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I-Option-Offensive-Playbook-Free-Playbook

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I-OPTION
OFFENSIVE PLAYBOOK
By Youth Football Online
TABLE OF CONTENTS
1. TERMINOLOGY AND CADENCE
A. SLIDES 3-6
2. HUDDLE
A. SLIDES 7-10
3. FORMATIONS, MOTIONS, SHIFTS
A. SLIDES 11-32
4. RUNNING GAME
A. OPTION SERIES: SLIDES 35-49
B. I-RUN SERIES: SLIDES 50-62
C. GUN SERIES: SLIDES 63-70
TABLE OF CONTENTS
5. PASSING GAME
A.
B.
C.
D.
E.
TERMINOLOGY: SLIDES 71-74
PLAY ACTION: SLIDES 75-84
QUICK (3-STEP): SLIDES 85-88
FIVE-STEP DROP: SLIDES 89-93
SPRINT OUT: SLIDES 94-98
6. SCREENS AND DRAWS
A. SLIDES 99-105
7. AUDIBLES AND HOTS
A. SLIDES 106-108
TABLE OF CONTENTS
8. HURRY UP OFFENSE
A. SLIDES 109-110
9. GADGETS
A. SLIDES 111-115
TERMINOLOGY AND
CADENCE
GAPS AND TECHNIQUES
9
6 7
5
4 4i
3
2 2i
TECHNIQUES
1
0
A
B
C
GAPS
D
HOLE NUMBERING SYSTEM
9
7
5
LTE
3
LT
1
LG
0
C
2
RG
4
RT
6
RTE
8
CADENCE
1.
2.
3.
Set-GO! (ON QUICK)
COLOR NUMER, COLOR NUMBER, Set-GO! (ON 1)
Set-GO! (ON 2)
EX: ON QUICK
“Set-GO!”
EX: ON 1
“Set-GO!, BLUE 18, BLUE 18, Set-GO!”
EX: ON 2
“Set-GO!, BLUE 18, BLUE 18, Set-GO!...Set-GO!”
HUDDLE
HUDDLE FORMATION
BEFORE 1ST CALL
QB
X
3
4
Y
2
RT RG C LG LT
7 YARDS
BACKS TO THE L.O.S.
HUDDLE FORMATION
AFTER 1ST CALL
QB
3
4
RT RG
Y
LG LT
2
X
C
RIGHT FORMATION
HUDDLE PROCEDURE
•
•
•
•
•
•
•
•
CENTER RAISES THE HAND AND CALLS THE HUDDLE 7 YARDS
FROM THE FOOTBALL
THE LINEMEN WILL LINE UP WITH THEIR HANDS BEHIND THEIR
BACKS IN THE BACK ROW WITH THEIR BACKS TO THE L.O.S.
THE BACKS/RECEIVERS WILL BE IN THE FRONT ROW WITH THEIR
BACKS TO THE L.O.S.
THE BACKS/RECEIVERS WILL BEND OVER AND PLACE HANDS ON
THIGHS WHEN THE QB BEGINS THE HUDDLE DELIVERY
THE QB YELLS “FOCUS!” AND DELIVERS THE PLAY ONCE
THE CENTER, X-RECEIVER, Y-RECEIVER, AND EITHER #2 OR Z
WILL RELEASE ON A SPRINT TO THEIR DESIGNATED SPOTS
THE QB RESTATES THE PLAY TO THE REMAINING PERSONNEL
AND EVERYONE BREAKS THE HUDDLE BY STATING
“READY…ATTACK!”
AFTER BREAKING, THE PERSONNEL WILL SPRINT TO THEIR
DESIGNATED AREAS
FORMATIONS, SHIFTS,
MOTIONS
SLOT-I
SLOT LEFT
OFFENSIVE PHILOSOPHY
1. WE WILL SCORE POINTS.
2. WE WILL OPERATE AT FULL SPEED ON
EVERY PLAY DURING PRACTICE AND
DURING THE GAME.
3. WE WILL TAKE CARE OF THE FOOTBALL.
4. WE WILL VALUE POSSESSION.
5. WE WILL NOT MAKE EXCUSES FOR LACK
OF FOCUS OR PRODUCTIVITY.
6. WE WILL OUT-WORK OUR OPPONENTS.
7. WE WILL WIN GAMES BECAUSE OF OUR
TENACITY, DRIVE, AND FOCUS.
