2014 Ohio State
2014 Ohio State
2014 Ohio State
OHIO STATE
OFFENSE 2014
OHIO STATE OFFENSE 2014
GENERAL
CORE VALUES – PLAN TO WIN
NO DRUGS
NO STEALING
NO WEAPONS
OVERALL PHILOSOPHY
1. Get the ball in the Hands of our Playmakers
Utilize Personnel – Don’t Force Square Peg in a Round Hole
2. Equate numbers in the Run Game – Never leave an Unblocked Defender on the Line of
Scrimmage
1 Hi – Equal Numbers
2 Hi – Offense is +1
No Deep – Offense is -1
Offensive Answers to No Deep:
Run Game: Speed Option
Pass Game: Take a Shot (Make them Pay)
3. Create Match-ups in the Throw Game
Run Game Designed to Force Defense into 1 Hi / No Deep Structure
Pass Game Designed to Beat 1 Hi and No Deep
RUN GAME
1. Re-Equate Numbers
Read a Defensive Player
Single Wing Offense (QB Runs)
Misdirection (Flash or Sweep Fake)
2. We are a Multiple Zone/Gap Scheme Team
3. Create Conflicts on the Defensive Ends and Slow Linebackers
They should never know if they are being Kicked, Logged, or Read
4. Innovative Enhancement – Find Ways to Create the Conflict (Ex. Bash)
5. Have Answers for Overloaded Box Counts Through Built-In Reliefs
PASS GAME
1. Philosophy
High % Plays – 70% or Better Completion Percentage
High Efficiency – 55% or Better Efficient
2. Spread the Defense out Formationally
3. Move Around Personnel to Create Mismatches
4. Stay True to our Philosophy
PROTECTIONS
1. Always Protect the Quarterbacks Backside
4 Backside = “Out” / 4 Frontside = Redirect
2. No A or B Gap Pressure (“Squeeze”)
3. No Deep – Defenses only way to have Advantage
Offenses Answers in Protection
6 Man Protection (60/61) - Widest Rusher is Free (D-Gap)
– Marries with Routes because of Warm Adjustment
5 Man Protection (50/51) – Alert 0, Aggressive Set, QB Drift, Throw Warm
FORMATIONS
EMPTY
NOTES 10 - Empty formations will be handled with numbers for the position of T.
10
9 7 5 3 0 2 4 6 8
9 DIZZY LT 8 DIZZY RT
10
10
10
10
Y X X Y
T Z H H Z T
Q Q
6 DUO LT 7 DUO RT
10
10
10
10
Z X X Z
Y H T T H Y
Q Q
4 TRIO LT 5 TRIO RT
10
10
10
10
Z X X Z
Y T T Y H
H
Q Q
HIP LT EMPTY
10
10
10
10
Z X X Z
Y H T T H Y T
Q Q
FORMATIONS
ONE BACK
NOTES
DUO LT DUO RT
10
10
10
10
Z X X Z
Y H H Y
T Q Q T
DIZZY LT DIZZY RT
10
10
10
10
Y X X Y
Z H H Z
T Q Q T
10
10
10
X Y
Y X
H Z
T Q Z H
Q T
TAP LT TAP RT
10
10
10
10
Z X X Z
Y H H Y
T Q Q T
TRIO LT TRIO RT
10
10
10
10
Z X X Z
H Y Y H
T Q Q T
FORMATIONS
NOTES
TREY LT TREY RT
10
10
10
10
Y X
X Y
Z H
T Q H Z
Q T
10
10
10
X Y
Y X
Z H
T Q H Z
Q T
DEUCE LT DEUCE RT
10
10
10
10
Y X X Y
Z H H Z
T Q Q T
TRIPS LT TRIPS RT
10
10
10
10
Y Z Z Y
H X X H
T Q Q T
TANK LT TANK RT
10
10
10
10
Z OL Y Y OL Z
H X X H
T Q Q T
FORMATIONS
DEUCE RT UP DEUCE LT UP
10
10
10
10
X Z Z X
H Y Y H
T Q Q T
DEUCE RT IN DEUCE LT IN
10
10
10
10
X Z Z X
H Y Y H
T Q Q T
10
10
10
X Z Z X
H Y Y H
T Q Q T
10
10
10
X Z Z X
H Y Y H
T Q Q T
10
10
10
X Z Z X
H H
Y Y
T Q T Q
FORMATIONS
TREY LT UP TREY RT UP
10
10
10
10
Z X X Z
H Y Y H
T Q Q T
TREY LT IN TREY RT IN
10
10
10
10
Z X X Z
H Y Y H
T Q Q T
10
10
10
Z X X Z
H Y Y H
T Q Q T
10
10
10
Z X X Z
H Y Y H
T Q Q T
10
10
10
Z X X Z
H H
Y Y
Q T Q T
FORMATIONS
2-BACK FORMATIONS
NOTES
SPLIT LT SPLIT RT
10
10
10
10
Z X X Z
Y Y
H Q T T Q H
HAT LT HAT RT
10
10
10
10
Z X X Z
Y
Y
T Q H H Q T
10
10
10
Z X X Z
Y
Y
H Q Q H
T T
BONE LT BONE RT
10
10
10
10
Z X X Z
Y Q H H Q Y
T T
HOUSE LT HOUSE RT
10
10
10
10
Z X X Z
Y Y
H Q T T Q H
FORMATIONS
NOTES “HEAVY”, “STRONG”, “WEAK” AND “LITE” TALK TO THE H & THE
T AND HIS ALIGNMENT. IF IN A 2-BACK (INCLUDING TIGHT
END), THE ADJUSTMENT WILL ALWAYS BE MADE BY THE H/Y
TREY RT HEAVY (STRONG) TREY RT WEAK (LITE)
10
10
10
10
X Y X Y
T T H Z T T H Z
Q STRNG HEAVY LITE WEAK Q
10
10
10
X Y X Y
H T T Z H T T Z
Q STRNG HEAVY LITE WEAK Q
10
10
10
Z Y Z Y
X H T T X H T T
Q STRNG HEAVY LITE WEAK Q
10
10
10
X HEAVY Z Z X
T T Y H H Y T T
Q STRNG Q WEAK LITE
10
10
10
10
FORMATIONS
NOTES “HEAVY”, “STRONG”, “WEAK” AND “LITE” TALK TO THE H & THE
T AND HIS ALIGNMENT. IF IN AN I-FORMATION, THE
ADJUSTMENT WILL BE MADE BY THE H.
LT STRONG (HEAVY) RT STRONG (HEAVY)
10
10
10
10
STRONG STRONG
HEAVY Y X X Y HEAVY
Z H H H H Z
T Q Q T
10
10
10
Y X X Y
Z H H H H Z
T Q WEAK LITE LITE WEAK Q T
10
10
10
STRONG STRONG
HEAVY Y X X Y HEAVY
H H Z Z H H
T Q Q T
10
10
10
Y X X Y
H H Z Z H H
T Q WEAK LITE LITE WEAK Q T
UNDER LT UNDER RT
10
10
10
10
Y X X Y
Q Q
Z Z
H H
T T
FORMATIONS
NOTES
DOUBLES LT DOUBLES RT
10
10
10
10
Y H H Y
Z X X Z
T Q Q T
TRIPLES LT TRIPLES RT
10
10
10
10
Y H H Y
X Z Z X
T Q Q T
HAMMER LT HAMMER RT
10
10
10
10
Y H H Y
Z X X Z
T Q Q T
STING LT STING RT
10
10
10
10
Y X X Y
Z H H Z
Q T T Q
SLING LT SLING RT
10
10
10
10
Y X X Y
H Z Z H
Q T T Q
FORMATIONS
NOTES
(RHINO) I LT (RHINO) I RT
10
10
10
10
Y X X Y
Q Q
Z Z
H H
T T
10
10
10
Y Z Z Y
X Q Q Z
H H
T T
10
10
10
Z Y Y Z
X Q Q X
H H
T T
10
10
10
Y X X Y
Z Q Q Z
H H
T T
BONE LT BONE RT
10
10
10
10
Z X X Z
Y Q H H Q Y
T T
VICTORY
VICTORY PERSONNEL
NO SPLITS
X Y
T Q H
QB TAKE KNEE
MOVE UP
10 YDS DEEP
O-line Rules: No Splits. Step with inside foot, secure inside gap.
T & H Rules: Check A Gap to outside edge.
FORMATION ADDENDUMS
10
10
10
X Z H Z
Y H Y X
Q T Q T
10
10
10
Y Y Z
X
Z H X H
T Q T Q
10
10
10
Y Z Y H
H X Z X
T Q T Q
10
10
10
X Z X Z
H Y Y H
Q T Q T
TAILBACK ALIGNMENTS & MOTIONS
ALIGNMENTS
TAG TAG
Q
T Q Q T T
MOTIONS
TOP MOTION
Q T
T-FLY MOTION
Z X
Y
Q H
T
TAILBACK ALIGNMENTS & MOTIONS
MOTIONS
“STACK”
“TAC” TB WILL PLAYER
TAGGED MOVE ACROSS TO OPPOSITE
WILL MOTION SIDE
TO A STACK OF QB
ALIGNMENT BEHIND THE QB
STACK
TAC MOTION
MOTION
Ex: “ T-STACK”
Q T
“JUMP”
“TAC” TB WILL MOTION
MOVE ACROSS
FROM TO
A STACK
OPPOSITE
ALIGNMENT
SIDE OF QB
TO NEXT TO THE QB
JUMP
TAC MOTION
MOTION
FLOP PROTECTION
T Q
FULLBACK ALIGNMENTS & MOTIONS
ALIGNMENTS
H H H H
Q Q Q Q
MOTIONS
ACROSS &
OUTLINED ON NEXT PAGE – SAME FOR ALL POSITIONS
RETURN
HAC MOTION
Q
SYSTEM OF MOVEMENT
MOTION CONCEPTS
X Z
H T Y
Q
Z X
Y H T
Q
X Z
H T Y
Q
X Z
H Y T
Q
SYSTEM OF MOVEMENT
MOTION CONCEPTS
FIRST LETTER WILL TAG MOTION WR (EX. HIC) BEGIN IN CALLED
“HIC” or
FORMATION – MOTION INTO BACKFIELD ON SAMESIDE, SHOULDERS
“TIC” SQUARE TO LOS
8 DUO RT “HIC”
X T
H Y Z
Q
X Z
H Y T
Q
DUO RT T-STACK
X Z
H
Y
T Q
DUO RT JUMP
X Z
H Y
Q
T
TIGHT END TRADES & SHIFTS
ALIGNMENTS
Y WILL START AWAY FROM FORMATION CALL – QB WILL CALL MOVE AND
TRADE Y WILL SHIFT TO FORMATION CALLED
“TRADE” TREY RT
Y
X H Z
Q T
H WILL ALIGN ON THE BALL AND WR WILL ALIGN OFF THE BALL. ONCE SET
OFF THE WR WILL STEP ON THE BALL AND THE TE WILL STEP OFF.
“OFF” DOUBLES RT
H Y
X Z
Q T
BUNCH SET WILL START AWAY FROM THE FORMATION CALL – QB WILL
BOUNCE CALL BOUNCE AND BUNCH WILL SHIFT TO FORMATION ALIGNMENT.
X H H
Y Z Y Z
Q T
NUMBER SYSTEM
EX: 16 BLAST
THE WORDS AFTER THE PLAY NUMBER DEFINE MORE OF THE BLOCKING SCHEME
AND/OR GIVE AN ADDED ELEMENT TO THE PLAY
(16 BLAST).
NUMBER SIGNALS SUMMARY
THE NUMBER SIGNAL SYSTEM WORKS FROM THE TOP OF THE BODY
DOWNWARDS
5 – CHEST
7 – HIP
9 – KNEE
MECHANICS 1 - When previous play ends, all Skill Players look to sideline immediately to get Personnel and Huddle or Tempo Call.
2 - OL get to LOS and get set as soon as ball is set for play.
3 - WR/RB/TE look at sideline to live signalers for formation, motion, protection, and play.
4 – RB will look to RB signaler to get any RB adjustments
5 - QB get tempo, formation, motion, protection, and play from the sideline.
6 - QB tell the O-Line tempo and play call.
CADENCE
Our Snap Count is simple and basic…A WORD, NUMBER sequence with multiple variations
BASE CADENCES
“Green 13 Bash, 392.” - “Green 13 Bash, 392.” -
GREEN Standard On One Cadence
“Ready…. Set-Go!”
“Yellow 13 Bash, 392.” - “Yellow 13 Bash, 392.” -
YELLOW Standard On Two Cadence
“Ready.... Set-Go! Go!”
“Scarlet 13 Bash, 392.” - Scarlet 13 Bash, 392.” - “Ready. Set-Go!”
SCARLET Double Cadence (Look back to Sideline & Play it if left on) –
“Gold, Gold. Ready…. Set-Go!”
SILVER Quick Cadence “Silver 13 Bash, 392.” - “Silver 13 Bash, 392.” - “Ready.... Set!”
GRAY Motion Cadence “Gray, Gray, Gray” - “28 Push, 360” - “GO!” (on QB indicator)
SECONDARY CADENCES
Tempo to snap the ball
“JET” “JET 12” - “JET 12” - “Ready…. Set-Go!”
quickly
“Green 12 Book” - “Green 12 Book” -
“LOOKBACK” Check With Me
(Look back to Sideline for Audible.) – “Ready…. Set-Go!”
“Charlie 12 Book” - “Charlie 12 Book” - “Ready…. Set-Go!”
“CHARLIE” No Play Dummy Cadence
(Look back to Sideline for Play)
(Stopping the Game Clock)
“CLOCK” “Clock” – “Clock” – “Go!”
On First Sound
1. The snap count and operation are WEAPONS. It needs your full attention DAILY.
2. You DO NOT need a coach to practice the snap count… MASTER IT!
3. Crowd noise is a problem that is well understood. PROJECT your voice. WORK on it!
GREEN (ON ONE CADENCE)
1. On “SCARLET”, we will use a dummy cadence first, look to the sideline and go back to Green.
2. The “SCARLET” cadence will be signaled in along with the play. It is not an implied cadence.
3. The dummy cadence means that we will be FAKING a “GREEN” cadence.
4. It is critical that all the players use the same procedure as if we are going “GREEN”.
EX: “Scarlet 13 Book. 400.” - “Scarlet 13 Book. 400” - “Ready…. Set-Go!”
*** If the Defense jumps, a “FIRE” call will be made. A “FIRE, FIRE” call is when the Center
catches the Defense jumping off sides and snaps the ball. The receivers run Fades on the
outside and working hitches on the inside. The line and RB will block 301 protection.
5. After the dummy cadence, all the skill position players will look back to the sideline when
the QB Looks back.
6. We are GATHERING INFORMATION. Keep your poise and use your eyes to gain knowledge. We
use the dummy cadence to check the play versus disguising defenses, to steal 5 yards from
the defense, to slow aggressive defensive fronts down, to handle disguise coverage, Fire
Zones, Blitzes, and Stemming Fronts.
7. This is a valuable weapon that we must get good at! – Rehearse IT!
8. The play can be checked or left on.
- If the play is left on, the QB says “Gold-Gold” to tell the line that the original play call is
“Golden”. The Center follows the Gold call with the 2nd “Ready. Set-Go!” and the play is run.
- If the play is checked, the QB goes through his Audible procedure and the cadence goes
back to being On One (“GREEN”).
QB & Skill Players look back to the sideline. (13 Book is left on).
1. JET TEMPO is a tempo that can be called at any time that is to be executed as fast as humanly
possible.
2. The QB and all skill position players will receive the “JET” signal from the live signaler.
3. The QB will repeatedly begin barking “JET! JET! JET!” so the offensive line hurries up and gets
set.
4. In addition to the “JET” signal, the live signaler will also be signaling the play. The dummy
signalers will be signaling the formation that the skill position players should be sprinting to.
5. The QB relays the play to the offensive line by then yelling “JET + PLAY! JET + PLAY! JET + PLAY!”
6. As soon as everyone is set, the ball is snapped on “Ready. Set-Go!”
“JET! JET! JET!” - “JET 92! JET 92! JET 92!” - “Ready.... Set-Go!”
1. JET CHECK Tempo is the tempo that we use to simulate JET and get the defense to show their
hand.
2. The operation is exactly the same as JET tempo.
3. The live signaler will give the JET signal but with a number that is not in the offense. Like regular
JET Tempo, the dummy signalers will give the formation that the skill positions will sprint to.
4. The acting is critical to the success of the play. The defense must be convinced that we will snap the
ball in order for this tempo to be executed.
5. The dummy cadence will sound like JET Tempo, but will include a number not in our offense. This
number will be between 30 and 39 because there is no play in our Offense that is in the 30's.
EX: “JET 31! JET 31! JET 31!”
6. The Cadence of “Ready…. Set-Go!”will be used.
7. The QB and all the skill position players will look to the sideline and get the play.
8. The QB will relay the play call to the Offensive Line using a normal “GREEN” cadence.
9. If the Defense jumps, a “FIRE” call will be made.
“JET! JET! JET!” - “JET 31! JET 31! JET 31!” - “Ready…. Set-Go!”
(QB & All the skill position players look to the sideline)
1. If the Defense ever jumps Off Sides, the Center can snap the ball and call “Fire! Fire!”
2. The purpose is to utilize a free play as a chance to take a shot down field.
3. In a “Fire! Fire!” Call, the line will always slide right in 301 protection.
4. All Outside Receivers will run Fades, and all Inside Receivers will run Working Hitches.
5. The object is not to throw the Hitch, but to take a shot downfield at the fades, knowing that we will
have 5 yards and the down back if it is incomplete.
“JET! JET! JET!” - “JET 31! JET 31! JET 31!” - “Ready…. Set-Go!”
1. If we have to audible the play at the line of scrimmage, the QB will step up to the Offensive Line
and say the number “555” to indicate the audible. The number following the “555” will be the play
call.
2. If ever an audible occurs, the snap count automatically goes back to “GREEN”.
ex: “555 – 93. 555 – 93. Ready. Set-Go!”
3. If the QB feels like the line is ready to come off the ball or in the middle of his cadence, he can use
the word “Easy” to alert the Offensive Line to the upcoming change.
ex: “Easy. Easy. Easy. 555 – 93. 555 – 93. Ready. Set-Go!”
1. If we are playing a defense that checks when we check, we will use a Fake Check to identify first
and then call another play after the defense shows their hand.
2. The play will begin with either a JET CHECK, CHARLIE cadence or “SCARLET”. The signaler will
signal in the Fake Check procedure.
3. All skill position players and most importantly the QB will do a great job of acting to give the
illusion that we are checking the play convincing the defense that we have checked ourselves into a
better play. The QB will Fake Check the play to a game plan determined code word.
4. The defense might check themselves into a different defense or remain static. The skill position
players will look to the sideline and receive the actual play from the signaler.
5. The QB will call the play at the line of scrimmage and the play will be run accordingly.
“JET! JET! JET!” - “JET 31! JET31! JET 31!” - “Ready. Set-Go!”
(QB & All the skill position players look to the sideline and receive the fake check signal)
(QB & All the skill position players look to the sideline)
1. Within the Offense, there are certain concepts that are better plays when checked in the correct
direction. “To the G. Away from the Shade.” is a phrase that describes which technique we would
like to check the play to given the option. To do this, we will use concept names within the cadence
to alert the Offensive Line what concept we are using, then check the play at the line of scrimmage
in the desired direction and run it.
2. We will use either a Scarlet Cadence or a Jet Check Tempo to execute this. If we are using Scarlet
Cadence, the play will be signaled in as “Formation. Concept Check. Scarlet Cadence.
- The QB will say “Scarlet Book. 360.” - “Scarlet Book. 360.” - “Ready…. Set-Go!”
- The QB will check the play to the G or away from the Shade and the Cadence go to Green
and move either the Tailback or the Tight End/Fullback if needed.
“Green 13 Book. 500.” - “Green 13 Book. 500” - “Ready…. Set-Go!”
CLOCK CADENCE
1. CLOCK! CLOCK! will announce to the offensive unit during a Hurry, Hurry situation that we are
going to spike the football to stop the game clock!
2. We will not take this procedure for granted. We will practice this procedure, and we will be 100%
on executing a Clock – Clock situation!
3. The QB will announce to the Offensive Unit we will be spiking the football (“Clock – Clock”). The
offensive unit will run to the line of scrimmage and the quarterback will go under center.
4. The offensive Skill Players will align on the line of scrimmage. The quarterback will make sure all
the offensive players are aligned for one count. The cadence will be “GO!” The QB will spike the
ball to stop the clock! (Avoid spiking the ball on the OL’s heels.)
“GO!”
1. COBRA! COBRA! will announce to the offensive unit that we are going to use a quarterback sneak
play to obtain a first down!
2. The QB will announce to the Offensive Unit we will be running a sneak (COBRA – COBRA). The
offensive unit will run to the line of scrimmage and the quarterback will go under center.
3. The offensive receivers will align on the line of scrimmage. The quarterback will make sure all the
offensive players are aligned for one count. The cadence will be “Ready….Set-Go!” The QB and
offensive unit will execute a QB sneak to obtain a first down!
4. The RB will align @ 3 Yards & Power through the same A-Gap as the QB.
(The QB must make sure every one is set / WR’s on the LOS)
Ready….Set-Go!
JET FROSTY
No play is called. The QB will call a cadence and if the defense does not
jump the QB will continue to try to draw the defense off sides until the
play clock runs out or until a timeout is called from the SIDELINE or take a
delay of game.
No play is called. The QB will call a cadence and if the defense does not
jump the QB will continue to try to draw the defense off sides. At 17
seconds left on the play clock, the QB and all skill position players will
look over to the sideline and get a play signaled in. The QB will go
through his normal cadence on “GREEN” to tell the Offensive Line the
play called.
HUDDLE PROCEDURE
4 Yards
LT LG C RG RT
Y QB
X H T Z
RUN
GAME
BASH CONCEPT
C W M S C C S M W
C
E T N E E T N E
THE BOOM CONCEPT IS THE SAME CONCEPT AS BASH. BOOM IS USED TO RUN THE
BASH CONCEPT OUT OF AN OPEN SET BACKSIDE AND TELLS THE BST NOT TO
LOOP IN A RIFLE SITUATION. INSTEAD BLOCK THE VEER END.
TRIO RT 13 BOOM
F
C
C $
W M
E T N E S
BLAST CONCEPT
TREY RT UP 16 BLAST
F
$
C
C W M S
E T N E
TRIO 16 BLAST
F
$
C
C W M S
E T N E
LEAD CONCEPT
THE LEAD CONCEPT TALKS TO THE TB. IT MAKES THE TB RESPONSIBLE FOR THE
FIRST 2ND LEVEL DEFENDER THROUGH THE C/D GAP, SECURING AND CLIMBING.
F $
F
C C C
W M $ C W M
S
E E N T E
T N E S
MAKE
BLOCKERS KICK OUT
WHOLE THE RIFLE
F $
C
C
W M S
E T N E
MAKE
BLOCKERS
WHOLE
SEAL CONCEPT
THE SEAL CONCEPT IS USED IN TRIPLE OPTION AND BASH/BLAST PHASES. SPECIFICALLY EMPLOYED WITH
12/13 TRES. TRES IS THE CODE WORD INDICATING TRIPLE OPTION WITH SEAL PRINCIPLES. TRES TALKS
TO THE BST, AND Y & H TO ALERT THE BST OF HELP SEALING 1-PAST THE ID BACKSIDE.
PRINCIPLES: STARTS WITH UNDERSTANDING THE COUNT SYSTEM. THE COUNT STARTS FROM THE BST
OUT. THE SEAL MEANS WE WILL SECURE THE BOX AND CLIMB (ARC) TO #3.
GENERALLY:
- ONE HIGH LOOKS WILL PLACE #3 INSIDE THE MAN RESPONSIBLE FOR THE SEAL. IN 1-HIGH LOOKS
THINK (SIFT/SECURE/CLIMB) **ALERT FOR MAN TO MAN DEFENDERS COMING ACROSS THE FORMATION
LATE TO BECOME #3**.
- WHEN #3 IS HEAD UP TO OUTSIDE THE MAN RESPONSIBLE FOR THE SEAL THINK ARC.
- WHEN #3 IS OUTSIDE IN AN UNBLOCKABLE POSITION (SMOKE/BULLET/ZONE PRESSURE) BLOCK #2
USING LOAD TECHNIQUE. LOAD TECHNIQUE IS PINNING THE OUTSIDE NUMBER OF #2 AND LOCK
THE BOX SO THE QB CAN PRESS THE PERIMETER AND PITCH OFF #3. Y/H MUST MAKE THE LOAD
CALL AND HAVE IT ECHOED BACK TO THE QB.
KEY COACHING POINT SUMMARY: WE MUST BE 100% ON THE COUNT SYSTEM AND PROPERLY ID #3.
EMPLOY 3 DIFFERENT TOOLS IN YOUR TOOLBOX TO BE SOUND IN OUR SEAL CONCEPT.
- (SIFT/SECURE/CLIMB) 1-HIGH LOOKS.
