ath 263 - passing game
DESCRIPTION
TRANSCRIPT
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Offensive PlaybookLincoln Football 2010
Passing Zones
53 1/3 Yard - 160 ft
3
02
04
05
01
04
0
3
02
04
05
01
04
0
Line of Scrimmage
Hook Curl Flat
HoleSeam
HookCurlFlat
Seam
Hole
53 1/3 Yard - 160 ft
12Yard
s
Deep as the Field
~9 yds
Deep Zones may be collapsed without vertical stretching by routes.
Under Zones may be stretched by receiver action.
~9 yds
QB Pre-Snap ProcessThe Quarterback has a four step process to identify the defense on each play. This process should take
seconds as the QB walks to the LOS.Step 1
Number of Safeties
Coverage Call to the Backs & Receivers:“Trio-Trio”
“Deuce-Deuce”
“Zero-Zero
Step 2
Read the D.E.L.
Read the
D – Depth of Corners
E – Eyes of Corners
L – Leverage of Corners
for Man/Zone Indicators
Step 3
Check for UncoveredCheck for any receivers that have been left uncovered by the defense.
“Green”I/S Uncovered
“Gold”O/S Uncovered
Step 4
Where’s Number
4?Pressure Beaters:
1. Sprint Pass2. Screen3. Quick Pass4. Run
Number of Safeties
Trio Call – Three Shell Defense
Zero Call – Expect Pressure
Deuce Call – Two Shell Defense
CC
FS
SS
CC
FS
SS CC FS
Throwing Inside Uncovered
CLGLT RG RT
QB
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“Green-Green”
I/S Uncovered
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FR
C
Any time we have an inside uncovered, the QB will make
a “Green” call in the cadence, and one step the ball to the uncovered man.
Throwing Outside Uncovered
CLGLT RG RT
QB
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“Gold-Gold”O/S
Uncovered
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FR
C
Any time we have an outside uncovered, the QB will make
a “Gold” call in the cadence, and one step the ball to the uncovered man.
Progression Read System
Is He Open?First Read
Second Read
Third Read
On Time Hitch to #2 Hitch to #3QB makes a
decision on his primary read
when his 5th step hits the ground.
Is He Open?
If #1 is not open, push up in the pocket and find the 2nd read.
Make a decision.
Is He Open?
If #2 is not open, push up in the pocket and find the 3rd read.
Make a decision.
Is He Open?
If #3 is covered, time to get out…Escape out the front of the pocket!!!
Free Access Concept
C
WR
Hitch
Slant
Fade
Bend
“Free Access” means that the receiver will run the best quick route for the situation (Hitch/Slant/Bend/Fade) and the QB will be free to go to that route any time he is single covered. The route is a slant, unless communicated by the QB, or tagged in the play call.
Anytime a WR is alone on the backside of a three receiver route (Call side in 64/65 Protection), we will run a “Free Access” route.
Safety Control ConceptAny time we call a double route to a formation with more than the required receivers, the extra receiver will run “Safety Control.” This means that he should run directly at the chest of the nearest deep safety.
Uno/Dos/Tres will be used if we need to tell a particular receiver to safety control. Uno talks to the widest receiver, Dos to the second receiver, and Tres to the third receiver..
C C
C
C C
C
C C
C
Uno – Widest Safety
Control
Dos – #2 Safety Control
Tres - #3 Safety Control
Scramble Rules
The Art of Running Routes
A.K.A. Sit in Zone, Run from Man
A receiver who sits a route down and finds himself
closely covered should KEEP MOVING.
A curl could end up becoming a dig.
An option route could become a drag.
A receiver who makes a cut and finds himself already in
a hole in the zone should STOP MOVING.
A dig could become a curl.
If you’re open, stay open –
If you’re not, get open!!
Deep – Stay Deep
Short – Come Back to the
QB
Backs Swing
O/S Receiver Route Tree - Quicks
RouteName
Steps/Technique
Hitch
3 Steps – Gather Cut on Outside
FootCome back to
the ball!
Slant
3 Steps – Speed Cut on Outside
FootGet eyes and
hands around on the cut
Bend
3 Steps – Roll cut to the
outside on 3rd step
Chair3+2 – Bend
route, two steps and wheel
Fade 3 Steps – Widen as you go deep!
