Title: QUARTERBACK SCHOOL 2006
1QUARTERBACK SCHOOL 2006
QBS Goals/Responsibilites
Qualities of a Trinity QB
Six Second Rule
Defense ID Fronts
SlotDef.
Defense ID Coverage
Run Check Terms
Pass Pre-Snap Terms
Passing Game Reads
Pass Post-Snap Terms
Throws/Ball Placement
Drop Summary
Run/Pass Calls
Numbers Game Overview
Uncovered Checks
Blitz Procedure
Structures of Routes
Route Packages
200 Offense Red Ball
Glossary/Terminology Pg
2GOALS
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With greater sophistication comes greater
CONTROL. Sun Tzu
- Gain a foundational understanding of the
components of our offense - Procedures Terminology Defenses Run game
Protections Routes - Understand the WHY behind the WHAT
- Begin to visualize the game Get lots of mental
reps Slow the game down - Put yourself in a position by end of summer to
- Understand and absorb things quicker the second
time through - Fully show your physical skills because the
learning part isnt slowing you down - Establish leadership by being able to help
teammates know what to do. - Learn how to get the most out of watching film
- Establish a good foundation of footwork skills
3YOUR RESPONSIBILITY
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- Be active and engaged in the learning process
- Ask questions
- Make sure you know the why behind the what
- Checkers Learn from the other guys repsrep it
as if its yours - Review for 15 within 24 hours of our
meetingsstore in long-term memory - Approach the information as though youve never
heard it before
4QUALITIES OF A TRINITY QUARTERBACK
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MENTAL (includes intangible) is to PHYSICAL as
4 is to 1 The game is largely played from the
waist down and the neck up When your best
player is also your best guy, you have something
special.
- AREAS IN WHICH YOU WILL BE EVALUATED
- Intangibles (Be the right kind of person and
teammate) - Understanding (Grasps offensive concepts
opposing defenses) - Decision-making (Pre- and Post-snap)
- Footwork ball-handling
- Body position pocket presence
- Throws (Ball placement, choosing the correct
velocity trajectory)
5QUALITIES OF A TRINITY QUARTERBACK
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Someone who has the INTANGIBLES we look for
is THE MAN Wants the responsibility, wants to
be a guy people looks to A DETAIL PERSON Cares
about/pays attention to the smallest parts of his
game A LEADER BY EXAMPLE/ Hardest worker, most
visible, embodies what we wantGREAT PRACTICE
HABITS on off the field, takes initative, goes
above and beyond MENTALLY TOUGH Handles
frustration, responds to adversity FORCES
himself to always display POSITIVE body
language! COACHABLE Doesnt think he has all
the answers UNSELFISH Actively takes interest
in his teammates, puts them first A GAME
MANAGER Understands situations, is savvy, avoids
mistakes that get his team beat BEST IN THE
CLUTCH Wants the ball when the game is tight,
not afraid to make the big throw TAKES
BLAME/GIVES CREDIT When things go bad
offensively, shields his teammates
from criticism by accepting blame. When
things go well, deflects praise to his
linemen, backs, and receivers.
6QUALITIES OF A TRINITY QUARTERBACK
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QBS 2006
Someone who has the UNDERSTANDING we look
for Is EAGER TO LEARN Thrives on the game,
looks at the classroom/film room as a chance
to gain an edge KNOWS ALL 11 JOBS Sees each play
as a picture and how everyone fits into that
picture. Can establish himself as a leader
because he helps other positions learn their
jobs KNOWS the WHY Not only knows WHAT to do,
but WHY we do things. Allows him to make
adjustments in the heat of the game when
things dont show up exactly like they did in
practice UNDERSTANDS DEFENSES So he can attack
and manipulate them using the tools available
to him, and thus CONTROL the FIELD
The smarter you are, the more you want to learn.
If you want to be a great one, you cant just
think about this stuff while youre at the
facility. LLOYD CARR UNIVERSITY of MICHIGAN
7QUALITIES OF A TRINITY QUARTERBACK
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QBS 2006
Someone who is the DECISION-MAKER we look
for VISUALIZES Rehearses plays and situations
in his mind throughout the week, slows the
game down for himself TRUSTS the
SYSTEM Doesnt think hes above the rules of the
system, because it helps him account for what
will happen on the field in an organized
fashion and protects him. TRUST of the SYSTEM
keeps you from FORCING MISTAKES but ISNT A
ROBOT Is savvy and confident enough to make plays
beyond (not against) the system when its
time to make a play. USES THE 06 RULE Is
DECISIVE Makes YES/NO decisions and does it
quickly, without second-guessing himself.
Doesnt hesitate. THROWS ON TIME Related to
decisiveness and trust. Throws WHEN the read
TELLS him to, not when he sees a receiver
open. SITUATIONALLY SMART Knows when to Take a
sack throw ball away etc.
8QUALITIES OF A TRINITY QUARTERBACK
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QBS 2006
- Components of great FOOTWORK and BALL-HANDLING
- Pushes ball deep to RB in the running game makes
them RB quickly - Angle, mesh, and tempo of runs look exactly same
as they do on PLAY ACTION - Carries out fake with 5 full-speed steps after
every run - DROPS are consistent and disciplined, serving the
following purposes - Get you where youre supposed to be Each
protection and route has a specific depth and
angle that you need to get to for the linemen to
do their job and for you to get the separation
you need from the L.O.S. - Get you there when youre supposed to be there
Along with that, each route has a specific TIME
when you must be ready to throw! SPEED of the
drop is critical! - Get your body in a position to deliver the ball
when the read tells you to
9QUALITIES OF A TRINITY QUARTERBACK
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QBS 2006
- Components of great BODY POSITION
- On straight dropbacks Front shoulder tent
pegged closed to target Ball loaded
Instep pointed to target Everything compact - On movement passes Ball loaded Feet chopping
Shoulder tent-pegged
- Components of great POCKET PRESENCE
- FEELS the rush, doesnt LOOK at it (eyes stay
downfield) - Skilled at ANTICIPATING and AVOIDING rushers with
quick foot adjustments, getting quickly back to a
ready throwing position - Willing to stand in and deliver the ball at the
last moment tough doesnt flee prematurely - Secure with the ball (front hand pressure)
- Knows when and how to scramble
10QUALITIES OF A TRINITY QUARTERBACK
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QBS 2006
- Components of great THROWS
- ACCURACY Ball placed correct shoulder for R.A.C.
or Gut shot to protect rec. - VELOCITY Thrown at the correct velocity needed
for the throw/situation - TRAJECTORY 1, 2, or 3 ball appropriate to the
throw and the defense
11SIX SECOND RULE
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QBS 2006
PREPARED PLAYERS PLAY FAST. The most important
06 of any play are the moments AFTER the play
has been called, but BEFORE the snap. The Six
Second rule is a simple checklist that allows
you to make the most of that time, allowing you
to be prepared and play fast.