- ARC TECHNIQUE = WHEN #3 IS HEAD UP TO OUTSIDE, MOST LIKELY USED IN 2-HIGH LOOKS
- LOAD TECHNIQUE = WHEN #3 IS IN AN UNBLOCKABLE POSITION, LOAD #2 (SMOKE/BULLET/ZONE
PRESSURE LOOKS)
“LOAD”
#3 IS ON THE L.O.S.
UNBLOCKABLE MAKE LOAD CALL
RIFLE / BULLET CONCEPT
THE RIFLE AND BULLET CONCEPTS ARE USED IN ZONE BASED BLOCKING SCHEMES. IT ALERTS THE
OFFENSIVE LINE AND THE QUARTERBACK TO THE PRESENCE OF EDGE PRESSURE. BOTH THE OFFENSIVE
LINE AND THE QUARTERBACK HAVE TO BE ALERT TO THE RIFLE AND THE BULLET AS THESE ARE
DANGEROUS TO THE INTEGRITY OF THE SCHEME.
BULLET: MEANS THE PRESENCE OF A DEFENDER THAT IS ALREADY ACCOUNTED FOR IN THE BLOCKING
SCHEME HAS ALIGNED TO APPLY EDGE PRESSURE. THE SCHEME REMAINS INTACT AND THE TECHNIQUE
CHANGES.
RIFLE: MEANS THE PRESENCE OF A DEFENDER THAT IS NOT ALREADY ACCOUNTED FOR IN THE BLOCKING
SCHEME HAS ALIGNED TO APPLY EDGE PRESSURE. THE SCHEME WILL BE ALTERED AND NEW RULES
APPLY.
TRIO RT 13 TRIO RT 13
F $ F
C W C C W M $ C
S
E N T E M E T N E S
“OUT/
“FAN” TRACKS”
WE WILL USE NUMBERS TO CALL THE PLAY AT THE LINE OF SCRIMMAGE IN THE CADENCE. IF AT ANY
POINT WE FEEL LIKE THERE IS A DEFENSE THAT HAS PICKED UP AN UNDERSTANDING OF OUR NUMBER
SYSTEM, WE CAN USE THE CODE WORDS OF THE PLAY WITH A TWO-PART COMBINATION SUCH AS
“TRUE / FALSE” TO CALL THE PLAY. THE COMBINATIONS LIKE “TRUE / FALSE” MEAN RIGHT OR LEFT AND
WHICH WAY THE PLAY IS GOING. “TRUE” MEANS THE PLAY IS GOING TO THE RIGHT AND “FALSE” MEANS
THE PLAY IS GOING TO THE LEFT.
OTHER COMBINATIONS THAT CAN BE USED TO DESIGNATE THE RIGHT OR LEFT DIRECTION THE PLAY.
FALSE / TRUE
ODD / EVEN
COLD / HOT
OPEN FIELD RUNNING
WHEN RUNNING THE BALL IN THE OPEN FIELD, WE ARE GOING TO USE THE PHRASE,
IF THERE IS A SINGLE DEFENDER ATTEMPTING TO MAKE THE TACKLE, AS THE BALL CARRIER, YOU WILL
RUN DIRECTLY AT HIM. YOU WILL LOCK HIS HIPS AS YOU ATTACK HIM AND THEN ONE-CUT BACK INTO
SPACE.
IF THERE ARE TWO DEFENDERS TRYING TO PARTNER TACKLE YOU, AS THE BALL CARRIER, YOU WILL
SPLIT THE TWO DEFENDERS.
LOCK THE
DEFENDER’S HIPS
SPLIT TWO
X CONCEPT
THE X RECEIVER WHEN IN A 3x1 CONCEPT HAS THE OPTION TO SIGNAL TO THE QB A ROUTE THAT HE
DECIDES BASED ON THE LEVERAGE OF THE CORNER.
- GLANCE
- OUT
- GO
- STOP
- ETC.
OVER G UNDER
86/87 PUNCH (AL SIGHT) F F $
$
CONCEPT:
GAP SCHEME COUNTER RUN. GAP SCHEME W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY UP, DEUCE UP
CODE WORDS: REV. DEUCE REV. DEUCE
PUNCH = REAMER IS RESPONSIBLE FOR
ID LB. 87 PUNCH QT 87 PUNCH QY
- PULL FLAT WORKING INTO THE L.O.S. - OPEN PULL FLAT WORKING A TRACK INTO - DON’T GET DEPTH IN YOUR PULL,
AND KICKOUT/LOG FIRST DEFENDER THE L.O.S. STAY FLAT AND WORK A GOOD
- KICK OUT DE, HE WILL LOG HIMSELF. TRACK TO KICK OUT OR LOG THE
BSG OUTSIDE OF PST.
DEFENDER. TOO MUCH DEPTH
LEAVES A CREASE.
- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “RIFLE” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- PULL FOR THE ID OR THE 1ST DEFENDER IN - LM: ENTRY TO LB FROM A-GAP OUT - STAY TIGHT AND DON’T FORCE
TE/ THE BOX - READ THE PULLER ENTRY.
FB - “REAM” - NOSE UP = FOOT TO FOOT, NOSE TO NOSE - ONE BY ONE OFF THE PULLER,
- READ HIP OF 1ST PULLER
- LANDMARK = PS A-GAP - (AWAY FROM CALL) BASE ALIGNMENT (3 FEET) - TAKE THE BALL TO THE FEET OF
- READ = PS A-GAP TO WORK OFF REAMER HEELS ON TOES OF QB = FLASH AWAY. THE OL.
TB - (TO CALL) BASE ALIGNMENT (3 FEET) HELLS ON - OPEN A-GAP TAKE IT, A-GAP
TOES OF QB = OPEN, CROSSOVER, PLANT. CLOSED WORK OFF REAMER (NOT A
CUTBACK PLAY)
- HANDOFF TO TB. - OPEN STEP TO TB, HANDOFF - YOU ARE RESPONSIBLE FOR THE
MESH.
QB
- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER
- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS1
STEELER CHOP
F $ F
$
C W M W M S
C C
E T N E S C E T N E
RIFLE/DENT RAKE
F $ F $
W M S C W M S
C C C
E T N E E T N E
GAP
GAP
6-1 ODD
F $
F “ALERT FOR
M C
BUCK”
W M C
C $ C B S
WE T N E S T N E
RAKE
C M $ C W M
S S C
C
W E N T E E T N E
87 PUNCH Q 87 PUNCH Q
OVER G UNDER
86/87 $ F $ F
CONCEPT:
GAP SCHEME COUNTER RUN. GAP SCHEME S M W S M W
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY UP, TREY IN, DEUCE UP, DEUCE IN
CODE WORDS:
RV. DEUCE RV. DEUCE
86/87 = TELLS THE BST TACKLE HE IS THE
SECOND PULLER. REAMER IS RESPONSIBLE
FOR ID LB. “TOPPER” 87 87
- ID 1st LB IN THE BOX PS OUTSIDE IN. - BITE THE PAD TIP ON BACK BLOCK
- HAVE PRESENCE IN PSA GAP AND
- GAP SCHEME RULES ON TO OFF AWARENESS OF BS PRESSURE IN
WORKING VERTICAL AND FIGHTING SPIN
- WHITESIDE = WORK BACK TO SECURE BS BLUNT TECH.
C WITH PS HAND UPPER CUT.
A GAP AND REPLACE PULLING GUARD. - ALERT “RIFLE CALL” FOR
- WORK BACK AND SECURE WITH “RIFLE”
- BLACKSIDE = BLOCK BACK ON A GAP MOVEMENT TO YOUR GAP.
CALL
DEFENDER.
- PULL FLAT WORKING INTO THE L.O.S. - OPEN PULL FLAT WORKING A TRACK INTO - DON’T GET DEPTH IN YOUR PULL,
THE L.O.S. STAY FLAT AND WORK A GOOD
AND KICKOUT/LOG FIRST DEFENDER
- KICK OUT BOX PLAYER, LOG A WRONG TRACK TO KICK OUT OR LOG THE
BSG OUTSIDE OF PST. DEFENDER. TOO MUCH DEPTH
ARM DEFENDER.
LEAVES A CREASE.
- PULL BEHIND OG WORKING OFF HIS - OPEN PULL BEHIND OG, REAM BEHIND KICK - GET DEPTH TO CLEAR
BLOCK. WORK 1 X 1 BEHIND PULLING OUT, WRAP AROUND LOG BLOCK VERTICAL KICK/LOG BLOCK BY THE PULLING
GUARD. “REAMER” TO IDLB. GUARD.
BST - LOOP VS. RIFLE
- READ THE KICK BLOCK
- D GAP RIFLE TO SECURE AND CLIMB - ARC AND SECURE BOX TO - NEVER PASS UP OPPOSITE COLOR
TE/ SECONDARY DEFENDER. JERSEY ON WAY TO SECONDARY
FB DEFENDER.
- READ BSDE. - BRING THE BALL TO THE RB - GIVE = TUCK GHOST BALL
QB - IF GIVE CONTINUE SPRINT FAKE - OPEN TO THE RB
- LANDMARK = PS A GAP. - (AWAY FROM CALL) BASE ALIGNMENT - TAKE THE BALL TO THE FEET OF
- READ = PS A GAP TO HIP OF PULLING (3 FEET) HEELS ON TOES OF QB = FLASH THE OL.
TB TACKLE. AWAY.
- OPEN A GAP TAKE IT, A GAP
CLOSED FOLLOW HIP OF PULLING
TACKLE (NOT A CUTBACK PLAY)
- STYLE OF RUN PLAY: COMBO - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
STEELER CHOP
F
$ F $
C W M S C
S M
C
E T N E W C E T N E
RIFLE RAKE
GAP
BST-LOOP
87 87
BRONCO RAIDER
F $ F
$
S M W C S M W
C C C
E T N E E T N E
GAP GAP
87 87
6-1 ODD
F F $
C
C $ M M W C
C S B
S E T N E W E N E
RAKE
RIFLE
87 87
BEAR PIRATE SQUEEZE
F F $
C $ M C S
W C W M
C
S E N T E E T N E
87 87
50/51 PAINT-Q
20
20
F $
10
10
C
C W M Ni
E N T E
B1 F1
B2
F3 F2
Q
BST
60/61 PAINT-Q
20
20
F $
10
10
C
C
W M Ni
E N T E
B1 F1
F3 F2
Q T
BST
OVER G UNDER
16/17 BANG F $ F $
CONCEPT:
FLY SWEEP WITH GAP SCHEME POWER RUN. W M S W M S
C C
GAP SCHEME USES ON TO OFF BLOCKING C C
PRINCIPLES. E T N E E N T E
FORMATION:
DEUCE NEAR
CODE WORDS: REV REV
DEUCE DEUCE
STK 17 BANG STK 17 BANG
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - “GRAY” = ALERT ADD
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK - HAVE PRESENCE IN PSA GAP AND
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN AWARENESS OF BS PRESSURE IN
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. BLUNT TECH.
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “RIFLE” - ALERT “RIFLE CALL” FOR MOVEMENT
DEFENDER. CALL TO YOUR GAP.
- DENT = ALERT FOR BS MOVEMENT
- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE TEAM, USE OPEN PULL - DON’T SWING WIDE AROUND
TECHNIQUE. DOUBLE/DOWN BLOCK.
DOUBLE TEAM UP TO ID LB.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET ON
- AVOID THE DE – GO AROUND HIM
PSLB
IF HE TRIES TO WRONG ARM YOU.
- GAP, SEAL, HINGE. - POWER STEP DOWN TO SECURE BS B GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- BLOCK RIFLE
TE/ - GET PLAY STARTED
FB - BLOCK D-GAP DEFENDER TO SECURE
BOX AND CLIMB
-PUSH THE BALL TO BALL CARRIER AND FAKE - TIME SNAP PERFECTLY
QB POWER
TB
-STYLE OF RUN PLAY: PERIMETER - SUPPORT TO MAN ON, NOSE UP STALK BLOCK - GIVE THE RB A TWO WAY GO
FS1
STEELER CHOP
F $ F
$
C W M W M S C
C
E T N E S C E T N E
RAKE
16 BANG 16 BANG
BRONCO RAIDER
F F $
W M $ C W M S
C S C C
E T N E E T N E
GAP GAP
16 BANG 16 BANG
6-1 ODD
F $
F
M $ C W M C
C C S
WE B
T N E S T N E
RAKE
DENT
16 BANG 16 BANG
BEAR PIRATE SQUEEZE
F $
F
C M S $ C W M C
C S
W E N T E E T N E
16 BANG 16 BANG
OVER G UNDER G
16/17 BOAD F $ F $
CONCEPT: FLY SWEEP WITH GAP SCHEME
POWER RUN. GAP SCHEME USES ON TO OFF C W M S W M S
BLOCKING. C C
C
FORMATION: E N T E E T N E
TRICK UP
CODE WORDS: REV DEUCE REV DEUCE
16 BOAD 16 BOAD
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - “GRAY” = ALERT ADD
- WHITESIDE = BLOCK DOWN ON AN A GAP WORKING VERTICAL AND FIGHTING SPIN - ALERT “RIFLE CALL” FOR
PSG DEFENDER OUT WITH PS HAND UPPER CUT. MOVEMENT TO YOUR GAP.
- BLACKSIDE = REVERSE DEUCE, SECURE A - STAY SQUARE ON REVERSE DEUCE BLOCK - DENT = BE ALERT FOR NOSE IN A
GAP TO ONE PAST THE ID BS. - TWO-HAND FIT ON REVERSE DEUCE GAP.
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - “GRAY” = ALERT ADD
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK - HAVE PRESENCE IN PSA GAP AND
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN AWARENESS OF BS PRESSURE IN
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. BLUNT TECH.
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “RIFLE” - ALERT “RIFLE CALL” FOR MOVEMENT
DEFENDER. CALL TO YOUR GAP.
- DENT = ALERT FOR BS MOVEMENT
- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE TEAM, USE OPEN PULL - DON’T SWING WIDE AROUND
TECHNIQUE. DOUBLE/DOWN BLOCK.
BSG DOUBLE TEAM UP TO ID LB. - WORK VERTICAL WITH INSIDE OUT TARGET ON
- AVOID THE DE – GO AROUND HIM
PSLB
IF HE TRIES TO WRONG ARM YOU.
- GAP, SEAL, HINGE. - POWER STEP DOWN TO SECURE BS B GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- BLOCK ON LOS RIFLE
TE/ - GET PLAY STARTED
FB - SECURE BOX AND CLIMB
-PUSH THE BALL TO BALL CARRIER AND FAKE - TIME SNAP PERFECTLY
QB QB POWER
- PLUS SPLITS
FS1 - LOAD = BLOCK MAN ON
- PLUS SPLITS
FS2 - LOAD = BLOCK MAN ON
- PLUS SPLITS
BS1 - LOAD = BLOCK MAN ON
- PLUS SPLITS
BS2 - LOAD = BLOCK MAN ON
16/17 BOAD
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS - GAP CALL GAP CALL - - BACK-BACK
RAKE
STEELER CHOP
F $ F $
C W M W M S C
C
E T N E S C E T N E
RAKE
16 BOAD 16 BOAD
BRONCO RAIDER
F F $
W M $ C W M S
C S C C
E T N E E T N E
GAP GAP
16 BOAD 16 BOAD
6-1 ODD
F $
F
M $ C B W M C
C C S
WE T N E S T N E
RAKE
16 BOAD 16 BOAD
BEAR PIRATE SQUEEZE
F $
F
C M S $ C W M C
C S
W E N T E E T N E
16 BOAD 16 BOAD
0/1 OVER G UNDER
$ $
CONCEPT:
OUTSIDE ZONE RUN. OUTSIDE ZONE USES F W M S C F W M S
C C
LOCK THE BOX BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
ALL FORMATIONS
CODE WORDS:
SPEED = LEAVE THE E.M.O.L. AS QB PITCH
KEY. 0 0
- REACH, RIP, OVERTAKE B-GAP DEFENDER UP - GAIN GROUND WITH WIDTH, REACH RIP - GAIN GROUND AND RUN THIS IS A
TO 2ND LEVEL. AND OVERTAKE B-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
PSG SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
- CUT DEFENDERS FINISHING UP
THE FIELD.
- ID 1ST LB IN THE BOX PLAYSIDE OUTSIDE IN. - GAIN GROUND WITH WIDTH, REACH RIP AND - GAIN GROUND AND RUN THIS IS A
- REACH, RIP, OVERTAKE A-GAP DEFENDER UP OVERTAKE A-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
TO 2ND LEVEL. SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
C - CUT DEFENDERS FINISHING UP
THE FIELD.
- REACH, RIP, OVERTAKE A-GAP DEFENDER UP - GAIN GROUND WITH WIDTH, REACH RIP AND - GAIN GROUND AND RUN THIS IS A
TO 2ND LEVEL. OVERTAKE A-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
BSG - CUT DEFENDERS FINISHING UP
THE FIELD.
- REACH, RIP, OVERTAKE B-GAP DEFENDER UP - GAIN GROUND WITH WIDTH, REACH RIP AND - GAIN GROUND AND RUN THIS IS A
TO 2ND LEVEL. OVERTAKE B-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
BST - CUT DEFENDERS FINISHING UP
THE FIELD.
- NO INVERTED DEFENDER, MAKE CIRCLE CALL - LEVERAGE AND PRESS DEFENDER - MUST UNDERSTAND STRUCTURE
TO OT. SECURE BOX & CLIMB - MUST ELIMINATE CROSS FACE - RIFLE = DELIVER DE TO TACKLE
TE - TAKE UP SLACK AND CHOP OR CUT ON 2ND - CIRCLE CALL TO OT WHEN #3 IS IN
LEVEL THE BOX
- PITCH OFF E.M.O.L. - ATTACK OUTSIDE SHOULDER OF PITCH KEY - ELIMINATE THE PITCH KEY
QB - BE READY FOR QUICK PITCH
- PITCH PHASE = 5X1 OFF OF QB - (“O”) = STEAL SECOND BASE - STAY W/QB
- STACK ALIGNMNET = OPEN STEP - FLAT PITCH COURSE
TB CROSSOVER
- STYLE OF RUN PLAY: PERIMETER - MAN ON, NOSE UP, OUTSIDE NUMBER, - PROTECT THE SLICE CB
STALK BLOCK
FS1
- STYLE OF RUN PLAY: PERIMETER - MAN ON, NOSE UP, OUTSIDE NUMBER,
FS2 STALK BLOCK
- STYLE OF RUN PLAY: PERIMETER - CFC (CROSS FIELD CUT OFF) - CAN’T GET BEAT OVER TOP
BS1
- STYLE OF RUN PLAY: PERIMETER - CFC (CROSS FIELD CUT OFF) - CAN’T GET BEAT OVER TOP
BS2
0/1
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF
EMOL EMOL EMOL EMOL EMOL EMOL EMOL EMOL
STEELER CHOP
F $ F
C $ M W C S M W C
S C
E N T E E N T E
GANG GANG
1 0
BRONCO RAIDER
F
$ F
$
C
C
C S M W S M W
C
E N T E E N T E
GANG GANG
1 1
6-1 ODD
F
F
$
$ C C
C
M C S M W
S E T N E W E N E B
GANG
CIRCLE
1 1
BEAR PIRATE SQUEEZE
F $ F
C $
C M W
S M W
C C
S E N T E E N T E
CIRCLE
GANG
0 0
18/19 (TRASH) OVER UNDER
F $ F
CONCEPT: $
MAN SCHEME STRETCH OUTSIDE RUN. C C
MAN SCHEME BLOCKING FRONTSIDE. W M S W M S
C C
FORMATION:
TRIO E T N E E N T E
CODE WORDS:
B COLT
19 TRASH 19 TRASH
- ID USING OPEN SIDE RULES. - COLT= PULL AROUND DOWN BLOCK. - READ PST BLOCK TO DETERMINE
- WHITESIDE = COLT PATH TO ID.
- BLACKSIDE = FULL ZONE
C - ODD = FULL ZONE
- WHITESIDE = REACH RIP AND CLIMB - WHITESIDE = BLOCK A-GAP DEFENDER. - CUT THE 1ST OR 2ND LEVEL
- MAN CALL = MAN - BLACKSIDE = REACH, RIP, AND CLIMB OR PLAYERS BASED ON THE SCHEME
- BLACKSIDE = MAN, B TO BSLB MAN. BEING USED.
BSG - MAN CALL = INSIDE V
- ODD = A TO BSLB
- WHITESIDE = B TO BSLB - WORK INSIDE NUMBER OF BSDE VERTICAL. - CUT THE 2ND LEVEL ON THE
- BLACKSIDE = B TO BSLB BACKSIDE.
- IF 1-PAST THE ID IS WIDE, MAN-SIFT
BST
- HAND OFF TO RB - OPEN TO THE CALL, HAND OFF AND NAKED - VS. RIFLE, PLAY THE DUMP
- CHECK TO 12/13 OR 0/1 VS. BEAR OUT. CONCEPT.
QB - CARRY OUT FAKE
OVER UNDER
F $ $
F
C
C M W M
W C S C
S
E N T E E T N E
19 TRASH 19 TRASH
VS. PRESSURE ODD
$ $
F C F
C B W M S C
W M S C
E T N E E N E
19 TRASH 19 TRASH
BEAR
F $
W C
C S
B T N E M
CHK 13
OVER G UNDER
28/29 LEAD
F $ F $
CONCEPT:
OUTSIDE ZONE RUN. OUTSIDE ZONE USES W M S W M S
LOCK THE BOX BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY ON
CODE WORDS:
28 LEAD-Q 28 LEAD-Q
- ID 1ST LB IN THE BOX PLAYSIDE OUTSIDE - GAIN GROUND WITH WIDTH, REACH, - GAIN GROUND AND RUN. THIS
IN. RIP, OVERTAKE A-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
- REACH, RIP, OVERTAKE A-GAP TO SECOND LEVEL TRYING TO LOCK ACTION TO HOLD THE LB.
C DEFENDER UP TO 2ND LEVEL. THE BOX. - CUT DEFENDER AT 2ND LEVEL
- REACH, RIP, OVERTAKE A-GAP - GAIN GROUND WITH WIDTH,REACH, - GAIN GROUND AND RUN. THIS
DEFENDER UP TO 2ND LEVEL. RIP, OVERTAKE A-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
TO SECOND LEVEL. ACTION TO HOLD THE LB.
BSG
- CUT DEFENDER AT 2ND LEVEL
- REACH, RIP, OVERTAKE B-GAP - GAIN GROUND WITH WIDTH REACH, - GAIN GROUND AND RUN. THIS
DEFENDER UP TO 2ND LEVEL. RIP, OVERTAKE B-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
BST TO SECOND LEVEL. ACTION TO HOLD THE LB.
- CUT DEFENDER AT 2ND LEVEL
- D-GAP RIFLE TO LOCK C-GAP AND - KICK OUT RIFLE - LOCK THE BOX, SECURE AND
TE/ CLIMB. - FLIPPER TECHNIQUE WITH PST AS YOU CLIMB
FB SECURE AND CLIMB – 3RD HAND HELP
- HAND OFF TO SWEEP. - SNAP BALL WHEN MOTION MAN IS AT - LEAD-Q = FOLLOW LEAD BACK.
QB OUTSIDE LEG OF TACKLE STRETCH AND PUNCTURE.
- (LEAD) FIRST SECOND LEVEL DEFENDER - (LEAD) = WIDE ALIGNMENT, SECURE - ALERT RIFLE PLAYSIDE = KICK
IN THE C/D GAP, SECURING AND THE FRONT AND MAKE PERIMETER OUT RIFLE
TB CLIMBING BLOCKS WHOLE. - (BALL CARRIER) ALERT RIFLE =
- BALL CARRIER CIRCLE THE FIELD PUNCTURE INSIDE KICK-OUT
BLOCK
- STYLE OF RUN PLAY: PERIMETER RUN - MAN ON, NOSE UP, OUTSIDE NUMBER, - PROTECT THE SLICE CB
FS1 STALK BLOCK
- STYLE OF RUN PLAY: PERIMETER RUN - MAN ON, NOSE UP, OUTSIDE NUMBER,
FS2 STALK BLOCK
- STYLE OF RUN PLAY: PERIMETER RUN - CFC (CROSS FIELD CUT-OFF) - CAN’T GET BEAT OVER THE TOP
BS1
- STYLE OF RUN PLAY: PERIMETER RUN - CFC (CROSS FIELD CUT-OFF) - CAN’T GET BEAT OVER THE TOP
BS2
28/29 LEAD
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
STEELER CHOP
$
F $ F
C W M W M S C
C
E T N E S C E T N E
28 LEAD-Q 28 LEAD-Q
BRONCO RAIDER
F $ F $
S
W M C W M S
C C C
E T N E E T N E
GANG
GANG
28 LEAD-Q 28 LEAD-Q
6-1 ODD
F $
F
C M $ C B W M C
C S
WE T N E S E N E
GANG
28 LEAD-Q 28 LEAD-Q
BEAR PIRATE SQUEEZE
F
F $
C M S $ C W M S C
W E N T E C E T E
N
28 LEAD-Q 28 LEAD-Q
98/99 (BUMP) OVER G UNDER
F $
CONCEPT: F $
MAN SCHEME STRETCH OUTSIDE RUN.