FadeChai
r
Bend
Slant
Hitch
O/S Route Tree – Deep RoutesRoute
Name Steps/Technique
Curl7 Step Inside Stem
Gather cut on Outside Foot
Come back to the ball!
Out6 Step – Gather cut on
Inside FootCome downhill to the
ball.
Post7 Step – Speed cut on
Outside Foot – Get eyes & Hands around on cut
Dig7+2 – Post route, Speed
cut on2nd step of post –
Stay flat across the field
Seam Read
Inside stem to hash, Decision at 12 yards
Hash presence – Broken Arrow
No hash presence – Stay Vertical
Seam Read
Dig
Post
Out
Curl
I/S Receiver – Route TreeWheel
BubbleFlat
Out
Curl
Dig/Seam Read
Seam Flag
Drag
Drive
Route
Name
Steps/TechniqueRouteName Steps/Technique
Flat 3 Steps - Roll cut to the outside on 3rd stepSeam Read
Vertical stem to hash. Hash presence – Broken Arrow
No hash presence – Stay Vertical
Wheel 3+2 steps - Bend route & run fade5 yds from sideline Post 7 Steps - Speed cut on Outside Foot
Expect ball immediately on cut
Curl 7 Step Stem - Gather cut on Outside FootCome back to the ball! Flag 6 Steps - Speed cut on Inside Foot
45 deg angle to sideline
Bubble
Drop step 45 deg with outside footSnap eyes around & run parallel to the
LOS for 4 stepsOut 6 Steps - Gather cut on Inside Foot
Come downhill to the ball.
Drive 4 yard Shallow Cross - Aim for toes of ILB’s Drag 8-10 yard Shallow Cross - Work to get
behind LB’s
Post
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 Series80/81 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 ProtectionTB 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
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SS
80/84 Protection
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 ConceptsQuick Passing Concepts
Route Name
Outside
Receiver
Inside Receiver
Hand Signal
Hitch Hitch Option Hand to head
Hitch & Go
Hitch & Go Option Grab facemask
Slant Slant FlatHand to shoulder
Sluggo Sluggo Flat Wipe shirt
Bend Bend Option Hand to elbow
Chair Chair OptionShaken open
handFade Fade Flat Hand to hip
Stop StopBlock Most Dangerous
Two-handed push
Change Option Wheel Read
Scat Slant SlantCat ears to
helmet
Stutter Stutter FlatUnderhand punched fist
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11 – Right 81 Slant
2 x 2 Variations
12 – Right 80 Change
12 – Liz H Strong 81 Scat
Max
21 – Right Minus 80 Fade
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11 – Right J Pro
81 Bend Tres
3 x 1 Variations
12 – Rip 80 Chair Dos
12 – Liz H Weak
80 Sluggo Dos
21 – Right Plus 81 Slant Dos
TE runs a Flag route anytime he is “solo” on the backside of a
route.
TE runs a Flag route anytime he is “solo” on the backside of a
route.
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 GameThe Vertical Game is a HORIZONTAL stretch of the deep portion of the secondary using three or four vertical routes. Each route requires an “on the fly” read to be successful against multiple coverage types.
Like with the Bunch Package, understanding which route to run depends on the receiver’s horizontal alignment in the formation. These route concepts are “Full Field” concepts, which means that they can attack anywhere across the field. Each of these routes must be thrown from the pocket. They should be thrown with five step timing. We divide the vertical game in to “Four Vertical”, and “Three Vertical” packages for teaching purposes.
