Trinity 2006 QB School PDF

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QBS

Goals/Responsibilites
Qualities of a Trinity
QB
Six Second Rule
Defense ID: Fronts Slot
Defense ID:
TRINITY FOOTBALL Coverage
Run Check Terms
Def.

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
2:00 Offense: “Red
Ball”
Glossary/Terminology
Pg
QUARTERBACK SCHOOL 2006
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GOALS
“With greater sophistication comes greater CONTROL.” –Sun Tzu
1. Gain a foundational understanding of the components of our offense
Procedures – Terminology – Defenses – Run game – Protections – Routes

2. Understand the “WHY” behind the “WHAT”

3. Begin to visualize the game – Get lots of mental reps – Slow the game down

4. Put yourself in a position by end of summer to:


1. Understand and absorb things quicker the second time through
2. Fully show your physical skills because the learning part isn’t slowing you
down
3. Establish leadership by being able to help teammates know what to do.

5. Learn how to get the most out of watching film

6. Establish a good foundation of footwork skills


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YOUR RESPONSIBILITY
1. Be active and engaged in the learning process
1. Ask questions
2. Make sure you know the “why” behind the “what”
3. Checkers: Learn from the other guy’s reps…rep it as if it’s yours

2. Review for :15 within 24 hours of our meetings—store in long-term memory

3. Approach the information as though you’ve never heard it before


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QUALITIES OF A TRINITY QUARTERBACK


*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


1. Intangibles (Be the right kind of person and teammate)
2. Understanding (Grasps offensive concepts & opposing defenses)
3. Decision-making (Pre- and Post-snap)
4. Footwork & ball-handling
5. Body position & pocket presence
6. Throws (Ball placement, choosing the correct velocity & trajectory)
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QUALITIES OF A TRINITY QUARTERBACK


*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 want
GREAT 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: Doesn’t 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.
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QUALITIES OF A TRINITY QUARTERBACK


*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
don’t 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 can’t just think about this stuff
while you’re at the facility.”
LLOYD CARR – UNIVERSITY of MICHIGAN
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QUALITIES OF A TRINITY QUARTERBACK


*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… Doesn’t think he’s 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 ISN’T A ROBOT Is savvy and confident enough to make plays beyond
(not against) the system when it’s time to make a play.
USES THE :06 RULE
Is DECISIVE Makes YES/NO decisions and does it quickly, without
second-guessing himself. Doesn’t 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.
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QUALITIES OF A TRINITY QUARTERBACK


*Components of great FOOTWORK and BALL-HANDLING:
1. Pushes ball deep to RB in the running game; makes them RB quickly
2. Angle, mesh, and tempo of runs look exactly same as they do on PLAY ACTION
3. Carries out fake with 5 full-speed steps after every run
4. DROPS are consistent and disciplined, serving the following purposes:
1. Get you where you’re 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.
2. Get you there when you’re 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!
3. Get your body in a position to deliver the ball when the read tells you to
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QUALITIES OF A TRINITY QUARTERBACK


*Components of great BODY POSITION:
1. On straight dropbacks:
Front shoulder “tent pegged” & closed to target – Ball loaded –
Instep pointed to target – Everything compact
2. On movement passes:
Ball loaded – Feet chopping – Shoulder “tent-pegged”

*Components of great POCKET PRESENCE:


1. FEELS the rush, doesn’t LOOK at it (eyes stay downfield)
2. Skilled at ANTICIPATING and AVOIDING rushers with quick foot adjustments, getting
quickly back to a ready throwing position
3. Willing to stand in and deliver the ball at the last moment – tough & doesn’t “flee”
prematurely
4. Secure with the ball (front hand pressure)
5. Knows when and how to scramble
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QUALITIES OF A TRINITY QUARTERBACK


*Components of great THROWS:
1. ACCURACY: Ball placed correct shoulder for R.A.C. or “Gut shot” to protect rec.
2. VELOCITY: Thrown at the correct velocity needed for the throw/situation
3. TRAJECTORY:1, 2, or 3 ball appropriate to the throw and the defense
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SIX SECOND RULE


“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.
1. Find the :25 clock
1. Less than :12 – Take motion/shifts off
2. Less than :10 – Take all checks off; call a play out immediately
3. Less than :08 – Time out (in key situations, especially 3rd down)
2. Find JACK – Need to know right now if you’re in Zero Safety mode!
3. Right to left scan: Coverage
1. Are they lined up right? (Uncovered receivers, etc.)
2. Number of safeties
4. Left to right: Front – are they lined up right? (2 uncovered OL, 1 & 9 tech, etc.)
5. Pre-snap cues as dictated by play (find the 3 tech, Premium/non-premium, etc.)
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IDENTIFYING DEFENSES: FRONTS


DEFENSIVE LINE “Techniques”
When identifying the location individuals in the defensive front, we describe them in terms of the
“technique” they’re 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 we’ll “check” a play to insure the best chances of success!

“6” “4” “2” “0” “2” “4” “6”


*Special note: Defenders aligned in a
“8” “8”
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” “6i” “4i” “2i” “2i” “4i” “6i”
technique, or a “Deep 2”

“9” “5” “3” “Shade”“3” “5” “9”


“0” Technique - Head up on the Center “4” Technique - Head up on a Tackle
“0 Cheat” or “Shade” - Aligned on one of C’s 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
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IDENTIFYING DEFENSES: FRONTS


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) -Center has a down lineman on him (0 or Shade)
-Either one or both of the guards does NOT have a -Either one or both of the guards does NOT have
DL on him. a DL on him.
-TWO LB are in the core -ONE LB is in the core
-------------------------------- --------------------------------
Core is “ODD” Core is “STACK”
BASE DEFENSE FOR: X (Lou) BASE DEFENSE FOR: Ballard, Eastern, X (Cincy)
CHANGE-UP FOR: Eastern, X (Cincy), Ballard, Seneca, Manual CHANGE-UP FOR: X (Lou), Seneca, Southen
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IDENTIFYING DEFENSES: FRONTS


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), -Center does not have a DL on him (possible
but Guards do Shade), but Guards to
-TWO players at LB depth are in -ONE player at LB depth in the
B gap to B gap area B gap to B gap area
-------------------------------- --------------------------------
Core is “SPLIT” Core is “EVEN”
BASE DEFENSE FOR: X (Lou), Manual BASE DEFENSE FOR: Southern, X (Lou), Shelby Co.
CHANGE-UP FOR: Shelby Co., Seneca, Male CHANGE-UP FOR: Fern Creek
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IDENTIFYING DEFENSES: FRONTS


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 do -Center has a DL on him (0 or Shade), as do


both Guards (usually 3, sometimes 2s) both Guards (usually 3, sometimes 2s)
-NO LB players are in the B gap to B gap ‘core’ -ONE player at LB depth in the
-Usually, 2 of them will be C gap players B gap to B gap area
-------------------------------- --------------------------------
Core is “BEAR ZERO” Core is “BEAR ONE”
BASE DEFENSE FOR: -- BASE DEFENSE FOR: Oldham County, Fern Creek, Male
CHANGE-UP FOR: -- CHANGE-UP FOR: Ballard, Henry Clay
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IDENTIFYING DEFENSES: SLOT DEFENDERS


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:
1.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.
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IDENTIFYING DEFENSES: SLOT DEFENDERS


Two receiver side
“HIP” “IKE SHADE”
“TUCK” “IT” “IKE” “OLLIE”

V V V VV V Outside
shade or
Inside the leverage
Tackle Between
on widest slot
Inside rec
and
Tackle

Head up
on
Inside rec
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IDENTIFYING DEFENSES: SLOT DEFENDERS


Three receiver side
“HIP”
“TUCK” “IT” “IKE” “MILT” “MOE” “OLLIE”

V V V V V V V Outside
shade or
Inside the leverage
Tackle Between Between
Middle on widest slot
Inside rec
and and
Tackle Inside rec

Head up Head up
on on
Inside rec Middle rec
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IDENTIFYING DEFENSES: COVERAGE


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 defense’s overall philosophy, numbers against the run, and ability to blitz.