MAN SCHEME BLOCKING FRONTSIDE. W M S W M S
C C
FORMATION: C
TRIPS, TREY E T N E C E N T E
CODE WORDS:
BUMP= BOZO DUMP
MAN TEX COLT
GIANT
99 BUMP 99
- WHITESIDE = MAN, BACKSIDE CUTOFF - WHITESIDE = BLOCK A-GAP DEFENDER. - CUT ON THE BACKSIDE.
- BLACKSIDE = MAN, B-1 TO BSLB - BLACKSIDE = REACH, RIP, AND CLIMB. - ALERT FOR MAN TERMS.
- ODD = A-1 TO BSLB
BSG
- WHITESIDE = B-1 TO BSLB - WORK INSIDE NUMBER OF BSDE VERTICAL. - CUT ON THE BACKSIDE.
- BLACKSIDE = B-1 TO BSLB - ALERT FOR MAN TERMS.
BST
- BLOCK PSDE. - TEX = DOWN BLOCK – NEAR FOOT – NEAR - MUST WIN AT P.O.A.- YOU ARE THE
TE/ - VS. ODD, BASE REACH EMOL. HAND. LM – V OF THE NECK. KEY TO THE PLAY
- NO CROSS FACE – NO PENETRATION
FB - MAN = BASE BLOCK PSDE.
**YOU WIN WE WIN
-HAND OFF FLAT TO RB AND CARRY OUT THE - FLAT STEP, RIDE AND READ BSDE.
READ FAKE
QB
- LANDMARK = FLAT DOWN THE LOS - WIDE ALIGNMENT = HEELS ON QB TOES, - ALERT PLAYSIDE RIFLE = PUNCTURE
TB - READ = 2ND PULLER OPEN, CROSSOVER, SPRINT TO GET ON HIP
- TREAT PULL AND GIVE THE SAME. OF 2ND PULLER.
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, STALK BLOCK
FS1
- MAN ON, NOSE UP, STALK BLOCK - BLOCK THE MAN OVER. IF HE
- STYLE OF RUN PLAY: COMBO
FS2 SPLITS THE DIFFERENCE WORK TO
THE HIGH SAFETY
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BS1 BLOCK
BS2/ - STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BLOCK
3
98/99
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS CHK 93 CHK 93 GIVE CHK 93 -
CHK 93 GANG GANG READ 3 TECH
THROW
BUBBLE
STEELER CHOP
$ F $
F
W M S C
W M C C
C S
E T N E E T N E
CHK 93 99
BRONCO RAIDER
$ F
F $
C W M S C W M C
C S
E T N E E T N E
CHK 93 CHK 93
6-1 ODD
F
$
F C C
M $ W C
C M S
WE N T E S B T N E
99 CHK 93
BEAR PIRATE SQUEEZE
F $
F
C
M S C W M S C
W C
E T N E S E T N E
CHK 93 99
98/99-M OVER G UNDER
F F
$
CONCEPT:
MAN SCHEME STRETCH OUTSIDE RUN. $
FORMATION: C W M S C W M
TRIPS (FSL), TREY C C
CODE WORDS: E N T E E T N E S
“M” (MIDLINE) = QB IS READING THE BSDT.
MAN SCHEME BLOCKS FRONTSIDE.
COLT TEX
GIANT
98 M 98 M
- WHITESIDE = RELEASE TO 1 PAST THE I.D. - WHITESIDE- SECURE THE BSLB FOR THE QB
- BLACKSIDE =BASE CUT-OFF TO RUN IN THE B-GAP
BST
- BLOCK PSDE. - TEX = DOWN BLOCK – NEAR FOOT – NEAR - MUST WIN AT P.O.A.- YOU ARE THE
TE/ HAND. LM – V OF THE NECK. KEY TO THE PLAY
- NO CROSS FACE – NO PENETRATION
FB - MAN = BASE BLOCK PSDE.
**** YOU WIN WE WIN
- READ 1st DL BACKSIDE OF CENTER - FLAT STEP, RIDE AND READ DT.
QB
- LANDMARK = FLAT DOWN THE LOS - WIDE ALIGNMENT = HEELS ON QB TOES, - ALERT PLAYSIDE RIFLE = PUNCTURE
TB - READ = 2ND PULLER OPEN, CROSSOVER, SPRINT TO GET ON HIP
- TREAT PULL AND GIVE THE SAME. OF 2ND PULLER.
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, STALK BLOCK
FS1
- MAN ON, NOSE UP, STALK BLOCK - BLOCK THE MAN OVER. IF HE
FS2 - STYLE OF RUN PLAY: COMBO SPLITS THE DIFFERENCE WORK TO
THE HIGH SAFETY
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BS1 BLOCK
BS2/ - STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BLOCK
3
98/99 M
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
CHECK 92 CHECK 92 GIVE CHECK 92 CHECK 92 -
STEELER CHOP
$ $
F F
C W M W M S
S C C
E T N E E T N E C
98-M 98-M
BRONCO RAIDER
$ $
F
F
C
C M W C W M
S C
E T N E E T N E S
GANG
GANG
CHK 92 CHK 92
6-1 ODD
F
$
C $ C
F M
C C S M W
WE T N E S E N T B
98-M 98-M
BEAR PIRATE SQUEEZE
$ $
F
C
C F M W M S C
S C
W E N T E E T N E
CHK 92 98-M
OVER G UNDER G
16/17 F $ F $
CONCEPT:
GAP SCHEME POWER RUN. GAP SCHEME W M S W M S
C C C
USES ON TO OFF BLOCKING PRINCIPLES. C
FORMATION: E T N E E T N E
TREY IN, DEUCE NEAR
CODE WORDS: DEUCE DEUCE
- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE/DOWN BLOCK - USE ONE SKIP ON SQUARE PULL
DOUBLE TEAM UP TO THE ID LB. SQUARE AND TIGHT. SQUARE PULL. - TAKE COLOR OUT OF THE HOLE TO
BSG - WORK VERTICAL WITH INSIDE OUT TARGET THE ID LB
ON PSLB
- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- KICK OUT FIRST DEFENDER C-GAP OUT - LM: INSIDE LEG OF THE PST. - CHEAT BACK ALIGNMENT TO HELP
TE/ - NOSE UP/SQUARE UP WRONG ARM DEFENDER. YOUR ANGLE.
- ANTICIPATE WRONG ARM BY 3RD
FB - MUST GET YOUR FEET ACROSS L.O.S VS
STEP
WRONG ARM AND WIN.
- LANDMARK = PS A-GAP. - TAKE THE BALL TO THE FEET OF
- SAME SIDE ALIGNMENT = DROP STEP, SQUARE
THE OL.
- READ = PS A-GAP TO HIP OF PULLING SHOULDER ENTRY PRESSING A-GAP
TB GUARD. - STACK ALIGNMENT = TOES @ 7. DROP STEP,
- OPEN A GAP TAKE IT, A-GAP
CLOSED WORK OFF HIP OF PULLING
SQUARE SHOULDER ENTRY PRESSING A-GAP GUARD (NOT A CUTBACK PLAY)
- HANDOFF TO TB - OPEN STEP TO TB, HANDOFF - IF 16/17-Q CALLED, DROP STEP, AIMING
QB - STACK = REVERSE OUT POINT IS THE A-GAP.
- IF A GAP CLOSED, FOLLOW INSIDE LEG
OF PULLER
- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER
- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
STEELER CHOP
F $ F $
C W M W M S C
C
E T N E S C E T N E
RAKE BY FST
RIP-16 RIP-16
BRONCO CHOP
$
F F
W M $ C W M S
C S C
E T N E C E
E T N
GAP
RAKE BY FST DEUCE
RIP-16 LIZ-17
6-1 RAIDER
F $
F
C M $ W M S
C C C
WE T N E S E T N E
RAKE BY FST
GAP
RIP-16 RIP-16
BEAR ODD
F
F $
C M S $ C C B W M C
S
W E N T E T N E
- WHITESIDE = BLOCK DOWN ON AN A-GAP - STAY SQUARE ON DEUCE BLOCK USE - DENT = BE ALERT FOR NOSE IN A-
DEFENDER – RUNNING DEUCE WITH TE FLIPPER LIFT TECHNIQUE, SECURE YOU’RE A GAP
- BLACKSIDE = DEUCE, SECURE A GAP TO GAP TO 1 PAST. - ALERT “DENT CALL” FOR
PSG ONE PAST THE ID BS. MOVEMENT TO YOUR GAP.
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - HAVE PRESENCE IN PS A-GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE IN
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. - ALERT “DENT CALL” FOR
C - BLACKSIDE = BLOCK BACK ON A-GAP - DENT CALL VS BACKSIDE RIFLE/PRESSURE MOVEMENT TO YOUR GAP.
DEFENDER.
- PULL TIGHT THROUGH THE B-GAP UP TO - CLEAR THE PS DOUBLE/DOWN BLOCK - DON’T SWING WIDE AROUND
SQUARE AND TIGHT. SQUARE PULL. DOUBLE/DOWN BLOCK ON
THE ID LB.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET BLACKSIDE.
ON PSLB. - TAKE COLOR OUT OF THE HOLE TO
THE ID LB
- POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
- GAP, SEAL, HINGE
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- WHITESIDE = BLOCK RIFLE. INSIDE RELEASE - LM: INSIDE LEG OF THE PST. - CHEAT BACK ALIGNMENT TO HELP
TE/ TO SECURE B-GAP TO ONE PAST THE ID BS. - NOSE UP/SQUARE UP WRONG ARM DEFENDER. YOUR ANGLE.
- BLACKSIDE = KICK OUT FIRST DEFENDER - ANTICIPATE WRONG ARM BY 3RD
FB C-GAP OUT.
- MUST GET YOUR FEET ACROSS L.O.S VS
WRONG ARM AND WIN. STEP
- LANDMARK = PS A-GAP. - SAME SIDE ALIGNMENT = DROP STEP, SQUARE - TAKE THE BALL TO THE FEET OF
- READ = PS A-GAP TO HIP OF PULLING GUARD. SHOULDER ENTRY PRESSING A-GAP THE OL.
TB - STACK ALIGNMENT = TOES @ 7. DROP STEP, - OPEN A GAP TAKE IT, A-GAP
CLOSED WORK OFF HIP OF PULLING
SQUARE SHOULDER ENTRY PRESSING A-GAP
GUARD (NOT A CUTBACK PLAY)
- HANDOFF TO TB - OPEN STEP TO TB, HANDOFF - IF 16/17-Q CALLED, DROP STEP, AIMING
- STACK = JUMP OFF MIDLINE POINT IS THE A-GAP.
QB - IF A-GAP CLOSED, FOLLOW INSIDE LEG
OF PULLER
- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER
- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS1
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS2
16/17 WHITE
STEELER CHOP
F $ F $
C W M W M S C
C
E T N E S C E T N E
GAP
RAKE BY FST
GAP DEUCE
F $
F
C M $ W M S
C C C
WE T N E S E T N E
GAP
RAKE BY FST
RIP-16 WHITE RIP-16 WHITE
BEAR ODD
F
F $
C M S $ C C B W M C
S
W E N T E T N E
DEUCE
BST-CUT DENT
THE E
- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE/DOWN BLOCK - DON’T SWING WIDE AROUND
DOUBLE TEAM UP TO THE ID LB. SQUARE AND TIGHT. SQUARE PULL. DOUBLE/DOWN BLOCK.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET - TAKE COLOR OUT OF THE HOLE TO
ON PSLB. THE ID LB
- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- BLOCK EMOL - INSIDE FOOTWORK - INSIDE V ALL BLOCKS
TE/
FB
- LANDMARK = PS A GAP. - SAME SIDE ALIGNMENT = DROP STEP, SQUARE - TAKE THE BALL TO THE FEET OF
- READ = PS A GAP TO HIP OF PULLING SHOULDER ENTRY PRESSING A-GAP THE OL.
- OPEN A GAP TAKE IT, A GAP
TB GUARD. - STACK ALIGNMENT = TOES @ 7. DROP STEP,
CLOSED WORK OFF HIP OF PULLING
SQUARE SHOULDER ENTRY PRESSING A-GAP.
GUARD (NOT A CUTBACK PLAY)
- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 - ALERT RELIEF TAG INSIDE NUMBER
- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2 - ALERT RELIEF TAG
STEELER CHOP
F $ F $
C
W M W M S C
C
E T N E S C E T N E
DENT
W M C W M S
C S C C
E T N E E T N E
GAP GAP
6-1 ODD
C F $
F
C M $ W M C
C S
W E T N E S B T N E
ACE = BASE
BST-CUT
THE E
ACE
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - MUST STOP PENETRATION ON
- WHITESIDE = BLOCK DOWN ON AN A GAP WORKING VERTICAL AND FIGHTING SPIN DOWN BLOCK.
DEFENDER OUT WITH PS HAND UPPER CUT. - ALERT “RIFLE CALL” FOR
PSG - BLACKSIDE = REVERSE DEUCE, SECURE A - STAY SQUARE ON REVERSE DEUCE BLOCK MOVEMENT TO YOUR GAP.
GAP TO ONE PAST THE ID BS. - TWO-HAND FIT ON REVERSE DEUCE - DENT = BE ALERT FOR NOSE IN A
GAP
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - HAVE PRESENCE IN PSA GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE IN
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. - ALERT “RIFLE CALL” FOR MOVEMENT
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “RIFLE” TO YOUR GAP.
DEFENDER. CALL - DENT = ALERT FOR BS MOVEMENT
- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE TEAM, USE OPEN PULL - DON’T SWING WIDE AROUND
TECHNIQUE. DOUBLE/DOWN BLOCK.
BSG DOUBLE TEAM UP TO ID LB. - WORK VERTICAL WITH INSIDE OUT TARGET ON
- AVOID THE DE – GO AROUND HIM
PSLB.
IF HE TRIES TO WRONG ARM YOU.
- GAP, SEAL, HINGE. - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- D GAP RIFLE TO SECURE AND CLIMB - NOD PSDE, ARC AND SECURE BOX TO - HARD FOOTWORK TO INFLUENCE
PSDE.
TE/ - INFLUENCE PSDE SECONDARY DEFENDER.
- NEVER PASS UP OPPOSITE COLOR
FB JERSEY ON WAY TO SECONDARY
DEFENDER.
- LANDMARK = CIRCLE THE FIELD - BASE ALIGNMENT (HEELS @ QB’S TOES – - ARMS ON BODY.
- IF THE QB PULLS, SELL THE FAKE. INSIDE FOOT ON GUARD’S O/S FOOT) = - SPRINT THROUGH THE MESH
TB OPEN LATERAL STEP FLAT TO MESH.
- SHUFFLE TO PS – READ PS C-GAP DEFENDER - TWO BIG SHUFFLES PLAYSIDE. - WE WANT THE RB TO CARRY THE
FOR GIVE/KEEP READ. - KEEP = FOLLOW PULLER BALL
QB - TAKE THE READ TO THE READ KEY
- STYLE OF RUN PLAY: COMBO - SUPPORT TO MAN ON, NOSE UP STALK BLOCK - GIVE THE RB A TWO WAY GO
FS1
- STYLE OF RUN PLAY: COMBO - MAN ON, TO ALLEY DEFENDER, NOSE UP - ARC TO NOSE-UP DEFENDER
FS2 O/S # STALK BLOCK - OUTSIDE # BLOCK
STEELER CHOP
F $ F
$
C W M W M S C
C
E T N E S C E T N E
RAKE
16 BLAST 16 BLAST
BRONCO RAIDER
F F $
W M $ C W M S
C S C C
E T N E E T N E
GAP GAP
16 BLAST 16 BLAST
6-1 ODD
F $
F
M $ C B W M C
C C S
WE T N E S T N E
RAKE
16 BLAST 16 BLAST
BEAR PIRATE SQUEEZE
F $
F
C M S $ C W M C
C S
W E N T E E T N E
16 BLAST 16 BLAST
OVER G UNDER
96/97 F $ F $
CONCEPT:
A 2 BACK GAP SCHEME POWER RUN. GAP SCHEME
W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION:
E N T E E T N E
RT/LT (STRONG), TRIPLES LITE HAC
CODE WORDS:
DEUCE DEUCE
96 96
- PULL TIGHT OFF THE ASS OF THE - SQUARE PULL, CLEAR THE PS DOUBLE/ - DON’T SWING WIDE AROUND
DOUBLE DOWN BLOCK UP TO ID LB. DOWN BLOCK SQUARE AND TIGHT. DOUBLE/DOWN BLOCK.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET - TAKE COLOR OUT OF THE HOLE UP
ON PSLB TO THE ID LB
- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- MAN-ON TO BACKSIDE GAP - TIGHT INSIDE FOOTWORK - PST COVERED THINK TREY
- RUN OFF THE BALL AND DISPLACE 5 TECH ON - PST UNCOVERED THINK MAN
TE *** WIN IN THE C-GAP WHEN YOU ARE
TREY BLOCK
MAN
- KICK OUT 1 PAST ID PLAYSIDE THROUGH - LM: O/S LEG OF THE PST. - TIGHT TRACK IS CRITICAL
- CLEAN UP C-GAP, UNLESS DISAPPEARS
THE C GAP - FW: O/S FOOT THROUGH THE CROTCH, - READ PST COVERED, UNCOVERED
FB - HP: INSIDE NUMBER FOR ON L.O.S. **** NEVER PASS UP FIRST LEVEL
DEFENDER ON WAY TO SECOND LEVEL
DEFENDERS
RESPONSIBILITY
- SECOND LEVEL DEFENDERS = NOSE UP - “GRAY” = ADD
- HANDOFF TO TB - SAME SIDE OPEN TO RB. - IF 96/97-Q CALLED, DROP STEP, AIMING
POINT IS THE A GAP.
QB - STACK = REVERSE OUT
- A GAP CLOSED, FOLLOW I/S LEG OF
PULLER
- LANDMARK = PS A-GAP. - SAME SIDE ALIGNMENT = DROP STEP, SQUARE - TAKE THE BALL TO THE FEET OF
- READ = PS A-GAP TO HIP OF PULLING SHOULDER ENTRY PRESSING A-GAP THE OL.
- STACK ALIGNMENT = TOES @ 7. DROP STEP, - OPEN A-GAP TAKE IT, A-GAP
TB GUARD.
SQUARE SHOULDER ENTRY PRESSING A-GAP CLOSED WORK OFF HIP OF PULLING
GUARD (NOT A CUTBACK PLAY)
- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER
- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS1
96/97
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS DENT GAP CALL GAP CALL RIFLE/DENT - GAP CALL
RAKE
STEELER CHOP
F $ F
$
C W M W M C
C S
E T N E S C E T N E
PST-RAKE DENT
96 96
BRONCO RAIDER
F
F $
$
W M C W M
C C C
E T N E S E T N E S
GAP
GAP
96 96
6-1 ODD
F F $
$ W M
C M C B C
C
WE T N E S T N E S
ACE TREY
RIFLE/DENT
96 96
BEAR PIRATE SQUEEZE
F $
F
C M S $ C W M
C
W E N T E E T E S C
N
DEUCE TREY
96 96
UNDER OVER G
6/7 HOE F $ F
$
CONCEPT: C C
GAP SCHEME RUN. GAP SCHEME W M S W M S
C C
USES ON TO OFF BLOCKING PRINCIPLES. E N T E E N T E
FORMATION:
HIP, EMPTY TIC, SPLIT
CODE WORDS: RV. DEUCE RV. DEUCE
HOE = SHOVEL DOUBLE OPTION
(SAME AS BLAST FOR O-LINE) 6 HOE STICK 6 HOE STICK
- SEAL INSIDE GAP AND HINGE. - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, OUTSIDE NUMBER,
FS2 STALK BLOCK
- STYLE OF RUN PLAY: COMBO - CUT OFF - CAN’T GET BEAT OVER TOP
BS1
- STYLE OF RUN PLAY: COMBO - CUT OFF - CAN’T GET BEAT OVER TOP
BS2
6/7 HOE
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS - GAP CALL GAP CALL - - BACK-BACK BS
RAKE
STEELER CHOP
$
F $ F C
C
C W M W M
S
E T N E S C E T N E
RAKE
6 HOE 6 HOE
BRONCO RAIDER
F
F $ $
C
C C
W M S W M
C S
E T N E E T N E
GAP GAP
6 HOE 6 HOE
6-1 ODD
F $
C
F
M C W M
C $ C S
WE T N E S B T N E
RAKE DENT
6 HOE 6 HOE
BEAR PIRATE SQUEEZE
F $ F $
C
C W W M
S C S
B T N E M C E T E
N
6 HOE 6 HOE
OVER G UNDER
12/13 F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M S
C C C C
ON TO ON BLOCKING PRINCIPLES.
FORMATION: E N T E E T N E
TRIO, DUO
CODE WORDS: CAGE B ASS
(READ) = QB IS READING THE BSDE. BST
BLOCKS OUT TO CONTROL BS RIFLE. STK 13 STK 13
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - OUT CALL = TRACKS
- ODD = GUT - MAN = INSIDE V AIMING POINT
- ID 1ST LB IN THE BOX FROM OUTSIDE IN PS. - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
- WHITESIDE = SHADE – MAN ID LB. IS B GAP LEVERAGE OUT.
G – CAGE (JACK) - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C - BLACKSIDE = SHADE – ASS - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
G – CAGE UP TO ID LB - BANJO CALL VS ODD
- ODD = A TO BSLB - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
THE ID BACKSIDE).
- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP BS A GAP.
- ODD = A (JACK) TO BSLB TO BSLB. - STAY SQUARE ON “B” WITH
BSG - ODD A = DELIVER NG TO OC UP EYES ON BSLB .
TO BSLB (#1 PAST THE ID BACKSIDE). - POSSIBLE TRACKS
- WHITESIDE = MAN/SIFT BASED ON BSLB - SIFT TECHNIQUE WORK VERTICAL TO BSLB - MAN ON MAN OUTSIDE (RIFLE
(1 PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT) PROFILE) OR VEER 5 = BLOCK OUT
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS OR LOOP.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - POSSIBLE TRACKS
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.
- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2/3
- KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
- STYLE OF RUN PLAY: COMBO
BLOCK
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
- STYLE OF RUN PLAY: COMBO
BLOCK
BS2 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- STYLE OF RUN PLAY: COMBO - SECURE BOX & CLIMB - NO TAG = KEEP BLOCK
- IF TAGGED, RUN RELIEF - POSSIBLE RELIEF TAG
BS3 NO TAG = SECURE BOX & CLIMB
- TAG = RUN RELIEF
12/13
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS BS GANG GANG BLOCK OUT BANJO READ 3 TECH
THROW BUB THROW SIGHT PULL KNIFE BLOCK OUT
FS FS PROBABLE PULL KNIFE
OUT CALL OUT CALL CHECK 0/1
STEELER CHOP
F F $
$
C W M W M S
C C
E T N E S C E T N E
13
13 READ 13
BRONCO RAIDER
F $ F $
W M C W M
C S C C
E T N E S
E T N E
GANG GANG
13 13
READ 13
6-1 ODD
CHECK 0/1 F $
M $ W M
C F C B S C
C
WE T N E S T N E
C M S $ C W M S C
W E N T E C E T E
N
ASS ASS
13 13
UNDER OVER G
12/13 CAB F F $
$
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C C
FORMATION: E T N E E N T E
TREY UP/IN, DEUCE UP/IN
CODE WORDS: B CAGE B
CAGE
CAB = SAME SIDE “CRUNCH”. FB/TE IS
SECURING FIRST THING OFF BST.
RIP 12 CAB STK 13 CAB
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (POSSIBLE MAN) - CAGE = (LT/RT, RT/LT) G UP TO ID LB - OUT CALL = TRACKS
- ODD = GUT VERTICAL PUSH ON THE DEFENDER
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - - CAGE = JACK G TO OG UP TO - WORK SCOOP TO ID LB B GAP
PLAYSIDE. PSG #0 ID LB. LEVERAGE OUT. RB TRACK IS
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. DIFFERENT FROM TIGHT ZONE.
G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
C UP TO ID LB - GANG VS. MIDDLE PRESSURE
- BLACKSIDE = SHADE – CAGE/POSSIBLE A
G – ASS - A – WEDGE 90 UP TO ID LB.
- ODD = A TO BSLB
- ASS – WEDGE 90 TAKEOVER SHADE
- WHITESIDE = SHADE – MAN/POSSIBLE A/ASS - ASS TAKEOVER NG AND WORK
VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B-GAP DEFENDER
- B – DELIVER 3 TECH TO BST UP TO BSLB. BS A GAP.
- ODD = A TO BSLB
BSG - A – DELIVER NG TO OC UP TO BSLB. - OUT CALL = TRACKS
- WHITESIDE = B-GAP TO 1-PAST THE ID - BLACKSIDE - WEDGE 90 WORK TO PS - OUT CALL = TRACKS.
- BLACKSIDE = B-GAP TO 1-PAST THE ID. NUMBER AND TAKEOVER BLOCK. - B GAP UP AND IN
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK
BST FOR COLOR AND CLIMB TO LB.