OFFENSIVE PHILOSOPHY
•
PLAYERS MUST BE…
1.
2.
3.
4.
COACHABLE
COMMITTED
FOCUSED
WINNERS (CHAMPION MENTALITY)
OFFENSIVE PHILOSOPHY
•
COACHES WILL BE…
1.
2.
3.
4.
COMMITTED
FOCUSED
TOUGH, BUT FAIR
TEACHERS
POSITIONS AND NUMBERING
X
SPLIT END
Y
2
SLOT BACK
Z THIRD RECEIVER
1
3
FULLBACK
4
TAILBACK
TIGHT END
POSITION NEEDS
•
SKILL POSITIONS
– QUARTERBACK – TOUGH, INTELLIGENT, GOOD ATHLETE,
GOOD ARM, GREAT COMPOSURE, TAKES CARE OF THE
FOOTBALL, VERY GOOD DECISION MAKER, GREAT LEADER
– TAILBACK – TOUGH, GOOD VISION, QUICK, DURABLE, GREAT
ATHLETE, PLAY MAKER
– FULLBACK – TOUGH, STRONG, GREAT BLOCKER, HITS THE
HOLE, LOVES TO HIT
– SLOT BACK – TOUGH, STRONG, GREAT BLOCKER, GOOD HANDS,
GOOD ATHLETE
– X RECEIVER – GREAT STALK/CRACK BLOCKER, GREAT HANDS,
QUICK, PLAY MAKER
– Y RECEIVER – TOUGH, GREAT BLOCKER, GOOD HANDS, GOOD
ATHLETE
•
OFFENSIVE LINE
– TACKLES – BETTER ATHLETE, QUICK FEET, STRONG
– GUARDS – BIGGER LINEMEN, STRONG, QUICK FEET FOR PULLS
– CENTER – STRONG, QUICK FEET, INTELLIGENT
ALIGNMENT
2½
2½
2½
X
2½
2½
Y
2
3X1
X RECEIVER
INTO BOUNDARY – BOTTOM OF #’S
INTO FIELD – HASH MARKS
MIDDLE OF FIELD – TOP OF #’S
1
3
HEELS AT 4 ½ YDS FROM THE L.O.S.
4
HEELS AT 7 YDS FROM THE L.O.S.
MOTIONS
X
Y
2
1
*1ST COLOR*
3
4
SLOT - THROTTLE DOWN MOTION
MOTIONS
X
Y
2
1
*1ST SOUND*
3
4
SLOT - THROTTLE DOWN MOTION AND COME BACK
MOTIONS
X
Y
1
2
*1ST SOUND*
3
4
SLOT - LONG MOTION
MOTIONS
X
Y
2
1
4
QB LOOK
3
4
TAILBACK – “I” MOTION
MOTIONS
X
Y
2
1
3
4
*1ST SOUND*
TAILBACK – MOTION OUT OF BACKFIELD
OTHER FORMATIONS
X
Y
X
2
X
1
1
3
3
4
4
SLOT OPEN
X
1
Y
X
2
2
WING RT/LT
X
X
Y
1
3
3
4
4
END OVER
RT/LT
Y
X
Z
PRO RT/LT
OTHER FORMATIONS
X
Y
X
Z
X
1
1
3
3
4
2
4
TWINS RT/LT (OPEN)
X
X
1
Y
X
2
3
Y
X
STACK
X
Z
2
Y
1
3
4
DOUBLE WING RT/LT
TRIPS RT/LT (OPEN)
OTHER FORMATIONS
X
Y
X
2
1
Y
Z
X
X
Z
1
4
2
4
PRO-SLOT RT/LT
Y
X
X
ACE
Y
X
X
2
2
1
4
1
3
4
GUN SLOT
RT/LT
3
GUN SLOT RIGHT/LEFT
OPEN
OTHER FORMATIONS
Y
X
1
X
2
Y
X
X
1
2
Z
3
4
4
ROB/LOU
Z
X
X
4
1
2
3
SPREAD
BUNCH RT/LT
FORMATION MODIFICATIONS
“SWITCH”
THE SLOT BACK SWITCHES HIS POSITION OPPOSITE FROM THE
CALL
X
Y
1
3
4
ENDS OVER LEFT SWITCH
2
FORMATION MODIFICATIONS
“BROWN”
THE TAIL BACK LINES UP OVER THE WEAK SIDE TACKLE WITH
HIS HEELS AT 5 YARDS. THE TAILBACK WILL ALWAYS GO AWAY
FROM STRENGTH.
