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Offensive Playbook
  Lincoln Football 2010




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                          Y       H X   Z

                              T
Passing Zones


                     40 50 40 30 20 10




                                                                                        20 30 40 50 40
             Deep Zones may be collapsed without vertical stretching by routes.

 Deep as       Hole                                 Seam             Seam                Hole
the Field

                                         Under Zones may be stretched by receiver action.


  12          Flat                          Curl       Hook       Hook         Curl                      Flat
 Yards
            ~9 yds                                    Line of Scrimmage                            ~9 yds




                                                                                        10
                                                      53 1/3 Yard -- 160 ft
                                                       53 1/3 Yard 160 ft
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               Step 2                Step 3              Step 4
 Number of           Read the D.E.L.         Check for            Where’s
  Safeties                Read the           Uncovered           Number 4?
 Coverage Call to       D – Depth of         Check for any           Pressure
  the Backs &             Corners          receivers that have       Beaters:
                                           been left uncovered
    Receivers:       E – Eyes of Corners     by the defense.
                                                                 1. Sprint Pass
   “Trio-Trio”                                                   2. Screen
                      L – Leverage of          “Green”
 “Deuce-Deuce”             Corners                               3. Quick Pass
   “Zero-Zero                                I/S Uncovered       4. Run
                       for Man/Zone
                         Indicators             “Gold”
                                            O/S Uncovered
Number of Safeties
                                                FS
                                  C                       C
Trio Call – Three Shell Defense


                                      SS             FS


Deuce Call – Two Shell Defense    C                       C




Zero Call – Expect Pressure       C        SS        FS   C
Throwing Inside Uncovered
                      R                                         F
H
                               W           M            S
                                                                         C
                              E      N           T          $
                                           C
X                              LT LG            RG RT       Y
                                                                     Z
                  J                        QB
                                                     “Green-Green”
                                                     I/S Uncovered
                                           T


         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.
Throwing Outside Uncovered
                    R                                F

                        W       M            S
                                                                         C
            H           E   N         T          $
                                C
X                       LT LG        RG RT       Y
                                                                     Z
                J               QB


     “Gold-Gold”
    O/S Uncovered               T


                                         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.
Progression Read System

             Is He Open?
  First Read              Second Read                Third Read
    On Time                 Hitch to #2               Hitch to #3
 QB makes a decision      If #1 is not open, push   If #2 is not open, push
 on his primary read       up in the pocket and      up in the pocket and
 when his 5th step hits      find the 2nd read.        find the 3rd read.
     the ground.             Make a decision.          Make a decision.
 Is He Open?               Is He Open?               Is He Open?

        If #3 is covered, time to get out…
Escape out the front of the pocket!!!
Free Access Concept
“Free Access” means that the
receiver will run the best quick                  Fade
route for the situation
(Hitch/Slant/Bend/Fade) and          Slant
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.
                                    Hitch           Bend
Anytime a WR is alone on the
backside of a three receiver
route (Call side in 64/65
                                             C




                                             WR
Protection), we will run a “Free
Access” route.
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               Dos – #2             Tres - #3
            Safety Control           Safety Control       Safety Control
Scramble Rules
                      The Art of Running Routes
Deep – Stay Deep   A.K.A. Sit in Zone, Run from Man
                   A receiver who sits a route down and
                   finds himself closely covered should
                             KEEP MOVING.

  Short – Come       A curl could end up becoming a dig.
                    An option route could become a drag.

 Back to the QB    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.

  Backs Swing        If you’re open, stay open –
                       If you’re not, get open!!
O/S Receiver Route Tree - Quicks
Route
         Steps/Technique
Name                                       Fade
         3 Steps – Gather Cut                        Chair
Hitch       on Outside Foot       Slant
        Come back to the ball!
         3 Steps – Speed Cut
            on Outside Foot
Slant     Get eyes and hands       Hitch
           around on the cut                  Bend
         3 Steps – Roll cut to
Bend    the outside on 3rd step
          3+2 – Bend route,
Chair    two steps and wheel
          3 Steps – Widen as
Fade         you go deep!
O/S Route Tree – Deep Routes
Route
               Steps/Technique
Name                                                          Post
                7 Step Inside Stem                                      Out
Curl       Gather cut on Outside Foot
              Come back to the ball!                    Dig
          6 Step – Gather cut on Inside
Out                     Foot
            Come downhill to the ball.                           Curl
          7 Step – Speed cut on Outside     Seam Read
Post    Foot – Get eyes & Hands around
                       on cut
         7+2 – Post route, Speed cut on
Dig             2nd step of post –
             Stay flat across the field
         Inside stem to hash, Decision at
Seam                  12 yards
         Hash presence – Broken Arrow
Read    No hash presence – Stay Vertical
I/S Receiver – Route Tree
                                      Post                Seam            Flag
                                                                                                    Wheel
                      Dig/
                   Seam Read

                                                                              Out

             Drag                                 Curl


                                                                                                     Bubble
                 Drive                                                        Flat


Route                                                              Route
                      Steps/Technique                                                        Steps/Technique
Name                                                               Name
                                                                                 Vertical stem to hash. Hash presence – Broken Arrow
 Flat          3 Steps - Roll cut to the outside on 3rd step      Seam Read                  No hash presence – Stay Vertical
                   3+2 steps - Bend route & run fade                                       7 Steps - Speed cut on Outside Foot
Wheel                      5 yds from sideline
                                                                    Post                      Expect ball immediately on cut
               7 Step Stem - Gather cut on Outside Foot                                     6 Steps - Speed cut on Inside Foot
 Curl                    Come back to the ball!
                                                                    Flag                          45 deg angle to sideline
                   Drop step 45 deg with outside foot                                       6 Steps - Gather cut on Inside Foot
Bubble   Snap eyes around & run parallel to the LOS for 4 steps
                                                                    Out                          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
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
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
80 Protection Examples
        M        S                          W       M       S

W   E       N        T   $                  E N         T       $


                         80/84 Protection


        S       M                W              M       S           SS

    W   E    N       T   $                  E N         T       $
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
Quick Passing Concepts
               Quick Passing Concepts
           Outside
Route Name             Inside Receiver       Hand Signal
           Receiver
   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
                                                Underhand
   Stutter      Stutter        Flat
                                               punched fist
2 x 2 Variations




X                          Y                          H            Y
          J                            Z     X                                    Z