- Find the 25 clock
- Less than 12 Take motion/shifts off
- Less than 10 Take all checks off call a play
out immediately - Less than 08 Time out (in key situations,
especially 3rd down) - Find JACK Need to know right now if youre in
Zero Safety mode! - Right to left scan Coverage
- Are they lined up right? (Uncovered receivers,
etc.) - Number of safeties
- Left to right Front are they lined up right?
(2 uncovered OL, 1 9 tech, etc.) - Pre-snap cues as dictated by play (find the 3
tech, Premium/non-premium, etc.)
12IDENTIFYING DEFENSES FRONTS
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FrontDir
QBS 2006
DEFENSIVE LINE Techniques When identifying the
location individuals in the defensive front, we
describe them in terms of the technique theyre
playing. Understanding these locations, or
techniques is critical because It provides a
very strong clue as to what gap a man is
responsible for, as well as the defenders around
him Often, it determines which way well check
a play to insure the best chances of success!
Special note Defenders aligned in a linebacker
position have a 0 added as a second digit to
their technique. For example, a linebacker
aligned 4-5 yds deep over a guard would be called
a 20 technique, or a Deep 2
0 Technique - Head up on the Center
4 Technique - Head up on a Tackle
0 Cheat or Shade - Aligned on one of Cs
shoulders
5 Technique - Outside shoulder of tackle
2i Technique - Inside shoulder of Guard
6i Technique - Inside shoulder of Tight End
2 Technique - Head up on a Guard
6 Technique - Head up on a Tight End
3 Technique - Outside shoulder of a Guard
9 Technique - Outside shoulder of a Tight End
4i Technique - Inside shoulder of Tackle
8 Technique - Head up on a Wing player
13IDENTIFYING DEFENSES FRONTS
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FrontDir
QBS 2006
DEFENSIVE CORES The next step in identifying
defenses is to classify the front structure in
terms of its core. The core refers to the
how defenders are aligned within the A and B
gaps. There are only 6 basic cores, as
identified by the Center at the L.O.S., they
tell us a lot about how the rest of the defense
is being played around it how we want to block!
They are named / IDed as follows
Cores with 1 DL
V
V
V
V
V
-Center has a down lineman on him (0 or
Shade) -Either one or both of the guards does NOT
have a DL on him.-TWO LB are in the
core -------------------------------- Core is
ODD
-Center has a down lineman on him (0 or
Shade) -Either one or both of the guards does NOT
have a DL on him. -ONE LB is in the
core -------------------------------- Core is
STACK
BASE DEFENSE FOR X (Lou) CHANGE-UP FOR Eastern,
X (Cincy), Ballard, Seneca, Manual
BASE DEFENSE FOR Ballard, Eastern, X
(Cincy) CHANGE-UP FOR X (Lou), Seneca, Southen
14IDENTIFYING DEFENSES FRONTS
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FrontDir
QBS 2006
DEFENSIVE CORES The next step in identifying
defenses is to classify the front structure in
terms of its core. The core refers to the
how defenders are aligned within the A and B
gaps. There are only 6 basic cores, as
identified by the Center at the L.O.S., they
tell us a lot about how the rest of the defense
is being played around it how we want to block!
They are named / IDed as follows
Cores with 2 DL
V
V
V
V
V
V
V
-Center does not have a DL on him (possible
shade), but Guards do -TWO players at LB depth
are in B gap to B gap area ----------------------
---------- Core is SPLIT
-Center does not have a DL on him (possible
Shade), but Guards to -ONE player at LB depth in
the B gap to B gap area -------------------------
------- Core is EVEN
BASE DEFENSE FOR Southern, X (Lou), Shelby Co.
CHANGE-UP FOR Fern Creek
BASE DEFENSE FOR X (Lou), Manual CHANGE-UP FOR
Shelby Co., Seneca, Male
15IDENTIFYING DEFENSES FRONTS
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FrontDir
QBS 2006
DEFENSIVE CORES The next step in identifying
defenses is to classify the front structure in
terms of its core. The core refers to the
how defenders are aligned within the A and B
gaps. There are only 6 basic cores, as
identified by the Center at the L.O.S., they
tell us a lot about how the rest of the defense
is being played around it how we want to block!
They are named / IDed as follows
Cores with 3 DL
V
V
V
V
V
V
V
-Center has a DL on him (0 or Shade) ,as doboth
Guards (usually 3, sometimes 2s) -NO LB players
are in the B gap to B gap core-Usually, 2 of
them will be C gap players -----------------------
--------- Core is BEAR ZERO
-Center has a DL on him (0 or Shade), as doboth
Guards (usually 3, sometimes 2s) -ONE player at
LB depth in the B gap to B gap
area -------------------------------- Core is
BEAR ONE
BASE DEFENSE FOR Oldham County, Fern Creek,
Male CHANGE-UP FOR Ballard, Henry Clay
BASE DEFENSE FOR -- CHANGE-UP FOR --
16IDENTIFYING DEFENSES SLOT DEFENDERS
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CoverageDir
- One of the areas in which we will see the most
variety is the manner in which defenses align
their Outside LB/Nickel Players related to our
Slot or Slot receivers. - These players will tell us much about
- Checking run versus pass,
- 2. Uncovered checks (whether we are uncovered and
which type to use), - 3. Our screen game, and
- 4. Pressure / Protection checks.
- Because this information is vital to our being
able to control the field, we need a great way
to communicate all the things we can see very
quickly. Our system of labelling the different
alignments we see follows.
17IDENTIFYING DEFENSES SLOT DEFENDERS
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CoverageDir
Two receiver side
HIP
IKE SHADE
TUCK
IT
IKE
OLLIE
V
V
V
V
V
V
Outsideshade orleverageon widest slot
Inside theTackle
BetweenInside recandTackle
Head upon Inside rec
18IDENTIFYING DEFENSES SLOT DEFENDERS
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CoverageDir
Three receiver side
HIP
TUCK
IT
IKE
OLLIE
MOE
MILT
V
V
V
V
V
V
V
Outsideshade orleverageon widest slot
Inside theTackle
BetweenMiddleandInside rec
BetweenInside recandTackle
Head upon Inside rec
Head upon Middle rec
19IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 1 COVERAGE FAMILIES Coverages are grouped
in families according to the number of
defensive backs they have in areas of DEEP
responsibility (8 yds or deeper) in between or
just outside the hashes. By understanding the
Coverage Family (0 Safety, 1 Safety, or 2
Safety), you already know a great deal about the
defenses overall philosophy, numbers against the
run, and ability to blitz.
?
20IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 1 COVERAGE FAMILIES Coverages are grouped
in families according to the number of
defensive backs they have in areas of DEEP
responsibility (8 yds or deeper) in between or
just outside the hashes. By understanding the
Coverage Family (0 Safety, 1 Safety, or 2
Safety), you already know a great deal about the
defenses overall philosophy, numbers against the
run, and ability to blitz.