X
Y
2
1
3
SLOT LEFT BROWN
4
FORMATION MODIFICATIONS
“TRADE”
THE TIGHT END STEPS OFF AND MOTIONS AS THE FLANKER
STEPS ON THE L.O.S.
X
Y
1
Z
Y
3
4
PRO RIGHT TRADE
Z
FORMATION MODIFICATIONS
“KICK”
THE SLOT BACK SPLITS OUT WIDE FROM HIS ORIGINAL
POSITION
X
Y
1
3
4
WING RIGHT KICK
2
2
FORMATION MODIFICATIONS
“SHIFT TO”
THE QB SHIFTS FROM ONE FORMATION TO ANOTHER BEFORE
PUTTING HIS HANDS UNDER CENTER
X
X
Z
Y
Y
1
2
2
Z
4
STACK SHIFT TO ACE
RUNNING GAME
1.
OPTION SERIES
A. VEER
1) COUNTER OPTION
2) OUTSIDE VEER
B. DOUBLE
C. MID-LINE
1) TRAP
2) DOUBLE DIVE
2.
I-RUN SERIES
A. ISO
B. POWER
C. TOSS
D. JET SWEEP
E. BELLY/BELLY OPTION
RUNNING GAME
2. I-RUN SERIES
A. COUNTER TREY
B. SLOT COUNTER
3. GUN SERIES
A. COUNTER READ
B. QB COUNTER TREY
C. POWER
RUNNING GAME
OPTION SERIES
VEER
X
Y
2
1
3
4
VEER RULES
• OFFENSIVE LINE
– PST – 1ST MAN INSIDE ON/OFF L.O.S.
• LOOP 4i VS. ODD FRONT
– PSG – 1ST DEF. LINEMAN FROM “B” GAP IN
– PSTE
• IF LAST MAN – 4 COUNT
• IF NOT THE LAST MAN – MUST COUNT (3 OR 4)
– C – STEP PLAYISDE, OVER, FREE
– BSG, BST, BSTE – CROSS FACE/CROSS
FIELD
COUNTER OPTION
X
Y
2
1
3
4
COUNTER OPTION RULES
• OFFENSIVE LINE
–
–
–
–
C – PPGH
BSG – PULL AND LOG EMOLOS
BST – BASE THE “C” GAP THREAT
PSG AND PST
• SAME AS VEER EXCEPT PLAYSIDE AND BACKSIDE ARE
“FLIPPED”
• PSG HAS NO HELP FROM CENTER
OUTSIDE VEER
X
Y
1
3
4
Z
OUTSIDE VEER RULES
• OFFENSIVE LINE
– 2 FT SPLITS
– SAME RULES AS VEER
• EXCEPTIONS
– PST WILL ALWAYS BLOCK 1ST DEFENDER INSIDE
(NEVER LOOP)
– PSTE HAS SAME RULE AS PST – BLOCK 1ST
DEFENDER INSIDE ON/OFF L.O.S.
DOUBLE
X
Y
2
1
3
4
DOUBLE RULES
• OFFENSIVE LINE
– PST – 1ST MAN INSIDE ON/OFF L.O.S.
• “TREY” THE “C” GAP THREAT WITH PSTE
– PSG – 1ST DEF. LINEMAN FROM “B” GAP
IN
• REACH THE “B” GAP THREAT
– PSTE – 1ST MAN INSIDE ON/OFF L.O.S.