 11 – Right 81 Slant                                              12 – Right 80 Change
                       T                                      T




          X                Y                 X                     Y
Z                              H                                                  Z
                                                          F
12 – Liz H Strong 81                                               21 – Right Minus
      Scat Max         T                                      T         80 Fade
3 x 1 Variations




    X                    Y                                     Y                     H
                             J       Z                                                   X      Z
                                                   TE runs a Flag route
11 – Right J Pro                                  anytime he is “solo” on
 81 Bend Tres                                     the backside of a route.           12 – Rip 80 Chair Dos
                   T                                                         T




        X                Y                        X                                      Y
Z             H                                                                                            Z
                        TE runs a Flag route                                         F
12 – Liz H Weak        anytime he is “solo” on                                           21 – Right Plus
 80 Sluggo Dos     T   the backside of a route.                                  T        81 Slant Dos
Quick Game Video
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
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          Playside        Playside #2/                             Backside         Hand
                                                         Backside #2
      Name            Widest         Backside #3                               Widest          Signal
                       Fade              Drive
    ( ) Spike        Comeback          (If PS #2)             Spike             Fade           Fist to
      (Flip)         (Free Access      Drive Flip       (Tagged Route)        Comeback         Helmet
                      if needed)       (If BS #3)
    ( ) Spear                             Flag                                  Fade
                                                         Spike (Tagged                          Fist to
                        Drive          (Only run
      (Flip)                                                 Route)           Comeback          Palm
                                      with PS #2)
Passing Game Coordination
                          Four Vertical Package
                     Playside         Playside       Backside #2/    Backside   Hand
  Route Name          Widest             #2           Playside #3     Widest    Signal
                                     Seam Read           Seam          Fade     Parallel
   ( ) Quad        Fade Comeback                                                Hands
                                    (Tagged Route)   (Backside #2)   Comeback
                                     Seam Read          Nasty          Fade
( ) Quad Nasty     Fade Comeback
                                    (Tagged Route)   (Playside #3)   Comeback
                     Seam Read                          Seam           Fade     Crossed
   ( ) Switch      (Tagged Route)
                                        Wheel
                                                     (Backside #2)   Comeback   Hands
                     Seam Read                          Nasty          Fade
( ) Switch Nasty   (Tagged Route)
                                    Wheel Climb
                                                     (Playside #3)   Comeback
                     Seam Read                          Seam           Fade     Climbing
( ) Switch Climb                    Wheel Climb                                  Ladder
                   (Tagged Route)                    (Backside #2)   Comeback
                        Dig                             Seam           Fade     Spoon to
    ( ) Dig                             Seam                                     Mouth
                   (Tagged Route)                    (Backside #2)   Comeback
                        Dig                             Nasty          Fade
 ( ) Dig Nasty     (Tagged Route)
                                        Seam
                                                     (Playside #3)   Comeback
Read Progressions in the Vertical Game
                  Four Vertical Read Progressions
                                 Second
   Route Name First Read                   Third Read   Fourth Read
                                  Read
    All 4 Vert
                                            PS Fade
     Routes         BS Seam      PS Seam                TB Checkdown
                                           Comeback
    vs. 3 Shell
    All 4 Vert      PS Seam
                                 PS Fade      TB
     Routes         (Broken                                None
                                Comeback   Checkdown
    vs. 2 Shell      Arrow)
                  Three Vertical Read Progressions
                                                              Third
    Route Name                First Read     Second Read
                                                              Read
                                                BS Fade
   ( ) Spike (Flip)             Spike                         Drive
                                               Comeback
                                                BS Fade
   ( ) Spear (Flip)             Spike                         Drive
                                               Comeback
Quad Examples – 2 x 2
3
                Quad – vs. 3 Shell                                       Quad – vs. 2 Shell
                                                         2
                  2                  1
                                                                               1




    4                                                        3


X                                    Y                   X                              Y
            J                                    Z                   J                                Z
11 – Right 61 J                                                                          11 – Right 61 J
     Quad                   T                                                 T               Quad

                                             3                                                           2
                   1                 2
                                                                               1




                                             4                                                       3


K                                                Z   K                                                Z
        J                                X                       J                            X

10 – Rip 60 X                                                                             10 – Rip 60 X
    Quad                    T                                                 T               Quad
Quad Examples – 3 x 1
 3       Quad Nasty – vs. 3 Shell                                           Quad Nasty – vs. 2 Shell
                                                            2
                2                   1
                                                                                  1




     4                                                          3


                Y                               X                       Y                                X
Z        J                                              Z           J

11 – Left J Con 61                                                                         11 – Left J Con 61
  J Quad Nasty                                                                               J Quad Nasty
                             T                                                   T
                                                3                                                            2
                     1                  2
                                                                                  1




                                                4                                                        3


K                                                   Z   K                                                Z
                                        J   X                                              J     X
10 – Rip J Strong                                                                          10 – Rip J Strong
60 X Quad Nasty          T                                                  T              60 X Quad Nasty
Switch Examples – 2 x 2
3
                Switch – vs. 3 Shell                                       Switch – vs. 2 Shell
                                                           2
                    2                  1
                                                                                1




    4                                                          3

X                                      Y                   X                               Y
            J                                      Z                   J                                   Z
11 – Right 61 X                                                                            11 – Right 61 X
     Switch                   T                                                 T               Switch

                                               3                                                           2
                    1                  2
                                                                                1



                                               4

                                                                                                       3


K                                                  Z   K                                                   Z
        J                                  X                       J                              X

10 – Rip 60 Z                                                                               10 – Rip 60 Z
   Switch                     T                                                 T              Switch
Switch Nasty Examples – 3 x 1
 3       Switch Nasty – vs. 3 Shell                                           Switch Nasty – vs. 2 Shell
                                                              2
                 2                    1
                                                                                    1




     4                                                            3


                  Y                               X                       Y                                X
Z         J                                               Z           J

11 – Left J Con 61                                                                           11 – Left J Con 61
 Z Switch Nasty                                                                               Z Switch Nasty
                             T                                                     T
                                                  3                                                            2
                     1                    2
                                                                                    1




                                                  4                                                        3


K                                                     Z   K                                                Z
                                          J   X                                              J      X
10 – Rip J Strong                                                                            10 – Rip J Strong
   60 Z Switch                                                                                  60 Z Switch
      Nasty              T                                                    T                    Nasty
Switch Climb Examples 2 x 2
3
        Switch Climb – vs. 3 Shell                                       Switch Climb – vs. 2 Shell
                                                         2
                   2                 1
                                                                              1