0 Safety Family
1 Safety Family
2 Safety Family
No one in the hash area(8 yds or deeper,
betweenor within 2 yds of the hash) MAN
coverage family Run defenders Def 2 Pass
rushers Def 1 JACK tells you where
wereoutnumbered COVERAGES0, 0 Str, 0 Weak, 0
Press
1 player in the hash area (Jack) MAN or ZONE
coverage family Run defenders Def 1 Pass
rushers Even CB D.E.L. will tell you
theactual coverage COVERAGES1, 1 Press, 3, 3
Fire, 3 Cloud, 5
2 players on/near hash area MAN or ZONE
coverage family Run defenders Even Pass
rushers Off 1 Safeties relationship to
hashwill change when ball ison the hash! CB
D.E.L. Safety alignwill tell you actual
coverage COVERAGES2, 2 Man, 4, 8, 8 Press, 28
21IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 1 COVERAGE FAMILIES Coverages are grouped
in families according to the number of
defensive backs they have in areas of DEEP
responsibility (8 yds or deeper) in between or
just outside the hashes. By understanding the
Coverage Family (0 Safety, 1 Safety, or 2
Safety), you already know a great deal about the
defenses overall philosophy, numbers against the
run, and ability to blitz.
V
V
V
V
22IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 1 COVERAGE FAMILIES Coverages are grouped
in families according to the number of
defensive backs they have in areas of DEEP
responsibility (8 yds or deeper) in between or
just outside the hashes. By understanding the
Coverage Family (0 Safety, 1 Safety, or 2
Safety), you already know a great deal about the
defenses overall philosophy, numbers against the
run, and ability to blitz.
V
V
V
V
23IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 1 COVERAGE FAMILIES Coverages are grouped
in families according to the number of
defensive backs they have in areas of DEEP
responsibility (8 yds or deeper) in between or
just outside the hashes. By understanding the
Coverage Family (0 Safety, 1 Safety, or 2
Safety), you already know a great deal about the
defenses overall philosophy, numbers against the
run, and ability to blitz.
V
V
V
V
24IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 2 CORNERBACK D.E.L. In situations where
you need to know more than the coverage family,
you next look to the CB to clue you in. Youll
get what you need by finding their DEL Depth,
Eyes, Leverage
MAN Corner
ZONE Corner
DEPTH Usually deeper than man Generally 6 or
deeper
DEPTH Tighter in general Mostly 5 or tighter
C
C
EYES Looks inside/at you Can see STRIPE on his
helmet
EYES Looks at receiver Cannot see stripe
LEVERAGE Insideoccasionally head up
LEVERAGE Outside
Note The term PRESS is tagged to describe a
CB or a coverage in which CB are less than 5
yards deep. It can be applied to Man (Inside) or
Zone (Outside) technique.
25IDENTIFYING DEFENSES COVERAGE
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CoverageDir
STEP 3 SAFETY ALIGNMENT Against two-safety
defenses, you can often anticipate the behavior
of safeties and, as a result, other players in
the coverage, by looking at the safeties depth
and relationship to the hash. Generally, hash
safeties are either defending a QUARTERS of the
field, a HALVES of the field, or are SUPPORT
players who will become quarters or man players
once they read pass.
10-12 yds deep, loose or outside the hash
HALVES (Cov 2)
10-12 yds deep, tight to or on the hash
QUARTERS (Cov 4)
10 yds or tighter, tight to or on the hash
SUPPORT (Cov 8)
You will also see COMBINATION coverages one
safety in Halves alignment one in Quarters or
Support alignment (Cover 28, 24, etc.)
26IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 0
FAMILY 0 Safety CORNER D.E.L. Man
Why used Pressure to free up rushers to
outnumber protection and the run game. For some
teams, a Red Zone/GL coverage only.
- Weaknesses/Thoughts of attack
- Individual matchup routes based on CB/Safety
depth - Undefended deep hole in the middle
- Crossing routes w/ stairstep technique
- Rub routes
- Alley Screens
- Timed breakout routes to inside receivers against
inside leverage LB or safeties (4 route, 5 route,
Bronco)
BASE DEFENSE FOR -- CHANGE-UP FOR Southern, X
(Cincy), Ballard
27IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 0 PRESS
FAMILY 0 Safety CORNER D.E.L. Man PRESS
Why used Pressure to free up rushers to
outnumber protection and the run game. Played
consistently, it is a statement of arrogance
about their DBs athleticism compared to our WR
a challenge. For some teams, a Red Zone/GL
coverage only.
- Weaknesses/Thoughts of attack
- Same as Cover 0, but especially FIRE routes to
inside receivers and DOUBLE MOVES (Utah, Horn,
Takeoff)
BASE DEFENSE FOR Male, Fern Creek CHANGE-UP FOR
--
28IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 1
FAMILY 1 Safety CORNER D.E.L. Man
Why used To defend the run and create some
pressure without the risk of emptying the deep
middle. Can be a Red Zone change-up
- Weaknesses/Thoughts of attack
- Individual matchup routes based on CB/Safety
depth - Sneak Crossing routes w/ stairstep technique
- Rub routes
- Alley Screens
- Timed breakout routes to inside receivers against
inside leverage LB or safeties (4 route, 5 route,
Bronco)
BASE DEFENSE FOR Fern Creek, Oldham
Co. CHANGE-UP FOR Male, Henry Clay, X (Cincy)
29IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 1 PRESS
FAMILY 1 Safety CORNER D.E.L. Man Press
V
Why used To defend the run and create some
pressure without the risk of emptying the deep
middle. Can be a Red Zone change-up
V
V
V
V
- Weaknesses/Thoughts of attack
- Same as Cover 1, with special emphasis on FIRE
routes inside and DOUBLE MOVES outside.
BASE DEFENSE FOR Fern Creek CHANGE-UP FOR Male
30IDENTIFYING DEFENSES COVERAGES
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COVER 3
FAMILY 1 Safety CORNER D.E.L. Zone
V
Why used Allows for fronts that outnumber the
run, while providing safe pass coverage that
limits big plays and forces offense to execute
underneath.
V
V
V
V
V
V
- Weaknesses/Thoughts of attack
- Short outside throws Now, Quick Out, Stop,
Hitch, Comeback, Orbit - Areas between the 4 underneath defenders
Spacing, especially - Creating 2 on 1 situations agianst the Jack
safety in the middle with vertical routes on the
hashes BOX - Creating 2 on 1 situation on the flat defender
Bronco, Flood
BASE DEFENSE FOR X (Lou), X (Cincy), Seneca,
Ballard, Eastern CHANGE-UP FOR Oldham Co.,
Shelby Co.
31IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 2
FAMILY 2 Safeties CORNER D.E.L. Zone,
possibly press SAFETY ALIGN Halves (Wide)
V
V
Why used To be physical against the outside run
with CB support and constrict short passing lanes
with 5 defenders underneath
V
V
V
V
V
- Weaknesses/Thoughts of attack
- Holes at the second level Deep middle and
pocket areas on the outsideBox, Corner,
Pocket - Routes that put CB in a bind with receivers in
front behind 2, 4, E/W - Routes that wall off OLB and work in crease
inside QB Spacing, Slick
BASE DEFENSE FOR X (Cincy) CHANGE-UP FOR X
(Lou), Southern
32IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 2 MAN
FAMILY 2 Safety CORNER D.E.L. Man
Press SAFETY ALIGN Halves
V
V
Why used Heavy pass coverage on obvious pass
downs or two minute situations to allow
underneath defenders to be aggressive, knowing
they have help over the top.
V
V
V
V
V
- Weaknesses/Thoughts of attack
- Matchup MLB on the back
- QB run/Option/Scramble/Run support on edges
- Same underneath route concepts as Cover 1 and 0
Press (Rubs, Crosses, Out-breaking routes to
Inside rec.)
BASE DEFENSE FOR -- CHANGE-UP FOR Male
33IDENTIFYING DEFENSES COVERAGES
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COVER 4
FAMILY 2 Safeties CORNER D.E.L. ZoneSAFETY
ALIGN Quarters (tight)
V
V
Why used To eliminate deep, vertical throws
V
V
V
V
V
- Weaknesses/Thoughts of attack
- Short outside throws Now, Quick Out, Stop,
Hitch, Comeback, Orbit - SHORT areas between the 4 underneath defenders
Spacing, especially - Intermediate areas in front of safeties behind
LB Over, Curl - 4 route!
- Creating 2 on 1 situation on the flat defender
Bronco, Flood
Note J safety willtypically Cross key3
receiver in a Trips set lock on him if he
runsa Hole, Slash, or Vertical-type route
BASE DEFENSE FOR X (Lou), Southern CHANGE-UP
FOR Ballard, Eastern
34IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 8
FAMILY 2 Safeties CORNER D.E.L. Loose
ManSAFETY ALIGN Support
V
V
V
Why used To maintain a form of 4-deep coverage
while adding two safeties to the run support
equation.
V
V
V
V
- Weaknesses/Thoughts of attack
- Safeties have two jobs Must use effective PLAY
ACTION to exploit this (216-217, 226-227) - Otherwise, same types of throws we use against
Cover 4
Note J safety willtypically Cross key3
receiver in a Trips set lock on him if he
runsa Hole, Slash, or Vertical-type route
BASE DEFENSE FOR Southern CHANGE-UP FOR X (Lou)
35IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 3 f/ 2-SAFETY LOOKCover 3 Sky Rotation
FAMILY 1 Safety CORNER D.E.L. Zone SAFETY
ALIGN Creeps
V
V
Why used To disguise intentions, add run
defender to box or adjust to formations/motion
V
V
V
V
V
Will recognize week to week by certain players
cheating off normal 2-saf alignment OR use Quick
Frosty to get them to Creep
BASE DEFENSE FOR X (Lou), X (Cincy),
Southern CHANGE-UP FOR
Doesnt necessarily affect us other than Box
conversions recognition in Key defender throws.
LOVE Box away from rotation!
36IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 3 f/ 2-SAFETY LOOKCover 3 Cloud
Rotation
FAMILY 1 Safety CORNER D.E.L. Zone SAFETY
ALIGN Creeps
V
V
Why used To disguise intentions, squeeze the
Pocket area, constrict strongside throws
V
V
V
V
V
Will recognize week to week by certain players
cheating off normal 2-saf alignment OR use Quick
Frosty to get them to Creep
BASE DEFENSE FOR Manual CHANGE-UP FOR --
Will continue to key CB in 2-safety throws, but
MUST be careful in the pocket area.
37IDENTIFYING DEFENSES COVERAGES
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CoverageDir
COVER 2 CONCEPT f/1 SAFETY LOOKCover 5
V
FAMILY 1 Safety CORNER D.E.L. Zone weak Man
str
V
Why used Tries to outnumber 3 receiver
unbalanced sets by overrotating J strong over the
strong receivers, and playing aggressively on 1
and 2. Becomes a form of Cover 2, but with no
jam CB weakside.
V
V
V
V
V
- Weaknesses/Thoughts of attack
- Box area between hashes, deep. (7 Hole, E-W
Hole, Bronco Ollie) - Solo flight routes of any kind back to weakside
BASE DEFENSE FOR Henderson CHANGE-UP FOR --
38RUNNING GAME Check with me terms
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Terms Page
WIDEST TECHNIQUE
Side of the ball where 1st DL is furthest from
the Center. 0 technique does not count Shades do
RUNS COMMONLY CHECKED TO WIDEST TECHNIQUE
40-41 Slice, 16-17 Trey
EXAMPLE 13 on left, 2i on right Left side has
WIDEST TECHNIQUE
EXAMPLE 20 over C (doesnt count),4i on left,
5 on right Right side has WIDEST TECHNIQUE
V
V
V
V
V
39RUNNING GAME Check with me terms
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TIGHTEST TECHNIQUE
Side of the ball where 1st DL is closest to the
Center. 0 technique does not count Shades do
RUNS COMMONLY CHECKED TO TIGHTEST TECHNIQUE
42-43 Zone, 46-47 Counter,14-15 Casino
EXAMPLE 12 on left, 2i on right Right side has
TIGHTEST TECHNIQUE
EXAMPLE 2Shade on left, 3 on right Left side
has TIGHTEST TECHNIQUE
V
V
V
V
V
40RUNNING GAME Check with me terms
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LIGHTEST SURFACE
Side of the ball that has the fewest DL compared
to the number of blockers. Usually used in
balanced, two TE formations. 0 Nose counts as ½
lineman for each side.
EXAMPLE 1 3 DL v. 3 blockers on left 2 DL v. 3
on right Right side has LIGHTEST SURFACE
EXAMPLE 22 DL v. 3 blockers on left 2 DL v. 2
on right Left side has LIGHTEST TECHNIQUE
V
V
V
V
V
V
V
V
V
EXAMPLE 3 2 ½ DL v. 3 blockers on left 2 ½ DL
v. 3 on right Neither would be considered a
LIGHTEST SURFACE
V
V
V
V
V
41RUNNING GAME Check with me terms
MainMenu
Terms Page
SlotDef.Terms
OVERHANG
Standing DE or LB outside the box for whom we do
not have a receiver cannot block. Most often,
we want to check AWAY from Overhang players,
especially 0 series runs.