• “TREY” THE “C” GAP THREAT WITH PST
– C, BSG, BST, BSTE – SAME AS VEER
MIDLINE
X
Y
2
1
3
4
MIDLINE RULES
• OFFENSIVE LINE
– PST – BASE (“JILL” A 7-TECH)
• VS. ODD – EITHER INSIDE RELEASE FOR PS ILB OR
BLOCK OUT DEPENDING ON WHERE HEAD-UP DEF. IS
– PSG – VEER RELEASE INSIDE FOR PS ILB
• BLOCK “A” GAP DEFENDER IF WE RUN IT TO A 1 OR 2iTECH
– PSTE – BASE (“JILL” A 7-TECH IF NO EMOLOS)
– C AND BSG – COMBO BACKSIDE “A” TO “B” GAP
• STAY ON DOUBLE TEAM IF NO “B” GAP THREAT
PRESENT
– BST AND BSTE – BASE BLOCK BACKSIDE GAP
DEFENDERS
• BST – ZONE IF THERE IS A BLITZING “B” GAP THREAT
MIDLINE
X
Y
2
1
3
4
MIDLINE TRAP RULES
• OFFENSIVE LINE
– PST – BASE (“JILL” A 7-TECH)
• VS. ODD – EITHER INSIDE RELEASE FOR PS ILB OR
BLOCK OUT DEPENDING ON WHERE HEAD-UP DEF. IS
– PSG – VEER RELEASE INSIDE FOR PS ILB
• BLOCK “A” GAP DEFENDER IF WE RUN IT TO A 1 OR 2iTECH
–
–
–
–
PSTE – BASE (“JILL” A 7-TECH IF NO EMOLOS)
C – PPGH (PROTECT PULLING GUARD HOLE)
BSG – PULL AND TRAP THE “B” GAP THREAT
BST AND BSTE – BASE BLOCK BACKSIDE GAP
DEFENDERS
DOUBLE DIVE
X
Y
2
1
3
4
DOUBLE DIVE RULES
• OFFENSIVE LINE
– SAME AS MIDLINE RULES
RUNNING GAME
I-RUN SERIES
BLAST
X
Y
2
1
3
4
BLAST RULES
• OFFENSIVE LINE
– PST – BASE OR DEUCE
• BE ALERT FOR “JILL” CALL WITH PSTE
– PSG – 1ST DOWN LINEMAN FROM “B” GAP IN
• “DEUCE” A 3-TECH, “RAM/LION” A 2i/1-TECH,
NOSE
– PSTE – BASE “C” GAP THREAT
• “JILL” CALL VS. 7-TECH IF NO EMOLOS
– C – COMBO “A” GAP THREAT
• BACKSIDE TAKES PRECEDENT VS. DOUBLE “A”
GAP THREATS
• CAN “CAGE” BLOCK FOR THE BS ILB
– BSG – COMBO/BASE BACKSIDE “B” GAP THREAT
• CAN “GEICO” BLOCK FOR THE BS ILB
– BST AND BSTE – “CHIP AND GO” ON BACKSIDE GAP
THREATS
BLAST RULES
• QUARTERBACK
– OPEN TO THE PLAY AND GET THE BALL TO
THE TAILBACK NOW
– AFTER, TAKE TWO STEPS BACK AND FAKE
PLAY ACTION
• TAILBACK
– AIM AT OUTSIDE SHADE OF 1ST D-LINEMEN,
GET BALL AND ATTACK THE HOLE
– BOUNCE TO THE PERIMETER IF WE ARE
RUNNING WITHOUT A TIGHT END
• FULLBACK
– ISO BLOCK 1ST LINEBACKER OFF THE L.O.S.
INSIDE IMAGINARY TIGHT END
“O”
X
Y
2
1
3
4
“O” RULES
• OFFENSIVE LINE
– PSTE, PST, PSG – GDB (GAP, DOWN BACKER)
• “TREY” OR “DEUCE” IF NO BLITZ THREAT
– C – PPGH (PROTECT PULLING GUARD HOLE)
– BSG – PULL (“HORN” TECHNIQUE) AND LEAD UP FOR
PS LB
• IF EMOLOS GETS LOGGED, LEAD UP OUTSIDE
THE FULLBACK’S LOG BLOCK
– BST AND BSTE – “CHIP AND GO” ON BACKSIDE GAP
THREATS
“O” RULES
• QUARTERBACK
– OPEN TO THE PLAY AND GET THE BALL TO THE
TAILBACK
– AFTER, FAKE WAGGLE
• TAILBACK
– AIM AT INSIDE HIP OF THE FULLBACK’S BLOCK
AND GO INSIDE OF HIS KICK-OUT (OUTSIDE IF
THERE IS A LOG BLOCK)
• FULLBACK
– KICK OUT EMOLOS
• IF KICK OUT IS NOT POSSIBLE, LOG EMOLOS
BOB
X
Y
2
1
3
4
BOB RULES
• OFFENSIVE LINE
– PST AND PSG – REACH PLAYSIDE
• PULL PLAYSIDE IF THERE IS NO OUTSIDE SHADE –
LOOK INSIDE-OUT
– PSTE – REACH EMOLOS (BIG BLOCK!!!)