Three Vertical Package
Route Name
PlaysideWidest
Playside #2/
Backside #3
Backside #2
BacksideWidest
Hand Signal
( ) Spike (Flip)
Fade Comebac
k(Free
Access if needed)
Drive(If PS #2)Drive Flip(If BS #3)
Spike(Tagged Route)
Fade Comebac
k
Fist to Helmet
( ) Spear (Flip)
DriveFlag
(Only runwith PS #2)
Spike (Tagged Route)
Fade Comebac
k
Fist to Palm
Passing Game CoordinationFour Vertical Package
Route Name PlaysideWidest
Playside#2
Backside #2/
Playside #3
Backside
Widest
Hand Signa
l
( ) Quad Fade Comeback
Seam Read(Tagged Route)
Seam(Backside
#2)
Fade Comebac
k
Parallel Hands
( ) Quad Nasty
Fade Comeback
Seam Read(Tagged Route)
Nasty(Playside #3)
Fade Comebac
k
( ) SwitchSeam Read
(Tagged Route)
WheelSeam
(Backside #2)
Fade Comebac
k
Crossed
Hands
( ) Switch Nasty
Seam Read(Tagged Route)
Wheel Climb Nasty(Playside #3)
Fade Comebac
k
( ) Switch Climb
Seam Read(Tagged Route)
Wheel ClimbSeam
(Backside #2)
Fade Comebac
k
Climbing
Ladder
( ) DigDig
(Tagged Route)
SeamSeam
(Backside #2)
Fade Comebac
k
Spoon to
Mouth
( ) Dig Nasty
Dig(Tagged Route)
Seam Nasty(Playside #3)
Fade Comebac
k
Read Progressions in the Vertical GameFour Vertical Read Progressions
Route Name
First Read
Second Read
Third Read
Fourth Read
All 4 Vert Routes
vs. 3 ShellBS Seam PS Seam
PS Fade Comeback
TB Checkdown
All 4 Vert Routes
vs. 2 Shell
PS Seam(Broken Arrow)
PS Fade Comebac
k
TB Checkdow
nNone
Three Vertical Read Progressions
Route Name First ReadSecond Read
Third Read
( ) Spike (Flip)
Spike BS Fade
Comeback Drive
( ) Spear (Flip)
SpikeBS Fade
Comeback Drive
Quad Examples – 2 x 2
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Quad – vs. 2 Shell
Quad – vs. 3 Shell
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11 – Right 61 J Quad
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11 – Right 61 J Quad
1
3
2
10 – Rip 60 X Quad
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1
4
10 – Rip 60 X Quad
1
3
2
Quad Examples – 3 x 1Quad Nasty – vs. 2
ShellQuad Nasty – vs. 3
Shell
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11 – Left J Con 61 J
Quad Nasty
1
3
2
4
11 – Left J Con 61 J
Quad Nasty
1
3
2
10 – Rip J Strong 60 X Quad Nasty
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1
4
10 – Rip J Strong 60 X Quad Nasty
1
3
2
Switch Examples – 2 x 2
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Switch – vs. 2 Shell
Switch – vs. 3 Shell
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11 – Right 61 X Switch
1
3
2
4
11 – Right 61 X Switch
1
3
2
10 – Rip 60 Z Switch
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1
4
10 – Rip 60 Z Switch
1
3
2
Switch Nasty Examples – 3 x 1
Switch Nasty – vs. 2 Shell
Switch Nasty – vs. 3 Shell
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11 – Left J Con 61 Z
Switch Nasty
1
3
2
4
11 – Left J Con 61 Z
Switch Nasty
1
3
2
10 – Rip J Strong 60 Z Switch Nasty
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1
4
10 – Rip J Strong 60 Z Switch Nasty
1
3
2
Switch Climb Examples 2 x 2
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Switch Climb – vs. 2 Shell
Switch Climb – vs. 3 Shell
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11 – Right 61 X Switch
Climb
1
3
2
4
11 – Right 61 X Switch
Climb
1
3
2
10 – Rip 60 Z Switch Climb
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1
4
10 – Rip 60 Z Switch Climb
1
3
2
Dig Examples – 2 x 2
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Dig – vs. 2 Shell
Dig – vs. 3 Shell
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11 – Right 61 X Dig
1
3
2
4
11 – Right 61 X Dig
1
3
2
10 – Rip 60 Z Dig
2
3
1
4
10 – Rip 60 Z Dig
1
3
2
Passing Game Coordination
Dig Nasty – vs. 2 Shell
Dig Nasty – vs. 3 Shell
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11 – Left J Con
61 Z Dig Nasty
1
32
4
11 – Left J Con
61 Z Dig Nasty
1
3
2
10 – Rip J Strong 60 Z Dig
Nasty
2
3
1
4
10 – Rip J Strong 60 Z Dig
Nasty
1
3
2
Spike Examples – 2 x 2
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Spike – vs. 3 Shell
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11 – Right 65 Y Spike
1
3
2
11 – Right 65 Y Spike
10 – Rip 64 J Spike
2
3
1
10 – Rip 64 J Spike
F.A. F.A.