EXAMPLE 1Player B is an overhang no blocker
available
EXAMPLE 3B is not an overhang a blocker is
available
V
V
V
V
B
V
V
V
V
V
V
V
V
B
EXAMPLE 2Player B is not an overhang a blocker
is available
EXAMPLE 4B is an overhang no blocker is
available
V
V
V
V
B
V
V
V
V
V
V
V
V
B
42PASSING GAME Pre-snap decision terms
MainMenu
Terms Page
COVERED DOWN / UNCOVERED
Terms that indicate whether a defense has honored
our receivers.If an inside receiver has no one
within 5 yards of him, he is uncovered. If 2
inside receivers have only 1 short defender over
them, they, together, are considered
uncovered If an outside receiver to the short
side has no CB within 7 yards, or an outside
receiver to the wide field has no CB within 10
yards, he is uncovered.
EXAMPLE 1H is Covered down by B
EXAMPLE 2H is Uncovered
EXAMPLE 3H Y are Uncovered
B
B
B
H
H
H
Y
43PASSING GAME Pre-snap decision terms
MainMenu
Terms Page
PREMIUM / NON-PREMIUM
Words that describe a side of a
formationspecifically, whether there is a
defender in the Alley (area between the tackle
receiver to a depth of 7 yards) who can provide
help against a single receivers route. Premium
means no defender is in the alley and the
receiver is 1-on-1Non-Premium means an
overhang LB or safety is in the alley in position
to help.
EXAMPLE 1No one in alley Premium
EXAMPLE 2Overhang LB in alley Non-Premium
EXAMPLE 3Support safety in alley
Non-Premium
V
V
V
V
V
V
V
V
V
V
44PASSING GAME Pre-snap decision terms
MainMenu
Terms Page
ACCESS Free/Hard Limited/No
Subcategories of Premium/Non-Premium that
further describe a side by indicating the depth
of the CB within a Premium or Non-Premium
side. A side that is Premium has a Loose
CB deeper than 6 yds is called FREE ACCESS A
side that is Premium, but has a Tight CB 6
yards or closer is called HARD ACCESS A side
that is Non-Premium with a Loose CB is called
LIMITED ACCESS A side that is Non-Premium with
a Tight CB is NO ACCESS
45PASSING GAME Pre-snap decision terms
MainMenu
Terms Page
ACCESS Free/Hard Limited/No
EXAMPLE 1
EXAMPLE 2
V
V
Premium
Loose CB
Tight CB
Premium
FREE ACCESS
HARD ACCESS
46PASSING GAME Pre-snap decision terms
MainMenu
Terms Page
ACCESS Free/Hard Limited/No
EXAMPLE 3
EXAMPLE 4
V
Non-Premium
Loose CB
Tight CB
Non-Premium
LIMITED ACCESS
NO ACCESS
47PASSING GAME Types of Reads
MainMenu
Terms Page
QBThoughtSumm
AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT
WONT PLAY AT TRINITY.
- Progression 1 2 3 Checklist
- Across the Board
- Key defender Look at a defender, throw
opposite his reaction - Object receiver Read an area Throw to
object receiver if not invaded If invaded,
throw to area vacated by invader
48PASSING GAME Types of Reads
MainMenu
Terms Page
QBThoughtSumm
PROGRESSION
Example Eastern v. 1 safety look. Progression
is Pin Arrow to Over to Comeback to Run
- KEYS
- Pre-snap homework Understand where threats are
to each guy in the progression - Checklist is a series of SNAPSHOTSYes/No right
now, then move on - FEET follow the EYES, then the FEET will tell you
if its open (rhythm)
2
3
1
49PASSING GAME Types of Reads
MainMenu
Terms Page
QBThoughtSumm
PROGRESSION ACROSS THE BOARD
Type of progression that starts on one side and
works laterally across the formation
Example 91 X Slant Y Space. Work Across the
board Slant to Space to Mini to Arrow
- KEYS
- BIG SCREEN See defender in front of each
receiver - FEET follow the EYES, then the FEET will tell you
if its open (rhythm)
2
3
1
4
50PASSING GAME Types of Reads
MainMenu
Terms Page
QBThoughtSumm
KEY DEFENDER
Example 62 v. 2 safeties. Key CB, Smash or
Corner route
1
- KEYS
- FOCUS on the FEET of a CB if hes the key, the
SHOULDERS of a LB or Safety - Be READY (body position) and WILLING
(decisiveness) to throw IMMEDIATELY upon seeing
his reaction. NO HESITATION.
V
1
51PASSING GAME Types of Reads
MainMenu
Terms Page
QBThoughtSumm
OBJECT RECEIVER
Example 81. Object the Mini-CurlSpace if
invaded inside-out, Arrow if invaded outside-in
- KEYS
- Pre-snap Know who can invade, likelihood that
they will by alignment. Influence them not to
in certain situations - BIG SCREEN. See at least 4 yards on either side
of object receivers break point. FEEL invaders.
2
2
52PASSING GAME Post-snap decision terms
MainMenu
Terms Page
QBThoughtSumm
AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT
WONT PLAY AT TRINITY.
Read Player The person you read in a Key
defender read Usually the CB v. 2 safeties,
Alley Player v. 1 safety
V
V
53PASSING GAME Post-snap decision terms
MainMenu
Terms Page
QBThoughtSumm
AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT
WONT PLAY AT TRINITY.
Danger Player Defender not accounted for in your
read that can intercept if not accounted
foroften inside or in front of your read
Often the ILB on Quick throws and/or in 1
safety defenses Often the safety on 60-70
throws and/or in 2 safety defenses
DANGER
V
54PASSING GAME Post-snap decision terms
MainMenu
Terms Page
QBThoughtSumm
AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT
WONT PLAY AT TRINITY.
Q Receiver Receiver whose route should be open
early be available if protection breaks
down Examples Arrow, Swing, , Flat,
Orbit Is NOT an answer to blitz or being
outnumbered
Outlet Receiver whom you look to late if basic
progression is not open Receiver is
generally STATIONARY and has freedom to work
open! HE will tell you if hes open with EYE
CONTACT. Do NOT give him the ball UNLESS he
gives you EYE contact Examples Spacing sit,
Trace, Over, Drag, Under
55PASSING GAME Post-snap decision terms
MainMenu
Terms Page
QBThoughtSumm
AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT
WONT PLAY AT TRINITY.
Deke Subtle shoulder head movement by QB
within the rhythm of his drop to influence a
zone defender to move a certain direction or
react to a certain route. Can be used to keep
object area open or move a key
defender Example Deke the alley player to the
Arrow to get the Mini-Curl
Pump Pump fake by QB to influence the movement
of a defender mostly a safety or
CB SHORT PUMP Within rhythm of drop, short
separation of hands and lift of elbow
immediately reload LONG PUMP Full arm
motion, reset for depth and reload
56PASSING GAME Types of Throws
MainMenu
3
2
1
1 BALL Thrown on a direct line to
receiver Used on short throws, medium throws
with no one between you and target
2 BALL Enough trajectory to get ball over
goalpost (10 apex), snap of wrist to bring it
down on a receiver in front of people Used on
medium throws that you cant get there on
a straight line or deep/medium throws with
safety help over top.