    4                                                        3

X                                    Y                   X                              Y
              J                                  Z                   J                                    Z
11 – Right 61 X                                                                         11 – Right 61 X
 Switch Climb               T                                                 T          Switch Climb

                                             3                                                            2
                   1                 2
                                                                              1



                                             4

                                                                                                      3


K                                                Z   K                                                    Z
          J                              X                       J                            X

10 – Rip 60 Z                                                                            10 – Rip 60 Z
Switch Climb                T                                                T           Switch Climb
Dig Examples – 2 x 2
                     Dig – vs. 3 Shell                                                       Dig – vs. 2 Shell
                       2                     1                                           1
         3                                                                   2




     4                                                                   3


 X                                       Y                           X                                      Y
                 J                                           Z                       J                                       Z
 11 – Right 61 X                                                                                                11 – Right 61 X
       Dig                      T                                                                T                    Dig

                                                 2                                                               1
                       1

                                         3                                                                  2




                                                         4                                                                    3


K                                                            Z   K                                                          Z
             J                                       X                           J                                   X

10 – Rip 60 Z Dig                                                                                          10 – Rip 60 Z Dig
                                T                                                                T
Passing Game Coordination
         Dig Nasty – vs. 3 Shell                                           Dig Nasty – vs. 2 Shell
                                                                       1
               2                   1
     3                                                         2




     4                                                     3


                   Y                           X                       Y                               X
Z        J                                             Z           J

11 – Left J Con                                                                           11 – Left J Con
61 Z Dig Nasty                                                                            61 Z Dig Nasty
                            T                                                  T
                                   2                                                1
                    1

                                           3                                                     2




                                               4
                                                                                                             3

K                                                  Z   K                                              Z
                                       J   X                                             J     X
10 – Rip J Strong                                                                        10 – Rip J Strong
 60 Z Dig Nasty         T                                                  T              60 Z Dig Nasty
Spike Examples – 2 x 2
                   Spike – vs. 3 Shell                                            Spike – vs. 2 Shell
                                                        2                                                            2
                                                                                            1
                                   1
F.A.                                                          F.A.




                                                    3                                                           3


X                                          Y                      X                               Y
               J                                          Z                   J                                      Z
    11 – Right                                                                                          11 – Right
    65 Y Spike                 T                                                        T               65 Y Spike

2                                                             2
                                                                                    1
                                       1
                                                   F.A.
                                                                                                                 F.A.



       3                                                              3


K                                                  Z          K                                                      Z
           J                                   X                          J                               X

    10 – Rip 64 J                                                                                     10 – Rip 64 J
        Spike                  T                                                        T                 Spike
Spike Examples – 3 x 1
  2     Spike Flip – vs. 3 Shell                          2                   Spike Flip – vs. 2 Shell
                                                                                     1
                              1
                                              F.A.                                                           F.A.




    3                                                         3

                Y                                 X                   Y                                      X
Z       J                                                 Z       J

 11 – Left J Con                                                                             11 – Left J Con
 64 Y Spike Flip                                                                             64 Y Spike Flip
                          T                                                          T
                                                  2                              1
                                                                                                              2


F.A.                              1                       F.A.




                                              3                                                          3


K                                                     Z   K                                                  Z
                                      J   X                                                  J     X

10 – Rip J Strong                                                                            10 – Rip J Strong
 65 J Spike Flip    T                                                     T                   65 J Spike Flip
Spear Examples – 2 x 2
                   Spear – vs. 3 Shell                                                 Spear – vs. 2 Shell
                                                          2                                                               2

                                   1                                                             1




                                                      3                                                              3


X                                          Y                           X                               Y
               J                                          Z                        J                                      Z
    11 – Right                                                                                               11 – Right
    65 Y Spear                 T                                                             T               65 Y Spear

2                                                                  2
                                                                                         1
                                       1




       3                                                                   3


K                                                    Z            K                                                       Z
           J                                   X                               J                               X

    10 – Rip 64 J                                                                                          10 – Rip 64 J
        Spear                  T                   No “Spear” from 3 x 1 sets
                                                                                             T                 Spear
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
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.
                             2
          3
                                     1


                                 X
                    J
                    Choice                                   Choice Y Option
     T

                                                          3                2

                                                                                    1

                                                         Y
                                                               J               Z
Reading Combination Routes
                 Combination Routes
               Outside     Inside
Route Name     Receiver   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
                                                    Two hand “House”
    Pivot       Bench      Pivot       3 Shell      Fingertips together
                                                     Hand sliding over
  Bench         Bench     Corner       3 Shell           other hand
  Corner       Corner      Bench       2 Shell     Crossing waving hands
   Over         Post        Dig        3 Shell        Hand over head
                                                     Open hand sliding
  Under          Dig       Post        2 Shell           palm up
  Shake         Post        Post       2 Shell         Shaking dice
  Scissor       Post       Bench       2 Shell      Two fingered scissor
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
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        Moving the launch point
called on a sprint out combination to be run on    helps protect the QB
the side that the QB is sprinting towards.
2 x 2 Variations




X                          Y                          H              Y
          J                           Z       X                                        Z
     11 – Right 60                                                     12 – Right 60
    Choice – Smash                                                    Bench – Corner
                       T                                      T




         X                 Y                 X                       Y
Z                              H                                                       Z
                                                          F
12 – Liz H Strong 61                                               21 – Right Minus 61
    Pivot – Shake      T                                      T   Choice – Smash Whip
The single receiver                 3 x 1 Variations
side is a free access
 route – just like a
   bunch route.
                                                TE runs a Flag
                                              route anytime he is
                                                 “solo” on the
                                              backside of a route.