Spike – vs. 2 Shell
2
3
1
F.A.F.A.
1
3
2
Spike Examples – 3 x 1Spike Flip – vs. 3
Shell
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11 – Left J Con
64 Y Spike Flip
11 – Left J Con
64 Y Spike Flip
10 – Rip J Strong
65 J Spike Flip
10 – Rip J Strong
65 J Spike Flip
F.A.F.A.
1
3
2
2
3
1
2
3
1
Spike Flip – vs. 2 Shell
3
2
1
F.A. F.A.
Spear Examples – 2 x 2
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Spear – vs. 3 Shell
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11 – Right 65 Y Spear
1
3
2
11 – Right 65 Y Spear
10 – Rip 64 J Spear
2
3
1
10 – Rip 64 J Spear
Spear – vs. 2 Shell
2
3
1
No “Spear” from 3 x 1 sets
1
3
2
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 RoutesQuarterbacks 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.
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Choice Y Option
2
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2
1
3
Reading Combination RoutesCombination Routes
Route Name
OutsideReceiver
InsideReceiv
erBest Vs. Hand Signal
Choice Curl Flat 3 Shell Hand into a “C”
Choice Wheel
Curl Wheel 3 Shell Swinging circle
Smash Hitch Flag 2 Shell Fist over fist
Smash Whip
Whip Flag 2 Shell Man
Whipping motion
Pivot Bench Pivot 3 Shell
Two hand “House”
Fingertips together
Bench Bench Corner 3 Shell Hand sliding over other hand
Corner Corner Bench 2 Shell Crossing waving hands
Over Post Dig 3 Shell Hand over head
Under Dig Post 2 Shell Open hand sliding palm up
Shake Post Post 2 Shell Shaking dice
Scissor Post Bench 2 Shell Two fingered scissor
Reading Combination Routes
Combination Read ProgressionsRoute Name
First Read
Second Read
Third ReadTagged Route/Back
Choice Flat Curl Option/Checkdown
Choice Wheel
Curl WheelOption/Checkdown
Smash Flag Hitch Option/Checkdown
Smash Whip
Flag WhipOption/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 RoutesWhen we move the pocket, the QB’s thought process changes slightly. He must understand that the movement of the pocket has several affects on his thought process.
1. He is well protected on the front side.
2. He is poorly protected on the backside – Don’t stop moving!
3. There are only two reads – QB run is the #3 option.
4. The defense will move with him, and the field is smaller – No cross body throws!
We will run Bench, Corner, Choice Wheel, and Scissor almost exclusively from Sprint protection. Only one route concept will be called on a sprint out combination to be run on the side that the QB is sprinting towards.
Moving the launch point helps protect
the QB
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11 – Right 60 Choice – Smash
2 x 2 Variations
12 – Right 60 Bench – Corner
12 – Liz H Strong 61 Pivot
– Shake
21 – Right Minus 61 Choice – Smash
Whip
The single receiver side is a free access route – just like a bunch
route.
11 – Right J Pro 65 Shake J Flat
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3 x 1 Variations
12 – Rip 65 Bench H Go
12 – Liz H Weak 64 Smash Tres
21 – Right Plus 65 Under F Flat
TE runs a Flag route anytime he is “solo” on the backside of
a route.
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 PackageBunch routes are three receiver combinations that have built in two, three, and man beater routes. Each route is best thrown against one type of coverage, but can be thrown against any. These routes are best thrown from the pocket, but can be thrown with sprint out action.
Combination Routes
Route Name
Tagged
Route
Outside
Receiver
InsideReceive
rHand Signal
( ) Snag
Option Flag Flat
Hook a finger inside facemask
( ) Space
Spot Option FlatTwo open hands moving
apart( )
CrossDrag Dig Flat
Touch shoulder to shoulder
( ) Follow
Dig Drive FlatTwo fingers moved
sideways
( ) PopOptio
n 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.RouteName
Tagged Receiver
Playside Receiver
Backside Receiver
Remaining Receiver Hand Signal
( ) Spot Spot Option Option Post Point to open hand
( ) Mesh Drag Banana Post Drag/Wheel Interlocked fingers over head
Reading Progressions in the Bunch
Bunch Package ProgressionsRoute Name
First Read
Second Read
Third Read
( ) Snag Flag Flat Option
( ) Space
Spot Option Flat
( ) Cross
Drag Dig Flat
( ) Follow
Drive Dig Flat
( ) Pop Post Wheel Option
( ) Spot TB Flat Option Spot
( ) Mesh
TB Flat Banana Drag
Snag Variations
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11 – Right J Pro
65 Z Snag12 – Rip 65 Z
Snag
12 – Liz H Weak
64 Z Snag
21 – Right Plus 65 Z Snag
1
3
2
F.A.