3 BALL High, lofted pass, using lifted front
shoulder sometimes a javelin step Used on
deep balls with no safety help over top to allow
receiver to run under it
57PASSING GAME Ball Placement
MainMenu
ACCURATE THROWS CREATE RUN AFTER CATCH YARDS
(50 rule)
On throws to a receiver who is facing us (Mini
Curl, Sit, Orbit, Curl, Now, Hitch, etc.), we
will maximize yards after catch by making
Triangle throws. The Triangle refers to the
three spots where a receiver can catch the ball
without slowing down or locking up his hips The
right shoulder, the left shoulder, and his
facemask.
The best Triangle throws are those thrown ON THE
SHOULDER AWAY FROM DEFENSIVE PRESSURE. If the
nearest defender is outside, put the ball on the
inside shoulder. If the nearest defender is
inside, put the ball on the outside shoulder
If a defender from behind is an IMMEDIATE THREAT
to knock the ball away, we throw a GUT SHOT
into the receivers stomach so that he can
protect himself and give the defender no path to
the ball.
58DROP Summary
MainMenu
DropsMenu
- Most of your success or failure as a passer will
happen because of what goes from from the waist
down. Disciplined, consistent drops serve the
following purposes - Get you where youre supposed to be
- Get you there when youre supposed to be there
- Get your body in a position to deliver the ball
when the read tells you to
59DROP Summary 90-190, Part I
MainMenu
DropsMenu
GUN
UNDER CENTER
1a. 1 STEP Throwing side foot steps at 45
angle to target, sit drive off
it1b. CATCH/SHOOT To throwing side Double
play turn into hinged pos. as ball arrives,
push off throw without a step Opp.
throwing side SIT on throwing leg, HINGE off
leg, push off, no step USED FOR Color
screens, Slant, Now (Under C only), Fade 8
(Under C only)
60DROP Summary 90-190, Part II
MainMenu
DropsMenu
GUN
UNDER CENTER
P
Rock Hitch
2a. 3 QUICK 1 big, 2 quick, anchor and hinge on
last step2b. ROCKER Push off opposite foot,
rock back onto throwing foot, anchor
hinge USED FOR Hitch, Quick Out, Arrow, Fade
(outside the 8)
3a. 3 BIG 2 big, 1 quick, 75 percent tempo,
anchor and hinge on last step3b. ROCK
HITCH Rock to back foot, bend on back knee, 1
hitch step forward USED FOR Mini-Curl, Sit,
Turn, Trail
4a. FLASH Extend ball on 1st/2nd steps on 24-25
course on way to drop. Used with 3 quick or 3
big feet rhythm dont change4b. P Drop
with off foot, lunge extend w/ throwing foot,
Rock back. Can be used with Anchor or Hitch at
end depending on route.
61DROP Summary 40-50
MainMenu
DropsMenu
GUN
UNDER CENTER
5 quick
5 big (Hitch)
3 Hitch
2a. 5 QUICK 5 quickest steps you can take,
anchor and hinge last step, no hitch up2b. 3
QUICK 1 big 2 quick anchor hinge last
step, no hitch up, just like 3 qk f/under USED
FOR Stop, Glance, Box
3a. 5 BIG 3 big, 2 quick, 100 percent tempo, 1
Hitch up throw on rhythm3b. 3 HITCH Just
like Gun 3 quick, with a Hitch up USED
FOR Bronco, Big Space
62DROP Summary 60-70
MainMenu
DropsMenu
GUN
UNDER CENTER
Tight U
Angle 5(Kickback)
Angle 3(Anchor or Hitch)(Possible kickbk)
Dash
Tight U
Dash
1. TIGHT U Reach to 5 or 7 oclock opposite,
toe downhill on 2d step, drumroll to target USED
FOR 2 route, 4 route
2a. ANGLE 5 5 qk steps ,45 angle, to inside
leg of tackle, possible kick back (Mini-drop)
2b. ANGLE 3 1 big 2 quick, 45 angle, to
inside leg of tackle anchor or hitch, poss. kick
USED FOR 3 route, 6 route
3. DASH 3 quick (under C) / Mini-drop (Gun)
Spin, explode for width depth USED FOR 5
route, Balloon
63RUN-PASS Calls
MainMenu
R/PMenu
NOW BINGO GREEN/GOLD
A Run-Pass call is one in which we call both a
run and a pass at the same time. All or some
receivers will execute the route or pass
indicated, the OL and backs will execute the
run. NO VERBAL CHECK IS GIVEN. You simply
decide, based on certain criteria, whether to
hand it or throw it. Calls will sound like this
24 NOW, or 26 BINGO, or 23 GREEN
1. NOW means that your outside receivers are
running NOW routes. If either side has a CB
that allows you to throw it (7 to bnd, 10 to
field), stand up and throw to that side.
Otherwise, execute the run as called. NOW is
always an under center throw.
2. BINGO gives backside receivers away from the
run BIG SLANTS (3 or 4 steps). If you have
free access or limited access with an unusually
wide alley LB that you think the Slant will get
inside, throw the Bingo. Footwork for Bingo
will be to execute the run 2 steps (extend
early), anchor on the 3rd and throw. Otherwise,
execute the run. BINGO is always under center as
well.
3. GREEN/GOLD gives the frontside receivers
Green (right) or Gold bubble screen
responsibilities. If you have an uncovered
situation to their side, throw Green/Gold off
normal footwork. Otherwise, execute the run. We
can do this under center or gun, but prefer it
from gun.