– C, BSG, BST, BSTE – REACH/SCOOP TO PLAYSIDE
BOB RULES
• FULLBACK
– WRAP FOR OLB TO SAFETY
COUNTER
X
Y
2
1
3
4
COUNTER RULES
• OFFENSIVE LINE
– PSTE, PST, PSG – GDP (GAP, DOWN BACKER)
• “TREY” OR “DEUCE” IF NO BLITZ THREAT
– C – PPGH (PROTECT PULLING GUARD HOLE)
– BSG – PULL AND KICK OUT EMOLOS
– BST – PULL AND LEAD UP INSIDE OF BSG KICK OUT
BLOCK AND BLOCK PS LB
– BSTE – “CHIP AND GO” ON BACKSIDE GAP THREAT
COUNTER RULES
• FULLBACK
– FAKE OUTSIDE VEER, REPLACE THE
BACKSIDE TACKLE AND BLOCK THE “C”
GAP THREAT
• TAILBACK
– TAKE 3 QUICK STEPS FOR PITCH TO THE
BACKSIDE, THEN COME BACK, TAKE
THE HAND OFF AND FOLLOW THE BST
LEAD BLOCK
RUNNING GAME
GUN SERIES
COUNTER READ
X
Y
2
1
3
4
GUN COUNTER READ RULES
• OFFENSIVE LINE
– SAME AS COUNTER
QB COUNTER TREY
X
Y
2
1
3
4
QB COUNTER (Q46-Q47) RULES
• OFFENSIVE LINE
– SAME AS COUNTER
“O”
X
Y
2
1
3
4
GUN “O” RULES
• OFFENSIVE LINE
– SAME AS “O”
SLOT-I
PASS PLAYS OUT OF THE SLOT-I
1. PLAY ACTION PASS
A. VEER PLAY ACTION
B. WAGGLE (OFF C.T.)
C. ISO PLAY ACTION
2.
3.
4.
5.
3-STEP SERIES
5-STEP SERIES
SPRINT OUT
SCREENS
0 – HITCH
8
1 – ARROW
2 – SLANT
3 – OUT
4 – CURL IN
5 – “V” OUT
6 – DIG
7 – FLAG
8 – POST
9 – GO/FADE
9
7
5
4
6
2
3
0
1
EVEN NUMBERS - IN
MIDDLE OF FIELD
ODD NUMBERS - OUT
PASSING SYSTEM
• ALL 3-DIGIT PLAYS WILL BE PASS PLAYS
• ALL 3-STEP, 5-STEP, AND SPRINT-OUT ROUTES WILL BE
NUMBERED
– NUMBERED PLAYS WILL CONSIST OF THE PASS PROTECTION
FIRST, OUTSIDE RECEIVER ROUTE SECOND, AND INSIDE
RECEIVER ROUTE THIRD
• EX: LEFT 321
– 300 PROTECTION, SLANT-ARROW PATTERN
• ALL PLAY-ACTION PASSES WILL BE “TAGGED”
– THE PROTECTION WILL BE GIVEN FOLLOWED BY THE
“TAGGED” NAME OF THE PLAY
• EX: LEFT 113 POST-WHEEL
• IF THERE IS A THIRD RECEIVER INVOLVED IN THE
PATTERN, THE PLAY WILL BE “TAGGED”
– EX: LEFT 993 FLAT
• THIRD RECEIVER WILL RUN THE FLAT ROUTE
PASSING SYSTEM
• IF THERE IS A PLAY WITH MULTIPLE ROUTES NOT
INCLUDED ON THE PASSING TREE, THE PLAY WILL BE
NUMBERED AS A “HUNDRED” PLAY
– EX: EVEN FIVE HUNDRED CROSS
• LABELED BECAUSE TWO RECEIVERS ARE RUNNING “CROSSES,”
WHICH IS NOT INCLUDED ON THE PASSING TREE
PASSING GAME
PLAY ACTION
PLAY ACTION PASSING GAME
VEER PLAY ACTION
X
Y
2
1
3
4
SLOT LEFT 113 POST-WHEEL
VEER PLAY ACTION RULES
• PSG, PST, PSTE – BLOCK #1, #2, AND #3 RESPECTIVELY
FROM THE CENTER
– SHOW RUN FIRST, THEN POP FOR PASS
• C, BSG, BST – WHEEL TO BACKSIDE GAP
– STAY LOW AND SHOW RUN FIRST