1
3
2
1
3
2
1
23
F.A.
Space Variations
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11 – Right J Pro
65 Y Space12 – Rip 65 H
Space
12 – Liz H Weak
64 H Space
21 – Right Plus 65 Y Space
1 2
3
F.A.
12
3
32
11
2
3
F.A.
Follow Variations
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11 – Right J Pro
65 Y Follow
12 – Rip 65 H Follow
12 – Liz H Weak
64 X Follow
21 – Right Plus 65 Y Follow
1
2
3
F.A. 1
2
3
1
2
3
1
2
3
F.A.
Cross Variations
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11 – Right J Pro Zip Strong
65 Y Cross
12 – Rip Zip Strong 65 H
Cross
12 – Liz H Weak Zip Weak 64 X
Cross
21 – Right Plus Zip Strong 65 Y
Cross
1
2
3
F.A.
1
2
3
1
2
3 1
2
3
F.A.
Pop Variations
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11 – Right J Pro
65 Y Pop12 – Rip 65 H
Pop
12 – Liz H Weak
64 H Pop
21 – Right Plus 65 Y Pop
1 2
3
F.A.
12
3
12
3
1
2
3F.A.
Spot Variations
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11 – Right Gun 61 J Spot
12 – Left Gun 60 H Spot
12 – Right H Strong Gun 61
Y Spot
21 – Left Gun60 Y Spot
1
2 3
1
23
1
2 3
123
4
44
4
Mesh Variations
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11 – Right Gun 61 Y Mesh
12 – Right Gun 60 H Mesh
12 – Right H Strong
61 Y Mesh
21 – Left Gun
60 Y Mesh
1
2
3
1
2
3
1
2
3
1
2
3
SMWC
FSSS
C
Empty Diagrams – 2 x 2 vs. Two Shell
SMWC
FSSS
C
Empty Diagrams – 3 x 1 vs. Two Shell
S M W
C FS
SS
C
Empty Diagrams – 2 x 2 vs. Three Shell
S M W
C FS
SS
C
Empty Diagrams – 3 x 1 vs. Three Shell
6 Man Protection – 60 Series60/61 Protection
TBDouble reader – Block first LB to #4 threat
PST
Covered – Block onUncovered – Block first outsideOG “Fan” Call – Block first outside
PSG
Covered – Block onUncovered – “Fan” Call – Block first outside
CCovered – Block onUncovered – Double read ILB to BS #4
BSG
Covered – Block onUncovered – Double read ILB to BS #4
BST
Covered – Block onUncovered – Block first outside
Ball Fake Protection (62/63)
Shuffle step & attack the B gap
Align away from the protection in the gun
No rules change for OL
Backside Protection (64/65) (66/67)
Alerts QB/WR that route concept is to backside of the protection
Can also be made into a ball fake protection (66/67)
60 Protection & Direction60
ProtectionBack Blocks
RightRoute Concept
Right5 Step Drop
62 ProtectionBack Blocks
RightRoute Concept
RightBall Fake to TB
63 ProtectionBack Blocks
LeftRoute Concept
LeftBall Fake to TB
61 ProtectionBack Blocks
LeftRoute Concept
Left5 Step Drop Route
Route Route
Route
60 Protection & Direction64
ProtectionBack Blocks
RightRoute Concept
Left5 Step Drop
66 ProtectionBack Blocks
RightRoute Concept
LeftBall Fake to TB
67Protection
Back Blocks Left
Route Concept Right
Ball Fake to TB
65 ProtectionBack Blocks
LeftRoute Concept
Right5 Step Drop
Route
Route
Route
Route
60 Protection Examples
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$
N TE
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W $ N TE
M SW
$
SS
60/64 Protection
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
PSGProtect Gap/On/Most Dangerous LBIf 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
N TE
M S
W $ N TE
M SW
$
N TE
S M
W $ N TE
M SW
$
SS
90/94 Protection
Boot Protection – 98/99 ProtectionOur 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 ProtectionNamed Player
Ball fake away from play call – Block EOL
Any RB who is not the ball fake:Align away from call & run flat route to the call
PST Block B Gap away from play call – STEP TO AIR!