64RUN-PASS Calls
MainMenu
R/PMenu
NOW BINGO GREEN/GOLD
A Run-Pass call is one in which we call both a
run and a pass at the same time. All or some
receivers will execute the route or pass
indicated, the OL and backs will execute the
run. NO VERBAL CHECK IS GIVEN. You simply
decide, based on certain criteria, whether to
hand it or throw it. Calls will sound like this
24 NOW, or 26 BINGO, or 23 GREEN
EXAMPLE 1a Ace Rt 26 NOW
EXAMPLE 1b Ace Rt 26 NOW
Left CBs depth tells you tothrow NOW to the
left
CB depth tells you to hand off
C
C
C
C
65RUN-PASS Calls
MainMenu
R/PMenu
NOW BINGO GREEN/GOLD
A Run-Pass call is one in which we call both a
run and a pass at the same time. All or some
receivers will execute the route or pass
indicated, the OL and backs will execute the
run. NO VERBAL CHECK IS GIVEN. You simply
decide, based on certain criteria, whether to
hand it or throw it. Calls will sound like this
24 NOW, or 26 BINGO, or 23 GREEN
EXAMPLE 2a Rip Plus 24 BINGO
EXAMPLE 2b Rip Plus 24 BINGO
CBs inside leverage tells you to hand off
Free access tells you to throw Slant on 3d step
C
C
B
B
66RUN-PASS Calls
MainMenu
R/PMenu
NOW BINGO GREEN/GOLD
A Run-Pass call is one in which we call both a
run and a pass at the same time. All or some
receivers will execute the route or pass
indicated, the OL and backs will execute the
run. NO VERBAL CHECK IS GIVEN. You simply
decide, based on certain criteria, whether to
hand it or throw it. Calls will sound like this
24 NOW, or 26 BINGO, or 23 GREEN
EXAMPLE 3a Larry First 23 GREEN
EXAMPLE 3b Larry First 23 GREEN
3 over 3 to Green side (NOT Uncovered)tells you
to execute the RUN (including read)
2 over 3 (UNCOVERED) tells you to throw GREEN
R
C
R
B
C
B
67RUN-PASS Calls
MainMenu
R/PMenu
UncovDir
UNCLE
Uncle is combines some of the thoughts from
Run-Pass calls and Uncovered throws. It is a
term tied to the end of a RUN call that involves
motion, often Sink motion by R.What it means
to you and the receivers is that were planning
to send a player in motion and execute a run, but
are on HIGH ALERT for the possibility of an
UNCOVERED (Uncle) check which would take the
motion off and put us into uncovered throw mode
with no motion. Uncle means you can check any
normal uncovered throwGreen/Gold, Orange/Olive,
92-192, 89-99, as well as NOW to either outside
receiver. Heres what it sounds like Huddle
call Zero Sink, 24 Uncle. At the line No
uncovered available George, George (lift heel
for motion) 45, 45 SetHit. Uncovered
available you want to check GOLD Give stop
sign to motion man Gold, Gold 21, 21
SetHit. Uncovered available you want to check
99 Stop sign to motion man Alan, Alan99,
99 -
68RUN-PASS Calls
MainMenu
R/PMenu
UncovDir
UNCLE
Uncle is combines some of the thoughts from
Run-Pass calls and Uncovered throws. It is a
term tied to the end of a RUN call that involves
motion, often Sink motion by R.What it means
to you and the receivers is that were planning
to send a player in motion and execute a run, but
are on HIGH ALERT for the possibility of an
UNCOVERED (Uncle) check which would take the
motion off and put us into uncovered throw mode
with no motion.
EXAMPLE 3a Larry First 23 GREEN
EXAMPLE 3b Larry First 23 GREEN
3 over 3 to Green side (NOT Uncovered)tells you
to execute the RUN (including read)
2 over 3 (UNCOVERED) tells you to throw GREEN
R
C
R
B
C
B
69PASSING GAME Indivdiual Routes
MainMenu
RouteDir
ROUTE DESCRIPTION DROP USE vs. GET OUT
vs. BALL Quick Out 4 step Speed Out cut 3 qk
(Rocker) Off CB to bnd Any press 1 through shldr
pad Hitch 4 step timed Hitch 3 qk (Rocker) Off CB
to field Any press 1 Triangle throw Now 1 step
Hitch Uncovered 1 step CB gt7(B) gt9 (F) Any
press 1 Upfield shoulder Slant 1 ½-2 step Skinny
Slant 1 step Outs press Wide alley or 1 take him
to grass Inside lev CB bk shldr in
traffic Glance 4 step Skinny Post 5 qk (3
qk) Wide open alleys Inside lev OR 2 18-22 on
hash Qtrs/Supt Saf Stop 10-11 yd timed Fade
Stop 5 qk (3 qk) Most looks Hard outs lev. 1
time off WR butt drop Fade Basic Fade 3
qk/Rocker Head up-Ins Prs Anything else 3 to MOE
v. 1 saf 1 step 8 2 to Pocket v. 2 saf
- The following Individual Routes may be used
against LIMITED ACCESS (Non-Premium) - Quick Out 2. Now 3. Stop (sometimes)
- All others are OFF v. Limited Access. Work the
other side or check to a run - NO individual routes may be used against NO
ACCESS
70PASSING GAME Double Indy
MainMenu
RouteDir
QBThoughtSumm
1. PREFERRED ROUTE IS CALLED FOR YOU E.g., 80
Double Quick Out A. Danger in the Alley 1.
If one side has a defender in the alley
(Overhang) who can take away your route, go
opposite 2. If BOTH sides have problem players
in the alley, check to a run B. Side whose CB
alignment best fits the profile you want with
route called For example, if Double Quick
Out was called, youd want the softest CB C.
Shortest throw (Field width)
2. GENERIC DOUBLE INDY CALLED E.g., 90 Double
Indy A. Choose the side you want to work 1.
If you have ONE Premium side and one non-premium,
work the Premium side 2. If you have TWO
Premium sides, choose the side according
to a. Best matchup (if we have a GUY)
b. Shortest throw (field width) 3.
If you have NO Premium sides, check run or Alley
Screen B. Pick a route that best attacks the CB
to your chosen side SIGNAL to BOTH receivers,
varying the order of who you signal FIRST.
Once you choose a side to work and start the
play, you do NOT go back on Indys!
71PASSING GAME Double Indy
MainMenu
RouteDir
QBThoughtSumm
3. INDY IS INCLUDED WITH A RUN CHECK E.g., Chase
Check Indy Will vary a little from week to
week, but we will generally choose run or pass
based on A. One safety / Two safety (INDY v.
One safety, RUN v. Two safety) OR B. Is
there a Free Access side? (INDY if yes, RUN if
not) If your criteria takes you to Indy use
your normal procedure in choosing/signaling the
Individual route
72PASSING GAME Route Summary
MainMenu
RouteDir
QBThoughtSumm
73BLITZ, UNCOVERED, THE NUMBERS GAME
MainMenu
As long as the defense has at least ONE safety
deep, AND COVERS DOWN all of our receivers, we
will always have enough pass protectors to get a
hat on a hat.
5 defenders committed to coverage(4 for our 4
receivers 1 safety deep)
5 defenders committed to coverage(4 for our 4
receivers 1 safety deep)
leaves 6 available to rush the passer (5611)
3
3
for 6 available blockers (5 OL 1 RB)
1
2
1
2
5
4
5
6
1
3
4
2
6
6
3
1
2
5
4
6
74BLITZ, UNCOVERED, THE NUMBERS GAME
MainMenu
They can outnumber our protection in one of two
ways. The first is IF WE ALLOW THEM to leave a
receiver uncovered
With only 4 now committed to coverage
7 rushers are now available
3
for 6 available blockers (5 OL 1 RB)
5
4
1
2
7
5
6
1
2
3
4
6
6
7
gt
You
Hit
Get
3
1
2
5
4
6
75BLITZ, UNCOVERED, THE NUMBERS GAME
MainMenu
The other way they can outnumber our protection
is to take the JACK safety out of the middle to
either be the extra rusher, or to cover one of
our receivers so that someone else can rush
With only 4 now committed to coverage
7 rushers are now available
3
for 6 available blockers (5 OL 1 RB)
5
4
1
2
5
6
1
2
3
4
7
6
6
7
gt
Know
Plan
The
3
1
2
5
4
6
76WINNING THE NUMBERS GAME Pt I Uncovered
MainMenu
UncovDir
- CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT.