X                           Y                                        Y           H
                                J      Z                                                 X          Z
11 – Right J Pro 65                                                                   12 – Rip 65
    Shake J Flat                                                                     Bench H Go
                        T                                                T




          X                 Y                    X                               Y
Z                  H                                                                                Z
                                                                             F
12 – Liz H Weak 64                                                               21 – Right Plus 65
    Smash Tres          T                                                T          Under F Flat
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)
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      Tagged Outside             Inside
                                                                   Hand Signal
      Name        Route Receiver           Receiver
    ( ) 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        Tagged        Playside      Backside      Remaining
                                                                             Hand Signal
     Name         Receiver      Receiver      Receiver       Receiver
    ( ) Spot       Spot          Option        Option          Post        Point to open hand
                                                                             Interlocked fingers
    ( ) Mesh        Drag         Banana         Post        Drag/Wheel            over head
Reading Progressions in the Bunch

        Bunch Package Progressions
    Route    First     Second        Third
    Name     Read       Read         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
Snag Variations
                                                                                       1

                                  1

F.A.
                         3                                       3


                                          2                                                    2

X                         Y                          Y            H
                              J       Z                                     X          Z
  11 – Right J Pro
     65 Z Snag                                                   12 – Rip 65 Z Snag
                     T                                   T
 1
                                                                             1


                                              F.A.

             3                                                          3
                                                                                           2
 2


         X                Y                   X                   Y
Z                H                                                                     Z
                                                             F
 12 – Liz H Weak                                                     21 – Right Plus
     64 Z Snag       T                                   T              65 Z Snag
Space Variations
    F.A.

                          1            2                      1
                                                                                 2
                                               3                                                  3


    X                              Y                      Y                H
                                       J   Z                                         X        Z
      11 – Right J Pro
         65 Y Space                                                       12 – Rip 65 H Space
                          T                                       T



                                                   F.A.       1
                              1
                  2                                                          2
3
                                                                                              3


             X                     Y               X                       Y
    Z                 H                                                                       Z
                                                                      F
     12 – Liz H Weak                                                        21 – Right Plus
        64 H Space        T                                       T           65 Y Space
Follow Variations
                                  2                                              2


    F.A.          1                                              1



                                                      3                                                    3


    X                                     Y                              Y           H
                                              J   Z                                          X         Z
      11 – Right J Pro                                                                   12 – Rip 65
        65 Y Follow                                                                       H Follow
                              T                                              T
                          2                                                      2

                                                                     1
                                      1
                                                          F.A.

3
                                                                                                 3




             X                            Y                X                         Y
    Z                 H                                                                                Z
                                                                                 F
     12 – Liz H Weak                                                                 21 – Right Plus
        64 X Follow           T                                              T         65 Y Follow
Cross Variations
                               2                                       2


F.A.

                                                                                                     3
                                                3
                                                           1
                     1



    X                               Y                          Y                H
                                        J       Z                                      X        Z
    11 – Right J Pro Zip                                                       12 – Rip Zip Strong
     Strong 65 Y Cross                                                              65 H Cross
                               T                                       T
                           2                                       2



                                                    F.A.
3                                                              1                                     3
                                            1



             X                      Y               X                           Y
    Z               H                                                                           Z
                                                                           F
    12 – Liz H Weak Zip                                                        21 – Right Plus Zip
      Weak 64 X Cross          T                                       T        Strong 65 Y Cross
Pop Variations
                                         1                                   1
                                             2                                                 2

    F.A.

                                 3                                  3




    X                                Y                  Y               H
                                         J   Z                                   X         Z
      11 – Right J Pro
          65 Y Pop                                                      12 – Rip 65 H Pop
                             T                              T
             1                                                               1
2
                                                                                               2

                                                 F.A.
                                                                    3
                         3




             X                       Y           X                      Y
    Z               H                                                                      Z
                                                                F
      12 – Liz H Weak                                                    21 – Right Plus
          64 H Pop           T                              T               65 Y Pop
Spot Variations

                        2                    4                    4                       2
                                    3                                         3


1                                                                                                             1

    X                                    Y                            Y               H
                J                                Z   X                                               Z
        11 – Right Gun                                   12 – Left Gun
            61 J Spot       T                              60 H Spot              T




                    2           3        4
                                                              4
                                                                              3       2
    1                                                                                                     1




    X                                    Y                            Y                          X
                                             H   Z   Z

    12 – Right H Strong     T                                             F       T       21 – Left Gun
       Gun 61 Y Spot                                                                        60 Y Spot
2
                                  Mesh Variations
                                                                                                    2




                     3                                                          3




1                                                                                                           1

    X                              Y                         H                  Y
                 J                         Z   X                                                   Z
         11 – Right Gun       T                    12 – Right Gun       T
            61 Y Mesh                                60 H Mesh

     2                                                                                         2

                          3                                                 3


     1

                                                                                                        1

         X                         Y                          Y                              X
                                       H   Z   Z

    12 – Right H Strong       T                                     F   T           21 – Left Gun
         61 Y Mesh                                                                   60 Y Mesh
Empty Diagrams – 2 x 2 vs. Two Shell


        SS                FS



C       W       M     S          C
Empty Diagrams – 3 x 1 vs. Two Shell


        SS                FS



C       W       M     S          C
Empty Diagrams – 2 x 2 vs. Three Shell


C                   FS            C


         SS     S        M   W
Empty Diagrams – 3 x 1 vs. Three Shell


C                   FS            C


         SS     S        M   W
6 Man Protection – 60 Series
  60/61 Protection               Ball Fake Protection (62/63)
    Double reader – Block
TB first LB to #4 threat
      Covered – Block on          Shuffle step & attack the B gap
      Uncovered – Block first     Align away from the protection in the
PST   outside
      OG “Fan” Call – Block        gun
      first outside               No rules change for OL
      Covered – Block on
PSG   Uncovered – “Fan” Call –
      Block first outside        Backside Protection (64/65) (66/67)
      Covered – Block on
C     Uncovered – Double read     Alerts QB/WR that route concept is
      ILB to BS #4
      Covered – Block on           to backside of the protection
BSG   Uncovered – Double read     Can also be made into a ball fake
      ILB to BS #4                 protection (66/67)
      Covered – Block on
BST   Uncovered – Block first
      outside
60 Protection & Direction
  61 Protection                   60 Protection
  Back Blocks Left                Back Blocks Right
 Route Concept Left              Route Concept Right
    5 Step Drop                      5 Step Drop

   Route                            Route 




   Route                            Route 


63 Protection                      62 Protection
 Back Blocks Left                 Back Blocks Right
Route Concept Left               Route Concept Right
 Ball Fake to TB                   Ball Fake to TB
60 Protection & Direction
 65 Protection                                         64 Protection
 Back Blocks Left                                     Back Blocks Right
Route Concept Right                                   Route Concept Left
    5 Step Drop                                          5 Step Drop