- LEAD STEP WITH BACKSIDE FOOT. 2ND STEP – - QB IS RESPONSIBLE FOR THE MESH
- HANDOFF TO TB, CARRY-OUT READ FAKE - IF Q CAB IS CALLED, ROCKER STEP,
DIRECT RB TO LANDMARK.
QB - IN STACK – JUMP OFF MIDLINE! AIMING POINT IS THE BUTT OF THE PSG.
- RIDE BACK HIP TO FRONT HIP.
- STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
FS2/3
- SS- SUPPORT TO MAN ON, NOSE UP, INSIDE - INSIDE RUN – COME TO BALANCE
- STYLE OF RUN PLAY: CUT BACK
NUMBER.
BS1
- STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
BS2
12/13 CAB
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
STEELER CHOP
$
F $ F
C W M W M S C
C
E T N E S C E T N E
GANG
OUT TRACKS
13 CAB 13 CAB
BRONCO RAIDER
F $ F $
W M S C W M S
C C C
E T N E E T N E
GANG GANG
13 CAB 13 CAB
6-1 ODD
CHECK 0/1
F $
F
C M $ C B W M C
C S
WE T N E S T N E
13 CAB 13 CAB
BEAR PIRATE SQUEEZE
CHECK 0/1 F $
F
C M S $ C W M S C
W E N T E C E T E
N
GANG
13 CAB 13 CAB
OVER G UNDER
12/13 BOOK F F $
$
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES
ON TO ON BLOCKING PRINCIPLES. (BOOK CHECK) C W M S W M S
TO A “G”, AND AWAY FROM THE SHADE.
C C C
FORMATION: E N T E E T N E
TREY, DEUCE, DOUBLES, TRIPLES
CODE WORDS: CAGE B ASS
BOOK = QB IS READING THE BSDE. TE/FB
IS SECURING BACKSIDE RIFLE.
STK 13 BOOK STK13 BOOK
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = VERTICAL PUSH ON THE DEFENDER - OUT CALL = TRACKS
- ODD = GUT TO ID LB
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO ID LB. - (JACK) CAGE WORK COMBO UNTIL
PLAYSIDE. - MAN INSIDE V AIMING POINT. ID LB IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - ASS – DELIVER BS SHADE TO BSG OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) UP TO ID LB - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST - BANJO CALL vs ODD
G – CAGE THE ID BACKSIDE).
- ODD = A TO BSLB
- WHITESIDE = SHADE – MAN / ASS - MAN – WEDGE 90 WORK PS NUMBER - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL VERTICAL SO RB CAN WORK
- BLACKSIDE = B - ASS – WEDGE 90 TAKEOVER SHADE BS A GAP.
BSG - ODD = A (JACK) TO BSLB VERTICAL. - STAY SQUARE ON “B” WITH
- B – DELIVER 3 TECH TO BST UP TO BSLB. EYES ON BSLB .
- A – DELIVER NG TO OC UP TO BSLB. - POSSIBLE TRACKS
#1 PAST THE ID
- WHITESIDE = MAN/SIFT/B BASED ON - SIFT TECHNIQUE WORK VERTICAL TO BSLB - OUT CALL = TRACKS.
BSLB 1 PAST THE ID ALIGNMENT AND A GAP LEAVE BSDE FOR QB READ. (READ–REACT) - POTENTIAL LOOP TO
DEFENDER. - BLACKSIDE - WEDGE 90 WORK TO PS VEER 5 VS. RIFLE PROFILE.
BST - BLACKSIDE = B/ POSSIBLE MAN BASED ON BSLB
NUMBER AND TAKEOVER BLOCK. - TE IS PROTECTING THE RIFLE SO
ALIGNMENT.
- WHITESIDE – WEDGE 90 TO CHECK DO NOT BLOCK OUT.
- ODD = MAN - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.
- D GAP RIFLE TO 2 OR 3 PAST THE ID - SIFT/MINI ARC TECHNIQUE - IF 2 PAST THE ID IS OFFLINE GAIN
TE/ - 4 DOWN: 2 PAST THE ID - NOSE UP TECHNIQUE
LEVERAGE THEN TAKE UP SLACK.
- WIDE DE OR SOFT SLOW END – SLOW
FB - 3 DOWN: POSSIBLE 3 PAST THE ID SIFT.
- ALWAYS THINK RIFLE FIRST.
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TO THE FEET OF THE OL.
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP
- RB IS RESPONSIBLE FOR MESH.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - JUMP CUT TO BS A GAP
- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE
- STYLE OF RUN PLAY: COMBO - NEVER BLOCK A BLITZER
- SINGLE SIDE = SUPPORT TO MAN ON, NOSE
FS1 UP, INSIDE #
STEELER CHOP
F $ F
$
C W M W M S
C C
S C
E T N E E T N E
“LOOP”
TRACKS
PULL KNIFE OUT CALL
13 BOOK 13 BOOK
BRONCO RAIDER
F F $
W M $ C W M S
C C C
E T N E S E T N E
GANG GANG
13 BOOK 13 BOOK
6-1 ODD
F $
F
C M $ C B W M C
C S
WE T N E S T N E
“LOOP”
GUT A MAN
PULL KNIFE
13 BOOK BANJO 13 BOOK
BEAR PIRATE SQUEEZE
F $
F
C M $ C W M S
C
S C
W E N T E E T N E
“LOOP
ASS ”
ASS
READ 3 TECH
PULL KNIFE
13 BOOK 13 BOOK
OVER UNDER G
12/13 CRUNCH (AL SIGHT) F $ F
$
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M S
ON TO ON BLOCKING PRINCIPLES. C C C C
FORMATION: E T N E E N T E
TREY UP/IN, DEUCE UP/IN
CODE WORDS: CAGE B
ASS
CRUNCH = FB/TE IS SECURING FIRST THING OFF
BST.
HUB 13 CRUNCH HUB 13 CRUNCH
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (POSSIBLE MAN) - CAGE = (LT/RT, RT/LT) G UP TO ID LB - OUT CALL = TRACKS
- ODD = GUT VERTICAL PUSH ON THE DEFENDER
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - WORK CAGE TO ID LB B GAP
PLAYSIDE. ID LB. LEVERAGE OUT. RB TRACK IS
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. DIFFERENT FROM TIGHT ZONE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – CAGE/POSSIBLE A UP TO ID LB - GANG VS. MIDDLE PRESSURE
G – ASS - A – WEDGE 90 UP TO ID LB.
- ODD = A TO BSLB
- WHITESIDE = SHADE – MAN/POSSIBLE A/ASS - ASS – WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
- BLACKSIDE = B-GAP DEFENDER VERTICAL. VERTICAL SO RB CAN WORK BS A GAP.
- B – DELIVER 3 TECH TO BST UP TO BSLB. - OUT CALL = TRACKS
- ODD = A TO BSLB
BSG - A – DELIVER NG TO OC UP TO BSLB.
- WHITESIDE = B-GAP TO 1-PAST THE ID - BLACKSIDE - WEDGE 90 WORK TO PS - OUT CALL = TRACKS.
- BLACKSIDE = B-GAP TO 1-PAST THE ID. NUMBER AND TAKEOVER BLOCK. - B GAP UP AND IN
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK
BST FOR COLOR AND CLIMB TO LB.
- CUT OFF C GAP DEFENDER OFF BST. - LM FROM FS = I/S LEG OF THE TACKLE - ANTICIPATE WRONG ARM FROM DE
TE/ BY THIRD STEP.
FB
- LANDMARK = BUTT OF THE CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - STACK ALIGNMENT(TOES @ 7) = LEAD STEP WITH TO THE FEET OF THE OL.
BACKSIDE FOOT TO LANDMARK.
- LEAD STEP WITH BACKSIDE FOOT. 2ND STEP – - IF Q CRUNCH CALLED, ROCKER STEP,
- HANDOFF TO TB, CARRY-OUT READ FAKE DIRECT RB TO LANDMARK. AIMING POINT IS THE BUTT OF THE PSG.
QB - IN STACK – JUMP OFF MIDLINE! - QB IS RESPONSIBLE FOR THE MESH
- RIDE BACK HIP TO FRONT HIP.
STYLE OF RUN PLAY: CUT BACK - SS- SUPPORT TO MAN ON, NOSE UP, INSIDE - INSIDE RUN – COME TO BALANCE
FS1 NUMBER.
STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
FS2/3
STYLE OF RUN PLAY: CUT BACK - SS- SUPPORT TO MAN ON, NOSE UP, INSIDE - INSIDE RUN – COME TO BALANCE
BS1 NUMBER.
STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
BS2
12/13 CRUNCH (AL SIGHT)
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS GANG GANG OUT BANJO GANG BS
OUT
(POSSIBLE AL BY
GAMEPLAN)
STEELER CHOP
$
F $ F
C W M W M S C
C
E T N E S C E T N E
TRACKS OUT
12 CRUNCH 12 CRUNCH
BRONCO RAIDER
F $ F $
W M S C W M S
C C C
E T N E E T N E
GANG GANG
12 CRUNCH 12 CRUNCH
6-1 ODD
CHECK 0/1
F $
F
C M $ C B W M C
C S
WE T N E S T N E
TRACKS BANJO
OUT
12 CRUNCH 12 CRUNCH
BEAR PIRATE SQUEEZE
CHECK 0/1 F $
F
C M S $ C W M S C
W E N T E C E T E
N
GANG
12 CRUNCH 12 CRUNCH
OVER G UNDER G
12/13 BIBLE F $ F $
CONCEPT: W M S W M S
TIGHT ZONE RUN. TIGHT ZONE USES C C C C
ON TO ON BLOCKING PRINCIPLES. E N T E E N T E
FORMATION:
TREY IN ASS CAGE B
CODE WORDS:
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
PSG G - CAGE CLIMB TO LB. DEFENDER, STAY SQUARE.
- BLACKSIDE = CAGE (ASS - MAN) - CAGE = VERTICAL PUSH ON THE DEFENDER - OUT CALL = TRACKS
- ODD = GUT TO ID LB
- ID USING MIDDLE ID SYSTEM. - CAGE = JACK G TO OG UP TO ID LB. - (JACK) CAGE WORK COMBO UNTIL
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. ID LB IS B GAP LEVERAGE OUT.
G – CAGE(JACK) - ASS – DELIVER BS SHADE TO BSG OUTSIDE B GAP WORK CAGE.
C - BLACKSIDE = SHADE – ASS UP TO ID LB - OUT CALL = TRACKS
- A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
G – CAGE - BANJO CALL vs ODD
THE ID BACKSIDE).
- ODD = A TO BSLB
- WHITESIDE = SHADE – MAN / ASS - MAN – WEDGE 90 WORK PS NUMBER - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL VERTICAL SO RB CAN WORK
- BLACKSIDE = B - ASS – WEDGE 90 TAKEOVER SHADE BS A GAP.
- ODD = A (JACK) TO BSLB VERTICAL. - STAY SQUARE ON “B” WITH
BSG - B – DELIVER 3 TECH TO BST UP TO BSLB. EYES ON BSLB .
- A – DELIVER NG TO OC UP TO BSLB. - POSSIBLE TRACKS
#1 PAST THE ID
- WHITESIDE = MAN/SIFT/B BASED ON BSLB 1 PAST - SIFT TECHNIQUE WORK VERTICAL TO BSLB - OUT CALL = TRACKS.
THE ID ALIGNMENT AND A GAP DEFENDER. LEAVE BSDE FOR CRUNCH. (READ – REACT) - POTENTIAL LOOP TO
- BLACKSIDE = B/ POSSIBLE MAN BASED ON BSLB - BLACKSIDE - WEDGE 90 WORK TO PS VEER 5 VS. RIFLE PROFILE.
BST ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - TE IS PROTECTING THE RIFLE SO
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK DO NOT BLOCK OUT.
FOR COLOR AND CLIMB TO LB. - NEVER BLOCK THE READ KEY
- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE
- STYLE OF RUN PLAY: QUICK BETWEEN THE - FSSS – SUPPORT TO MAN ON, NOSE UP, - SQUEEZE CORNER BYPASS TO
FS1 TACKLES INSIDE NUMBER SAFTY.
- STYLE OF RUN PLAY: QUICK BETWEEN THE - MAN ON, NOSE UP, INSIDE NUMBER
FS2 TACKLES
- STYLE OF RUN PLAY: QUICK BETWEEN THE - BSSS – SUPPORT TO MAN ON, NOSE UP,
BS1 TACKLES INSIDE NUMBER
- STYLE OF RUN PLAY: QUICK BETWEEN THE - MAN ON, NOSE UP, INSIDE NUMBER
BS2 TACKLES
12/13 BIBLE
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
STEELER CHOP
$
F $ F
C W M W M S C
C
E T N E S C E T N E
OUT CALL
TRACKS
RIFLE /LOOP /MAN
12 BIBLE 12 BIBLE
BRONCO RAIDER
F $ F $
W M S C W M S
C C C
E T N E E T N E
GANG GANG
12 BIBLE 12 BIBLE
6-1 ODD
F $
F
C M $ C B W M C
C S
WE T N E S TT N E
C M S $ C W M S C
W E N T E C E T E
N
12 BIBLE 12 BIBLE
OVER G UNDER
12/13 BASH F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C C
FORMATION: E N T E E T N E
TREY (UP), TRIO
CODE WORDS: ASS
CAGE B
BASH = QB IS READING THE BSDE. RB IS
HORIZONTAL SPEED STRETCH. 13 BASH 13 BASH
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND\ - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - OUT CALL = TRACKS
- ODD = GUT - MAN = INSIDE V AIMING POINT
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS UP TO ID LB
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).
- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP BS A GAP.
BSG - ODD = A (JACK) TO BSLB TO BSLB. - STAY SQUARE ON “B” WITH
- ODD A = DELIVER NG TO OC UP EYES ON BSLB .
TO BSLB (#1 PAST THE ID BACKSIDE). - POSSIBLE TRACKS
- BASE = MAN
- WHITESIDE = MAN/SIFT/B BASED ON BSLB 1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - OUT CALL = TRACKS.
PAST THE ID ALIGNMENT. LEAVE BSDE FOR QB READ. (READ–REACT) - POTENTIAL LOOP TO
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS VEER 5 VS. RIFLE PROFILE.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - TE IS PROTECTING THE RIFLE SO
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK DO NOT BLOCK OUT.
FOR COLOR AND CLIMB TO LB. - NEVER BLOCK THE READ KEY
- D GAP RIFLE TO SECURE AND CLIMB - NOD BSDE, MINI ARC AND SECURE - HARD FOOTWORK TO
- INFLUENCE BSDE INFLUENCE BSDE.
BOX TO SECONDARY DEFENDER.
TE - NEVER PASS UP OPPOSITE COLOR
JERSEY ON WAY TO SECONDARY
DEFENDER.
- LANDMARK = CIRCLE THE FIELD. POSSIBLE - BASE ALIGNMENT (HEELS @ QB’S TOES – - ARMS ON BODY.
DUCK VS. RIFLE. INSIDE FOOT ON GUARD’S O/S FOOT) = - SPRINT THROUGH THE MESH
TB - IF THE QB PULLS, SELL THE FAKE. OPEN LATERAL STEP FLAT TO MESH. - VS. RIFLE, POSSIBLE DUCK.
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2/3
- STYLE OF RUN PLAY: COMBO - SUPPORT TO MAN ON, NOSE UP STALK - GIVE THE RB A TWO WAY GO
BS1 BLOCK
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP O/S # STALK BLOCK - ARC TO NOSE-UP DEFENDER
- OUTSIDE # BLOCK
BS2
12/13 BASH
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS BS GANG GANG LOOP BANJO READ 3 TECH BS
GIVE GIVE GIVE LOOP LOOP = GIVE
FS FS GIVE
OUT CALL OUT CALL
STEELER CHOP
F $ F
$
C W M W M S
C C
E T N E S C E T N E
“LOOP”
“GIVE” OUT CALL
TRACKS
13 BASH 13 BASH
BRONCO RAIDER
F F $
W M $ C W M S
C C C
E T N E S E T N E
GANG GANG
13 BASH 13 BASH
6-1 ODD
F $
F
C M $ C W M C
C B S
WE T N E S E N E
C M $ C W M S C
C
S
W E N T E E T N E
READ 3 TECH
GIVE 13 BASH 13 BASH
OVER G UNDER
12/13 BOZO F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES C W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
TRIO
CODE WORDS: CAGE ASS
BUMP (BOZO+DUMP) = QB IS READING THE
BSLB. BST BASES THE END. NO OUT CALLS. STK 13 BOZO STK 13 BOZO
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON DEFENDER,
G - CAGE(JACK) CLIMB TO LB. STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB
- ODD = GUT - MAN = INSIDE V AIMING POINT
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS UP TO ID LB - BANJO CALL vs ODD
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2/3
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK
- DON’T CHASE BLOCKING AN AREA
BLOCK
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK
- STYLE OF RUN PLAY: COMBO - DON’T CHASE BLOCKING AN AREA
BLOCK
BS2 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
- SIGHT TAG = IF PRESSURE BUBBLE BLOCK
BS3 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
12/13 BOZO
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
READ KEY READ KEY READ KEY READ KEY CHECK 0/1 BANJO MATCH CALL
BLITZES BLITZES BLITZES BLITZES OR THROW AL. CHECK
THROW BUB THROW BUB THROW BUB THROW BUB FADE 0/1 OR 12/13
STEELER CHOP
F F $
$
C C
C
W M W M S
E T N E S C E T N E
RIFLE GANG
NO
13 “OUT”
13 BOZO
READ 13 BOZO
BRONCO RAIDER
F $ F
C $
C
W M S C W M
C
E T N E S
E T N E
GANG GANG
13
13BOZO
READ 13 BOZO
6-1 ODD
THROW FADE F $
OR CHECK 0/1 C
M F $ W M S C
C C B
WE T N E S T N E
GUT A MAN
BANJO
CHECK 0/1
13 READ 13 BOZO
BEAR PIRATE SQUEEZE
CHECK 0/1 F $ F $
OR 12/13
M W M S
S C C
C C
W E N T E E T N E
ASS
CHECK 12 13 BOZO
- 8.5 -
OVER G UNDER
12/13 BUMP F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES C W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
TRIO
CODE WORDS: ASS
CAGE
BUMP (BOZO+DUMP) = QB IS READING THE
BSLB. BST BASES THE END. NO OUT CALLS. 13 BUMP 13 BUMP
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON DEFENDER,
G - CAGE(JACK) CLIMB TO LB. STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB
- ODD = GUT - MAN = INSIDE V AIMING POINT
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS UP TO ID LB - BANJO CALL vs ODD
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).
- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = MAN - MAN = INSIDE V AIMING POINT BS A GAP.
BSG - ODD = A (JACK) TO BSLB - ODD A = DELIVER NG TO OC UP
TO BSLB (#1 PAST THE ID BACKSIDE).
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
STEELER CHOP
$
F $ F
C C
C
W M W M S
E T N E S C E T N E
RIFLE GANG
NO
13 “OUT”
13 BUMP
READ 13 BUMP
BRONCO RAIDER
F $ F $
C
W C W M
M S C C
E T N E S
E T N E
GANG GANG
13
13BUMP
READ 13 BUMP
6-1 ODD
THROW FADE F $
OR CHECK 0/1 C
M F $ W M S C
C C B
WE T N E S T N E
GUT A MAN
BANJO
CHECK 0/1
13 READ 13 BUMP
BEAR PIRATE SQUEEZE
CHECK 0/1 F $ F $
OR 12/13
M W M S
S C C
C C
W E N T E E T N E
MATCH ASS
13 BUMP 13 BUMP
12/13 TRES 3 OVER G 3 UNDER
F C F
CONCEPT: 2
TIGHT ZONE RUN WITH OPTION. TIGHT 2
C
M S $ W M
ZONE USES ON TO ON BLOCKING C W 1 $ C 1 S
PRINCIPLES. E N T E E T N E
FORMATION:
TRIPS (FSL), TRIPLES ASS
CAGE B
CODE WORDS:
TRES = QB IS READING THE BSDE. TE
13 TRES 13 TRES
SHOULD LEAVE TWO (READ KEY/PITCH KEY)
POS RULES/CALLS TECHNIQUE COACHING POINT
- WHITESIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN - GUT = WEDGE 90 TO THE ID LB DEFENDER, STAY SQUARE
PST - ODD = GUT - ADD CALL vs FOLD PLAYER
- POSSIBLE OUT CALL = TRACKS
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - OUT CALL = TRACKS
- ODD = GUT - MAN = INSIDE V AIMING POINT
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
C - BLACKSIDE = SHADE – ASS UP TO ID LB - BANJO CALL vs ODD
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).
- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP BS A GAP.
BSG - ODD = A (JACK) TO BSLB TO BSLB. - STAY SQUARE ON “B” WITH
- ODD A = DELIVER NG TO OC UP EYES ON BSLB .
TO BSLB (#1 PAST THE ID BACKSIDE). - POSSIBLE TRACKS
- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - VS RIFLE PROFILE – LOOP ALWAYS
REMEMBER YOU CAN LEAVE 2.
PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT)
DE=READ, #2 = PITCH
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS - DON’T CHASE TE IS SECURING THE
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. BOX IF #3 IS INSIDE.
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - LAST RESORT LEAVE 2!!
FOR COLOR AND CLIMB TO LB. - LOOK FOR ADD TO BOX LB OR
ROLLING COVERAGE.
- SIFT OR LOOP READ KEY BASED ON - MAKE A LOAD CALL AND BLOCK #2
- INFLUENCE THE END
TE/ - SECURE BOX AND CLIMB TO SEAL #3.
ALIGNMENT IF #3 IS IN AN UNBLOCKABLE
- SECURE BOX AND CLIMB IF # 3 IS ALIGNED POSITION ON THE LINE. (SMOKE BLITZ)
FB - VS. MAN – BLOCK MAN RESPONSIBLE FOR INSIDE. - “LEAVE TWO”
PITCH PLAYER. - INSIDE OUTSIDE FOOTWORK. - COUNT SYSTEM STARTS FROM BST OUT
- READ BSDE. - LEAD STEP AT 45 DEGREES. 2ND STEP – - DON’T PUSH RB OFF TRACK
- IF PULL READ PITCH OFF NEXT DEFENDER DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB OUTSIDE. - RIDE BACK HIP TO FRONT HIP. UNTIL CAN’T.
- BE PREPARED FOR PULL/PITCH - RIFLE = PULL/PITCH
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: TRIPLE OPTION - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS3
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
BS1 - VS COVER 2 PROTECT SLICE.
BS2 - STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
12/13 TRES
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS BS GANG GANG LOOP BANJO READ 3 TECH
OUT CALL PULL PITCH PULL PITCH
=
TRACKS
STEELER CHOP
$ F F
$
C M W M W
S C C S
E C
E N T E N T E
“OUT” =
MAN LOOP
TRACKS
13 TRES 13 TRES
BRONCO RAIDER
F $
$
C F
C M W M C
S W
C S
E N T E
E N T E
GANG GANG
13 TRES 13 TRES
6-1 ODD F
$ C
F
C C $
M C S M W
S E T N E W E N E B
LOOP
GUT A MAN
A MAN LOOP
13 TRES
OVER UNDER G
92/93 F $
F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES C W M S
ON TO ON BLOCKING PRINCIPLES. C W M C
C S
FORMATION: E T N E E T N E
TREY, TRIPS, TRIPLES
CODE WORDS: TED ASS SIFT B CAGE TED
READ = QB IS READING THE BSDE.
STK 93 STK 92
- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
FS2 - STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK - DON’T CHASE BLOCKING AN AREA
- POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK
BS1 BLOCK
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK - DON’T CHASE BLOCKING AN AREA
- POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK
BS2 BLOCK
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK - DON’T CHASE BLOCKING AN AREA
BS3 - POSSIBLE SIGHT TAG – NOSE UP O/S # STALK BLOCK
- SIGHT TAG = IF PRESSURE BUBBLE
92/93
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS BS GANG GANG BLOCK OUT BANJO READ 3 TECH, BS
GANG THROW SIGHT PULL KNIFE BLOCK OUT LOOP = PULL
PULL KNIFE KNIFE
STEELER CHOP
F F $
$
C W M W M S
S C C
E T N E C E T N E
92 92
BRONCO RAIDER
F $ F $
W M C W M
C S C C
E T N E S
E T N E
GANG
GANG
92 92
6-1 ODD
F F $
C M C B W M C
$ C S
WE T N E S T N E
JACK
RIFLE MAN A GUT
CAGE
BANJO
92 92
BEAR PIRATE SQUEEZE
F F $
C M $ C W M S
C
W E N T S C E T E
E N
92 92
UNDER G OVER
92/93 BUMP F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M
C C C S
ON TO ON BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
TRIPS
CODE WORDS: TED CAGE TED ASS
BUMP (BOZO+DUMP) = QB IS READING THE
BSLB. BST BASES THE END. NO OUT CALLS. 93 BUMP 93 BUMP
- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - MAN ON MAN OUTSIDE (RIFLE
PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT) PROFILE) OR VEER 5 = BLOCK OUT
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS OR LOOP.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - POSSIBLE GANG
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.