PSG Block A Gap away from play call – STEP TO AIR!
C Block BS A Gap – STEP TO AIR!
BSGPull and log EOL to the play call sideKick out any over aggressive technique that can’t be logged
BST Block BS B Gap – DO NOT STEP TO AIR!
Boot Protection Examples
N TE
M S
W $ N TE
M SW
$
N TE
S M
W $ N TE
M SW
$
SS
98 Protection
Drop Back Screens
Screen Names
Receivers
ZR EasyXR ExxonJR JokerKR KrazyER Eagle
TE’s
YR TyroneHR HeroRR Razor
RB’s
TB TitoFB FrankBB Bobby
Catch Area
70
Convoy
Curl Defend
er
Hook Defend
er
Our basic drop back screen is a universal system in which we can throw screen to anyone in the offense at any time. The direction of the screen (70/71) tells the offensive line which direction they are blocking the screen. We then attach the screen name of the position that we want to go to the screen area and catch the screen.
It is the QB’s responsibility to draw defenders away from the screen. We can also ball fake screen by calling 72/73, which tells the TB to ball fake before executing his assignment.
Drop Back Screens
Offensive Line Rules
PST Pass Set DEInvite him up the field
PSG
Bang nearest DLConvoy – Protect the catch & Block first man O/S the catch
CBang nearest DLBlock PSLB (Curl Defender)
BSGBang nearest DLBlock MLB (Hook Defender)
BST Pass Set DEInvite him up the field
If you ARE NOT the screen man…
WR/TE Sprint Vertical for 10Block Nearest Deep DB
RBSwing to the flat away from
screen,If 72/73, ball fake and run flat
route opposite
If you ARE the screen man…
RB
Align opposite the callCross the ball & get lost in the OL
Make sure to stay inside OT’s block
Make sure to catch the ball behind the LOS
TE
Pass set the nearest DLGet beat slowly – Allow the rush to turn his shoulders back to the QBMake sure to catch the ball behind
the LOS
WRTake three steps hard up the field
Sprint for the catch pointMake sure to catch the ball behind
the LOS
Passing Game Coordination
11 – Right 70 Easy
11 – Right J Strong 71
Exxon
12 – Right Xoom Flip 70
Tyrone
12 – Liz H Strong 71
Exxon
T
YXJ Z
T
YXJ Z
Catch Area
70Catch Area
71
YXHZ Catch
Area
71
TT
YX
HZ
Catch Area
70
Rocket ScreenThe Quick Rocket screen is designed as a play-action screen that gets the ball to the perimeter quickly. Rocket screen is thrown to the outside receiver. It requires that every member of the offense uses a counting system, counting defenders from the screen side.
We can also throw Rocket to a slot receiver in a trips set, by calling Rocket Add. This tells all linemen and receivers to add one to their number responsibility, and the second man from the sideline becomes the screener.
Y XJZ
Z
1234
Rocket Screens( ) Rocket - 78/79 Rules
PS #1 Three steps vertical, climb back down stem of routeCatch screen & get inside the kickout of the PST
PS #2 Two steps vertical pushBlock #1 from sideline
PS#3 Safety control routeStep on his toes & block him
PST Three zone steps away from the screenHunt #2 from sideline – Must kickout
PSG Three zone steps away from the screenHunt #3 from sideline
C Three zone steps away from the screenHunt #4 from sideline
BSG Three zone steps away from the screenBlock 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
11 – Right 78 Z Rocket
11 – Right J Strong 78 K Rocket Add
12 – Right 79 X Rocket
12 – Liz H Strong
79 Z Rocket
T
YXJ Z
T
KX
J Z
YXHZ
TT
YX
HY Z
23
14
Chase DL
2
3
1
45
Chase DL
2
3
1
4
Chase DL