                        Route         Route




                 Route                        Route


                  67Protection        66 Protection
                 Back Blocks Left     Back Blocks Right
                Route Concept Right   Route Concept Left
                  Ball Fake to TB      Ball Fake to TB
M
          60 Protection Examples
             S                             W       M       S

W   E       N       T     $                E N         T       $


                        60/64 Protection



        S       M                W             M       S           SS

    W   E   N       T     $                E N         T       $
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
               Protect Gap/On/Most Dangerous LB
     PSG       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
90 Protection Examples
        M        S                          W       M       S

W   E       N        T     $                E N         T       $



                         90/94 Protection

        S       M                 W             M       S           SS

    W   E    N       T     $                E N         T       $
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
               Ball fake away from play call – Block EOL
    Player
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!
               Pull and log EOL to the play call side
    BSG        Kick out any over aggressive technique that can’t be logged
    BST        Block BS B Gap – DO NOT STEP TO AIR!
BootSProtection Examples
        M                               W       M       S

W   E       N       T   $               E N         T       $



                        98 Protection


        S       M               W           M       S           SS

    W   E   N       T   $               E N         T       $
Drop Back Screens
                                                                              Curl
                                         Hook                               Defender
                                        Defender

            Screen Names
                                                                                    Convoy
              ZR      Easy
Receivers




              XR      Exxon
              JR      Joker
              KR      Krazy                                              Catch
              ER      Eagle                                              Area


              YR     Tyrone                                             70
TE’s




              HR      Hero    Our basic drop back screen is a universal system in which we
              RR     Razor    can throw screen to anyone in the offense at any time. The
                              direction of the screen (70/71) tells the offensive line which
              TB       Tito   direction they are blocking the screen. We then attach the
RB’s




                              screen name of the position that we want to go to the screen
              FB      Frank
                              area and catch the screen.
              BB      Bobby
                              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.
Drop Back Screens
Offensive Line Rules                   If you ARE NOT the screen man…
                                                          Sprint Vertical for 10
      Pass Set DE                     WR/TE
PST   Invite him up the field
                                                         Block Nearest Deep DB
                                                    Swing to the flat away from screen,
      Bang nearest DL                  RB          If 72/73, ball fake and run flat route
PSG   Convoy – Protect the catch &                                opposite
      Block first man O/S the catch         If you ARE the screen man…
      Bang nearest DL                                    Align opposite the call
C     Block PSLB (Curl Defender)                  Cross the ball & get lost in the OL
                                       RB         Make sure to stay inside OT’s block
      Bang nearest DL
BSG   Block MLB (Hook Defender)                Make sure to catch the ball behind the LOS
      Pass Set DE                                       Pass set the nearest DL
BST   Invite him up the field         TE
                                                  Get beat slowly – Allow the rush to
                                                  turn his shoulders back to the QB
                                               Make sure to catch the ball behind the LOS
                                                   Take three steps hard up the field
                                      WR               Sprint for the catch point
                                               Make sure to catch the ball behind the LOS
Passing Game Coordination


X                         Y                        X                         Y
          J                   Catch Area
                                               Z           Catch Area                J          Z
                                70                           71

     11 – Right 70    T                                                 T      11 – Right J
         Easy                                                               Strong 71 Exxon




               H          Y                            X                     Y
X                                 Catch Area
                                               Z   Z       Catch Area            H
                                    70                       71
    12 – Right Xoom                                                         12 – Liz H Strong
     Flip 70 Tyrone   T                                                 T        71 Exxon
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.


                                              4          3            2            1




                       Y                                                         X
            Z                                                     J


                                     Z
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
Rocket Screens                              4
                                                                                                               1

                                                                         5
                                 4   3                                                         3
                                                2        1
                                                                                                           2




    X                                Y                       X
              J                                          Z                             J               K       Z
                                     Chase DL                                    Chase DL


        11 – Right 78        T                                       T           11 – Right J Strong 78
          Z Rocket                                                                   K Rocket Add

                     3
                         4
          2
1




                    H                Y                           X                         Y
    X               Y                                    Z   Z                                     H
              Chase DL
                                         12 – Right 79                                      12 – Liz H Strong
                             T             X Rocket                          T                 79 Z Rocket

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Lincoln Football 2010 Offensive Playbook