- POSSIBLE TED W/PST TO #1 PAST ID FRONT - MAN = INSIDE V - IF #1 IS WIDE, RELEASE STRAIGHT
TO HIM.
TE/ SIDE. - TED = TAKEOVER DE TO #1 PAST THE ID.
- RIFLE CALL MAN ON MAN OUTSIDE
- MAN/TED
FB - RIFLE PROFILE = BLOCK RIFLE
- SMOKE CALL = BLOCK FIRST RIFLE
- LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- READ 1 PAST THE ID BS.
- DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IF PULL, READ ALLEY DEFENDER.
- IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = THROW HOT.
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
FS2/3 - STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
- KEEP BLOCK (AREA) – MDM NOSE UP STALK
- STYLE OF RUN PLAY: COMBO BLOCK - DON’T CHASE BLOCKING AN AREA
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK
- STYLE OF RUN PLAY: COMBO - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK BLOCK - DON’T CHASE BLOCKING AN AREA
BS2
- KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK
- STYLE OF RUN PLAY: COMBO - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK BLOCK
- DON’T CHASE BLOCKING AN AREA
BS3 - SIGHT TAG = IF PRESSURE BUBBLE
92/93 BUMP
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
READ KEY - READ KEY READ KEY CHECK 0/1 BANJO MATCH CALL -
BLITZES BLITZES BLITZES OR THROW AL. CHECK
THROW DUMP THROW DUMP THROW DUMP LOCKED 0/1 OR 12/13
TO LOOK TO LOOK TO LOOK HITCH
STEELER CHOP
$
F $ F
C
C C
W M W M S
E T N E S E T N E
C
NO
RIFLE GANG
“OUT”
93
13 BUMP
READ 93 BUMP
BRONCO RAIDER
F $ F $
C W M S C W M
C
E T N E C E S
T N E
GANG GANG
93
13BUMP
READ 93 BUMP
6-1 ODD
THROW FADE F $
OR CHECK 0/1
C
C M F $ W M S C
C
WE T N E S B T N E
GUT A MAN
BANJO
CHECK 0/1
13 READ 93 BUMP
BEAR
CHECK 0/1 F $
OR 12/13
M
S C
C E
W E N T
MATCH
93 BUMP
OVER UNDER G
92/93 WADE F $ F $
CONCEPT:
TIGHT ZONE RUN WITH OPTION. TIGHT W M S W M S
ZONE USES ON TO ON BLOCKING C C C C
PRINCIPLES. E N T E E T N E
FORMATION:
TREY (HIC) ASS TED TED
B CAGE
CODE WORDS:
WADE = QB IS READING THE BSDE. BST
92 WADE 92 WADE
SHOULD LEAVE TWO (READ KEY/PITCH KEY)
POS RULES/CALLS TECHNIQUE COACHING POINT
- WHITESIDE = TED/GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN/TED (JACK) - TED = JACK DE TO #1 PAST THE ID DEFENDER, STAY SQUARE. GANG
PST - ODD = GUT VS. RIFLE
- NO OUT CALL = TE IS
RESPONSIBLE FOR RIFLE
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - RIFLE = GANG
- ODD = GUT - MAN = INSIDE V AIMING POINT
- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - VS RIFLE PROFILE – LOOP ALWAYS
PAST THE ID) ALIGNMENT. - LEAVE DE FOR QB READ. (READ - REACT) REMEMBER YOU SHOULD LEAVE 2.
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS 1. DE = READ KEY.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. 2. 2ND = PITCH KEY.
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - LAST RESORT LEAVE 2!!
- LOOK FOR ADD TO BOX LB OR
FOR COLOR AND CLIMB TO LB.
ROLLING COVERAGE.
- POSSIBLE TED W/PST TO #1 PAST ID FRONT - MAN = INSIDE V - IF #1 IS WIDE, RELEASE STRAIGHT
TO HIM.
SIDE. - TED = WEDGE 90, TAKEOVER DE TO #1 PAST
- RIFLE CALL MAN ON MAN OUTSIDE
TE - MAN/TED THE ID. - RIFLE PROFILE = BLOCK RIFLE
- SMOKE CALL = BLOCK FIRST RIFLE
- READ BSDE. - LEAD STEP AT 45 DEGREES. 2ND STEP – - DON’T PUSH RB OFF TRACK
- IF PULL READ PITCH OFF NEXT DEFENDER DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB OUTSIDE. - RIDE BACK HIP TO FRONT HIP. UNTIL CAN’T.
- BE PREPARED FOR PULL/PITCH - RIFLE = PULL/PITCH
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: TRIPLE OPTION - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
FS2/3 - STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
BS1 - STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
- VS COVER 2 PROTECT SLICE.
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
BS2
92/93 WADE
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS BS GANG GANG QUICK PULL BANJO PULL PITCH BS
GANG LOOP PITCH PULL
PULL PITCH
STEELER CHOP
F $
F $
C W M W M S
C C
E T N E S C E T N E
92 WADE 92 WADE
BRONCO RAIDER
F $ F $
W M S C W M
C C C
E T N E S
E T N E
92 WADE 92 WADE
6-1 ODD
F F $
$
C M C B W M C
C
WE T N E S N E S
E
$
C M C W M
S S C
W E N T E C E T E
N
A MAN/ CAGE
LOOP
92 WADE 92 WADE
OHIO STATE OFFENSE 2014
PASS
GAME
PASS GAME PHILOSOPHY
20
20
10
1/2 1/2
10
FLAT CURL HOOK HOOK CURL FLAT
20
20
1/3 1/3 1/3
10
10
FLAT CURL HOOK HOOK CURL FLAT
20
20
10
FIND THE SAFETY TO YOUR SIDE OF THE FORMATION, QB FIND FREE SAFETY
DETERMINE THE TECHNIQUE OF THE DEFENDER OVER YOU
FIND THE INVERT PLAYER TO YOUR SIDE.
COVERAGE CONCEPTS
1) ZONE THIRDS = 1 HIGH
2) ZONE HALVES = 2 HIGH
3) ZONE QUARTERS = 2 HIGH
4) MAN WITH HELP = 1 OR 2 HIGH
5) MAN NO HELP = NO DEEP
ZONE-THIRDS: DEEP PLAYER IS NEAR THE MIDDLE OF THE FIELD AND HAS A DEEP MIDDLE
RESPONSIBILITY
A) CORNERS USUALLY OUTSIDE LEVERAGE (UNLESS OVERSPLIT)
B) INVERT PLAYERS NORMALLY HAVE FLAT RESPONSIBILITY
C) ANY ROLLED DEFENDER WILL FORCE AN OUTSIDE RELEASE
D) NORMALLY PLAYED WITH 8 MAN FRONTS
E) WEAKNESS: CAN ONLY COVER 4 OF 6 UNDERNEATH ZONES AND 4 VERTICALS
20
20
20
$ $
$ $
10
10
10
10
C C C C
W M S W M S
E T N E E T N E
H Z H Z
X Y X Y
Q T Q T
F
10
10
10
F
C F
C W W
W
C
H H H
X X X
FS IN A CORNER FIRE OR
FS IN A ZONE ½ ALIGNMENT FS IN A ZONE ¼ ALIGNMENT
WEAK BUZZ ALIGNMENT
COVERAGE RECOGNITION
FS ON THE HASH
10 F
10
10
F F
C
C
W W
C
W
H H H
X X X
F
F
10
10
W M M
W
C
H H
X X
COVER: 2 OVERVIEW
F $$
10
10
C
C W M Ni
F $$
10
10
C
C W M Ni
F
10
10
$$
C
W M Ni
F $$
10
10
C C
W M Ni
2 HI ZONE COVERAGES CONT.
COVER: 4 OVERVIEW
10
10
F$ $$
C C
W M Ni
COVER: 6 OVERVIEW
F
10
10
$$
C
C W M Ni
F
$$
10
10
Ni
M W C
10
F $$
C
#1 #2
C W M Ni
1 HI ZONE COVERAGES
F
10
10
$$
C
C
W M S
F
$$
10
10
C
C
W M S
F
10
10
C
C
M S
W $$
$$
F
10
10
C W M S
FIRE ZONE COVERAGES
F
F
$$
10
10
$$
10
10
C
C C
C S
W M
W
M
S
DL
$$
F
10
10
C
C
W M S
DL
$$
F
10
10
W M S
C
F $$
10
10
C C
M
W RB S
Ni
DL
MAN COVERAGES
F
10
10
C W M Ni $$ C
#1 #2 #3 #2 #1
F
10
10
$$
C W M Ni C
#1 #2 #3 #2 #1
F $$
10
10
C W M Ni C
#1 #2 #3 #2 #1
F $$
10
10
C W M Ni C
#1 #2 #3 #2 #1
MAN COVERAGES CONT.
10
C F Ni $$ C
W M
#1 #2 #3 #2 #1
10
C F Ni $$ C
W
M
#1 #2 #3 #2 #1
OVERVIEW
10
10
OVERVIEW
10
10
ROUTE PRINCIPLE: 50-1 ASTRO
20
20
B1 – GLANCE
B2 – JERK
BASE PROGRESSION
1 HIGH
GLANCE vs CLEAN BOX. 1 Hi – Must Win
1 HI
Cov 2 – Follow 2 HI
VS DIRTY BOX ALERT – No Deep
1. ROLL FLAT (RHYTHM 3) 15 yds
2. CURL (R3 & HITCH)
IF FLAT DEFENDER TAKES
ROLL FLAT, HITCH TO CURL 5 2 HI 1 HI
3. JERK ROUTE(R3 & 2
Step
10
10
HITCHES)
2 Hi – Seam
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH 1 Hi – Curl
TO THE JERK ALERT – No Deep
2 HIGH QUARTERS VS. CB
KEY FLAT DEFENDER
HORIZ MVMT KEY
BLITZ
1. ROLL FLAT (R3)
2. CURL (R3 & HITCH)
3. JERK ROUTE (R3 & 2
HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. SKINNY SEAM (RHYTHM 3)
2. JERK ROUTE (R3 & HITCH) B1
B2 F1
NO DEEP F3 F2
5 STEP Good b/c of
4 Strong
“Out” Call
VERIFY Q FLIP
20
20
F3 – PROTECTION CROSS
F2 – SEAM BENDER (12)
F1 – HITCH (6)
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
10
1. DRAG (RHYTHM 3) Zone – Meet on Hash
2. FOLLOW (R3 & HITCH) Man – Run Away
2-HIGH
MIKE TO WILL REPLACE Zone – Throttle at BST
1. DRAG (RHYTHM 3) Man – Staircase 6 yds
THROW DRAG UNTIL IT IS
TAKEN AWAY
2. FOLLOW (R3 & HITCH)
IF DRAG IS TAKEN AWAY,
HITCH AGAIN TO
FOLLOW
*ALERT QUARTERS
SAFETY B1 F2
3. PROTECTION CROSS
(R3 & 2 HITCH) B2 F1
F3
Q
Concept/Design 6 Man Protection Concept Play Call Tap Rt Liz W-50 Go Hawk
4 Vertical concept with a Horizontal Stretch on the FS in 1 Hi
PRINCIPLE and 2 Hi with a check down for a hard wall and carry Hook
Defender. Problem Cov.
B1 – SEAM BENDER
F3 – JERK
20
20
F2 – LM SEAM
F1 – LM GO
T – WHEEL
BASE PROGRESSION
1 – KEY FREE SAFETY &
ESTABLISH COVERAGE
10
PROGRESSION:
1. SEAM (RHYTHM 3)
2. SEAM (RHYTHM 3)
3. JERK (R3 & HITCH)
4 – VS. 2-HI
MOVEMENT KEY:
BNDY SAFETY TO HOOK
DEFENDER
PROGRESSION: B1 F1
1. WHEEL (RHYTHM 3)
2. SEAM/BENDER (R3 & F3 F2
HITCH)
3. JERK (R3 & 2 HITCH) T Q
F3 Jerk Jerk Curl Defender. Get on His Toes! Be Patient while selling the Return.
Concept/Design 6 Man Protection Concept Play Call TAP RT W-51 GO, X-DRAG
4 Vertical concept with a Horizontal Stretch on the FS in 1 Hi
PRINCIPLE and 2 Hi with a check down for a hard wall and carry Hook
Defender. Problem Cov.
B1 – DRAG
F3 – UP & OVER (12)
20
20
F2 – LM SEAM
F1 – LM GO
TB - WHEEL LM = 2 Yd OS of Hash
BASE PROGRESSION 22 Hi
Hi –– Never
Never Cross
Cross Hash
Hash
1 – KEY FREE SAFETY & 11 Hi
Hi Man
Man –– Get
Get past
past Vert
Vert
ESTABLISH COVERAGE Must
Must Win
Win
10
PROGRESSION: 12 yds
1. SEAM (RHYTHM 3)
2. SEAM (RHYTHM 3)
3. DRAG (R3 & HITCH)
4 – VS. 2-HI
MOVEMENT KEY:
BNDY SAFETY TO HOOK
DEFENDER
PROGRESSION: B1 F1
1. WHEEL (RHYTHM 3)
2. U&O (R3 & HITCH) F3 F2
3. DRAG (R3 & 2 HITCH)
T Q
20
20
F3 – WORK (10)
B2 – VERTICAL WRAP (12)
B1 – INDIA (6)
BASE PROGRESSION
1- KEY BNDY CURL-FLAT
DEFENDER Unmatched - Sit
1 HI Matched – In Quick 4
HORIZONTAL KEY & Work Back Out
WRAP TO INDIA FZ – Run Away from
2 HI Unmatched – Sit M/V Def
VERTICAL KEY Matched – Go 12 yds
10 yds
10
10
WRAP TO INDIA Inside
NO DEEP
CORNER – BAR – OUT 6 yds
6 yds
B1 F2
F3 F1
B2 Good b/c of
“Out” Call
Q VERIFY
20
20
B2 – CORNER (12 YDS)
B1 – BAR (6 YDS)
2 Hi – Never Cross Hash
BASE PROGRESSION 1 Hi Man – Get past Vert
KEY FREE SAFETY TO
Must Win
ESTABLISH COVERAGE
2 HIGH
KEY BNDY FLAT DEFENDER
VERTICAL MOVEMENT KEY Unmatched - Sit
Matched – Must
1. BAR (RHYTHM 3) 12 yds
12 yds Win
2. CORNER (R3 & HITCH)
3. UP & OVER (R3 & 2 HITCH) 10 yds
10
10
IF F/S OVERPLAYS CORNER
ROUTE HITCH AGAIN TO UP
& OVER
1 HI MAN
MOVE THE HOLE PLAYER 6 yds
AND PLAY THE CHOICE
ROUTE MATCH-UP
3 BUZZ/SKY WEAK
TAKE FREE ACCESS TO THE
NOW ROUTE
NO DEEP
1. WARM PIVOT RETURN
2. WARM CORNER B1 F2
B2 F1
Good b/c of 4 Dn = Takes 1
F3
“Out” Call 3 Dn = Takes 2
VERIFY Q “RINGO”
Concept/Design Goal Line 7 Coverage Beater – Field No Deep Concept Play Call 8 DICE RT I-50 STUB, BREAK
Hi-Low Stretch on the Bndy Defender of B2 with a Horizontal
PRINCIPLE Stretch to the Field. Problem Cov.
F1 – INDIA
F2 – INDIA
20
20
F3 – BIG POST
BUCKEYES
B2 – CORNER
B1 – PIVOT
BASE PROGRESSION
10
10
B1 F2
B2 F3 F1
F2 India India Route @ 6 yds. Stay on the Move (India Coming Behind You)
Concept/Design Goal Line 7 Coverage Beater – Field No Deep Concept Play Call 8 DICE LT I-51 STUB CASH
Hi-Low Stretch on the Defender Inside of B2 with Cash to the
PRINCIPLE Field for No Deep Problem Cov.
F1 – INDIA
F2 – INDIA
20
20
F3 – CORNER ROUTE
BUCKEYES
B2 – 5 STEP BENDER ROUTE
B1 – STUTTER DRIVE ROUTE
BASE PROGRESSION
1. BENDER
2. STUTTER DRIVE
NO DEEP
CASH
10
10
B2 F3
B1 F2 F1
B1 Stutter Drive Route Stutter Drive Route – Foot Fire Release with Hard Head and Shoulders in Top End.
20
20
F2 – JERK
F1 – INDIA
TB – ARROW
10
10
B2 F1
B1 F2
T Q
20
20
F3 – PROT CROSS (IF APPLIES)
TAGGED WR – DRAG
1ST O/S DRAG – OUT
TB - FLARE
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
10 yd Out vs. Free
2 HIGH Access
KEY FIELD CURL DEFENDER Best Release vs.
HORIZ. MOVEMENT KEY Cloud CB
1. WHEEL
2. FLARE
3. DRAG
10
10
10 yds
1 HIGH ZONE
KEY FIELD CURL/FLAT 8 yds
DEFENDER
HORIZONTAL MOVEMENT
KEY
1. WHEEL
2. FLARE
3. DRAG
I HI MAN
1. OUT ROUTE
B2 F1
B1
F2
Q T
B1 Out Out @ 10 yds. Convert to Best Release vs. Cloud CB. NO DEEP = WARM (8)
20
20
F3 – SKINNY SEAM
B1 – GLANCE
TB – “L”-ROUTE
BASE PROGRESSION
1 HIGH
GLANCE (R3) vs CLEAN BOX.
15 yds
VS DIRTY BOX
1. ROLL FLAT (RHYTHM 3)
2. CURL (R3 & HITCH)
IF FLAT DEFENDER TAKES
ROLL FLAT, HITCH TO CURL
3. “L”-ROUTE(R3 & 2 HITCHES)
10
10
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH
TO THE BACK
2 HIGH QUARTERS
KEY FLAT DEFENDER
HORIZ MVMT KEY
1. ROLL FLAT (R3)
2. CURL (R3 & HITCH)
3. “L”-ROUTE (R3 & 2 HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. SKINNY SEAM (RHYTHM 3)
2. “L”-ROUTE”(R3 & HITCH)
NO DEEP B1 F1
5 STEP
F3 F2
Good b/c of
4 Strong
“Out” Call
VERIFY Q T FLIP
TB 60/61 – “L”-Route Dual 1 Past to 2 Past P.S. – “L”- Route. Replace LB. Dual 1-2 Past
QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def
Def
Roll Flat to Roll Flat to Skinny Seam Skinny Seam Roll Flat to
PROGRESSION Glance
Curl to “L”
Glance to “L”
Curl to “L” to “L” to “L” Curl to “L”
5 STEP
ROUTE PRINCIPLE: PIVOT / DIVOT
Concept/Design Full Field Concept – Field No Deep Concept Play Call TAP RT O-61 BENCH DIVOT
Triangle Read on the Field Hook to Bndy Curl Defender.
PRINCIPLE 5 Step Glance and Warm Pivot for No Deep to the Field.
Problem Cov.
F1 – NOW
F2 – PIVOT (6)
20
20
F3 – BIG POST
TB –“O” ROUTE
B1 – FOLLOW (12)
BASE PROGRESSION
1 – BS PIVOT – FOLLOW –
FS PIVOT
2 – ALERT 3 CLD WK –
NOW Zone – Meet on Hash
Man – Run Away
10
10
AP = B-Gap
Zone – 2 Steps Out
Man – Staircase, Stay
on Move
B1 F2
F3 F1
T Q
F3 Big Post Read Far Safety. Flat Foot = 15 yd Post (A.P. 40 yds Opposite Hash) NO DEEP = 5 STEP
B2 “O” Route Dual 1-2 Past Play Side – Out Route. N/A
20
F2 – PROTECTION CROSS
F1 – ROLL FLAT
TB – “O” ROUTE
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
10
1 HI MAN
1. DRAG (RHYTHM 3)
2. IN (R3 & HITCH) Zone – Throttle at BST
Man – Staircase
2 HIGH
MIKE TO WILL REPLACE 6 yds
MOVEMENT KEY
1. DRAG (RHYTHM 3)
THROW DRAG UNTIL IT IS
TAKEN AWAY
2. IN (R3 & HITCH)
IF DRAG IS TAKEN AWAY,
HITCH AGAIN TO IN
*ALERT QUARTERS B1 F1
SAFETY
2.5 PROTECTION CROSS B2 F2
(R3 & 2 HITCH) Good b/c of
3. “O” ROUTE Q “Out” Call
TB VERIFY
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
20
20
4 STRONG (FIELD):
1. FLIP – OUT CALL
2. NO FLIP – LOSE BACK
10
Notes:
10 yds
B1 F1
F2
B2
Q T
PLAYER ROUTE Assignment Pressure
Option Route @ 10 yds. Unmatch – Sit. Matched – Win Inside. Can’t Win
B2 FS Option Route
Inside – Work Back Outside. O/S Lev Man – “V” Route (Al for Hook O/S)
No Deep = Ohio
20
20
4 STRONG (BOUNDARY):
1. FLIP – OUT CALL
2. NO FLIP – LOSE BACK
4 WEAK (FIELD):
1. OUT CALL
10 YDS
10
10
Notes:
B1 F1
F3 F2
T Q
F2 Choice Choice Route @ 12 yds. Unmatched = Sit, Matched = Win Inside. NO DEEP = OHIO
F3 Option Route Option Route @ 10 yds. Must Win Inside (Choice Outside of You) NO DEEP = OHIO
20
20
F3 – ARROW
B1 – GLANCE (7-STEP) 1 HI
TB – DUAL – ROUTE VS. CB
BASE PROGRESSION
BLITZ 2 HI
1 HIGH
12 yds
GLANCE (R3) vs CLEAN BOX. 1 HI 1 Hi – Must Win
Cov 2 – Follow
VS DIRTY BOX ALERT – No Deep
1. ARROW (RHYTHM 3) 7 2 Hi – Bend
2. CURL (R3 & HITCH) Step 1 Hi – Seam
IF FLAT DEFENDER TAKES ALERT – No Deep
BUBBLE HITCH TO CURL
3. “L”(R3 & 2 HITCHES)
2 HI
10
10
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH
TO THE BACK
2 HIGH QUARTERS
KEY FLAT DEFENDER
HORIZ MVMT KEY
1. ARROW (R3)
2. CURL (R3 & HITCH)
3. “L” (R3 & 2 HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. BENDER (RHYTHM 3)
2. “L”(R & HITCH)
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 1 HITCH B1 F2
TO THE BACK F1
F3
NO DEEP Good b/c of
5-STEP GLANCE “Out” Call
VERIFY Q T
TB 60/61 – “L” Dual 1 Past to 2 Past P.S. – “L” Route. Work the Box vs. Man. Dual 1-2 Past
QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def WARM
Def
Arrow to Curl Flat to Curl to 5 Step
PROGRESSION Glance to “L” Glance to “L” Glance to “L” Bender to “L” Follow to “L”
to “L” “L” Glance
ROUTE PRINCIPLE: 60-1 SHALLOW
20
20
B2 – VERTICAL WRAP (12)
B1 – INDIA (6)
TB – “O” ROUTE
BASE PROGRESSION
10
WRAP
NO DEEP
5 STEP to WARM INDIA
6 yds
B1 F1
B2 F2
Good b/c of
4 Strong
“Out” Call
T FLIP
VERIFY Q
PROGRESSION
India to India to India to Vertical Wrap India to Vertical Wrap Vertical Wrap 5 Step to
Vertical Wrap Vertical Wrap Vertical Wrap to India Vertical Wrap to India to India Warm India
ROUTE PRINCIPLE: 60-1 HOUSTON
20
20
F3 – ARROW
B1 – GLANCE (7-STEP) 1 HI
TB – DUAL – ROUTE VS. CB
BASE PROGRESSION
BLITZ 2 HI
1 HIGH
GLANCE (R3) vs CLEAN BOX. 1 HI 1 Hi – Must Win
12 yds
Cov 2 – Follow 15 yds
VS DIRTY BOX ALERT – No Deep 2 HI
1. ARROW (RHYTHM 3) 7 2 Hi – Bend
2. CURL (R3 & HITCH) Step 1 Hi – Seam
IF FLAT DEFENDER TAKES ALERT – No Deep
BUBBLE HITCH TO CURL 1 HI
3. “L”(R3 & 2 HITCHES)
2 HI
10
10
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH
TO THE BACK
2 HIGH QUARTERS
KEY FLAT DEFENDER
HORIZ MVMT KEY
1. ARROW (R3)
2. CURL (R3 & HITCH)
3. “L” (R3 & 2 HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. BENDER (RHYTHM 3)
2. “L”(R & HITCH)
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 1 HITCH B1 F1
TO THE BACK
F3 F2
NO DEEP Good b/c of
5-STEP GLANCE “Out” Call
VERIFY Q T
TB 60/61 – “L” Dual 1 Past to 2 Past P.S. – “L” Route. Work the Box vs. Man. Dual 1-2 Past
QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def WARM
Def
Arrow to Curl Flat to Curl to 5 Step
PROGRESSION Glance to “L” Glance to “L” Glance to “L” Bender to “L” Follow to “L”
to “L” “L” Glance
ROUTE PRINCIPLE: 60-1 MESH
Concept/Design
6 Man Protection – All Purpose Concept
Play Call DEUCE LT F-61 MESH, X-HITCH
PRINCIPLE Horizontal Stretch on the Field Curl/Flat Defender.