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IDENTIFYING DEFENSES: COVERAGE


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 defense’s overall philosophy, numbers against the run, and ability to blitz.
0 Safety 1 Safety 2 Safety
Family Family Family
*No one in the hash area *1 player in the hash area (Jack) *2 players on/near hash area
(8 yds or deeper, between *MAN or ZONE coverage family *MAN or ZONE coverage family
or within 2 yds of the hash)
*Run defenders: Def +1 *Run defenders: Even
*MAN coverage family *Pass rushers: Off +1
*Pass rushers: Even
*Run defenders: Def +2 *Safeties’ relationship to hash
*CB “D.E.L.” will tell you the
*Pass rushers: Def +1 actual coverage will change when ball is
*JACK tells you where we’re on the hash!
*COVERAGES:
outnumbered 1, 1 Press, 3, 3 Fire, 3 Cloud, 5 *CB D.E.L. & Safety align
*COVERAGES: will tell you actual coverage
0, 0 Str, 0 Weak, 0 Press *COVERAGES:
2, 2 Man, 4, 8, 8 Press, 28
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IDENTIFYING DEFENSES: COVERAGE


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 defense’s overall philosophy, numbers against the run, and ability to blitz.
0 Safety
Family
*No one in the hash area
(8 yds or deeper, between V V
or within 2 yds of the hash) V V
*MAN coverage family
*Run defenders: Def +2
*Pass rushers: Def +1
*JACK tells you where we’re
outnumbered
*COVERAGES:
0, 0 Str, 0 Weak, 0 Press
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IDENTIFYING DEFENSES: COVERAGE


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 defense’s overall philosophy, numbers against the run, and ability to blitz.
1 Safety
Family V
*1 player in the hash area (Jack)
*MAN or ZONE coverage family V V
*Run defenders: Def +1 V
*Pass rushers: Even
*CB “D.E.L.” will tell you the
actual coverage
*COVERAGES:
1, 1 Press, 3, 3 Fire, 3 Cloud, 5
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IDENTIFYING DEFENSES: COVERAGE


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 defense’s overall philosophy, numbers against the run, and ability to blitz.
2 Safety
Family V V
*2 players on/near hash area
*MAN or ZONE coverage family
*Run defenders: Even V V
*Pass rushers: Off +1
*Safeties’ relationship to hash
will change when ball is
on the hash!
*CB D.E.L. & Safety align
will tell you actual coverage
*COVERAGES:
2, 2 Man, 4, 8, 8 Press, 28
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IDENTIFYING DEFENSES: COVERAGE


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. You’ll get what you need by finding their “DEL” – Depth, Eyes, Leverage

ZONE Corner MAN Corner


DEPTH DEPTH
*Usually deeper than man *Tighter in general
*Generally 6 or deeper C *Mostly 5 or tighter
EYES C EYES
*Looks inside/at you *Looks at receiver
*Can see STRIPE on his *Cannot see stripe
helmet

LEVERAGE LEVERAGE
*Outside
**Note: The term “PRESS” is tagged to describe a *Inside;
CB or a coverage in which CB are less than 5 yards occasionally head up
deep. It can be applied to Man (Inside) or Zone
(Outside) technique.
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IDENTIFYING DEFENSES: COVERAGE


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) V V V V
*10-12 yds deep, tight to or on the V V
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.)
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IDENTIFYING DEFENSES: COVERAGES


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 V V
teams, a Red Zone/GL coverage only. V V
Weaknesses/Thoughts of attack:
1. Individual matchup routes based on
CB/Safety depth
2. Undefended deep hole in the middle
3. Crossing routes w/ stairstep technique
4. “Rub” routes
5. Alley Screens BASE DEFENSE FOR: --
6. Timed breakout routes to inside CHANGE-UP FOR: Southern, X (Cincy), Ballard
receivers against inside leverage LB or
safeties (4 route, 5 route, Bronco)
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IDENTIFYING DEFENSES: COVERAGES


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 DB’s athleticism compared to
V V V V
our WR; a challenge. For some teams, a
Red Zone/GL coverage only.

Weaknesses/Thoughts of attack:
1. 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: --
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IDENTIFYING DEFENSES: COVERAGES


COVER 1
FAMILY: 1 Safety
CORNER D.E.L.: Man V
Why used:
To defend the run and create some
pressure without the risk of emptying the
V V V V
deep middle. Can be a Red Zone change-up

Weaknesses/Thoughts of attack:
1. Individual matchup routes based on
CB/Safety depth
2. Sneak & Crossing routes w/ stairstep
technique
3. “Rub” routes
4. Alley Screens BASE DEFENSE FOR: Fern Creek, Oldham Co.
5. Timed breakout routes to inside CHANGE-UP FOR: Male, Henry Clay, X (Cincy)
receivers against inside leverage LB or
safeties (4 route, 5 route, Bronco)
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IDENTIFYING DEFENSES: COVERAGES


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:
1. Same as Cover 1, with special
emphasis on FIRE routes inside and
DOUBLE MOVES outside.

BASE DEFENSE FOR: Fern Creek


CHANGE-UP FOR: Male
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IDENTIFYING DEFENSES: COVERAGES


COVER 3
FAMILY: 1 Safety
CORNER D.E.L.: Zone V
Why used:
Allows for fronts that outnumber the run, V V
while providing safe pass coverage that
limits big plays and forces offense to
execute underneath. V V V V
Weaknesses/Thoughts of attack:
1. Short outside throws – Now, Quick Out,
Stop, Hitch, Comeback, Orbit
2. Areas between the 4 underneath
defenders: Spacing, especially
3. Creating 2 on 1 situations agianst the
Jack safety in the middle with vertical BASE DEFENSE FOR:
routes on the hashes: BOX X (Lou), X (Cincy), Seneca, Ballard, Eastern
4. Creating 2 on 1 situation on the flat CHANGE-UP FOR: Oldham Co., Shelby Co.
defender: Bronco, Flood
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IDENTIFYING DEFENSES: COVERAGES


COVER 2
FAMILY: 2 Safeties
CORNER D.E.L.: Zone, V V
possibly press
SAFETY ALIGN: Halves (Wide)
Why used:
To be physical against the outside run with
CB support and constrict short passing
V V V V V
lanes with 5 defenders underneath
Weaknesses/Thoughts of attack:
1. Holes at the second level: Deep middle
and “pocket” areas on the outside;
Box, Corner, Pocket
2. Routes that put CB in a bind with BASE DEFENSE FOR:
receivers in front & behind: 2, 4, E/W X (Cincy)
3. Routes that wall off OLB and work in CHANGE-UP FOR: X (Lou), Southern
crease inside QB: Spacing, Slick
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IDENTIFYING DEFENSES: COVERAGES


COVER 2 MAN
FAMILY: 2 Safety
CORNER D.E.L.: Man Press V V
SAFETY ALIGN: Halves
Why used:
Heavy pass coverage on obvious pass
downs or two minute situations to allow
underneath defenders to be aggressive, V V V V V
knowing they have help over the top.