YOU ARE EXPECTED TO RECOGNIZE IT (Part of every
six second rule) AND ATTACK IT ACCORDINGLY EVERY
TIME. - Failure to do so will be considered an M.A.
More importantly, failure to do so will severely
limit every other part of our offense. - The only exceptions to this rule, the only times
when you do NOT want to change to an uncovered
check when these situations present themselves,
are as follows - 3rd and 7 or more
- Backed up offense
- 4-minute offense (sometimes)
- 3rd and 1 or less (sometimes)
- IF youre presented with an uncovered look by the
defense in one of these situations,generally,
you must add PROTECTION to the uncovered side
77WINNING THE NUMBERS GAME Pt I Uncovered
MainMenu
UncovDir
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT.
YOU ARE EXPECTED TO RECOGNIZE IT (Part of every
six second rule) AND ATTACK IT ACCORDINGLY EVERY
TIME.
There are FOUR options available to you to attack
Uncovered situations
- QUICK PERIMETER SCREENS
- Green (Rt) / Gold (Lt) Bubble Screen to Inside
receiver Gun or Under - Orange (Rt) / Olive (Lt) Mini-Alley Screen to
Outside receiver Gun or Under
- 90-190 GAME
- 92-192 HItch All Hitches with possible TRAIL
tag Best from Gun - 99-199 Look All Slants Under only
78WINNING THE NUMBERS GAME Pt I Uncovered
MainMenu
UncovDir
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT.
YOU ARE EXPECTED TO RECOGNIZE IT (Part of every
six second rule) AND ATTACK IT ACCORDINGLY EVERY
TIME.
QUICK SCREENS
These are the quickest, highest percentage ways
to exploit uncovered. Which you choose depends
on the technique of the CB. Check to these
simply by replacing the name in your cadence
with the appropriate color (Olive, Olive19,
19SetHit)
Vs. a Hard Corner, we want to get to the void
INSIDE the CB and then back out, using a
miniature Alley Screen (1 step timing) called
ORANGE OLIVE
Against a soft corner, we generally like GREEN
(shown) and GOLD to get a moving receiver outside
to a blocked perimeter
J
R
C
B
B
C
79WINNING THE NUMBERS GAME Pt I Uncovered
MainMenu
UncovDir
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT.
YOU ARE EXPECTED TO RECOGNIZE IT (Part of every
six second rule) AND ATTACK IT ACCORDINGLY EVERY
TIME.
90-190 THROWS
Two of our 90-190 passes are particularly
well-suited to quickly get guys into areas voided
by defenders who arent covering down. Use a
live name and the number to check to them.
92-192 ALL HITCH All-purpose check 2 or 3
receiver side, best from Gun Hitches spaced out
laterally. Cheat LB cant get to them. Pre-snap
alert for Tilt, possible Trail call BS. ID
most uncovered object him. Drop is Rocker step
(3 qk f/Under),
99-199 LOOK Usually to 2 receiver side, always
under C Inside Slant holds non-walked out LB
where he is, creates lane for Outside
Slant 1-step drop, Outside Slant on
rhythm Pre-snap can Trail BS if worried about
disguise
J
R
C
B
C
B
80WINNING THE NUMBERS GAME Pt II Blitz
MainMenu
ANY TIME there is no safety in the middle of the
field in the passing game, we go into ATTACK mode
and must use a certain thought process. You must
view this as an OPPORTUNITY! RECOGNIZE IT
PROTECT IT ATTACK IT
RECOGNIZE
- SEE that theres no Jack in your 06 rule
- KNOW which side the extra rusher is on (Jacks
side) - KNOW whether the CB are pressed or off
- UNDERSTAND the situation how it relates to
potential answers - KNOW what you the play called says to do v. blitz
81WINNING THE NUMBERS GAME Pt II Blitz
MainMenu
ANY TIME there is no safety in the middle of the
field in the passing game, we go into ATTACK mode
and must use a certain thought process. You must
view this as an OPPORTUNITY! RECOGNIZE IT
PROTECT IT ATTACK IT
PROTECT
- Point motion in a protector (90-190, Hot
90-190, 40-50, 160-170), OR - Add Stay (Eastern/Western) OR
- Stud or Slug the back (60-70) OR
- Check out of what youre in to 60-70 OR
- Beat the pressure with a quick throw (advanced)
82WINNING THE NUMBERS GAME Pt II Blitz
MainMenu
ANY TIME there is no safety in the middle of the
field in the passing game, we go into ATTACK mode
and must use a certain thought process. You must
view this as an OPPORTUNITY! RECOGNIZE IT
PROTECT IT ATTACK IT
ATTACK
- Number one answer is to check to whatever ALLEY
SCREEN is available to you in the formation
youre in - Oakland/Oxford to 2-receiver side 2.
Denver/Dallas to 3 rec. - Second failsafe answer is to check 64-74 or
62-72 - If you stay in
- 90-190 a. FIRE or BOX to inside rec. v.
Press b. INDY to outside rec. v. Off c.
89-99 Slick v. Off - Eastern/Western STAY call, think OVER route to
Comeback
83ORGANIZING the PASSING GAMEPASS STRUCTURES
MainMenu
RouteDir
StrucMenu
Every pass pattern we use is set up with a
certain thought in mind,a certain way of
attacking a defense and putting defenders in
positions where they cant cover everyone. These
different ways of attacking are called
structures. In other words, although
different plays may use different routes to get
guys to different places, many of them will have
in common the same basic thought process, and are
trying to do similar things to break the defense
downthey have the same Structure. You will
speed up your learning if you first understand
the structures we use, and will be more
organized in your thinking by associating certain
plays with certain structures, rather than just
memorizing everything. WITHIN A GIVEN
STRUCTURE, your reads are very often the same.
In other words, if one play thats in a certain
structure uses a Progression, its highly
likely that most if not all the other plays in
that structure do also. Again, this simplifies
and organizes your thinking as you master all the
things you have to know.
84ORGANIZING the PASSING GAMEPASS STRUCTURES
MainMenu
RouteDir
StrucMenu
QBThoughtSumm
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR
BASIC STRUCTURES
- SOLO FLIGHT WITH HELP
- HIGH-LOW ON THE EDGE
- HORIZONTAL STRETCH
- VERTICAL ATTACK
85ORGANIZING the PASSING GAMEPASS STRUCTURES
MainMenu
RouteDir
StrucMenu
QBThoughtSumm
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR
BASIC STRUCTURES
Structure 1 Solo Flight with Help Idea Win
a 1-on-1 matchup on one side, bring help toward
it in the form of Spacing or some kind of
stationary routes from the other side Thought
process Pre-snap look at potenti