Problem Cov.
F1 – HITCH
F2 – MESH DRAG
20
20
B1 – CORNER
B1 – MESH
TB – “F”
BASE PROGRESSION
1 – KEY FREE SAFETY &
ESTABLISH COVERAGE
10
3 – VS. 2-HI
1. CORNER (R3)
2. FLARE (R3 & HITCH)
3. DRAG (R3 & 2H)
6 yd Drag
Underneath LB’s
B2 F1
B1 F2
Good b/c of
“Out” Call
VERIFY
T Q
TB Flare Route “F” Dual 1 Past to 2 Past 3 Hard Steps to Sideline Dual
Concept/Design
6 Man Protection – All Purpose Concept
Play Call Trio Rt F-61 Mesh
PRINCIPLE Horizontal Stretch on the Field Curl/Flat Defender.
Problem Cov.
F1 – CORNER
F2 – ROLL FLAT
20
20
F3 – MESH
B1 – MESH DRAG
TB – FLARE
BASE PROGRESSION
1 – KEY FREE SAFETY &
ESTABLISH COVERAGE
2 – VS. 1-HI
1. ROLL FLAT (R3)
2. CORNER (R3 & HITCH)
3. DRAG (R3 & 2H)
10
10
3 – VS. 2-HI
1. ROLL FLAT (R3)
6 yd Drag
2. CORNER (R3 & HITCH)
Underneath LB’s
3. DRAG (R3 & 2H)
B1 F1
F3 F2
Good b/c of
“Out” Call
VERIFY
T Q
TB Flare Route “F” Dual 1 Past to 2 Past 3 Hard Steps to Sideline Dual
PROGRESSION
Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Corner to
Corner to Drag Corner to Drag Corner to Drag Corner to Drag Corner to Drag Corner to Drag Corner to Drag Ohio
ROUTE PRINCIPLE: 60-1 SHALLOW
20
20
F3 – READ CORNER (12)
B1 – STOP (15)
TB – “L” ROUTE Come
Straight Back
BASE PROGRESSION Down Stem Wrap the Hook
Defender
1 HI 15 yds Stay on the
1 – STOP – “L” Move vs. Man
2 HI 12 yds
2 – VERTICAL WRAP –
INDIA- INDIA
10
10
NO DEEP
GO OR INDIAS
6 yds 6 yds
B1 F1
F3 F2
Good b/c of
4 Strong
“Out” Call
FLIP T Q VERIFY
F1 India Route India Route @ 6 yds. Unmatched – Sit, Matched – Go Inside. N/A
F2 India Route India @ 6 yds. Stay on the Move (India Coming Behind You) N/A
Vertical Wrap @ 12 yds. Wrap the Hook Defender. Stay on the No Deep = Warm to
F3 Read Corner
Move vs. Man. Safety I/S Leverage = Turns into Corner. 8
B1 Stop Route Stop Route @ 15 yds. Come straight back down stem. No Deep = Go
TB 60/61 – “L” Dual 1-2 Past – Choice Route. Work the Box vs. Man. Dual
20
20
F3 – ROLL FLAT (2-3)
B1 – COMEBACK (12)
TB – “O”-ROUTE
BASE PROGRESSION
KEY BOUNDARY SAFETY TO
ESTABLISH COVERAGE
1 HI ZONE
1. CMBK (RHYTHM 3)
2. RB (R3 & HITCH)
10
10
1 HIGH MAN
1. OUT (RHYTHM 3)
2. RB (R3 & HITCH)
2 HI ZONE
KEY FIELD CURL
DEFENDER
VERTICAL MOVEMENT
KEY
1. VERTICAL WRAP (R3)
2. STEELER (R3 & 1 HITCH)
3. ROLL FLAT (R3 & 2
HITCHES)
B1 F1
NO DEEP- F3 F2
5 STEP TO PIVOT Good b/c of
4 Strong
“Out” Call
FLIP T Q VERIFY
TB 60/61 – “O”-Route Dual 1-2 Past Play Side – “O” Route. Dual = 1-2 past
20
20
F3 – SPOT (6)
B1 – OUT (10)
TB – “O”-ROUTE
10
1 HIGH MAN 10 yds
1. OUT (RHYTHM 3)
2. RB (R3 & HITCH)
2 HI ZONE 6 yds
KEY FIELD CURL 6 yds
DEFENDER
VERTICAL MOVEMENT
KEY
1. VERTICAL WRAP (R3 &
HITCH)
2. INDIA (R3 & 2 HITCHES)
*ALERT- IF MLB VACATES,
BANG THE SPOT B1 F1
NO DEEP- F3
WARM OUT Good b/c of
F2
4 Strong
“Out” Call
FLIP T Q VERIFY
F1 India Route India Route @ 6 yds. Unmatched – Sit, Matched – Go Inside. N/A
Vertical Wrap @ 12 yds. Wrap the Curl Defender. Stay on the
F2 Vertical Wrap Route
Move vs. Man.
N/A
B1 Out Route Out @ 10 yds. Convert to Best Release vs. Cloud CB. No Deep = Warm (8)
TB 60/61 – “O”-Route Dual 1-2 Past Play Side – “O” Route. Dual = 1-2 past
PROGRESSION
Out to “O” to Out to “O” to Out to “O” to Spot to Vertical Spot to Vertical Spot to Vertical Spot to Vertical Warm Out to
Spot Spot Spot Wrap to India Wrap to India Wrap to India Wrap to India B1
SCREEN PRINCIPLE: SLOW SCREEN
20
20
$
10 FS
10
C
C
W M Ni
B1 F1
F3 F2
Q T
Concept/Design Quick Game Concept Play Call 6 DUO LT F-350 DRAGON, OHIO
PRINCIPLE Problem Cov.
B1 – PROTECTION
B2 – OHIO (6)
20
20
F3 – LOOKIE (1 STEP)
F2 – BUBBLE
F1 – SLANT (3 STEPS)
10
10
B1 F1
B2 F3 F2
1-STEP LOOKIE. GRAB THE INSIDE HAND OF THE 1ST DEFENDER OVER
F3 LOOKIE TO INSIDE OF YOU. (GET VERTICAL). 3 STEP SLANT VS. MAN
N/A
20
20
F3 – WIDTH HITCH
B2 – LOOKIE
B1 – SLANT
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
QUICK GAME FOOTWORK
1. LOOKIE
2. SLANT
10
10
1 HIGH ZONE
KEY FIELD FLAT DEFENDER
HORIZONTAL MOVEMENT
KEY
QUICK GAME FOOTWORK
1. LOCKED HITCH
2. WIDTH HITCH
1 HI MAN
QUICK GAME FOOTWORK
1. BEST MATCHUP SLANT
B1 F1
B2 F3 F2
PROTECTION
F2 RELEASE
MANDATORY OUTSIDE PAD TIP (BODY CONTACT)
20
20
B2 – CORNER
B1 – SLANT
TB - FLARE
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
1. CORNER
2. STEELER
3. FLARE
10
10
1 HIGH ZONE
KEY FIELD FLAT DEFENDER
HORIZONTAL MOVEMENT
KEY
QUICK GAME FOOTWORK
1. #1 LOOKIE
2. #2 HITCH
I HI MAN
QUICK GAME FOOTWORK
1. BEST MATCHUP
B1 B2 F1
F2
T Q
1-STEP LOOKIE. GRAB THE INSIDE HAND OF THE 1ST DEFENDER OVER
F2 LOOKIE TO INSIDE OF YOU. (GET VERTICAL). 3 STEP SLANT VS. MAN
8 YARD CORNER
B2 CORNER ROUTE CORNER ROUTE @ 12 YARDS
VS. NO DEEP
PIVOT ROUTE
B1 STEELER ROUTE STEELER ROUTE @ 6 YARDS
VS. NO DEEP
20
20
10 $
10
C
M Ni
B1 F1
F3 F2
Q T
20
20
F2 – LOOKIE
F1 – READ SLANT
TB – ARROW
1-HIGH MAN
1. LOOKIE
2. READ SLANT
2-HIGH
1. STICK
2. ARROW
10
10
B2 F1
B1 F2
T Q
Lookie to
PROGRESSION Stick to Arrow Stick to Arrow Stick to Arrow Stick to Arrow Lookie to Stick
Slant
ROUTE PRINCIPLE: LIGHTNING LION
20
20
B2 – LOOKIE
B1 – SLANT
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
QUICK GAME FOOTWORK
1. LOOKIE
2. SLANT
1 HIGH ZONE
10
10
KEY FIELD FLAT DEFENDER
HORIZONTAL MOVEMENT
KEY
QUICK GAME FOOTWORK
1. #1 HITCH
2. #2 HITCH
I HI MAN
QUICK GAME FOOTWORK
1. BEST MATCHUP SLANT
B1 F1
B2 F2
Q T
T 360/361
20
20
10 $
10
C
M Ni
B1 F1
F3 F2
Q T
20
20
F3 – WHEEL (3)
B1 – BS DRAG (6)
BASE PROGRESSION
WHEEL – SNAG – BS DRAG
10
10
B1 F1
F3 F2
Q T
PROGRESSION
Wheel to Snag Wheel to Snag Wheel to Snag Wheel to Snag Wheel to Snag Wheel to Snag Post to Pivot
to Drag to Drag to Drag to Drag to Drag to Drag to Arrow
ROUTE PRINCIPLE: RUB
20
20
F3 – ARROW (3)
B1 – BS DRAG (6)
BASE PROGRESSION
ARROW – CORNER – SNAG –
BS DRAG
10
10
B1 F1
F3 F2
Q T
Corner to
Arrow to Arrow to Arrow to Corner to Snag to Arrow to Arrow to
PROGRESSION
Corner to Snag Corner to Snag Corner to Snag BS Drag Corner to Snag Corner to Snag
Pivot to
Arrow
ROUTE PRINCIPLE: SAIL
20
20
F3 – MIRROR (8)
B1 – BS DRAG (6)
BASE PROGRESSION
HITCH-CORNER-MIRROR-
BS DRAG
10
10
6
yds
B1 F1
F3 F2
Q T
20
20
B1 – PIVOT
BUCKEYES 10
10
B1
B2 F1
F2
Q
TB
PROGRESSION Pivot to Corner Z-Corner Pivot to Corner Pivot to Corner Pivot to Corner Z-Corner
ROUTE PRINCIPLE: PUMP SMOKE
Concept/Design Play Call SONIC PUMP LT - (FSL) TRIPS LT CLUSTER FLOP 701 PUMP SMOKE
20
20
10 $
10
C
Ni
F1 B2
B3 B1
Q T
B3 STALK AND GO TAKE PATH TO BLOCK CB AND GO (PULL UP @ 15 VS. BAIL) N/A
ROUTE PRINCIPLE: CROSS
Concept/Design 7 Man Play Action Protection 3 Level Concept Play Call TREY RT NEAR 814 CROSS
Field 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Boundary and a Go Route No Deep
F1 – INSIDE 9 Beater by Field 1. Problem Cov. FZ without “Out” Call
F2 – CROSS ROUTE (15)
20
20
B1 – CHUTE ROUTE (18) AP is 25 yds Opposite SL
FB – PROTECTION Get Past Vertical vs. Man
TB – FLAT ROUTE (3-4) AP is 18 yds
Opposite Hash
BASE PROGRESSION (Underneath)
KEY BNDY CB
15 yds 18 yds
CB NO CHASE
1 – INSIDE 9-CHUTE-FLAT
814/815 FOOTWORK
TOES
CB CHASE IS hand of Deep
2 – CROSS Def
10
10
814/815 FOOTWORK Disappears – OS
Hand of Safety
3-4 yds
B1 F1
F2
4 Strong
“OUT” Call
T Q REPOINT BS
Concept/Design 7 Man Play Action Protection 3 Level Concept Play Call TREY RT NEAR 814 FLOOD
Field 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Boundary and a Go Route No Deep
F1 – INSIDE 9 Beater by Field 1. Problem Cov. FZ without “Out” Call
F2 – CORNER
20
20
B1 – GLANCE
F3 – 814/815 PROTECTION
TB – FLAT ROUTE (3-4)
BASE PROGRESSION
1 HI
1 – INSIDE 9-CORNER-
FLAT
814/815 FOOTWORK 7
TOES
Step
IS hand of Deep
2 HI Def
10
10
Disappears – OS
Hand of Safety
VS. CB
BLITZ
3-4 yds
B1 F1
F3 F2
4 Strong
“OUT” Call
T Q REPOINT BS
Concept/Design Play Action Protection 3 Level Concept Play Call DEUCE LT NEAR 815 LEVELS
Bndy 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Fld and a In Route No Deep Beater by
Field 1. Problem Cov.
F1 – CURL (15)
F2 – LEVELS ROUTE
20
20
B1 – I/S 9
B2 – 814/815
TB – FLAT ROUTE
BASE PROGRESSION
DEEP DEFENDER TO FLAT
DEFENDER
INSIDE 9-LEVELS-FLAT
1-HI MAN
10
10
CURL
B1 F1
F2
B2
Q T
F1 Curl Route Curl Route at 15 Yards. Stick release vs. Cov 2 N/A
Over Route @ 18-22 Yards. Aiming Point is Between Deep Def and
F2 Levels Route
Flat Def. Get Past Vertical vs. Man.
N/A
Run through the inside hand of the deep defender. If he disappears
B1 Inside 9
run through the outside hand of the Safety.
N/A
Concept/Design Play Action Protection 3 Level Concept Play Call DUO LT 817 DINO H-CROSS
Bndy 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Fld and a In Route No Deep Beater by
Field 1. Problem Cov.
F1 – CURL (15)
F2 – CROSS ROUTE
20
20
B1 – I/S 9
B2 – GRAB POST
TB – FLAT ROUTE
BASE PROGRESSION
DEEP DEFENDER TO FLAT
DEFENDER
INSIDE 9-CROSS-FLAT
1-HI MAN
10
10
CURL
B1 F1
B2
F2
Q T
F1 Curl Route Curl route at 15 Yards. Stick release vs. Cov 2 No Deep = Go
Cross Route @ 15 yds. A.P. is 18 yds on the Hash – Get Past Vertical
F2 Cross Route
vs. Man.
N/A
Run through the inside hand of the deep defender. If he disappears
B1 Inside 9
run through the outside hand of the Safety.
N/A
20
20
B1 – BAR (6 YDS)
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
2 HIGH
KEY BNDY FLAT DEFENDER
VERTICAL MOVEMENT KEY
1. BAR (RHYTHM 3)
2. CORNER (R3 & HITCH)
3. UP & OVER (R3 & 2 HITCH)
IF F/S OVERPLAYS CORNER
10
10
ROUTE HITCH AGAIN TO UP
& OVER
1 HI MAN
MOVE THE HOLE PLAYER
AND PLAY THE CHOICE
ROUTE MATCH-UP
NO DEEP
1. WARM PIVOT RETURN
2. WARM CORNER
B1 F1
B2 F2
T Q
VARIATIONS
QB Notes
20
20
B2 – ARROW CROSS HASH
B1 – PROTECTION
TB – SWEEP FLARE
BASE PROGRESSION
1 –ARROW – SPREAD – 1-HI = FREEDOM
WIN POST - SWEEP FLARE TO CROSS
HASH. FIND
WINDOW
10
10
B2 F1
B1 F2
T
Q
20
20
B2 – CRAWDAD CROSS HASH
B1 – PROTECTION
TB – SWEEP FLARE
BASE PROGRESSION
1 –CRAWDAD – SPREAD – 1-HI = FREEDOM
WIN POST - SWEEP FLARE TO CROSS
HASH. FIND
WINDOW
10
10
F2
B1 F1
B2
T
Q
B2 Crawdad 1 Hard Step to the Bubble and Crawdad to the Bottom of #’s N/A
20
20
B2 – CORNER
B1 – SPREAD ROUTE
TB – SWEEP FLARE
BASE PROGRESSION
1 –BUBBLE – SPREAD –
CORNER - SWEEP FLARE
10
10
B2 F1
B1
F2
Q T
F2 Bubble 3 Steps and Get Head Around. Stretch the Field. N/A
20
20
B2 – ARROW CROSS HASH
B1 – PROTECTION
TB – SWEEP FLARE
BASE PROGRESSION
1 –ARROW – SPREAD – 1-HI = FREEDOM
WIN POST - SWEEP FLARE TO CROSS
HASH. FIND
WINDOW
10
10
B2 F2
B1 F1
T
Q
20
20
F2 – ARROW
F1 – PROTECTION
1-HIGH MAN
1. READ SLANT (6)
2-HIGH
1. STICK
2. ARROW
10
10
B1 F1
F3 F2
Q T
PROGRESSION Stick to Arrow Read Slant Stick to Arrow Stick to Arrow Stick to Arrow Stick to Arrow
ROUTE PRINCIPLE: 860-1 GHOST
Concept/Design 6 Man Protection Concept Play Call STK DEUCE LT M-861 GHOST
4 Vertical concept with Outside Stop Routes and a Horizontal
PRINCIPLE Stretch on the FS in 1 Hi and a Hi Low Stretch on the Hook
Defender in 2 Hi to the Boundary. Problem Cov.
B1 – STOP (15)
B2 – SEAM BENDER (12)
20
20
F2 – LM SEAM
F1 – STOP (15)
TB – “M” ROUTE 1 HI 2 HI
BASE PROGRESSION
1 – KEY FREE SAFETY &
2 Hi – Bend
ESTABLISH COVERAGE
1 Hi – Seam
12 yds ALERT – No Deep
2 – VS. 1-HI ZONE
MOVEMENT KEY:
MIDDLE SAFETY
HORIZONTAL KEY
10
10
PROGRESSION:
1. SEAM (RHYTHM 3)
2. SEAM (RHYTHM 3)
3. BACK (R3 & HITCH)
4 – VS. 2-HI
MOVEMENT KEY:
BNDY HOOK DEFENDER B2 F1
VERTICAL KEY B1
PROGRESSION: F2
1. BENDER (RHYTHM 3) Good b/c of
2. O/S STOP (R3 & HITCH) “Out” Call
Q VERIFY
3. BACK (R3 & 2
HITCHES)
T
TB 860/861 – “M” Dual 1-2 Past – “M” Route. Work the Box vs. Man. Dual 1-2 Past
QB Notes 860/861 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
20
20
F2 – LM SEAM
F1 – LM GO
LM = 2 Yd OS of Hash
BASE PROGRESSION
1 – KEY FREE SAFETY & 2 Hi – Never Cross Hash
ESTABLISH COVERAGE 1 Hi Man – Get past Vert
Must Win
2 – VS. 1-HI ZONE
MOVEMENT KEY:
MIDDLE SAFETY
HORIZONTAL KEY
PROGRESSION:
10
10
1. SEAM (RHYTHM 3)
12 yds
2. SEAM (RHYTHM 3)
3. BACK (R3 & HITCH)
4 – VS. 2-HI
MOVEMENT KEY:
BNDY SAFETY TO HOOK
DEFENDER
PROGRESSION:
1. GO (RHYTHM 3) B1 F1
2. U&O (R3 & HITCH)
3. BACK (R3 & 2 HITCH) F3 F2
Q T
TB 860/61 – M-Route Dual 1-2 Past – M-Route. Work the Box vs. Man. Dual
QB Notes 860/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
Concept/Design 6 Man Protection Concept Play Call STK TREY LT UP M-861 PISTOL
PRINCIPLE Problem Cov.
F1 – GLANCE
B2 – STALK & GO
20
20
B3 – ARROW
B1 – INSIDE 9
TB – “M” ROUTE
NO DEEP – 5 STEP
GLANCE
10
10
B1 F1
B2 B3
Good b/c of
“Out” Call
Q VERIFY
TB 860/861 – “M” Dual 1-2 Past – M Route. Work the Box vs. Man. Dual
Concept/Design 3-Level Passing Concept Play Call TREY RT NEAR M-864 FLOOD
PRINCIPLE Problem Cov.
B1 – GLANCE
F1 – INSIDE 9
20
20
F2 – FLOOD CORNER
F3 – ARROW
TB – “M”-ROUTE
2 HI
10
10
VS. CB
BLITZ
B1 F1
F3
F2
T
BASE FORM Trio, Deuce Up, Trey
PROTECTIONS 860-861 Protection
VARIATIONS
20
20
B2 – SEAM BENDER
B1 – LOCKED HITCH
10
10
B1 F1
B2
F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS
20
20
B2 – SEAM BENDER
B1 – LOCKED HITCH
10
10
B1 F2
B2
F3
F1
20
20
B2 – CORNER (12)
B1 – PIVOT RETURN
BASE PROGRESSION
1 –PIVOT – CORNER – UP
AND OVER
1 HI MAN
CHOICE
10
10
B1 F1
B2
F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS
20
20
B2 – PAUSE
B1 – LOCKED HITCH (6)
10
10
B1 F1
B2 F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS
20
20
B2 – CORNER
B1 – BAR (6)
10
10
B1 F1
B2
F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS
F2 Big Post Read Far Safety. Flat Foot = 15 yd Post (A.P. 40 yds Opposite Hash) N/A
Bar to Corner Bar to Corner Bar to Corner Bar to Corner Bar to Corner Fld Hitch to
PROGRESSION Hitch
to Up & Over to Up & Over to Up & Over to Up & Over to Post Bndy Hitch
ROUTE PRINCIPLE: BOOT (908/909)
20
20
B2 – HITCH PIVOT
B1 – PROTECTION
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
1. HITCH PIVOT
2. OVER
1 HIGH ZONE
KEY BNDY CURL/FLAT
10
10
DEFENDER
HORIZONTAL MOVEMENT 8 yds
KEY
1. HITCH PIVOT
2. OVER
I HI MAN
1. HITCH PIVOT
2. OVER
B1 F1
B2 F2
T Q
T 908/909
QB Notes
20
20
B2 – DRAG (8)
B1 – NOW
BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
1. HITCH PIVOT
2. OVER
1 HIGH ZONE
KEY BNDY CURL/FLAT
10
10
DEFENDER
HORIZONTAL MOVEMENT
KEY
1. HITCH PIVOT
2. OVER
I HI MAN
1. HITCH PIVOT
2. OVER
B1 F1
B2 F2
Q T
T 908/909
QB Notes
Concept/Design Break Contain Play Action Protection Naked Concept Play Call TREY RT 913 NAKED WHEEL
Naked Concept off of 12/13 with TE in Flat and a 8 yd over
PRINCIPLE behind.
F1 – I/S 9
F2 – WHEEL
20
20
F3 – SLAM FLAT
B1 – OVER (8)
TB – SELL 12/13
BASE PROGRESSION
1 –I/S 9 – WHEEL – SLAM
FLAT - OVER
NAKED FOOTWORK
*PRESSURE BACKSIDE OF
THE PROTECTION, PULL
UP AND THROW FLAT TO
10
10
OVER. IF UNABLE, THROW
THE BALL AWAY. 8 yds
B1 F3
F2 F1
Q
T
1) Naked Pass Protection: Hard Play Action Break Contain Protection – Aware of Rifle (Pull Up – Throw Flat to Over)
2) 4 Man Pressure to the Pass Protection call – Protected
3) 4 Man Pressure opposite the Pass Protection call – PULL UP = THROW FLAT TO OVER
4) Odd 4 Strong – Protected
5) No Deep – PULL UP = THROW FLAT TO OVER
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def PULL UP
Wheel to Flat
Wheel to Wheel to Wheel to Wheel to Wheel to Wheel to
PROGRESSION to Over Flat to Over
Flat to Over Flat to Over Flat to Over Flat to Over Flat to Over Flat to Over (Al. I/S 9)
ROUTE PRINCIPLE: NAKED PIN CHINA
Concept/Design Break Contain Play Action Protection Naked Concept Play Call STK TREY RT UP 913 PIN CHINA
Naked Concept off of 12/13 with TE Pinning DE and a China
PRINCIPLE Concept to the Field.
F1 – STEM CORNER (14)
F2 – ROLL FLAT
20
20
F3 – PIN
B1 – OVER (8)
TB – SELL 12/13
BASE PROGRESSION
1 –ROLL FLAT – CORNER –
OVER
NAKED FOOTWORK
*PRESSURE BACKSIDE OF
THE PROTECTION, PULL
UP AND THROW FLAT TO
10
10
OVER. IF UNABLE, THROW
THE BALL AWAY. 8 yds
B1 F1
F3 F2
F1 Stem Corner Corner Route @ 12 yds. Lose 4 on stem. Bail CB = C Roll. N/A
1) Naked Pass Protection: Hard Play Action Break Contain Protection – Aware of Rifle (Pull Up – Throw Flat to Over)
2) 4 Man Pressure to the Pass Protection call – Protected
3) 4 Man Pressure opposite the Pass Protection call – PULL UP = THROW FLAT TO OVER
4) Odd 4 Strong – Protected
5) No Deep – PULL UP = THROW FLAT TO OVER
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def PULL UP
Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to
PROGRESSION Corner to Corner to Corner to Corner to Corner to Corner to Corner to Flat to Over
Over Over Over Over Over Over Over
ROUTE PRINCIPLE: NAKED PIN STORM
Concept/Design Break Contain Play Action Protection Naked Concept Play Call STK TREY RT UP 913 PIN STORM
Naked Concept off of 12/13 with TE Pinning DE and a Storm
PRINCIPLE Concept.