Weaknesses/Thoughts of attack:
1. Matchup: MLB on the back
2. QB run/Option/Scramble/Run support
on edges
3. Same underneath route concepts as BASE DEFENSE FOR: --
Cover 1 and 0 Press (Rubs, Crosses, CHANGE-UP FOR: Male
Out-breaking routes to Inside rec.)
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IDENTIFYING DEFENSES: COVERAGES


COVER 4
FAMILY: 2 Safeties
CORNER D.E.L.: Zone
SAFETY ALIGN: Quarters (tight) V V
Why used: V
To eliminate deep, vertical throws V
Weaknesses/Thoughts of attack: V V V
1. Short outside throws – Now, Quick Out,
Stop, Hitch, Comeback, Orbit
2. SHORT areas between the 4 underneath
defenders: Spacing, especially
3. Intermediate areas in front of safeties Note: J safety will
behind LB: Over, Curl typically “Cross key”
BASE DEFENSE FOR: X (Lou), Southern #3 receiver in a Trips set
4. 4 route! & lock on him if he runs
5. Creating 2 on 1 situation on the flat CHANGE-UP FOR: Ballard, Eastern a Hole, Slash, or Vertical-
type route
defender: Bronco, Flood
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IDENTIFYING DEFENSES: COVERAGES


COVER 8
FAMILY: 2 Safeties
CORNER D.E.L.: Loose Man
SAFETY ALIGN: Support
V V
Why used: V V
To maintain a form of 4-deep coverage
while adding two safeties to the run
support equation.
V V V
Weaknesses/Thoughts of attack:
1. Safeties have two jobs: Must use
effective PLAY ACTION to exploit this
(216-217, 226-227) Note: J safety will
2. Otherwise, same types of throws we BASE DEFENSE FOR: typically “Cross key”
#3 receiver in a Trips set
use against Cover 4 Southern & lock on him if he runs
a Hole, Slash, or Vertical-
CHANGE-UP FOR: X (Lou) type route
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IDENTIFYING DEFENSES: COVERAGES


COVER 3 f/ 2-SAFETY LOOK:
Cover 3 “Sky” Rotation
FAMILY: 1 Safety
CORNER D.E.L.: Zone V V
SAFETY ALIGN: “Creeps”
Why used: V V
To disguise intentions, add run defender to
“box” or adjust to formations/motion 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”
*Doesn’t necessarily affect us other than BASE DEFENSE FOR: X (Lou), X (Cincy), Southern
Box conversions & recognition in Key CHANGE-UP FOR:
defender throws. LOVE Box away from
rotation!
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IDENTIFYING DEFENSES: COVERAGES


COVER 3 f/ 2-SAFETY LOOK:
Cover 3 “Cloud” Rotation
FAMILY: 1 Safety
CORNER D.E.L.: Zone V V
SAFETY ALIGN: “Creeps”
Why used: V V
To disguise intentions, squeeze the
“Pocket” area, constrict strongside throws 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”
*Will continue to key CB in 2-safety throws, BASE DEFENSE FOR: Manual
but MUST be careful in the pocket area. CHANGE-UP FOR: --
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IDENTIFYING DEFENSES: COVERAGES


COVER 2 CONCEPT f/1
SAFETY LOOK:
“Cover 5”
V
FAMILY: 1 Safety
CORNER D.E.L.: Zone weak; Man str V
Why used: V V
Tries to outnumber 3 receiver & unbalanced V V V
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.

Weaknesses/Thoughts of attack:
1. Box area between hashes, deep. BASE DEFENSE FOR:
(7 Hole, E-W Hole, Bronco “Ollie”) Henderson
2. “Solo” flight routes of any kind back
CHANGE-UP FOR: --
to weakside
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RUNNING GAME: Check with me terms


“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 1: EXAMPLE 2:
3 on left, 2i on right 0 over C (doesn’t count),
*Left side has “WIDEST TECHNIQUE” 4i on left, 5 on right
*Right side has “WIDEST TECHNIQUE”

V V V V V
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RUNNING GAME: Check with me terms


“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 1: EXAMPLE 2:
2 on left, 2i on right Shade on left, 3 on right
*Right side has “TIGHTEST TECHNIQUE” *Left side has “TIGHTEST TECHNIQUE”

V V V V V
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RUNNING GAME: Check with me terms


“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: EXAMPLE 2:
3 DL v. 3 blockers on left; 2 DL v. 3 on right 2 DL v. 3 blockers on left; 2 DL v. 2 on right
*Right side has “LIGHTEST SURFACE” *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
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RUNNING GAME: Check with me 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 1: EXAMPLE 3:
Player B is an overhang; no blocker available B is not an overhang; a blocker is available

B V V V V
V V V V V V V V B

EXAMPLE 2: EXAMPLE 4:
Player B is not an overhang; a blocker is available B is an overhang; no blocker is available

B V V V V
V V V V V V V V B
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PASSING GAME: Pre-snap decision terms


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 1: EXAMPLE 2: EXAMPLE 3:


H is “Covered down” by “B” H is “Uncovered” H & Y are “Uncovered”

B B B

H H H Y
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PASSING GAME: Pre-snap decision terms


PREMIUM / NON-PREMIUM
Words that describe a side of a formation;
specifically, 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 receiver’s route.
“Premium” means no defender is in the alley and the receiver is 1-on-1;
“Non-Premium” means an overhang LB or safety is in the alley in position to help.

EXAMPLE 1: EXAMPLE 2: EXAMPLE 3:


No one in alley: “Premium” Overhang LB in alley: Support safety in alley:
“Non-Premium” “Non-Premium”
V V
V V
V
V V V V V
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PASSING GAME: Pre-snap decision terms


“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
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PASSING GAME: Pre-snap decision terms


“ACCESS”: Free/Hard Limited/No
EXAMPLE 1 EXAMPLE 2
V V
V
V V V V
V

Premium + Loose CB Premium + Tight CB


=FREE ACCESS =HARD ACCESS
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PASSING GAME: Pre-snap decision terms


“ACCESS”: Free/Hard Limited/No
EXAMPLE 3 EXAMPLE 4
V V
V
V V V V
V

Non-Premium + Loose CB Non-Premium + Tight CB


=LIMITED ACCESS =NO ACCESS
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PASSING GAME: Types of Reads


“AN INDECISIVE QUARTERBACK
IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”

1. Progression: 1 – 2 – 3 “Checklist”
a. “Across the Board”
2. Key defender: Look at a defender, throw opposite his reaction
3. Object receiver: Read an area:
*Throw to object receiver if not invaded
*If invaded, throw to area vacated by “invader”
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PASSING GAME: Types of Reads


PROGRESSION
Example: Eastern v. 1 safety look. Progression is Pin Arrow to Over to Comeback to Run

KEYS
1. Pre-snap homework: V 2
Understand where 3
threats are to each guy in V
the progression V V V
2. Checklist is a series of V VV 1
V V V
SNAPSHOTS…Yes/No
right now, then move on 4
3. FEET follow the EYES,
then the FEET will tell
you if it’s open (rhythm)
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PASSING GAME: Types of Reads


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

V
KEYS
2
1. BIG SCREEN – See V
defender in front of each 3 V V 1 V
receiver 4
V VV V V V
2. FEET follow the EYES,
then the FEET will tell
you if it’s open (rhythm)
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PASSING GAME: Types of Reads


