – Head Coach – Castle High School [email_address]
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3. Flow Screen Directory FLOW SCREEN INSTRUCTIONAL VIDEO YOU DRAW IT ILLUSTRATIONS OVERVIEW / PHILOSOPHY PRESENTATION OUTLINE SCREEN SUMMARY TABLE INSTALLATION DRILLS
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5. Flow Screen Instructional T E R M S W C C T E BS TE: FIRM 60-70 protection. Block the man on you. FS T: “OPEN THE WINDOW.” You do this by retreating in your demeanor as fast as you can, showing hands, selling “Hinge,” avoiding engagement as long as your man will rush upfield. Keep inside leverage as you do this. If he stops or crosses your face, redirect off your outside foot and drive him into the pile! YOU ARE THE GUY THAT MAKES THIS PLAY GO! CENTER: PSL #3 man (M/FSLB), plot “rendezvous point.” 60-70 set to tightest tech. for :02, then release full speed to the rendezvous point, let no wrong colored jersey cross your face. Drive block any DL over you that cops out. BS G: FIRM 60-70 protection. Must not give ground! *Possible 2 ct AMBUSH by game plan BS T: FIRM 60-70 protection. Must not give ground! R: Fake the play call of the 1 st number. If no one else is indicated, you become the “Screen Man,” follow Screen man rules after your initial faking. If someone else is the Screener, help build a solid wall on the backside of the screen by executing normal 60-70 protection responsibilities. FS G: PSL the CB, plot “rendezvous point.” 60-70 set to best shoulder for 2 seconds, be alert to “eye the spy.” If no spy or cop out, release full speed to rendezvous point, lead with EYES. Let no wrong-colored jersey cross your face. If you get to the numbers, turn up full speed & hit what shows. Screen Man: Hide yourself in the traffic of the frontside linemen by keeping your pads low, and “time it” so that you’re arriving in the window at a spot 4 yards deep, 4 yards outside the tackle, just as the linemen begin pulling. Turn and show numbers to QB as you arrive at the spot, being careful not to drift to the sideline. Catch the ball, tuck it, and turn to find the kick-out block of the G. The running lane should occur in a crease between the kick out block of the G and the crack block of the WR. Get North and South, get the sideline if possible. 1001 1002 1001 1002 BS WR: Run the play indicated by the 2 nd number, either running the appropriate route or blocking. SELL IT! Open this “window” FS Inside: SEAM. Get out of Dodge. FS Outside: LEVELS CRACK. Crack the first short defender inside you. Work 9 technique to 1 st LB to safety level. Push upfield as long and as deep as the alignment of the potential crack victims allow. THIS IS A CRITICAL BLOCK. Time it and don’t engage too soon! Push upfield until at your man’s depth, cross face v. a man CB. 4 x 4 QB: SELL the play indicated by the 1 st number by your eyes and your body language. Sell should last 5 steps under center, 3 from Gun. After the sell, set your feet distinctly, then drift for depth, get up on toes, find an open “window” to the screener. Throw through an open window , avoid throwing over people. Snap your wrist to make the ball come down “on” the screener. FLOW SCREEN - C L I C K H E R E T O R E T U R N T O D I R E C T O R Y - TRUST TEMPO DISCIPLINE PREPARATION SHARED RESPONSIBILITY
6. Flow Screen You Draw It C C J E E N D R M Z N C C J C T E E R W M C C S J Denver-Dallas You Draw It FB Screen off Jet v. Split TE Screen away from roll v. Even HB Screen away from roll v. Odd Y Screen off Stretch v. 3-3 M R W S C J T T E E T N T T S R W Z M - C L I C K H E R E T O R E T U R N T O D I R E C T O R Y -
7. Flow Screen You Draw It N T T S R W Z M C C J E E N D R M Z N C C J M T T E R W S E C C J T T E E R W M C C S J Denver-Dallas You Draw It “ Levels” “ Cross face” “ Eye the Spy” 1 1 1 2 2 2 3 3 3 “ Best shoulder bump” - C L I C K H E R E T O R E T U R N T O D I R E C T O R Y - FB Screen off Jet v. Split TE Screen away from roll v. Even HB Screen away from roll v. Odd Y Screen off Stretch v. 3-3 Possible run-off v. press
8. FLOW SCREEN INSTALLATION PHASE I : Air 4 x 4 Outs rec Outs rec 4 x 4 - C L I C K H E R E T O R E T U R N T O D I R E C T O R Y - QB Coach OL Coach OC/ RB WR Coach S S S S
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10. SCREEN/BOOT BLOCKING SUMMARY - C L I C K H E R E T O R E T U R N T O D I R E C T O R Y - P.A. Reach if FS; Hinge if BS Block 60-70 pro to the # call Receiver rules Receiver rules In route In route Y/TE Sell 16-17 if in backfield Sell 16-17, flatten behind LOS, absorb blitz outside T/TE P.A. Reach to #s side Hinge if not engaged on 3d step P.A. Reach to #s side Hinge if not engaged on 3d step P.A. Reach to #s side Hinge if not engaged on 3d step P.A. Reach to #s side P.A. Reach to #s side STRETCH PASS Rec. rules unless called as screener Screener unless called otherwise Block 60-70 protection to the number Block 60-70 protection to the number 2 count set, seal #3 or FSLB to safety level 2 count set, pull Kick #1 or 1 st wrong color Vertical set open the window FLOW SCREEN Block LB over ins rec if offset to call Swing BS or run fake; If told to offset to call, blk LB over Ins rec Vertical set open the window 1 Count inside set Sprint to bottom front of funnel & AMBUSH 1 Count set to best shoulder Seal #4 f/ funnel or run him past it 1 Count set to best shoulder Kick #3 out of funnel Vertical set open the window 3 Receiver ALLEY Kick CB if offset to call by align Swing BS or run fake; “KICK” tells you to Kick CB FS Vertical set open the window 1 Count inside set Sprint to bottom front of funnel & AMBUSH 1 Count set to best shoulder Seal #3 f/ funnel or run him past it 1 Count set to best shoulder Kick #2 out of funnel Vertical set open the window 2 Receiver ALLEY In route Pre-rd 9 tech threat…Fake run called, pick up trash off edge 3-step PUNCH Sickle pull LOG FS EMOL (away f/#) Seal BS A gap to 1 st DL backside (toward #) Play Action Reach to # side Alert BASE call P.A. Reach to the # side BASE if 2 on/outside BOOT “G” In route Pre-rd 9 tech threat…Fake run called, pick up trash off edge Play Action Reach to #s side Play Action Reach to #s side Play Action Reach to #s side Play Action Reach to # side Alert BASE call P.A. Reach to the # side BASE if 2 on/outside BASIC BOOT H R BST BSG Center FSG FST PLAY