– IF NOBODY SHOWS IN YOUR BACKSIDE GAP, CONTINUE
TO WHEEL FOR EDGE DEFENDER
• BSTE – BUILT IN DRAG ROUTE
– NO DEEPER THAN 6 YARDS
– “STAY” CALL ALERTS BSTE TO STAY IN AND WHEEL TO
BACKSIDE GAP
VEER PLAY ACTION ROUTES
LOAD
CURL-ARROW
OUT
TX DUMP
VEER PLAY ACTION ROUTES
TX DUCK
TRAIL WHEEL
PLAY ACTION PASSING GAME
ISO PLAY ACTION
X
Y
2
1
3
4
LEFT 142 ISO PASS
ISO PLAY ACTION RULES
• ALL OL – GAP AWAY FROM CALL
– PST, PSG, PSTE (IF NOT INVOLVED IN ROUTE)
• GET TO YOUR GAP, STAY SQUARE, DON’T GIVE GROUND,
SHOW RUN AND POP FOR PASS
– C, BSG, BST – WHEEL TO BACKSIDE GAP
• STAY LOW AND SHOW RUN FIRST
• IF NOBODY SHOWS IN YOUR BACKSIDE GAP, CONTINUE TO
WHEEL FOR EDGE DEFENDER
– BSTE – BUILT IN DRAG ROUTE
• NO DEEPER THAN 6 YARDS
• “STAY” CALL ALERTS BSTE TO STAY IN AND WHEEL TO
BACKSIDE GAP
ISO PLAY ACTION ROUTES
• ALL ROUTES SIMILAR TO VEER PLAY ACTION ROUTES
PLAY ACTION PASSING GAME
WAGGLE
X
Y
2
1
3
4
LEFT 146 WAGGLE
WAGGLE PLAY ACTION
RULES
• ALL OL EXCEPT PSG AND PST – GAP TO THE CALL
– STAY LOW, SHOW RUN, POP FOR PASS
– ***CENTER MUST WORK “A” GAP TO “B” GAP
• PSG – LONG PULL AWAY FROM CALL AND LOG
EMOLOS
• PST – SEAL “B” GAP, WHEEL TO “C” GAP
– PUNCH THE 3-TECH AND 4i…THEN WHEEL TO “C” GAP THREAT
– BLOCK “B” GAP BLITZING THREAT IF THERE IS NO 3-TECH OR
4i
PASSING GAME
3-STEP DROP
3-STEP DROP PASSING GAME
X
Y
2
1
3
4
LEFT 321
3-STEP DROP RULES
• ALL OL – GAP REACH PLAYSIDE
– ALL OL MUST LISTEN TO THE FORMATION!
– STAY LOW, PUNCH LOW, DON’T GIVE GROUND
• FB – BLOCK BACK SIDE “C” GAP
– ARRIVE TIGHT OFF OF THE TACKLE
• TB – FOLLOW FULLBACK TO BACK SIDE “C” GAP
AND GET INVOLVED IN ROUTE
– ARRIVE TIGHT OFF OF THE FULLBACK’S BLOCK
– WILL RUN AN ARROW ROUTE UNLESS THE ROUTE IS
CALLED
– **WILL TAKE THE FULLBACK’S RESPONSIBILITY IN ANY
ONE-BACK SET**
3-STEP ROUTES
393
307
322
300
PASSING GAME
5-STEP DROP
5-STEP DROP PASSING GAME
X
Y
2
1
4
EVEN 567
3
5-STEP DROP RULES
• ALL OL – BIG ON BIG BLOCKING
– EVEN FRONT – FRONT 4 DL AND THE MLB
– ODD FRONT – FRONT 5 DL
– USE THE POWER-KICK TECH
• SINGLE BACK (TB OR FB)
– HOP STEP AND BLOCK THE “A” TO “B” GAP DEFENDER
FOR LEAKAGE
• ALWAYS STEP TO THE SIDE OF THE QB’S ARM
• IF THERE ARE TWO BACKS IN THE BACKFIELD, THE
BACK CLOSEST TO GOING OUT ON THE PATTERN
WILL RELEASE
• *IF THERE ARE TWO BACKS IN THE BACKFIELD (AND
THEY ARE BOTH NOT INVOLVED IN THE ROUTE), THE
FB WILL BLOCK RIGHT-SIDE “A” TO “B” GAP AND THE
TB WILL BLOCK LEFT-SIDE “A” TO “B” GAP