KEY DEFENDER
Example: 62 v. 2 safeties. Key CB, Smash or Corner route
1
KEYS
1. FOCUS on the FEET of a V
CB if he’s the key, the
V
SHOULDERS of a LB or V
Safety V V V V
V
2. Be READY (body V V V V 1
position) and WILLING
(decisiveness) to throw
IMMEDIATELY upon
seeing his reaction. NO
HESITATION.
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PASSING GAME: Types of Reads


OBJECT RECEIVER
Example: 81. “Object” the Mini-Curl…Space if invaded inside-out, Arrow if invaded outside-in

KEYS
V
1. Pre-snap: Know who can OBJ
invade, & likelihood that 2
they will by alignment. V
V V V
“Influence” them not to in
certain situations V VV V V V
2. BIG SCREEN. See at 2
least 4 yards on either
side of object receiver’s
break point. FEEL
invaders.
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PASSING GAME: Post-snap decision terms


“AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T 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 V
V
V V V V V V V
V
V V
VV V V V V V V V
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PASSING GAME: Post-snap decision terms


“AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”

Danger Player: Defender not accounted for in your read that can
intercept if not accounted for…often 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
V
DANGER
V READ
V
V V V
V
V V V V V
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PASSING GAME: Post-snap decision terms


“AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T 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 he’s open with EYE CONTACT. Do NOT
give him the ball UNLESS he gives you EYE contact
*Examples: Spacing sit, Trace, Over, Drag, Under
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PASSING GAME: Post-snap decision terms


“AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T 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
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PASSING GAME: Types of Throws

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 can’t 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
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PASSING GAME: Ball Placement


“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 receiver’s stomach so that he can protect himself and give the defender
no path to the ball.
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DROP Summary
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:
1. Get you where you’re supposed to be
2. Get you there when you’re supposed to be there
3. Get your body in a position to deliver the ball when the read tells you to
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DROP Summary: 90-190, Part I


UNDER CENTER GUN

1 step

Catch & Shoot

1a. 1 STEP: Throwing side foot steps at 45° angle to target, sit & drive off it
1b. 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)
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DROP Summary: 90-190, Part II


UNDER CENTER GUN

Flash “P”
3 quick Rocker
3 big Rock & Hitch

2a. 3 QUICK: 1 big, 2 quick, anchor and hinge on last step


2b. 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 step
3b. 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 don’t change
4b. “P”: Drop with off foot, lunge & extend w/ throwing foot, Rock back. Can be
used with Anchor or Hitch at end depending on route.
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DROP Summary: 40-50


UNDER CENTER GUN

5 quick

5 big (Hitch)
3 & Hitch 3 quick

2a. 5 QUICK: 5 quickest steps you can take, anchor and hinge last step, no hitch up
2b. 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 rhythm
3b. 3 & HITCH: Just like Gun 3 quick, with a Hitch up
USED FOR: Bronco, Big Space
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DROP Summary: 60-70


UNDER CENTER GUN

Tight U
Angle 5
(Kickback) Angle 3 Dash
(Anchor or Hitch) Tight U
Dash (Possible kickbk)

1. TIGHT U: Reach to 5 or 7 o’clock 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
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‘RUN-PASS’ Calls
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.
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‘RUN-PASS’ Calls
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 CB’s depth tells you to CB depth tells you to hand off
C throw NOW to the left

C
C C
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‘RUN-PASS’ Calls
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”
CB’s inside leverage tells you to hand off Free access tells you to throw Slant on 3d step
C
C B B
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‘RUN-PASS’ Calls
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) 2 over 3 (UNCOVERED) tells you to throw GREEN
tells you to execute the RUN (including read) R
C
B R C
B
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‘RUN-PASS’ Calls
“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 we’re 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 throw—Green/Gold, Orange/Olive, 92-192,
89-99, as well as NOW to either outside receiver.
Here’s 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, Alan—99, 99 -
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‘RUN-PASS’ Calls
“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 we’re 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) 2 over 3 (UNCOVERED) tells you to throw GREEN
tells you to execute the RUN (including read) R
C
B R C
B
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PASSING GAME: “Indivdiual” Routes


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 >7(B) >9 (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):
1. 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”
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PASSING GAME: “Double Indy”


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, you’d 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!
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PASSING GAME: “Double Indy”


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
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PASSING GAME: Route Summary


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BLITZ, UNCOVERED, & THE NUMBERS GAME


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.”

55 defenders
defenders committed
committed to to coverage…
coverage…
(4 for
(4 for our
our 44 receivers
receivers ++ 11 safety
safety deep)
deep)

…leaves 6 available to rush the 3


passer (5+6=11)… 3

…for 6 available blockers


(5 OL + 1 RB) 1
1 2
2 5 6 5 4
1 2 3 4
1 2 3 4 5
6 = 6
6
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BLITZ, UNCOVERED, & THE NUMBERS GAME


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
1 2 7 5 4
(5 OL + 1 RB) 5 6
1 2 3 4
Yo Ge 1 2 3 4 5
6 =
7 > 6Hit
u t
6
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BLITZ, UNCOVERED, & THE NUMBERS GAME


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
1 2 5 4
(5 OL + 1 RB) 5 6
1 2 3 4 7
Kn Th Pl 1 2 3 4 5
6 =
7
ow> 6 e an
6
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WINNING THE NUMBERS GAME Pt I: Uncovered


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:
1. 3rd and 7 or more
2. Backed up offense
3. 4-minute offense (sometimes)
4. 3rd and 1 or less (sometimes)

IF you’re presented with an uncovered look by the defense in one of these situations,
generally, you must add PROTECTION to the uncovered side
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WINNING THE NUMBERS GAME Pt I: Uncovered


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
A. Green (Rt) / Gold (Lt) – Bubble Screen to Inside receiver [Gun or Under]
B. Orange (Rt) / Olive (Lt) – Mini-Alley Screen to Outside receiver [Gun or Under]

90-190 GAME
A. 92-192 HItch – All Hitches with possible TRAIL tag [Best from Gun]
B. 99-199 Look – All Slants [Under only]
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WINNING THE NUMBERS GAME Pt I: Uncovered


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, Olive…19, 19…SetHit”)
Against a soft corner, we generally like GREEN Vs. a Hard Corner, we want to get to the void INSIDE
(shown) and GOLD to get a moving receiver outside the CB and then back out, using a miniature Alley
to a blocked perimeter Screen (1 step timing) called ORANGE & OLIVE
J R
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WINNING THE NUMBERS GAME Pt I: Uncovered


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 aren’t covering down. Use a live name and the number to check to them.
92-192 ALL HITCH 99-199 LOOK
*All-purpose check: 2 or 3 receiver side, best from Gun *Usually to 2 receiver side, always under C
*Hitches spaced out laterally. Cheat LB can’t get to them. *Inside Slant holds non-walked out LB where he is,
*Pre-snap alert for “Tilt,” possible Trail call BS. ID most creates lane for Outside Slant
uncovered & object him. Drop is Rocker step (3 qk f/Under), *1-step drop, Outside Slant on rhythm
*Pre-snap can “Trail” BS if worried about disguise
J
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WINNING THE NUMBERS GAME Pt II: Blitz


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
1. SEE that there’s no Jack in your :06 rule
2. KNOW which side the extra rusher is on (Jack’s side)
3. KNOW whether the CB are pressed or off
4. UNDERSTAND the situation & how it relates to potential answers
5. KNOW what you the play called says to do v. blitz
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WINNING THE NUMBERS GAME Pt II: Blitz