F1 – INSIDE 9
F2 – STEM CORNER
20
20
F3 – PIN
B1 – HITCH
TB – ARROW
BASE PROGRESSION
1 –HITCH – CORNER –
ARROW
NAKED FOOTWORK
*PRESSURE BACKSIDE OF
THE PROTECTION, PULL
UP AND THROW FLAT TO
10
10
OVER. IF UNABLE, THROW
THE BALL AWAY.
B1 F1
F3 F2
T Q
F2 Stem Corner CORNER ROUTE @ 12 YDS. LOSE 4 ON STEM. BAIL CB = C ROLL. N/A
F3 Pin Block PIN THE DE – VS. RIFLE – BLOCK THE RIFLE. N/A
1) Naked Pass Protection: Hard Play Action Break Contain Protection – Aware of Rifle (Pull Up – Throw Flat to Over)
2) 4 Man Pressure to the Pass Protection call – Protected
3) 4 Man Pressure opposite the Pass Protection call – PULL UP = THROW FLAT TO OVER
4) Odd 4 Strong – Protected
5) No Deep – PULL UP = THROW FLAT TO OVER
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Deep Def to Deep Def to Deep Def to Deep Def to Deep Def to
KEY Match-Up Match-Up PULL UP
Flat Def Flat Def Flat Def Flat Def Flat Def
I/S 9 to I/S 9 to I/S 9 to I/S 9 to I/S 9 to
PROGRESSION
Corner to Flat
Hitch
Corner to Flat Corner to Flat
Hitch
Corner to Flat Corner to Flat
Flat to Over
OHIO STATE OFFENSE 2014
RELIEF
GAME
SCREEN PRINCIPLE: SWING
20
20
10 $
10
C
M Ni
B1 F1
F3 F2
Q T
20
20
1. PERIMETER SCREEN
WHERE THE #2 RECEIVER
HAS THE NOW ROUTE.
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
10 $
10
C
Ni
B1 F1
F3 F2
Q T
20
20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10
10
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN C
Ni
B1 F1
F3 F2
Q T
20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10
10
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
C
Ni
B1 F1
B2 F2
Q T
20
20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.
3x1 ALERT CLOUD
2. ATTACHED CALL CORNER: MAKE A
“SWITCH” CALL
3. SIGHT BY GAMEPLAN
AND BASE MAN
$ ON TO MDM
10
10
C
Ni
B1 F1
F3 F2
“SWITCH”
Q T CALL
20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
F
10
10
F1 B1
F2 B2
Q T
20
20
BACKSIDE HITCH TO B1
10
10
C
Ni
B1 F1
B2 F2
Q
BASE FORM
20
20
RELIEF CONCEPT
1. PERIMETER SCREEN
WHERE THE #3 HAS
DUMP, #2 RECEIVER HAS
THE BUBBLE, FIELD #1
HAS A SLANT &
BOUNDARY #1 HAS $
HITCH RULES
C
10
10
Ni
F1
B1
F3 F2
Q
BASE FORM
20
20
$
FS
10
10
C
C
W M Ni
B1 F1
F3 F2
Q T
Concept/Design Play Call SONIC PUMP LT - (FSL) TRIPS LT CLUSTER FLOP 701 PUMP SMOKE
20
20
$
10
10
C
Ni
F1 B2
B3 B1
Q T
B3 STALK AND GO TAKE PATH TO BLOCK CB AND GO (PULL UP @ 15 VS. BAIL) N/A
ROUTE PRINCIPLE: SMOKE SCREEN
20
20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.
$
10
10
C
Ni
B1 F2
F3 F1
Q T
B1
Concept/Design LOCK
Play Call LOCKED
SONIC (FSL)HITCH
TRIPS LT CLUSTER SMOKE 93 N/A
20
20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10 C
10
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
Ni
B1 F1
F3 F2
20
20
LOCKED HITCH BS
10
10
Ni C
B1 F3
F2 F1
PROTECTIONS
TECHNIQUE RECOGNITION
GAPS
BACKSIDE PLAYSIDE
TE OT OG OG OT TE
4 3 2 1 A B C D
OG OT TE
LINEBACKER ALIGNMENTS
10 20 40i 50 60
0 20i 30 40 70 90
OG OT TE
FRONT RECOGNITION W/ TIGHT END
W M W M
E T N E S E T N E S
W M S W M S
E N T E E N T E
4-2 OVER
OVER(TREY
BOWRT – LH) 4-2 UNDER G (DEUCE
OVER G BOWRT – RH)
W M S/N M W
E N T E E T N E
ODD (TREY
ODD RT – LH) ODDODD
STACK (TREY RT - LH)
STACK
B W M B W M
T N E S T N E S
FRONT RECOGNITION w/o TIGHT END
W M S W M S
E T N E E T N E
Y Y
4-2 OVEROVER
(DUO RT – LH) 4-2 OVER OVER
G (DUO
G RT – LH)
W M S W M S
E N T E E N T E
Y Y
W M S SS W M S SS
E N T E E N T E
Y Y
ODD (DUO
ODD RT – LH) ODDODD
STACK (DUO RT – LH)
STACK
B W M S B W M S
T N E T N E
Y Y
4 DOWN BLITZES
BULLET RIFLE
W M W M
S
E T N E E T N E S
W M W M
S
E T N E E N T E
CHOP RAIDER
W M S W M S
C E T N E E T N E
W M S W M
E T N E E T N E S SS
W M S W M
S
E T N E E T N E
ODD BLITZES
B W M S W M S
B
T N E T N E
B W M S B W M S
C T N E T N E
B W M S W M
T N E B T N E S
B W S W M
T N M E B T N E S
50/51 – 350/351 – 850/851
· 5 MAN PROTECTION
· ALWAYS PROTECTING THE QB BACKSIDE
· ALLOW NO A/B GAP RUN THROUGH
· 4 WEAK PRESSURE IS HANDLED WITH AN OUT CALL IN 50/51 OR 350/351 OR WITH THE BACK IN 850/851
· 4 STRONG IS HANDLED WITH FLIPPING THE PROTECTION
· CALL SIDE IS A “LOCK SQUEEZE” CONCEPT.
· QB IS RESPONSIBLE FOR THE 6TH DEFENDER (CALL SIDE WIDEST)
- 4 DOWN = SET FOR “SLIDE” SIDE B GAP - WHITESIDE = VERTICAL SET TO - ALERT FLIP PROTECTION BY
INSIDE NUMBER LEVERAGE OF B GAP QB IF HE SEES 4 STRONG
DEFENDER - ALERT FOR AN OUT CALL TO
- BEAR = “MATCH” CALL, BLOCK MAN ON DEFENDER. “SLIDE” SIDE VS 4 WEAK.
- BLACKSIDE = VERTICAL SET GIVING VERT SET AND COLLECT THE B
BSG - ODD = “BASE NOSE DOUBLE SORT” GAP DEFENDER.
HELP WITH CALL SIDE HAND TO OC.
- SETTLE CALL WORKS YOUR
DO NOT VACATE. EYES THAT DIRECTION FOR
- “SETTLE” CALL, WORKS YOUR EYES THAT PRESSURE
DIRECTION FOR PRESSURE (350/351 = AGGRESSSIVE SET)
(850/851= LOW HAT)
- 850/851 – PLAY ACTION PASS – JUMP SET
- ALERT FLIP PROTECTION BY
- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - VERTICAL SET FOR C GAP QB IF HE SEES 4 STRONG
DEFENDER DEFENDER. - ALERT FOR AN OUT CALL TO
- BEAR = “MATCH” CALL - KEEP INSIDE NUMBER LEVERAGE ON “SLIDE” SIDE VS 4 WEAK.
VERT SET AND COLLECT THE
BST - ODD =“BASE NOSE DOUBLE SORT” DE TO “SLIDE” SIDE DEFENDER. WIDEST DEFENDER.
TWO PAST THE ID BS. - “SETTLE” CALL, WORKS YOUR EYES - SETTLE CALL WORKS YOUR
EYES THAT DIRECTION FOR
THAT DIRECTION FOR PRESSURE PRESSURE
- 850/851 – PLAY ACTION PASS – JUMP (350/351 = AGGRESSSIVE SET/ POSSIBLE
SET CUT)
(850/851= LOW HAT)
- 850/851 = NO OUT CALLS
- VS 4 DOWN TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 1 (SIGNAL) -- ALL 4 MAN PRESSURES OPPOSITE THE PASS PRO CALL, THE QB IS
- VS ODD (3 DOWN) TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 2 GOOD BECAUSE OF AN OUT CALL MADE BY THE OT. QB VERIFY IT.
(SIGNAL) -- NO DEEP = ALERT 0 PROTECTION WILL ALWAYS BE THE 1ST WR OFF
QB - MECHANICS TO HANDLE 4 MAN PRESSURE TO THE CALLSIDE OF THE PASS THE BALL TO THE CALLSIDE OF THE PASS PROTECTION. OUR WARM
PROTECTION ROUTES WILL ALWAYS BE OPPOSITE THE PASS PROTECTION
1) FLIP PROTECTION VS. 4-DOWN CALLSIDE. THE QB WILL ALERT 0 DRIFT OPPOSITE THE PASS PRO
2) SIGHT CALL, AND EXECUTE THE WARM ROUTES (QB MUST SIGNAL NO DEEP)
-- “SAFE” CALL = CHECK OUT OF NO DEEP PROTECTION
50/51 – 350/351 – 850/851
50 VS 4-1 OVER 50 VS 4-0 UNDER
$
F F $
“BASE MIKE”
S C
C W M
C
W M S
E N T E C
E T N E
“LOCK
“SLIDE” SQUEEZE”
“LOCK
“SLIDE”
SQUEEZE”
F $ $
F
C C M
W M C S C
S
E T N E W E N T E
“LOCK
“TIMBER” SQUEEZE”
“OUT” “OUT”
FLIP PROTECTION
TO 51
50 VS ODD 50 VS NO DEEP
$
F
1 1
2 2
C B W M C $
S
1 2 2 1 S F
T N E C
C
M E T N E W
BASE NOSE
DOUBLE SORT SQUEEZE
C W M C M
S W S
B C B C
T N E
T N E
“LOCK
“OUT” “SETTLE” “LOCK
SQUEEZE”
“4 FOR 4” “4 FOR 4” SQUEEZE”
- 4 DOWN = “LOCK SQUEEZE” 1ST DL FROM - BLACKSIDE = VERTICAL/POWER SET - MUST SET VERTICAL TO SEE
THE CENTER TO ONE PAST THE ID. TO INSIDE NUMBER LEVERAGE OF SQUEEZE OR BLOCK TWIST
- BEAR = MATCH CALL. “LOCK SQUEEZE” B “LOCK/SQUEEZE” DEFENDER . - SETTLE CALL WORKS YOUR
GAP DEFENDER TO THE ID LB. - WHITESIDE = POWER SET DOWN TO EYES THAT DIRECTION FOR
INSIDE NUMBER LEVERAGE OF PRESSURE
PSG - ODD = SLIDE A-GAP OR DOUBLE SORT
BASED ON GAMEPLAN “LOCK” DEFENDER. (SQUEEZE B-GAP VS. LB - BUMP GAMES ON BEAR MATCH
RUN THROUGH) (852/853= JUMP SET)
- 4 DOWN = SLIDE SIDE LB IS THE ID. - WHITESIDE = VERT SET GIVING - ALERT FLIP CALL FROM QB VS
SET FOR “SLIDE” SIDE A-GAP DEFENDER HELP WITH CALL SIDE HAND TO PSG. 4 STRONG. POSSIBLE 50/51 ON
- BEAR = MATCH CALL, BLOCK MAN ON DO NOT VACATE. FLIP.
- ODD = SLIDE A-GAP OR DOUBLE SORT - BLACKSIDE = VERT SET TO
C BASED ON GAMEPLAN INSIDE NUMBER LEVERAGE OF A GAP
- BUMP GAMES ON BEAR MATCH
- SETTLE CALL WORKS YOUR
DEFENDER. EYES THAT DIRECTION FOR
- KEEP INSIDE NUMBER LEVERAGE ON PRESSURE.
“SLIDE” SIDE DEFENDER. (852/853= LOW HAT)
- 4 DOWN = SET FOR “SLIDE” SIDE B-GAP - WHITESIDE = VERTICAL SET TO - ALERT FLIP CALL FROM QB VS
DEFENDER INSIDE NUMBER LEVERAGE OF B-GAP 4 STRONG. POSSIBLE 50/51 ON
- BEAR = MATCH CALL, BLOCK MAN ON DEFENDER. FLIP
- ODD = SLIDE B-GAP OR DOUBLE SORT - BLACKSIDE = VERTICAL SET GIVING - BUMP GAMES ON BEAR MATCH
BSG BASED ON GAMEPLAN HELP WITH CALL SIDE HAND TO OC. - SETTLE CALL WORKS YOUR
DO NOT VACATE. EYES THAT DIRECTION FOR
- KEEP INSIDE NUMBER LEVERAGE ON PRESSURE.
“SLIDE” SIDE DEFENDER. (852/853= LOW HAT)
- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - VERTICAL SET FOR C GAP - ALERT FLIP CALL FROM QB VS
DEFENDER DEFENDER. 4 STRONG. POSSIBLE 50/51 ON
- BEAR = MATCH CALL, BLOCK MAN ON - KEEP INSIDE NUMBER LEVERAGE ON FLIP
- ODD = SLIDE C-GAP OR DOUBLE SORT “SLIDE” SIDE DEFENDER. - BUMP GAMES ON BEAR MATCH
BST BASED ON GAMEPLAN - SETTLE CALL WORKS YOUR
EYES THAT DIRECTION FOR
PRESSURE.
- OUT CALL VS. RIFLE.
(852/853= LOW HAT)
- C GAP SQUEEZE TO CHIP - VS. STRONG PRESSURE – SQUEEZE C - CHIP RELEASE, RUN
GAP RUSHER. COMPLIMENTARY ROUTE.
T/H/Y
“LOCK
SQUEEZE” “SLIDE”
“LOCK “SLIDE”
SQUEEZE”
F $
F $
C C M
W M C W S C
S
E T N E E N T E
“TIMBER” “OUT”
SQUEEZE
53 VS ODD 53 VS OVER
$
F F
$
1 1
2 2 C W M S
C B W M C C
S
2 2 1 E N T E
T N E
- 4 DOWN = “LOCK” 1ST DL FROM THE - BLACKSIDE = VERT/ANGLE SET TO - ALERT TWIST TO BLACK SIDE
CENTER INSIDE NUMBER LEVERAGE OF - ALERT FLIP PROTECTION BY
QB IF HE SEES 4 STRONG
- BEAR = “MATCH” CALL BLOCK MAN ON DEFENDER. (HARD CALL VS. TUFF LB=SQUEEZE) - ALERT FOR “TIMBER” TO AN
PSG - ODD = SLIDE A-GAP OR DOUBLE SORT - WHITESIDE = POWER SET DOWN TO “OUT” CALL
BASED ON GAMEPLAN INSIDE NUMBER LEVERAGE OF - SETTLE CALL WORKS YOUR EYES THAT
- TAKE ANY A GAP RUN THROUGH IF LB IS DEFENDER. DIRECTION FOR PRESSURE
(360/361 = AGGRESSSIVE SET/ POSSIBLE
CLOSER THAN HEELS DEPTH AT THE - KEEP INSIDE NUMBER LEVERAGE ON CUT)
SNAP OF THE BALL. “HARD CALL” “LOCKED” DEFENDER (860/861 = “PAP” (FIT AND SIT) HOLD
BLOCK FOR 2-3 COUNTS)
- 4 DOWN = SET FOR “SLIDE” SIDE B GAP - WHITESIDE = VERT/ANGLE SET TO - ALERT FLIP PROTECTION BY
QB IF HE SEES 4 STRONG
DEFENDER INSIDE NUMBER LEVERAGE OF B GAP
- SETTLE CALL WORKS YOUR
- BEAR = “MATCH” CALL BLOCK MAN ON DEFENDER. EYES THAT DIRECTION FOR
BSG - ODD = SLIDE B-GAP OR DOUBLE SORT BASED - BLACKSIDE = VERT/ANGLE SET GIVING PRESSURE
ON GAMEPLAN HELP WITH CALL SIDE HAND TO OC. (360/361 = AGGRESSSIVE SET)
DO NOT VACATE. (860/861 = “PAP” LOW HAT SLIDE B
- KEEP INSIDE NUMBER LEVERAGE ON GAP HOLD BLOCK FOR 2-3 COUNTS)
“SLIDE” SIDE DEFENDER.
- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - VERT/ANGLE SET FOR C GAP - ALERT FLIP PROTECTION BY
QB IF HE SEES 4 STRONG
DEFENDER DEFENDER.
- OUT CALL VS. RIFLE
- BEAR = “MATCH” CALL, BLOCK MAN ON - KEEP INSIDE NUMBER LEVERAGE ON - SETTLE CALL WORKS YOUR
- ODD = SLIDE C-GAP OR DOUBLE SORT BASED “LOCKED” DEFENDER. EYES THAT DIRECTION FOR
BST ON GAMEPLAN PRESSURE
(360/361 = AGGRESSSIVE SET/
POSSIBLE CUT)
(860/861 = “PAP” LOW HAT SLIDE C GAP
HOLD BLOCK FOR 2-3 COUNTS)
- DUAL READ MOST DANGEROUS THREAT - LEAD STEP WITH INSIDE FOOT FOR INSIDE - ALERT FLIP PROTECTION, NOW
INSIDE OUT CALLSIDE PRESSURE OR OUTSIDE FOOT FOR OUTSIDE HAS 1 THREAT TO OPEN GAP,
- BEAR = SCAN MOST DANGEROUS PRESSURE. MAKE LOCK SIDE WHOLE
- KEEP FEET STAGGERED, INSIDE FOOT UP.SPLIT
TB THREAT INSIDE-OUT AT LB LEVEL CROTCH OF THE DEFENDER WITH OUTSIDE FOOT.
- VS 4 WEAK OUT CALL SECURE
- ALERT A GAP “HARD” CALL TO BLACKSIDE OPEN GAP TO 1ST INSIDE LB.
F $ F $
1 2 1
2
C W M S C C W M C
S
E N T E E T N E
A-GAP MUG
“SLIDE” “LOCK”
= “HARD”
60 VS BEAR
F
$
M S
C C
W E N T E
“MATCH”
- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
NOT CHASE RETURN ACROSS
YOUR FACE.
C
- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
NOT CHASE RETURN ACROSS
BSG YOUR FACE.
- SELL 12/13, HARD JUMP CUT TO - GREAT FAKE - HARD SELL RUN ACTION TO
BACKSIDE A - ARMS ON BODY INFLUENCE DEFENDERS.
TB
- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR ZONE RUN GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE
QB SIDE YOU NAKED TO.
+ BREAK CONTAIN RETRACE PULL UP THROW BY ATH. DE
+ PULL UP OVER DRAG THROW (RIFLE)
- DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP + CHASE TECHNIQUE
BALL HANDLING. (SPECIFIC GUN AND SPECIFIC STACK
TECHNIQUES)
912/913 (914/915)
UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E
CAGE B CAGE B
913 913
UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E
CAGE B CAGE B
- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
PST YOUR FACE.
- BLOCK A RIFLE AND MAKE OUT
CALL TO ALERT OTHERS OF
MOVEMENT
- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
PSG
- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
C
- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
BSG
- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
BST
- D GAP RIFLE TO PIN C GAP DEFENDER - VS RIFLE USE OUTSIDE BLITZ - COMMUNICATE THE RIFLE
TECHNIQUE – INSIDE # OF BLITZER,
BSTE SPLIT THE CROTCH WTH OUTSIDE
/FB FOOT
- VS BASE – PIN EMOL
- HARD 12/13 (14/15) PLAY FAKE. - GREAT FAKE - RESPONSIBLE FOR FLAT
- BLINK 1 PAST CENTER’S ID TO ROUTE. - ARMS ON BODY CONTROL
- HARD SELL RUN ACTION TO
TB INFLUENCE DEFENDERS.
- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR STRETCH ZONE RUN GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE + BREAK CONTAIN RE TRACE PULL UP THROW BY ATH. DE
QB SIDE YOU NAKED TO. + PULL UP OVER DRAG THROW (RIFLE)
- DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP + CHASE TECHNIQUE
BALL HANDLING. (SPECIFIC GUN AND SPECIFIC STACK
TECHNIQUES)
912/913 (914/915) PIN
913 PIN VS UNDER 913 PIN VS OVER
F F
$ $
C W M W M S
S C C C
E T N E E N T E
- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
NOT CHASE SLANT ACROSS
YOUR FACE.
- BLOCK A RIFLE AND MAKE OUT
PST CALL TO ALERT OTHERS OF
MOVEMENT
- PULL AND BLOCK EMOL – WORK TO HIS - CLEAR OC AND THEN GET DEPTH - CUT IF EMOL IS UPFIELD ON
OUTSIDE HIP! (SICKLE PATH) YOU
PSG
- SELL 12/13 BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
C
- SELL 12/13 BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE RETURN ACROSS
BST YOUR FACE.
- IF RIFLE PROFILE THINK RAKE
THE DE
- SELL SPEED SWEEP, PEAK AND SECURE - GREAT FAKE - HARD SELL RUN ACTION TO
B GAP TO EDGE - ARMS ON BODY INFLUENCE DEFENDERS.
TB
- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR ZONE RUN GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE
QB SIDE YOU NAKED TO.
+ BREAK CONTAIN RETRACE PULL UP THROW BY ATH. DE
+ PULL UP OVER DRAG THROW (RIFLE)
- DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP + CHASE TECHNIQUE
BALL HANDLING. (SPECIFIC GUN AND SPECIFIC STACK
TECHNIQUES)
908/909
UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E
B B
909 909
UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E
B B
909 909
986/987 PIN
· 6 MAN PROTECTION
· HARD PLAY ACTION BREAK CONTAIN PASS PLAY
· OL SELLS COUNTER PLAY HARD BUT DOES NOT GO DOWNFIELD.
- BLOCK DOWN IN THE B GAP. - HARD SELL RUN ACTION, DO NOT - DO NOT GO DOWN FIELD
CHASE RETURN ACROSS YOUR FACE. - RAKE DEFENSIVE END VS.
PST RIFLE
- BLOCK DOWN IN THE A GAP. - HARD SELL RUN ACTION, DO - DO NOT GO DOWN FIELD
NOT CHASE RETURN ACROSS
YOUR FACE.
PSG
- BLOCK BACK THROUGH THE A GAP, - HARD SELL RUN CALL TO YOUR BSG - LOOK FOR SCRAPE LB OR
RELEASE FLAT DOWN THE LINE AND BUT DO NOT GO DOWN FIELD RELEASE RIFLE WHEN YOU CLEAR THE
TURN BACK TO BLOCK CONTAIN. FLAT DOWN THE LINE. DEFENSIVE END
C - IF A GAP THREAT STAY IN.
- OPEN PULL STRAIGHT DOWN THE LINE - HARD SELL RUN CALL ON YOUR PULL - ALERT RIFLE CALL.
TO THE C GAP, BLOCK C GAP DEFENDER. BUT DO NOT GO DOWN FIELD. - HARD SELL RUN ACTION
- CUT THE DEFENSIVE END OR
BSG CUT THE RIFLE
- BLOCK DOWN IN B GAP BACK THROUGH - HARD SELL RUN CALL TO YOUR GAP - ALERT RIFLE TO MAN ON MAN
TO A GAP. BUT DO NOT GO DOWN FIELD. OUTSIDE.
- HARD SELL RUN ACTION, DO
BST NOT CHASE RETURN ACROSS
YOUR FACE.
- D GAP RIFLE TO PIN C GAP DEFENDER - VS RIFLE USE OUTSIDE BLITZ - COMMUNICATE THE RIFLE
TECHNIQUE – INSIDE # OF BLITZER,
TE/ SPLIT THE CROTCH WTH OUTSIDE
FB FOOT
- VS BASE – PIN EMOL
- HARD SELL 86/87 - SELL RUN ACTION - HARD SELL RUN ACTION TO
- BLOCK 1ST DEFENDER OUTSIDE PULLER - ARMS ON BODY INFLUENCE DEFENDERS.
TB - NO THREAT - SECURE BLOCK OF PULLER
- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR GAP SCHEME COUNTER GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE + PULL UP OVER DRAG THROW (RIFLE)
SIDE YOU ROLL TO. + CHASE TECHNIQUE
QB - DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP - VS RIFLE – POSSIBLE PULL UP AND FIND CROSSER, IF
BALL HANDLING. CROSSER COVERED RUN UP THE MIDDLE
- UNDERSTAND MAN COVERAGE, GREEN DOG POTENTIAL
986/987 PIN
F $
F $
C C C
W M S C W M S
E T N E E N T E
W M C W B M C
C C NS
E T N E S E N E
814/815 (812/813)
· 7 MAN PROTECTION
· HARD SELL PLAY ACTION PASS OFF OF CAB ACTION
· TEEN SERIES ID FOR THE CENTER (OUT CALL)
· 4 STRONG PRESSURE IS HANDLED WITH AN OUT CALL
· 4 WEAK PRESSURE IS HANDLED WITH A TAKES TWO TO SINGLE RECEIVER.