  • 1. Offensive Playbook Lincoln Football 2010 1 2 3 Y H X Z T
  • 2. Passing Zones 40 50 40 30 20 10 20 30 40 50 40 Deep Zones may be collapsed without vertical stretching by routes. Deep as Hole Seam Seam Hole the Field Under Zones may be stretched by receiver action. 12 Flat Curl Hook Hook Curl Flat Yards ~9 yds Line of Scrimmage ~9 yds 10 53 1/3 Yard -- 160 ft 53 1/3 Yard 160 ft
  • 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 Step 2 Step 3 Step 4 Number of Read the D.E.L. Check for Where’s Safeties Read the Uncovered Number 4? Coverage Call to D – Depth of Check for any Pressure the Backs & Corners receivers that have Beaters: been left uncovered Receivers: E – Eyes of Corners by the defense. 1. Sprint Pass “Trio-Trio” 2. Screen L – Leverage of “Green” “Deuce-Deuce” Corners 3. Quick Pass “Zero-Zero I/S Uncovered 4. Run for Man/Zone Indicators “Gold” O/S Uncovered
  • 4. Number of Safeties FS C C Trio Call – Three Shell Defense SS FS Deuce Call – Two Shell Defense C C Zero Call – Expect Pressure C SS FS C
  • 5. Throwing Inside Uncovered R F H W M S C E N T $ C X LT LG RG RT Y Z J QB “Green-Green” I/S Uncovered T 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. Throwing Outside Uncovered R F W M S C H E N T $ C X LT LG RG RT Y Z J QB “Gold-Gold” O/S Uncovered T 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. Progression Read System Is He Open? First Read Second Read Third Read On Time Hitch to #2 Hitch to #3 QB makes a decision If #1 is not open, push If #2 is not open, push on his primary read up in the pocket and up in the pocket and when his 5th step hits find the 2nd read. find the 3rd read. the ground. Make a decision. Make a decision. Is He Open? Is He Open? Is He Open? If #3 is covered, time to get out… Escape out the front of the pocket!!!
  • 8. Free Access Concept “Free Access” means that the receiver will run the best quick Fade route for the situation (Hitch/Slant/Bend/Fade) and Slant 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. Hitch Bend Anytime a WR is alone on the backside of a three receiver route (Call side in 64/65 C WR Protection), we will run a “Free Access” route.
  • 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 Dos – #2 Tres - #3 Safety Control Safety Control Safety Control
  • 10. Scramble Rules The Art of Running Routes Deep – Stay Deep A.K.A. Sit in Zone, Run from Man A receiver who sits a route down and finds himself closely covered should KEEP MOVING. Short – Come A curl could end up becoming a dig. An option route could become a drag. Back to the QB 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. Backs Swing If you’re open, stay open – If you’re not, get open!!
  • 11. O/S Receiver Route Tree - Quicks Route Steps/Technique Name Fade 3 Steps – Gather Cut Chair Hitch on Outside Foot Slant Come back to the ball! 3 Steps – Speed Cut on Outside Foot Slant Get eyes and hands Hitch around on the cut Bend 3 Steps – Roll cut to Bend the outside on 3rd step 3+2 – Bend route, Chair two steps and wheel 3 Steps – Widen as Fade you go deep!
  • 12. O/S Route Tree – Deep Routes Route Steps/Technique Name Post 7 Step Inside Stem Out Curl Gather cut on Outside Foot Come back to the ball! Dig 6 Step – Gather cut on Inside Out Foot Come downhill to the ball. Curl 7 Step – Speed cut on Outside Seam Read Post Foot – Get eyes & Hands around on cut 7+2 – Post route, Speed cut on Dig 2nd step of post – Stay flat across the field Inside stem to hash, Decision at Seam 12 yards Hash presence – Broken Arrow Read No hash presence – Stay Vertical
  • 13. I/S Receiver – Route Tree Post Seam Flag Wheel Dig/ Seam Read Out Drag Curl Bubble Drive Flat Route Route Steps/Technique Steps/Technique Name Name Vertical stem to hash. Hash presence – Broken Arrow Flat 3 Steps - Roll cut to the outside on 3rd step Seam Read No hash presence – Stay Vertical 3+2 steps - Bend route & run fade 7 Steps - Speed cut on Outside Foot Wheel 5 yds from sideline Post Expect ball immediately on cut 7 Step Stem - Gather cut on Outside Foot 6 Steps - Speed cut on Inside Foot Curl Come back to the ball! Flag 45 deg angle to sideline Drop step 45 deg with outside foot 6 Steps - Gather cut on Inside Foot Bubble Snap eyes around & run parallel to the LOS for 4 steps Out 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
  • 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. 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
  • 16. 80 Protection Examples M S W M S W E N T $ E N T $ 80/84 Protection S M W M S SS W E N T $ E N T $
  • 17. 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
  • 18. Quick Passing Concepts Quick Passing Concepts Outside Route Name Inside Receiver Hand Signal Receiver 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 Underhand Stutter Stutter Flat punched fist
  • 19. 2 x 2 Variations X Y H Y J Z X Z 11 – Right 81 Slant 12 – Right 80 Change T T X Y X Y Z H Z F 12 – Liz H Strong 81 21 – Right Minus Scat Max T T 80 Fade
  • 20. 3 x 1 Variations X Y Y H J Z X Z TE runs a Flag route 11 – Right J Pro anytime he is “solo” on 81 Bend Tres the backside of a route. 12 – Rip 80 Chair Dos T T X Y X Y Z H Z TE runs a Flag route F 12 – Liz H Weak anytime he is “solo” on 21 – Right Plus 80 Sluggo Dos T the backside of a route. T 81 Slant Dos
  • 22. 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
  • 23. 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 Playside Playside #2/ Backside Hand Backside #2 Name Widest Backside #3 Widest Signal Fade Drive ( ) Spike Comeback (If PS #2) Spike Fade Fist to (Flip) (Free Access Drive Flip (Tagged Route) Comeback Helmet if needed) (If BS #3) ( ) Spear Flag Fade Spike (Tagged Fist to Drive (Only run (Flip) Route) Comeback Palm with PS #2)