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
1. Point & motion in a protector (90-190, Hot 90-190, 40-50, 160-170), OR
2. Add ‘Stay’ (Eastern/Western) OR
3. Stud or Slug the back (60-70) OR
4. Check out of what you’re in to 60-70 OR
5. Beat the pressure with a quick throw (advanced)
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WINNING THE NUMBERS GAME Pt II: Blitz


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
1. Number one answer is to check to whatever ALLEY SCREEN is available to you
in the formation you’re in:
1. Oakland/Oxford to 2-receiver side 2. Denver/Dallas to 3 rec.
2. Second “failsafe” answer is to check 64-74 or 62-72
3. If you stay in:
1. 90-190 – a. FIRE or BOX to inside rec. v. Press
b. INDY to outside rec. v. Off
c. 89-99 Slick v. Off
2. Eastern/Western – STAY call, think OVER route to Comeback
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
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 can’t 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 down…they 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
that’s in a certain structure uses a “Progression,” it’s 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.
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”

1. “SOLO FLIGHT WITH HELP”


2. “HIGH-LOW ON THE EDGE”
3. “HORIZONTAL STRETCH”
4. “VERTICAL ATTACK”
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
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 potential threats to 1-on-1;
is generally a Progression (often across the board) starting with the 1-on-1 matchup
Routes that are Solo Flights:
91-191 Spacing, 66-76
‘Double move’ routes (Utah, Horn), Fake Screens (Up, Replace)
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #1: “Solo Flight with Help”
91-191 Spacing
V
91-191 ‘Bush’ V
V
66-76

‘Up’ and ‘Replace’

‘Utah’ and ‘Horn’


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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #2: “High-Low on the Edge”
Idea:
Put CB in a bind by putting a receiver in front of him and a receiver behind him,
bringing an outlet from the backside toward the route, usually in the form of some kind of crossing
pattern. These are generally movement throws – Sprint, Bootleg, etc.
Thought process:
Versus 1 safety: Progression or Object receiver read, starting with the shorter, quicker route
Versus 2 safety: Key defender off CB’s feet
Routes that are High-Low on the Edge:
62-72, 64-74;
Basic East-West, East-West ‘Whip,’ East-West ‘Sneak’
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #2: “High-Low on the Edge”
62-72

64-74

E-W (Basic) C
E-W ‘Whip’

E-W ‘Sneak’
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #3: “Horizontal Stretch”
Idea:
Space two receivers out laterally at similar depths to create a 2-on-1 on an alley defender
Thought process:
Usually works as a Progression, most often starting outside in or frontside to backside
Sometimes is an “Object receiver” read,
beginning with the guy we don’t think the alley player will cover (91-191 Mirror, Floods)
Routes that are Horizontal Stretches:
‘3’ routes (163-173 and all ‘Flood’ routes); 65-75; 91-191 ‘Mirror’, 92-192, 89-99
East-West ‘Stay’, East-West ‘Hole’
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #3: “Horizontal Stretch”
3 routes; All ‘Floods’
C
65-75 E-W ‘Stay’

91-191 Mirror E-W ‘Hole’ V


92-192

89-99
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #4: “Vertical Attack”
Idea:
Outnumber and/or beat safety coverage in the area between the hashes
with adjustable ‘Seam’ routes
Thought process:
Pre-snap: Identify safety or safeties and location relative to the hash or rest of the field,
choose a ‘Primary’ Seam
Post-snap: Look at safety, influence him where you want him to go, throw to ‘Primary’ if he stays;
Hit other Seam if he doesn’t do what you want; reset to outside receiver if you can’t get a clean look.
Routes that are part of the Vertical Attack:
Any ‘7’ route: 90-190, 90-190 ‘Hole’, 90-190 ‘Slash’
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ORGANIZING the PASSING GAME:


PASS ‘STRUCTURES’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC “STRUCTURES”
Structure #4: “Vertical Attack”
90-190
V
90-190 ‘Hole’

90-190 ‘Slash’

90-190 ‘Sluggo’
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QB THOUGHT PROCESS SUMMARY I


# NameStruc Pre-snap Blitz Q Outlet Read
91-191Space Solo Prem-Non-Prem; Access Fire, Indy or Chk Out Arrow Sit Object Mini-Curl (Non-prem)
Slant Solo Prem-Non-Prem; Access Slant, Fire, Chk Out Slant Sit Prog Across the Board
Bush Solo Prem-Non-Prem; CB man ? Stay with! R/L prot Bush Sit Prog A.T.B. Bush-Spot-Sit-Mini
Grab Solo Good look?(2 saf w/width or Press) Stay with v. Good look Grab Sit Prog A.T.B. Grab-Spot-Sit-Mini
Mirror Horiz Softest CB, widest alley Check fire, add protArrow BS Mini Object Mini-Curl
62-72 Smash Hi-Lo CB depth, Alley/Saf width Stay with it Orbit Under 1 saf: Obj Orbit 2 saf: Key CB
Utah Solo Saf width MAX BS if 4 wk Orbit Under Prog Utah to Under
163-73Flood Horiz Who’s defending Sail? Stay with it. MAX BS Arrow Under Obj Sail
64-74 Flat Hi-Lo CB depth, Alley/Saf width Stay with it Flat Under 1s: Prog Flat-Undr 2s: Key C
Utah Solo Saf width MAX BS if 4 wk ---- Under Prog Utah-Under
65-75 Cbk Horiz CB tech, Alley width Stay with it. MAX BS None Over Prog Outs Cbk-Ins Cbk-Ovr
46-56 Bronco Solo Poss. “Ollie”, 4 ov 2 FS? Can stay with; SOLID Flat Big Spc Prog Across the Board
66-76 Win Solo CB leverage on Stop Can stay w/; MAX BS None Curl Prog Stop-Curl
90-190H,Y,Z Vert Safety loc.; Choose Primary Check Out None Cbk 1s: Key Saf 2s: Prog Box-Cbk
Hole Vert Same as Basic Same: 1s try to stare J to Hole
Slash Vert Under cover on Slash *Keep on! Sink R Slash Cbk 1s: Same 2s: Prog Slash-Cbk
Sluggo Vert Sluggo access *Keep on! None Cbk Prog 1s: Slug-Box-Cbk
2s: Box-Comeback
92-192Hitch Horiz ID most uncov; ‘Trail’ call BS OK v. Off; Fire v. Prs Hitch Trail Prog Across Board
89-99 Slick Horiz CB lev.; Can ‘Trail’ BS Stay with! R/L prot Slants Trail Prog Ins-Outs-Trail
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QB THOUGHT PROCESS SUMMARY II


# NameStruc Pre-snap Blitz Q Outlet Read
E-W Boot Hi-Lo EMLOS, Alley, have Split? STAY call or Check P.Arrow Over 1s: Prog PA-Ov-Cb 2s: Key C
Whip Same; ‘WHIP’ serves as Pin Arrow *Poss peek at ‘Split’
Sneak Same; ‘SNEAK’ serves as Pin Arow MUST GET OUT
E-W Stay Horiz EMLOS, CB lev, Split? Stay with it None Over late Prog Over-Cbk; poss. Peek
Hole Horiz 4 over 2? Hole likely open? STAY call to TE P. Arrow Follow Prog PA-Over-Follow (Peek)
Ctr Ps Basic Horiz Just like E-W “Stay”
Arrow Hi-Lo Just like Basic E-W “Boot”
226-27Snag Hi-Lo Press CB (‘Alert’) On move v. 4 wk Arrow Snag Prog Arrow-Snag
*If “Alert”: Key CB Arw-Corner
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91-191 SPACING Thought Process