5-STEP ROUTES
599
587
FIVE HUNDRED
CROSSES
FIVE HUNDRED
SEARCH
5-STEP ROUTES
FIVE HUNDRED STING
FIVE HUNDRED
TB POST-WHEEL
PASSING GAME
SPRINT-OUT
SPRINT-OUT PASSING GAME
Y
3
1
3
4
RIGHT 800 FLAG-COMEBACK
2
SPRINT-OUT RULES
•
PSTE, PST, PSG
– STEP/PUNCH TO PLAYSIDE, TURN AND HINGE TO BACKSIDE
GAP
– “REACH” CALL TELLS ENTIRE OL TO REACH PLAYSIDE GAP
•
C, BSG, BST
– WHEEL TO BACKSIDE GAP
• IF NO DEFENDER PRESENT, KEEP WHEELING FOR DEFENDER
COMING OFF THE EDGE
•
BSTE
– BUILT IN DRAG ROUTE
• “STAY” CALL ALERTS TE WILL STAY IN AND BLOCK BACKSIDE
RULES
•
FB
– PLAYSIDE “C” GAP UNLESS INVOLVED IN ROUTE
• BE ALERT FOR “TALE/TRACK” CALL (SWITCHES TO “D” GAP)
•
TB
– PLAYSIDE “D” GAP UNLESS INVOLVED IN ROUTE
SPRINT-OUT ROUTES
NINE HUNDRED
COMEBACK
953 REACH
FLAT
993
922 REACH
PICK
SPRINT-OUT ROUTES
NINE HUNDRED
POST-WHEEL
NINE HUNDRED
FLAG-COMEBACK
SCREENS AND DRAWS
SCREENS
Y
X
1
3
4
RIGHT 800 Y SCREEN LEFT
2
SCREENS
Y
X
1
2
3
4
RIGHT WIDE DOUBLE SCREEN (TOM/FRED)
SCREENS
Y
X
1
3
4
RIGHT WIDE ROCKET
2
DRAWS
Y
Z
X
1
4
EVEN TB DRAW
2
DRAWS
Y
X
1
3
4
RIGHT TB ICE
2
AUDIBLES AND HOTS
AUDIBLES AND HOT CALLS
• WE WILL PACKAGE CERTAIN PLAYS
TOGETHER AND CALL THEM AT THE L.O.S.
DURING THE CADENCE
– THE COLOR “RED” STATED DURING THE
CADENCE WILL INDICATE THAT THE PLAY IS
AN AUDIBLE
– “RED” WILL BE ACCOMPANIED WITH THE
NUMBER OF THE PLAY
• THE FOLLOWING WOULD BE “VEER CHECK WITH
ME” AT THE L.O.S. WITH “VEER RIGHT/LEFT” BEING
THE PLAY
– EX: Set-GO!, RED VEER LEFT, RED VEER LEFT, Set-GO!
AUDIBLES AND HOT CALLS
• WE WILL HAVE HOT CALLS AGAINST A BLITZING
TEAM
• THE TEAM MUST BE SENDING AT LEAST 2 OF ITS
LINEBACKERS IN ORDER TO MAKE THE HOT
CALL
• THE HOT CALL MUST BE MADE BEFORE THE
SECOND “COLOR, NUMBER” COMBINATION IS
COMPLETED
• THE HOT CALL CANNOT BE MADE IF THE PLAY IS
BEING RUN ON “QUICK”
– THE QB WILL CHECK “RUTGERS/LEHIGH” ON RUN
PLAYS
• THIS WILL AUTOMATICALLY POST-WHEEL THE PLAY TO
BOB
– THE QB WILL CHECK “OMAHA” ON PASS PLAYS
• THIS WILL AUTOMATICALLY POST-WHEEL THE PLAY TO
322
HURRY UP OFFENSE
HURRY UP OFFENSE
#1
#5
593
TB DRAW
#2
#6
567
TB SCREEN
#3
#9
FLAG-COMEBACK
599
#4
COVERAGE BEATER OF THE WEEK
GADGETS
GADGET PLAYS
Y
X
1
2
3
4
SLOT RIGHT WIDE X REV. LEFT
GADGET PLAYS
Y
X
1
2
3
4
SLOT RIGHT WIDE X REV. LEFT PASS
GADGETS PLAYS
X
Y
2
1
3
4
SLOT LEFT FAKE 13 HB PASS
GADGET PLAYS
Y
X
1
2
3
4
SLOT RIGHT WIDE 43 FLEA FLICKER
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