  • 24. Passing Game Coordination Four Vertical Package Playside Playside Backside #2/ Backside Hand Route Name Widest #2 Playside #3 Widest Signal Seam Read Seam Fade Parallel ( ) Quad Fade Comeback Hands (Tagged Route) (Backside #2) Comeback Seam Read Nasty Fade ( ) Quad Nasty Fade Comeback (Tagged Route) (Playside #3) Comeback Seam Read Seam Fade Crossed ( ) Switch (Tagged Route) Wheel (Backside #2) Comeback Hands Seam Read Nasty Fade ( ) Switch Nasty (Tagged Route) Wheel Climb (Playside #3) Comeback Seam Read Seam Fade Climbing ( ) Switch Climb Wheel Climb Ladder (Tagged Route) (Backside #2) Comeback Dig Seam Fade Spoon to ( ) Dig Seam Mouth (Tagged Route) (Backside #2) Comeback Dig Nasty Fade ( ) Dig Nasty (Tagged Route) Seam (Playside #3) Comeback
  • 25. Read Progressions in the Vertical Game Four Vertical Read Progressions Second Route Name First Read Third Read Fourth Read Read All 4 Vert PS Fade Routes BS Seam PS Seam TB Checkdown Comeback vs. 3 Shell All 4 Vert PS Seam PS Fade TB Routes (Broken None Comeback Checkdown vs. 2 Shell Arrow) Three Vertical Read Progressions Third Route Name First Read Second Read Read BS Fade ( ) Spike (Flip) Spike Drive Comeback BS Fade ( ) Spear (Flip) Spike Drive Comeback
  • 26. Quad Examples – 2 x 2 3 Quad – vs. 3 Shell Quad – vs. 2 Shell 2 2 1 1 4 3 X Y X Y J Z J Z 11 – Right 61 J 11 – Right 61 J Quad T T Quad 3 2 1 2 1 4 3 K Z K Z J X J X 10 – Rip 60 X 10 – Rip 60 X Quad T T Quad
  • 27. Quad Examples – 3 x 1 3 Quad Nasty – vs. 3 Shell Quad Nasty – vs. 2 Shell 2 2 1 1 4 3 Y X Y X Z J Z J 11 – Left J Con 61 11 – Left J Con 61 J Quad Nasty J Quad Nasty T T 3 2 1 2 1 4 3 K Z K Z J X J X 10 – Rip J Strong 10 – Rip J Strong 60 X Quad Nasty T T 60 X Quad Nasty
  • 28. Switch Examples – 2 x 2 3 Switch – vs. 3 Shell Switch – vs. 2 Shell 2 2 1 1 4 3 X Y X Y J Z J Z 11 – Right 61 X 11 – Right 61 X Switch T T Switch 3 2 1 2 1 4 3 K Z K Z J X J X 10 – Rip 60 Z 10 – Rip 60 Z Switch T T Switch
  • 29. Switch Nasty Examples – 3 x 1 3 Switch Nasty – vs. 3 Shell Switch Nasty – vs. 2 Shell 2 2 1 1 4 3 Y X Y X Z J Z J 11 – Left J Con 61 11 – Left J Con 61 Z Switch Nasty Z Switch Nasty T T 3 2 1 2 1 4 3 K Z K Z J X J X 10 – Rip J Strong 10 – Rip J Strong 60 Z Switch 60 Z Switch Nasty T T Nasty
  • 30. Switch Climb Examples 2 x 2 3 Switch Climb – vs. 3 Shell Switch Climb – vs. 2 Shell 2 2 1 1 4 3 X Y X Y J Z J Z 11 – Right 61 X 11 – Right 61 X Switch Climb T T Switch Climb 3 2 1 2 1 4 3 K Z K Z J X J X 10 – Rip 60 Z 10 – Rip 60 Z Switch Climb T T Switch Climb
  • 31. Dig Examples – 2 x 2 Dig – vs. 3 Shell Dig – vs. 2 Shell 2 1 1 3 2 4 3 X Y X Y J Z J Z 11 – Right 61 X 11 – Right 61 X Dig T T Dig 2 1 1 3 2 4 3 K Z K Z J X J X 10 – Rip 60 Z Dig 10 – Rip 60 Z Dig T T
  • 32. Passing Game Coordination Dig Nasty – vs. 3 Shell Dig Nasty – vs. 2 Shell 1 2 1 3 2 4 3 Y X Y X Z J Z J 11 – Left J Con 11 – Left J Con 61 Z Dig Nasty 61 Z Dig Nasty T T 2 1 1 3 2 4 3 K Z K Z J X J X 10 – Rip J Strong 10 – Rip J Strong 60 Z Dig Nasty T T 60 Z Dig Nasty
  • 33. Spike Examples – 2 x 2 Spike – vs. 3 Shell Spike – vs. 2 Shell 2 2 1 1 F.A. F.A. 3 3 X Y X Y J Z J Z 11 – Right 11 – Right 65 Y Spike T T 65 Y Spike 2 2 1 1 F.A. F.A. 3 3 K Z K Z J X J X 10 – Rip 64 J 10 – Rip 64 J Spike T T Spike
  • 34. Spike Examples – 3 x 1 2 Spike Flip – vs. 3 Shell 2 Spike Flip – vs. 2 Shell 1 1 F.A. F.A. 3 3 Y X Y X Z J Z J 11 – Left J Con 11 – Left J Con 64 Y Spike Flip 64 Y Spike Flip T T 2 1 2 F.A. 1 F.A. 3 3 K Z K Z J X J X 10 – Rip J Strong 10 – Rip J Strong 65 J Spike Flip T T 65 J Spike Flip
  • 35. Spear Examples – 2 x 2 Spear – vs. 3 Shell Spear – vs. 2 Shell 2 2 1 1 3 3 X Y X Y J Z J Z 11 – Right 11 – Right 65 Y Spear T T 65 Y Spear 2 2 1 1 3 3 K Z K Z J X J X 10 – Rip 64 J 10 – Rip 64 J Spear T No “Spear” from 3 x 1 sets T Spear
  • 36. 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
  • 37. 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. 2 3 1 X J Choice Choice Y Option T 3 2 1 Y J Z
  • 38. Reading Combination Routes Combination Routes Outside Inside Route Name Receiver 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 Two hand “House” Pivot Bench Pivot 3 Shell Fingertips together Hand sliding over Bench Bench Corner 3 Shell other hand Corner Corner Bench 2 Shell Crossing waving hands Over Post Dig 3 Shell Hand over head Open hand sliding Under Dig Post 2 Shell palm up Shake Post Post 2 Shell Shaking dice Scissor Post Bench 2 Shell Two fingered scissor
  • 39. 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
  • 40. 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 Moving the launch point called on a sprint out combination to be run on helps protect the QB the side that the QB is sprinting towards.
  • 41. 2 x 2 Variations X Y H Y J Z X Z 11 – Right 60 12 – Right 60 Choice – Smash Bench – Corner T T X Y X Y Z H Z F 12 – Liz H Strong 61 21 – Right Minus 61 Pivot – Shake T T Choice – Smash Whip
  • 42. The single receiver 3 x 1 Variations side is a free access route – just like a bunch route. TE runs a Flag route anytime he is “solo” on the backside of a route. X Y Y H J Z X Z 11 – Right J Pro 65 12 – Rip 65 Shake J Flat Bench H Go T T X Y X Y Z H Z F 12 – Liz H Weak 64 21 – Right Plus 65 Smash Tres T T Under F Flat
  • 43. 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)
  • 44. 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 Tagged Outside Inside Hand Signal Name Route Receiver Receiver ( ) 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 Tagged Playside Backside Remaining Hand Signal Name Receiver Receiver Receiver Receiver ( ) Spot Spot Option Option Post Point to open hand Interlocked fingers ( ) Mesh Drag Banana Post Drag/Wheel over head
  • 45. Reading Progressions in the Bunch Bunch Package Progressions Route First Second Third Name Read Read 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