INDIVIDUAL SIDE CONCEPT SIDE
*1 on 1 *3 on 2
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91-191 SPACING Thought Process


Pre-Snap: Premium or Non-premium? If Premium, what type of access?
*Premium – Work Individual side
*Non-Premium – Work Concept side
v. Blitz: 1) Fire, if you have one (“Hot” protection), v. Press
2) Individual if you have a matchup & leverage you like
3) Check out
Drop: To Individual side: Drop according to the route that’s on
To concept side: 3 big (Rock & Hitch)
‘Q’: Arrow (Concept side only)
Outlet: Spacing Sit

Read: Individual side:PROGRESSION Individual to Sit with eyes


Concept side: OBJECT the Mini Curl; Sit v. Inside Invasion, Arrow v. Outside
*Can ‘Deke’ Alley defender out of Mini-Curl lane
Ball: *Triangle throw to Mini-Curl, alert Gut shot, Triangle with EYES to the Sit
*Arrow is a 1 ball through the shoulder (don’t lead)
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91-191 SPACING Thought Process


V
OBJ
2
V
V V V
V VV V V V
2
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91-191 SPACING: “Slant” tag


Tagging Individual side to “Slant” tells you to read it as a Progression ACROSS THE BOARD
1. Progression is Slant to Spacing Sit to Mini Curl to Arrow
2. Can eliminate the Slant mentally pre-snap v. NO ACCESS, but look it off on 1 st step regardless
3. Drop becomes 1 to the Slant, reset for depth to Sit/Mini Curl/Arrow
4. Remember, FEET follow your EYES, and your FEET will tell you if it’s open…
YES/NO, natural rhythm
V
2
V
3 V V 1 V
4
V VV V V V
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91-191 SPACING: “Mirror” tag


“MIRROR” gives you an Arrow and a Mini-Curl on each side (Also a FS Sit in “Hot” protection)
1. Pre-snap choose a side using the following priorities:
1. Softest CB (Don’t throw into a press CB of any kind – must check out)
2. WIDEST alley player (so we can influence him to the Arrow & hit the Mini)
3. FURTHEST Danger player (ILB)
2. Post-snap is basically the same as working a concept side:
1. 3 big (Rock & Hitch)
2. Object the Mini to the side you choose, try and Deke Alley player onto the Arrow
3. ‘Q’ is the same, GET OUT v. Blitz or Check Fire;
4. OUTLET is now MINI CURL away from the side you choose (MUST get EYES)
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91-191 SPACING: “Mirror” tag


PS 1 PS 1
V OBJ
PS 3
V PS 2 PS 2 V
V V
V
V V V V V
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91-191 SPACING: “Bush” tag


*“BUSH” stands for (Backside) Back Up Sideline. It was made famous by Reggie Bush. It really
stretches a defense horizontally, and builds in a HUGE man-to-man beater with the “Bush”
route by the back.
*It puts you in across the board progression mode, starting with the “Bush” backside
*Unless we are in a “C” protection, you will be in a HOT situation! You would like to keep the Back
Out! ‘R’ or ‘L’ the protection TO the Bush side to keep it on and get protected!
*The Outside receiver will Tight Split and run a Spot, will end up in the same place as a Mini-Curl
*The Back is going run a course through the heels of the Outside receiver, and react to the CB.
-If the CB stays high, he will hook up at about 1 yd depth where an Arrow would be
-If the CB runs with the Outside receiver, he will turn up the sideline!
-He is always your #1 read! SEE the CB as you start your progression!
-If CB turns, think 2-ball right on RB’s head; if he stays high, 1-ball triangle throw to RB
*If RB isn’t there, exhause your progression Spot to Sit to Mini to Arrow
*Drop is Rocker Hitch to Bush or Spot, 2nd Hitch to Sit – Mini, Quick Escape to Arrow
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91-191 SPACING: “Bush” tag


V
3 2
V
4 V V V
5 V 1
V VV V V
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91-191 SPACING: “Grab” tag


*“Grab” takes Spacing with “Slant” to the next level by initially featuring your backside Inside
receiver as the starting point for the across the board read. We want to use this “Grab” man on
a Box Bend versus wide 2-safety looks or a Fire versus press man to win, and then exhaust the
Spacing progression if he doesn’t. The backside outside receiver (‘Grab’ route) is being used
to control underneath coverage to give your ‘Grab’ the best possible chance!
*If you know pre-snap that your Grab can’t win, you can put the outside man back on an individual
with a hand signal and work it as an across the board progression (Individual to Sit to Mini to
Arrow) OR eliminate a side pre-snap like you would on basic 91-191. ‘Grab’ man will run a Fire,
as on his normal backside 90-190 rules.
*What would eliminate ‘Grab’ pre-snap and trigger you to signal an Individual?
Remember that ‘Grab’ is for 2-safety looks with wide safeties or any kind of Press man (1 safety
or 0 safety).
So, if you are certain that you don’t have any of those looks, you would want to put the
Individual back on.
Looks that would make you do this include:
2-safety look with safeties hugging the hash/inside the Grab, 1 safety look with off CB, etc.
*Protection will generally be HOT or CHECK. You would LIKE to keep it on and win big the Grab
against Cover 0, so SINK the back if it all possible to get protected!
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91-191 SPACING: “Grab” tag


SCENARIO #1: v. 2 safeties with width
1. Pre-snap: 2-safety look, I feel like Grab has a chance to win against his safety…
2. Rocker & Hitch: Bending Grab to Sit, 2nd Hitch to Mini-Curl, Quick Escape to Arrow
3. (Advanced): If the Box is taken because the Alley player “zones him off,” you can triangle ball the
‘Grab’ route off your hitch instead
1

V V
2
3
V
V V V
4 V
VV V V
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91-191 SPACING: “Grab” tag


SCENARIO #2: v. Press Man
1. Pre-snap: Press man look means I love my Grab, now as a “Fire” route
2. Rocker with look-off: 3 ball to Fire, save it to Sit off a Hitch if he gets handled

1
V
2

V V V V
V V
VV V V
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91-191 SPACING: “Grab” tag


SCENARIO #3: v. Bad look
1. Pre-snap: Don’t think the Grab can win with either option—in this case, because Saf is too tight
2. Signal Individual you want to BS Outs—if you think he’s clean—and work him to Sit to Mini to
Arrow Across the board. If you don’t like any individuals, go straight to Object reading the Mini FS.

V V
3 2
V V
V V V
4
VV V V

1
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92-192 HITCH Thought Process


Pre-Snap: 1) Which side has the least underneath coverage?
a) To that side, which receiver is MOST uncovered?
b) To the opposite side, make a “TRAIL” call
v. Blitz: 1) Can stay with it v. OFF coverage, know who’s coming free, possible prot. redirect
2) Individual if you have a matchup & leverage you like
3) Check out
Drop: 3 quick (Rocker)
‘Q’: All receivers
Outlet: “Trail” side in Windows 1, 2, possibly 3

Read: PROGRESSION, ACROSS THE BOARD, starting with “Most uncovered,” working back
to Trail side.
Ball: Triangle throws. EYES to all Trail-side receivers.
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92-192 HITCH Thought Process


SCENARIO #1
1. Left side has fewest short defenders. Will start there. To right side, call “TRAIL RIGHT”
2. MIDDLE receiver on left is “most uncovered.” Start ACROSS THE BOARD progression
with him, work backward. No “Tilt” should be called against this look by receivers.