· THE QB WILL SELL SAME SIDE CAB & DROP STRAIGHT BACK
- WHITE SIDE = GUT (POSSIBLE MAN) - HARD SELL RUN PLAY, DO NOT GO - ALERT FOR “OUT” CALL TO 4
- BLACK SIDE = MAN DOWNFIELD. STRONG.
PST - ODD = GUT - BLOCK INSIDE V ON MAN. - OUT CALL = TRACKS
- JUMP SET VS. BASE DEFENSE
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - HARD SELL RUN PLAY, DO NOT GO
PLAYSIDE. DOWNFIELD. - OUT CALL = TRACKS
- WHITESIDE = SHADE – MAN
C G – CAGE
- BLACKSIDE = BACKSIDE SHADE – ASS
BACKSIDE G – CAGE
- ODD = A
- WHITESIDE = SHADE – ASS - HARD SELL RUN PLAY, DO NOT GO
G – MAN DOWNFIELD. - OUT CALL = TRACKS
- BLACKSIDE = A-GAP DEFENDER
BSG - ODD = JACK A TO BSLB
F $ $ F
C W M S C
C W M S C
E T N E E N T E
“MAN”
“CAGE”
“CAGE”
$ $ F
F
W M S C
W M
C C C
E T N E S E T N E
“OUT”
“OUT = “TRACKS”
814 VS SMOKE 814 VS UNDER
F $
W M C
C $ C
E S C F W M S
E T N
E T N E
“OUT”
“A” “MAN”
816/817
· 6 MAN PROTECTION
· HARD PLAY ACTION POCKET PASS (LAUNCH POINT I/S LEG OF GUARD)
· OL GAP SCHEME TO A MAN WITH A PULLER ALLOWS FOR BIG ON BIG PROTECTION.
· RB POSSIBLE 6 MAN PROTECTOR VS PRESSURE.
- BLOCK INSIDE A-GAP - BLACKSIDE = HARD RUN SELL(GUT) - STAY SQUARE IN GAP.
- TRACK CALLSIDE LB WITH A-GAP AWARENESS. - DO NOT CHASE MOVEMENT
- WHITESIDE = HARD RUN SELL ON A-GAP ACROSS YOUR FACE. YOU ARE
PSG DEFENDER. PROTECTED BY THE PST.
- WORK TO KEEP INSIDE NUMBER
LEVERAGE ON A-GAP DEFENDER.
- BLOCK BACKSIDE A-GAP BACK - BLACKSIDE = HARD RUN SELL BACK - STAY SQUARE IN GAP.
REPLACING PULLING GUARD. SIDE ON B-GAP DEFENDER. - WORK TO CLAMP THE B-GAP
- WHITESIDE = HARD RUN SELL ON THE DEFENDER
C A-GAP DEFENDER. - DO NOT CHASE MOVEMENT
- KEEP INSIDE NUMBER LEVERAGE ON ACROSS YOUR FACE TO A
A-GAP DEFENDER. GAP. YOU ARE PROTECTED BY
THE PSG.
- OPEN PULL TO CALLSIDE AND - OPEN PULL FLAT DOWN THE LINE FOR - OPEN PULL FOR A MINIMUM OF
BLOCK C-GAP DEFENDER. C-GAP DEFENDER. 3 STEPS THEN SETTLE.
- KEEP INSIDE NUMBER LEVERAGE. - WORK FLAT DOWN THE LINE
BSG THEN FOR DEPTH NOT TO
CREATE SPACE FOR THE C-
GAP DEFENDER.
- BLOCK THE DE AFTER CHECKING FOR THE - HARD RUN SELL ON THE - HARD SELL RUN TO INSIDE
BSLB BLITZ. DEFENSIVE END. NUMBER THEN SETTLE.
- MAINTAIN INSIDE NUMBER
BST - KEEP INSIDE NUMBER LEVERAGE.
LEVERAGE.
- MUST PICK UP B-GAP BLITZ.
- VS. BS RIFLE = “DENT”
- SELL SPEED SWEEP - SELL RUN ACTION - HARD SELL RUN ACTION TO
- BLOCK 1ST DEFENDER OUTSIDE PULLER - ARMS ON BODY INFLUENCE DEFENDERS.
TB - NO THREAT – CARRY OUT FAKE TO
SWING ROUTE
- GAP/MAN PASS PROTECTION USED TO COMPLIMENT BLAST - EXAMPLE (817)
RUN GAME + RT GUARD WILL PULL LT
- THIS IS AN AGGRESSIVE RUN ACTION FAKE USED WITH 5 STEP + RB WILL TAKE FAKE TO THE LT, CHECK PASS PRO
RHYTHM TIMING FOR THE QB RESPONSIBILITIES AND RUN SWING ROUTE (WE WILL TAG
QB - SIGHT ADJUSTMENT WEAK BASED ON GAMEPLAN RB ROUTE TO TAKE HIM OFF FLAT RESPONSIBILITY BASED
- SELL BLAST FAKE – AGGRESSIVE TO I/S LEG OF PS GUARD ON ROUTE PRINCIPLE.)
- HOT OFF B.S. B-GAP RUN THROUGH - NO DEEP
+ CHECK THE PLAY
816/817
817 VS UNDER 817 VS OVER
F F
$ $
C C C W M S
W M S C
E T N E E N T E
“RAKE”
“ POSSIBLE BUMP BY
OC BACK TO BST”
F
F $
C M S C $
W E N T E M S
W C
C E
E T N
“RAKE”
864/865
· 6 MAN PLAY ACTION PROTECTION (4-5 SECONDS)
· ALWAYS PROTECTING THE QB BACKSIDE
· ALLOW NO A GAP RUN THROUGH
· 4 WEAK PRESSURE IS HANDLED WITH AN OUT CALL
· 4 STRONG IS HANDLED BY FLIPPING THE PROTECTION
· RB HAS A DUAL READ (MAKES THE LOCK SIDE WHOLE)
· QB IS RESPONSIBLE FOR THE 7TH DEFENDER (CALL SIDE WIDEST)
- 4 DOWN = SET FOR “SLIDE” SIDE B GAP - WHITESIDE = JUMP/ANGLE SET TO - ALERT FLIP PROTECTION BY
DEFENDER INSIDE NUMBER LEVERAGE OF B GAP QB IF HE SEES 4 STRONG
- BEAR = “MATCH” CALL BLOCK MAN ON DEFENDER. - ALERT FOR AN OUT CALL TO
- ODD = SLIDE B-GAP OR DOUBLE SORT BASED - BLACKSIDE = JUMP/ANGLE SET GIVING “SLIDE” SIDE VS 4 WEAK.
BSG ON GAMEPLAN HELP WITH CALL SIDE HAND TO OC. JUMP SET AND COLLECT THE B
DO NOT VACATE. GAP DEFENDER.
- TIMING IS 4-5 SECONDS
- KEEP INSIDE NUMBER LEVERAGE ON
“SLIDE” SIDE DEFENDER.
- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - JUMP/ANGLE SET FOR C GAP - ALERT FLIP PROTECTION BY
DEFENDER DEFENDER. QB IF HE SEES 4 STRONG
- BEAR = “MATCH” CALL, BLOCK MAN ON - KEEP INSIDE NUMBER LEVERAGE ON - ALERT FOR AN OUT CALL TO
- ODD = SLIDE C-GAP OR DOUBLE SORT BASED “LOCKED” DEFENDER. “SLIDE” SIDE VS 4 WEAK.
BST ON GAMEPLAN JUMP SET AND COLLECT THE
WIDEST DEFENDER.
- TIMING IS 4-5 SECONDS
- LINE UP TO SAME SIDE AS PROTECTION CALL - LEAD STEP WITH INSIDE FOOT FOR INSIDE - ALERT PROTECTION FLIP VS 4
- PLAY FAKE PRESSURE OR OUTSIDE FOOT FOR OUTSIDE STRONG
- DUAL READ MOST DANGEROUS THREAT PRESSURE. - VS 4 WEAK OUT CALL SECURE
TB INSIDE OUT CALLSIDE - KEEP FEET STAGGERED, INSIDE FOOT UP.SPLIT 1 THREAT TO OPEN GAP.
- BEAR = FTF-SCAN MOST DANGEROUS CROTCH OF THE DEFENDER WITH OUTSIDE FOOT. - FTF VS. BLITZ
THREAT INSIDE-OUT AT LB LEVEL
- VS 4 DOWN TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 2 - MECHANICS TO HANDLE 4 MAN PRESSURE TO THE CALLSIDE OF
- VS ODD (3 DOWN) TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 2 THE PASS PROTECTION VS 4 DOWN
- VS NO DEEP 1)FLIP PROTECTION
1) POSSIBLE BUILT IN Q’S 2) POSSIBLE BUILT IN Q’S IF ROGER/LARRY IS MISSED
2) THROW WARM ADJUSTMENT 3) THROW SIGHT
QB 3) CHECK TO OPTION OR Q.G.
864/865
864 VS OVER 864 VS UNDER
F $ F $
1 2 1
2
C W M S C C W M C
S
E N T E E T N E
“MATCH”
“SLIDE”
“4 FOR 4” “LOCK”
- BLOCK INSIDE A GAP - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK CALLSIDE/ID LB WITH A GAP AWARENESS. (GUT) - DO NOT CHASE MOVEMENT
- WHITESIDE = HARD RUN SELL ON A GAP ACROSS YOUR FACE. YOU ARE
PSG DEFENDER. PROTECTED BY THE PST.
- WORK TO KEEP INSIDE NUMBER
LEVERAGE ON A GAP DEFENDER.
- BLOCK BACKSIDE A GAP BACK - BLACKSIDE = HARD RUN SELL BACK - STAY SQUARE IN GAP.
REPLACING PULLING GUARD. SIDE AND CLAMP B GAP DEFENDER - WORK TO CLAMP THE B GAP
- ID PLAYSIDE ILB WITH Y/H/T DEFENDER
- WHITESIDE = HARD RUN SELL ON THE - DO NOT CHASE MOVEMENT
C A GAP DEFENDER. ACROSS YOUR FACE TO A
- KEEP INSIDE NUMBER LEVERAGE ON GAP. YOU ARE PROTECTED BY
A GAP DEFENDER. THE PSG. “ALERT DENT VS.
RIFLE”
- OPEN PULL TO WAGGLE DIRECTION, BLOCK C - OPEN PULL FLAT DOWN THE LINE FOR - WORK FLAT DOWN THE LINE
GAP DEFENDER. C GAP DEFENDER. THEN FOR DEPTH NOT TO
- KEEP INSIDE NUMBER LEVERAGE. CREATE A GAP FOR THE C GAP
BSG
DEFENDER.
- BLOCK THE DE - HARD RUN SELL CALL ON THE - HARD SELL RUN TO INSIDE
DEFENSIVE END. NUMBER THEN SETTLE.
- KEEP INSIDE NUMBER LEVERAGE. - MAINTAIN INSIDE NUMBER
LEVERAGE.
BST - ALERT BUMP FROM OC VS
STEELER BLITZ OR RIFLE
- CALL DENT VS. RIFLE
- CHECK RIFLE TO SECURE B GAP. - PULL FOR 3 QUICK STEPS TO SELL PUNCH.
- SECURE B GAP TO MLB WITH OC AND
CLAMP DEFENDER
TE/ - RIFLE = BLITZ TECHNIQUE INSIDE #
FB
- QUICK CHECK B GAP TO ROUTE (ALERT - SELL MID ZONE RUN ACTION AWAY FROM - HARD RUN SELL ACTION TO
RIFLE) PRO CALL. INFLUENCE DEFENDERS
- ABORT FAKE VS BLITZ - ARMS ON BODY - FLAT CONTROL
TB - IF NO THREAT, RUN AN ARROW ROUTE
UNLESS TAGGED OTHERWISE
C W M W M S
S C C C
E T N E E N T E
F $ F
$
C W M C
W M C C
S
E T N E E T N E S
RIFLE/DENT
“ POSSIBLE BUMP BY
OC BACK TO BST”
RAKE
RIFLE
POSSIBLE SIGHT VS.
STATIC OR SQUEEZE
END
886/887-T
· 6/7 MAN PROTECTION
· HARD PLAY ACTION POCKET PASS
· OL GAP SCHEME TO A MAN WITH A PULLER ALLOWS FOR BIG ON BIG PROTECTION.
· RB RESPONSIBLE FOR 7TH MAN
· VS. 2 OUTSIDE PST, A GAMEPLAN SIGHT ADJUSTMENT IS NEEDED.
- BLOCK INSIDE A GAP - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK CALLSIDE/ID LB WITH A GAP AWARENESS. (GUT) - DO NOT CHASE MOVEMENT
- WHITESIDE = HARD RUN SELL ON A GAP ACROSS YOUR FACE. YOU ARE
PSG DEFENDER. PROTECTED BY THE PST.
- WORK TO KEEP INSIDE NUMBER
LEVERAGE ON A GAP DEFENDER.
- BLOCK BACKSIDE A GAP BACK - BLACKSIDE = HARD RUN SELL BACK - STAY SQUARE IN GAP.
REPLACING PULLING GUARD. SIDE AND CLAMP B GAP DEFENDER - WORK TO CLAMP THE B GAP
- ID PLAYSIDE ILB WITH Y/H/T DEFENDER
- WHITESIDE = HARD RUN SELL ON THE - DO NOT CHASE MOVEMENT
C A GAP DEFENDER. ACROSS YOUR FACE TO A
- KEEP INSIDE NUMBER LEVERAGE ON GAP. YOU ARE PROTECTED BY
A GAP DEFENDER. THE PSG. “ALERT DENT VS.
RIFLE”
- OPEN PULL TO WAGGLE DIRECTION, BLOCK C - OPEN PULL FLAT DOWN THE LINE FOR - WORK FLAT DOWN THE LINE
GAP DEFENDER. C GAP DEFENDER. THEN FOR DEPTH NOT TO
- KEEP INSIDE NUMBER LEVERAGE. CREATE A GAP FOR THE C GAP
BSG
DEFENDER.
- BLOCK THE DE - HARD RUN SELL CALL ON THE - HARD SELL RUN TO INSIDE
DEFENSIVE END. NUMBER THEN SETTLE.
- KEEP INSIDE NUMBER LEVERAGE. - MAINTAIN INSIDE NUMBER
LEVERAGE.
BST - ALERT BUMP FROM OC VS
STEELER BLITZ OR RIFLE
- CALL DENT VS. RIFLE
TE/
FB
C W M W M S
S C C C
E T N E E N T E
F $ F
$
C W M C
W M C C
S
E T N E E T N E S
RIFLE/DENT
“ POSSIBLE BUMP BY
OC BACK TO BST”
RAKE
RIFLE
POSSIBLE SIGHT VS.
STATIC OR SQUEEZE
END
600/601 (300/301)
· 6 MAN PROTECTION
· OL GAPS AWAY FROM CALL
· TB HANDLES CALLSIDE C-GAP THREAT
- BLOCK THE A GAP - BLACKSIDE = SET AN EDGE WITH - STAY SQUARE IN GAP.
CALLSIDE HAND, DO NOT VACATE TO - DO NOT VACATE IMMEDIATELY
NO A GAP DEFENDER. IF NO A GAP THREAT.
PSG - WHITESIDE = POWER SET DOWN HARD
- FEATHER BUT DO NOT CHASE
TO INSIDE NUMBER LEVERAGE OF
A GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON A FACE TO B GAP. YOU ARE
GAP DEFENDER. PROTECTED BY THE PST.
- FULL GAP PROTECTION WITH THE TB HANDLING THE CALLSIDE C-GAP. QB - OPPOSITE THE PASS PROTECTION YOU ARE GOOD BECAUSE OF
SHOULD UNDERSTAND WHERE THE SLIDE IS TAKING PLACE. THE STRENGTH THE FULL SLIDE.
OF THE PASS PROTECTION IS OPPOSITE THE PASS PROTECTION CALL. THE
WEAKNESS OF THE PASS PROTECTION IS TO THE CALL.
- IT TAKES 2 DEFENDERS OUTSIDE OF THE CALL SIDE TACKLE TO CREATE A
QB HOT SITUATION FOR THE QB.
600/601 (300/301)
F $
F $
C C M
W M C W S C
S
E T N E E N T E
“OUT”
C B W M C
N
N C W M S
E E C
E N T E
700/701
· 7 MAN PROTECTION
· OL GAPS AWAY FROM CALL
· TB HANDLES CALLSIDE C-GAP TO D-GAP THREAT
- BLOCK THE A GAP - BLACKSIDE = SET AN EDGE WITH - STAY SQUARE IN GAP.
CALLSIDE HAND, DO NOT VACATE TO - DO NOT VACATE IMMEDIATELY
NO A GAP DEFENDER. IF NO A GAP THREAT.
PSG - WHITESIDE = POWER SET DOWN HARD
- FEATHER BUT DO NOT CHASE
TO INSIDE NUMBER LEVERAGE OF
A GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON A FACE TO B GAP. YOU ARE
GAP DEFENDER. PROTECTED BY THE PST.
- MAKE TE WHOLE. BLOCK C-GAP IF TE - LEAD STEP TO LANDMARK. SPEED TO - WATCH COMMUNICATION OF TE
- TE SLAPS HIP HE IS BASING D-END TO D-
BLOCKS OUT ON D-GAP DEFENDER. POWER WITH INSIDE STAGGER FOOT. GAP (TAKE TRACK TO INSIDE HIP OF TACKLE)
TB BLOCK D-GAP IF TE BLOCKS DOWN - NO SLAP = TE TAKING C-GAP (TAKE TRACK
TO INSIDE HIP OF TE)
ON C-GAP DEFENDER - IF NO WORK, HELP TE
TE
700/701
F $
F $
C C M
W M C W S C
S
E T N E E N T E
“OUT”
C B W M C
N
N C W M S
E E C
E N T E
800/801
· 6 MAN PROTECTION
· OL GAPS AWAY FROM CALL
· RB QUICK FAKE AND CUTS THE E.M.O.L.
· QB HANDLES CALLSIDE RIFLE
- BLOCK THE A GAP - BLACKSIDE = SET AN EDGE WITH - STAY SQUARE IN GAP.
CALLSIDE HAND, DO NOT VACATE TO - DO NOT VACATE IMMEDIATELY
NO A GAP DEFENDER. IF NO A GAP THREAT.
PSG - WHITESIDE = POWER SET DOWN HARD
- FEATHER BUT DO NOT CHASE
TO INSIDE NUMBER LEVERAGE OF
A GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON A FACE TO B GAP. YOU ARE
GAP DEFENDER. PROTECTED BY THE PST.
- QUICK 16/17 FAKE - AIM I/S HIP OF THE TACKLE. - FLASH FAKE RUN ACTION TO
- CUT INSIDE THIGH OF 1ST DEFENDER O/S OF INFLUENCE DEFENDERS.
TB TACKLE - SHOW SHELF AND SHOW FOLD
WITH TOP ARM.
- FULL GAP PROTECTION WITH THE TB CUTTING THE EMOL TO THE CALL. QB - OPPOSITE THE PASS PROTECTION YOU ARE GOOD BECAUSE OF
SHOULD UNDERSTAND WHERE THE SLIDE IS TAKING PLACE. THE STRENGTH THE FULL SLIDE.
OF THE PASS PROTECTION IS OPPOSITE THE PASS PROTECTION CALL. THE
WEAKNESS OF THE PASS PROTECTION IS TO THE CALL.
QB - IT TAKES 2 DEFENDERS OUTSIDE OF THE CALL SIDE TACKLE TO CREATE A
HOT SITUATION FOR THE QB.
801 801
801 VS STEELER 801 VS RAIDER
F
$ F
$
C C
M W M W
C C
S E N T E S E N T E
“RAKE”
801 801
801 VS ODD 801 VS BEAR
C F
F
$ M W B C
$ M C C
S E N E
S T N E
E W
801 801
414/415
· 5-MAN SPRINT PROTECTION
· QB BREAK CONTAIN, MOVE THE POCKET PASS
- REACH C GAP DEFENDER, IF NO - HARD REACH C GAP DEFENDER TO - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN B GAP. CAPTURE THE EDGE FOR QB TO MOVEMENT ACROSS FACE,
- POSSIBLE “OUT” CALL BREAK CONTAIN.
PST - IF NO C GAP THREAT ON HARD REACH
YOU ARE PROTECTED INSIDE.
- OUT TRACKS VS. RIFLE
LOOK BACK TO SECURE INSIDE GAP
LATE.
- REACH B GAP DEFENDER, IF NO - HARD REACH B GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN A GAP. - IF NO B GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE INSIDE GAP YOU ARE PROTECTED INSIDE.
PSG LATE. - OUT TRACKS VS. RIFLE
- REACH A GAP DEFENDER, IF NO - HARD REACH A GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN BS A GAP. - IF NO A GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE BS A GAP YOU ARE PROTECTED
C LATE. (WATERFALL) BACKSIDE.
- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) HURRY TO HINGE BACK.
BSG - ALERT FOR RETURN BACK TO
GAP IF UNCOVERED PLAYSIDE.
- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) HURRY TO HINGE BACK.
BST - ALERT FOR RETURN BACK TO
GAP IF UNCOVERED PLAYSIDE.
- QUICK MOVEMENT PASS USED TO CHANGE THE LAUNCH - FRONTSIDE - OUR OBJECTIVE IS TO CAPTURE THE
POINT OF THE QB. EDGE AND BREAK CONTAIN.
QB - UNDERSTAND THE WEAKNESS OF THE PASS PROTECTION - POSSIBLE PULL UP CAN OCCUR VS RIFLE OR ULTRA-
CALL = VS 4 WEAK YOU MUST STAY ON THE MOVE! AGGRESSIVE CONTAIN RUSHERS ON PRESSURES
414/415
414 VS OVER 414 VS ODD
F $
F $
C W M C C B M C
S W NS
E N T E E N E
F $
F $
W M W M
C S C C
C S
E T N E E T N E
“OUT” CALL
494/495
· 6-MAN SPRINT PROTECTION
· QB BREAK CONTAIN, MOVE THE POCKET PASS
· RB SECURES CALLSIDE EDGE
- REACH C GAP DEFENDER, IF NO - HARD REACH C GAP DEFENDER TO - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN B GAP. CAPTURE THE EDGE FOR QB TO MOVEMENT ACROSS FACE,
BREAK CONTAIN. YOU ARE PROTECTED INSIDE.
PST - IF NO C GAP THREAT ON HARD REACH - IF LOOSE END – LET THE TB
LOOK BACK TO SECURE INSIDE GAP BLOCK HIM. SIGNAL TO TB.
FOR A SCRAPE LB. - TB HAS A RIFLE - GANG
- REACH B GAP DEFENDER, IF NO - HARD REACH B GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN A GAP. - IF NO B GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE INSIDE GAP YOU ARE PROTECTED INSIDE.
PSG LATE. - GANG CALL VS. INSIDE
PRESSURES.
- REACH A GAP DEFENDER, IF NO - HARD REACH A GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN BS A GAP. - IF NO A GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE BS A GAP YOU ARE PROTECTED
C LATE. BACKSIDE.
- WATERFALL TECHNIQUE - GANG CALL VS. INSIDE
PRESSURES.
- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) - WATERFALL TECHNIQUE – BACK HURRY TO HINGE BACK.
BSG PEDAL INSIDE OUT PROTECTING THE - ALERT FOR RETURN BACK TO
A-GAP TO B-GAP. GAP IF UNCOVERED PLAYSIDE.
- GANG CALL VS. INSIDE
PRESSURES.
- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) - WATERFALL TECHNIQUE – BACK HURRY TO HINGE BACK.
BST PEDAL INSIDE OUT PROTECTING THE - ALERT FOR RETURN BACK TO
A-GAP TO B-GAP. GAP IF UNCOVERED PLAYSIDE.
- SECURE FRONTSIDE EDGE OUTSIDE - ATTACK THE OUTSIDE SHOULDER OF - TAKE OVER DE
PST/TE. E.M.O.L. - BE ALERT FOR 2ND LEVEL
TB - CUT RIFLE CONTAIN LB.
- WORK ON THE SAME PLANE
OF OT/TE.
- QUICK MOVEMENT PASS USED TO CHANGE THE LAUNCH - FRONTSIDE - OUR OBJECTIVE IS TO CAPTURE THE
POINT OF THE QB. EDGE AND BREAK CONTAIN.
QB - UNDERSTAND THE WEAKNESS OF THE PASS PROTECTION - POSSIBLE PULL UP CAN OCCUR WITH POOR CUTS BY
CALL = VS 4 WEAK YOU MUST STAY ON THE MOVE! THE TB OR ULTRA-AGGRESSIVE CONTAIN RUSHERS
ON PRESSURES
494/495
494 VS OVER 494 VS ODD
F $
F $
C W M C C B M C
S W NS
E N T E E N E
$
F F $
W M S W M
C C S
C C
E T N E E T N E