  • 46. Snag Variations 1 1 F.A. 3 3 2 2 X Y Y H J Z X Z 11 – Right J Pro 65 Z Snag 12 – Rip 65 Z Snag T T 1 1 F.A. 3 3 2 2 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 Z Snag T T 65 Z Snag
  • 47. Space Variations F.A. 1 2 1 2 3 3 X Y Y H J Z X Z 11 – Right J Pro 65 Y Space 12 – Rip 65 H Space T T F.A. 1 1 2 2 3 3 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 H Space T T 65 Y Space
  • 48. Follow Variations 2 2 F.A. 1 1 3 3 X Y Y H J Z X Z 11 – Right J Pro 12 – Rip 65 65 Y Follow H Follow T T 2 2 1 1 F.A. 3 3 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 X Follow T T 65 Y Follow
  • 49. Cross Variations 2 2 F.A. 3 3 1 1 X Y Y H J Z X Z 11 – Right J Pro Zip 12 – Rip Zip Strong Strong 65 Y Cross 65 H Cross T T 2 2 F.A. 3 1 3 1 X Y X Y Z H Z F 12 – Liz H Weak Zip 21 – Right Plus Zip Weak 64 X Cross T T Strong 65 Y Cross
  • 50. Pop Variations 1 1 2 2 F.A. 3 3 X Y Y H J Z X Z 11 – Right J Pro 65 Y Pop 12 – Rip 65 H Pop T T 1 1 2 2 F.A. 3 3 X Y X Y Z H Z F 12 – Liz H Weak 21 – Right Plus 64 H Pop T T 65 Y Pop
  • 51. Spot Variations 2 4 4 2 3 3 1 1 X Y Y H J Z X Z 11 – Right Gun 12 – Left Gun 61 J Spot T 60 H Spot T 2 3 4 4 3 2 1 1 X Y Y X H Z Z 12 – Right H Strong T F T 21 – Left Gun Gun 61 Y Spot 60 Y Spot
  • 52. 2 Mesh Variations 2 3 3 1 1 X Y H Y J Z X Z 11 – Right Gun T 12 – Right Gun T 61 Y Mesh 60 H Mesh 2 2 3 3 1 1 X Y Y X H Z Z 12 – Right H Strong T F T 21 – Left Gun 61 Y Mesh 60 Y Mesh
  • 53. Empty Diagrams – 2 x 2 vs. Two Shell SS FS C W M S C
  • 54. Empty Diagrams – 3 x 1 vs. Two Shell SS FS C W M S C
  • 55. Empty Diagrams – 2 x 2 vs. Three Shell C FS C SS S M W
  • 56. Empty Diagrams – 3 x 1 vs. Three Shell C FS C SS S M W
  • 57.
  • 58. 6 Man Protection – 60 Series 60/61 Protection Ball Fake Protection (62/63) Double reader – Block TB first LB to #4 threat Covered – Block on  Shuffle step & attack the B gap Uncovered – Block first  Align away from the protection in the PST outside OG “Fan” Call – Block gun first outside  No rules change for OL Covered – Block on PSG Uncovered – “Fan” Call – Block first outside Backside Protection (64/65) (66/67) Covered – Block on C Uncovered – Double read  Alerts QB/WR that route concept is ILB to BS #4 Covered – Block on to backside of the protection BSG Uncovered – Double read  Can also be made into a ball fake ILB to BS #4 protection (66/67) Covered – Block on BST Uncovered – Block first outside
  • 59. 60 Protection & Direction 61 Protection 60 Protection Back Blocks Left Back Blocks Right Route Concept Left Route Concept Right 5 Step Drop 5 Step Drop  Route Route   Route Route  63 Protection 62 Protection Back Blocks Left Back Blocks Right Route Concept Left Route Concept Right Ball Fake to TB Ball Fake to TB
  • 60. 60 Protection & Direction 65 Protection 64 Protection Back Blocks Left Back Blocks Right Route Concept Right Route Concept Left 5 Step Drop 5 Step Drop Route   Route Route   Route 67Protection 66 Protection Back Blocks Left Back Blocks Right Route Concept Right Route Concept Left Ball Fake to TB Ball Fake to TB
  • 61. M 60 Protection Examples S W M S W E N T $ E N T $ 60/64 Protection S M W M S SS W E N T $ E N T $
  • 62. 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 Protect Gap/On/Most Dangerous LB PSG 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
  • 63. 90 Protection Examples M S W M S W E N T $ E N T $ 90/94 Protection S M W M S SS W E N T $ E N T $
  • 64. 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 Ball fake away from play call – Block EOL Player 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! Pull and log EOL to the play call side BSG Kick out any over aggressive technique that can’t be logged BST Block BS B Gap – DO NOT STEP TO AIR!
  • 65. BootSProtection Examples M W M S W E N T $ E N T $ 98 Protection S M W M S SS W E N T $ E N T $
  • 66. Drop Back Screens Curl Hook Defender Defender Screen Names Convoy ZR Easy Receivers XR Exxon JR Joker KR Krazy Catch ER Eagle Area YR Tyrone 70 TE’s HR Hero Our basic drop back screen is a universal system in which we RR Razor can throw screen to anyone in the offense at any time. The direction of the screen (70/71) tells the offensive line which TB Tito direction they are blocking the screen. We then attach the RB’s screen name of the position that we want to go to the screen FB Frank area and catch the screen. BB Bobby 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.
  • 67. Drop Back Screens Offensive Line Rules If you ARE NOT the screen man… Sprint Vertical for 10 Pass Set DE WR/TE PST Invite him up the field Block Nearest Deep DB Swing to the flat away from screen, Bang nearest DL RB If 72/73, ball fake and run flat route PSG Convoy – Protect the catch & opposite Block first man O/S the catch If you ARE the screen man… Bang nearest DL Align opposite the call C Block PSLB (Curl Defender) Cross the ball & get lost in the OL RB Make sure to stay inside OT’s block Bang nearest DL BSG Block MLB (Hook Defender) Make sure to catch the ball behind the LOS Pass Set DE Pass set the nearest DL BST Invite him up the field TE Get beat slowly – Allow the rush to turn his shoulders back to the QB Make sure to catch the ball behind the LOS Take three steps hard up the field WR Sprint for the catch point Make sure to catch the ball behind the LOS
  • 68. Passing Game Coordination X Y X Y J Catch Area Z Catch Area J Z 70 71 11 – Right 70 T T 11 – Right J Easy Strong 71 Exxon H Y X Y X Catch Area Z Z Catch Area H 70 71 12 – Right Xoom 12 – Liz H Strong Flip 70 Tyrone T T 71 Exxon
  • 69. 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. 4 3 2 1 Y X Z J Z
  • 70. 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
  • 71. Rocket Screens 4 1 5 4 3 3 2 1 2 X Y X J Z J K Z Chase DL Chase DL 11 – Right 78 T T 11 – Right J Strong 78 Z Rocket K Rocket Add 3 4 2 1 H Y X Y X Y Z Z H Chase DL 12 – Right 79 12 – Liz H Strong T X Rocket T 79 Z Rocket