V
1 2
3
4
V
V V V
V V
V V V V
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92-192 HITCH Thought Process


SCENARIO #2
1. Right side has fewest short defenders. Will start there. To Left side, call “TRAIL LEFT”
2. INSIDE receiver on left is “most uncovered.” Start ACROSS THE BOARD progression
with him, work backward. Pressed CB outside him will cause “Tilt” call.

V
V
4 3 2
1
V V
V V V
V V V V
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62-72 SMASH Thought Process


Pre-Snap: 1) Likelihood of Orbit being covered
a) Cornerback depthb) Alley player width
2) Likelihood of Corner “Choosing”
a) Cornerback depthb) Safety (2 saf) width
v. Blitz: 1) Can stay with it: ORBIT v. Off man, CORNER to UNDER v. Press
2) Alert #4 weak to stay on move in your drop
Drop: Tight U
‘Q’: Orbit
Outlet: Under
Read: 1 safety: OBJECT the Orbit…CORNER if invaded from top, CHOOSE if from inside
2 safety: KEY DEFENDER the CB’s feet…Orbit if they back up,
CORNER or CHOOSE if they squat
Ball: Triangle throw to the Orbit, alert gut shot; Choose is an outside shoulder 1 ball
Corner route is 2-ball against any 2-safety look; 3 ball against 1 safety or 0 safety;
“flatten” him to the open air along the sideline
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62-72 SMASH Thought Process


SCENARIO #1
1. Single safety look; is an OBJECT RECEIVER read off the Orbit
2. Let it rip on your 3rd step if Orbit is not invaded, Triangle throw…
3. ‘Choose’ to outside shoulder if invaded from inside out…
4. Corner with a 3 ball (since only 1 safety) if invaded from top down

V
V V V
V
V V V V V
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62-72 SMASH Thought Process


SCENARIO #2
1. Two safety look; becomes a KEY DEFENDER read off the CB’s feet
2. If his feet back up, hit the Orbit in rhythm off 3d step with a triangle throw…
3. If his feet stop or close up, hit the inside receiver on his Corner or Choose
4. Under to run is your Outlet

V V

V V V
V V
V V V V
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64-74 FLAT Thought Process


Pre-Snap: 1) Leverage on the Flat route (Do I need help?)
a) Head-up or outside alley defender w/ soft CB: Ask for “GL” f/ Outside rec.
b) HARD press CB (3 or less) & don’t want to throw Pocket: Burst Corner
(because of Dn/Dist or Safety width or possible Cover 3 Cloud)
v. Blitz: 1) Can stay with it: think FLAT, use help from outside receiver
2) Alert #4 weak to stay on move in your drop
Drop: Tight U
‘Q’: Flat
Outlet: Under

Read: 1 safety: PROGRESSION FLAT to GOALLINE (should have one) to UNDER


2 safety: KEY DEFENDER the CB’s feet…Flat if they back up,
POCKET if they squat
Ball: Flat must be thrown through the shoulder , ON TIME (don’t lead him);
Pocket is a 2 ball with width; Goalline is an outside shoulder throw
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64-74 FLAT Thought Process


SCENARIO #1
1. Two safety look; KEY DEFENDER the CB’s feet
2. Rip the Flat through the shoulder pad on your 3d step if feet back up at all…
3. 2 ball to the pocket if his feet come up, widen him away from the safety to a spot 18-20
4. Under to run is your outlet

V V
V
V V
V V
V V V V
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64-74 FLAT Thought Process


SCENARIO #2
1. Soft corner + alley player with good leverage on the Flat; call “GOALLINE” to help Flat
2. 1 safety defense: PROGRESSION – Flat to Goalline to Under to Run

V
3
1 V V
V V V V V
V V V
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EAST/WEST Thought Process (Basic)


Pre-Snap: 1) EMOL & Potential edge rush, anticipate pull-up if big width
2) Potential threats to Pin Arrow (Alley OLB, Press CB)
3) Do I have a ‘Clear’ (2 deployed rec.) and what are his chances (nosy support Saf.)?
v. Blitz: STAY call if you want to run it, or check out
Drop: Bootleg
‘Q’: Pin Arrow
Outlet: Over or Comeback to Run
*Must ATTACK L.O.S. as you get to Outlet stage, “Run the Over open”

Read: *Peek at Clear if 1st 10/2d S; look for a hand


1 safety: PROGRESSION PIN ARROW to OVER to COMEBACK
2 safety: KEY DEFENDER the CB’s feet…PIN ARROW if they back up,
POCKET if they squat…Comeback or Over if basic read breaks down
Ball: Ball must be loaded out of fake to deliver Pin Arrow through the shoulder NOW;
Pocket & Over are 2 balls; do not try to throw Comeback over anyone’s head
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EAST/WEST Thought Process (Basic)


SCENARIO #1
1. Pre-snap: EMOL is tight (Good chance to break contain);
I have no clear (only 1 deployed receiver); OLB in alley has some leverage on P. Arrow
2. 1 safety defense: PROGRESSION – Pin Arrow to Over to Comeback to Run

2 V
3

V V
1 V V V
V
V V V V
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EAST/WEST Thought Process (Basic)


SCENARIO #2
1. Pre-snap: EMOL is wide (Alert for pull-up);
I have a clear (only 2 deployed rec.), safety in a support position means I will peek at him;
No other alley presence makes me feel good about the Pin Arrow’s chances
2. 2 safety defense: KEY DEFENDER CB’s feet –
Pin Arrow if he backs up, Pocket if he squeezes; Over, poss. Comeback, as outlets
Peek

V V

V V V
V
V V V V V
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EAST/WEST Thought Process “Whip”


**Same as “Basic” East/West or Eastern/Western, WHIP replaces Pin Arrow,
should be in same place at same time

V
V V
V V V
V V V V V
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EAST/WEST Thought Process “Sneak”


**Same as “Basic” East/West or Eastern/Western, EXCEPT:
1) Sped up footwork: Normal 1-2-3, no chopping feet on 4-5, just step for depth & snap out
2) Versus Blitz, GET OUT (No Stay call)
3) “Sneak” replaces Pin Arrow in your thought process

V V
V
V V V V
V V V V
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EAST/WEST Thought Process “Stay”


Pre-Snap: 1) EMOL & Potential edge rush, anticipate pull-up if big width
2) CB’s leverage on the Comeback (only pressed outside CB concerns us)
3) The Alley: OLB or nosy support safeties who could rob the Over
4) Do I have a Clear, and what chance does he have to win?
v. Blitz: Can stay with it
Drop: Bootleg
‘Q’: None
Outlet: Run

Read: PROGRESSION Over to Comeback…be patient & work it


Ball: Over is a 2 ball; neither route should be thrown OVER TOP of underneath defenders.
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EAST/WEST Thought Process “Stay”


Peek

V 2
1
V
V V V V V V
V V V
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EAST/WEST Thought Process “Hole”


•“HOLE” is a concept designed to attack defenses that over-commit or over-rotate to the
3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a
“Hole” route which to clear a path for the Over as well as give us a possible deep look. A “Follow”
route trails the Over to give you an additional player working into your vision as you boot.

Pre-Snap: 0) if there a total of 4 defenders (Saf + LB) to Boot side, check out
1) Width of EMOL, anticipating the possibility of pull-up
2) Deep safety rotation & potential for the Hole to pop open, know whether to ‘Peek’
3) Alley to the side I’m booting; anyone out there that will be waiting for P. Arrow?

v. Blitz: Call “Stay”, work Hole to Over! Great call v. Blitz! Think pull-up!
Drop: Bootleg
‘Q’: Pin Arrow
Outlet: Follow to Run

Read: Possible “Peek” for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow
Ball: Hole and Over are 2 balls
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EAST/WEST Thought Process “Hole”


Peek
HOLE

OVER 2 V
V
1 FOLLOW V V
V V V
3
PIN ARROW V V V V
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EAST/WEST Thought Process “Rail”


•“HOLE” is a concept designed to attack defenses that over-commit or over-rotate to the
3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a
“Hole” route which to clear a path for the Over as well as give us a possible deep look. A “Follow”
route trails the Over to give you an additional player working into your vision as you boot.

Pre-Snap: 0) if there a total of 4 defenders (Saf + LB) to Boot side, check out
1) Width of EMOL, anticipating the possibility of pull-up
2) Deep safety rotation & potential for the Hole to pop open, know whether to ‘Peek’
3) Alley to the side I’m booting; anyone out there that will be waiting for P. Arrow?

v. Blitz: Call “Stay”, work Hole to Over! Great call v. Blitz! Think pull-up!
Drop: Bootleg
‘Q’: Pin Arrow
Outlet: Follow to Run

Read: Possible “Peek” for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow
Ball: Hole and Over are 2 balls
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EAST/WEST Thought Process “Rail”


OVER
Peek
HOLE
1
3
V
V
FOLLOW V
V V V V
2
PIN ARROW V V V V
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66-76 “WIN”
A “combination” route used to create high-percentage opportunities to gain 10 to 14 yards
using an isolated “Stop” route on the frontside to win 1-on-1, and a stationary “Curl” on the
backside if the underneath coverage overreacts to the half-roll action.
Excellent call on 3rd and Long and in 2-minute situations.

V V

V V
V V V
V V V V
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66-76 “WIN” Thought Process


Pre-Snap: 1) Leverage on the Stop route – what is his likelihood of winning?
a) Cornerback – who and where b) Alley player
v. Blitz: 1) Outnumbered strong: Can stay with it
2) Outnumbered weak: Must win with Stop (Stay on Run) or check out
Drop: 5 Angle (3 angle from Gun) – Quick off anchor to Stop, Kick back to Curl
‘Q’: None
Outlet: Working Curl (Eyes)

Read: PROGRESSION Stop to Curl. Stop is a Yes/No by the 3rd step in your drop
*On “166” or “176”, you have 3 receivers BS – Work Stop to Mars to Curl
Ball: Stop is thrown on time when butt drops – throw to a spot 10 x 2
Curl is a Triangle throw or Gut shot
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66-76 “WIN” Thought Process

V V
1
V V
V V V
V V V V
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46-56 “BRONCO”
SIMILAR to 66-76 Win in that we are attempting to “WIN” on a single receiver side and work back
to stationary receivers backside if we cannot. “BRONCO” uses a TE player on the Frontside and
gives him multiple options pre- and post-snap to best defeat coverage to his side. You will
generally have 3 receivers instead of 2 backside.
Great medium-range pass against people to do not respect the backside of a 3-receiver set.

V V
V V V
V V V V V
“BRONCO”
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46-56 “BRONCO” Thought Process


Pre-Snap: 1) Are there 4 LB/Saf to the frontside? If so, Eliminate it from your progression
2) No safeties between ‘Bronco’ man and the BSTE?
If so, call “Ollie,” put Bronco “In the Box.”
3) Clues as to what the Bronco might do:
a) FS ILB look like a Blitzer? b) How tight is the FS CB?
v. Blitz: Check H in (“Solid” call) Backside. Work normal progression
Drop: 3 (Gun only). Anchor only to Box; 1 Hitch to other Bronco routes, 2 Hitches to BS
‘Q’: RB in the Flat
Outlet: Mars or Curl (Eyes)

Read: PROGRESSION ACROSS THE BOARD Bronco to Mars to Curl to Arrow


Ball: Bronco Out is through the Shoulder as you see his butt drop off your 1 st Hitch up.
Bronco Curl is a Triangle throw (possible Gut shot) off 1st Hitch
Bronco Box is a 2-ball off Anchor step, possibly even Rocker & Hitch rather than 3
Bronco Corner is 2-ball off Hitch
Mars & Curl are Triangle throws with EYES off 2nd Hitch up
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46-56 “BRONCO” Thought Process


SCENARIO #1
1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal
2. Pre-snap #2: No “Ollie” because of J’s align; C could go either way; ILB blitz not imminent
3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner…
…CB backs up, telling Bronco to run “OUT” at 12, the lane to him is open, hit him off hitch step…
4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.

3 2 J

1
V 3
C
4 V V B
2
V V V V V
“BRONCO”
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46-56 “BRONCO” Thought Process


SCENARIO #1 (b)
1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal
2. Pre-snap #2: No “Ollie” because of J’s align; C could go either way; ILB blitz not imminent
3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner…
…ILB blitzes, even though he didn’t give it away; RB yells “Stunt”, Bronco now Hooks into void…
…seeing him open, give him a triangle throw off your first hitch step.
4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
V
2
3
V V
V V V
*All “letter” protection
4 V V V V V adjustments (C,R,L) remove the
need for the “Hook” adjustment
off blitzing LB because we’re
“STUNT” sliding the protection into the
Bronco! Make sure Bronco
knows this!
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46-56 “BRONCO” Thought Process


SCENARIO #2
1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal
2. Pre-snap #2: No “Ollie” because of S; C is tight; ILB blitz not imminent
3. Start progression with Bronco, expecting Corner because of CB’s depth, ready to react to Out…
…CB sits, opening the door to throw a 2-ball Corner off your Hitch step
4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
3
V 2 S
3
2
V 1
V V B C
4 V V V V
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46-56 “BRONCO” Thought Process


SCENARIO #3
1. Pre-snap #1: 4 LB/Saf to Bronco side; Bronco is dead, look off to it for a step,
work Mars to Curl to Arrow

4
V 1 S
2 1
3 C
V
V V B
2
3 V V V B
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46-56 “BRONCO” Thought Process


SCENARIO #4
1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal
2. Pre-snap #2: No safety between ‘Bronco’ & BS TE area! “Ollie” call, put Bronco ‘IN the BOX’!
3. Start progression with Bronco Box, 2-ball to open area off Rock & Hitch or 3 Anchor…
4. If you feel Box invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
5. If you see CB in man pos. pre-snap & he covers Box outside in, can 3-ball RB up sideline

S
2
3 1
3 C
V
V V V 2
4 V V V V B
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46-56 “BRONCO” Note


Bronco is a “Cadillac” route in that it has answers for everything and should be a route
we can work open and complete against any coverage or team on our schedule.
What makes it a “Cadillac” is the variety of options and the reliance on you and the
Bronco to see the same thing and react the same way…this ‘sophistication’ gives us
‘control.’ For that reason, it is a high-investment, time-consuming process
to get good at it.
The key thing for you to remember is this: If anything ever goes wrong on the Bronco
side (he runs a route you’re not expecting, etc.), you have 3 guys backside whom you
must trust to work open! WORK the Big Space if you ever have any questions…it
SAVES us from BAD plays on this route.
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‘FLOOD’ 63-73 163-173 226-227 E-W


A three-level route that overloads zones, puts particular stress on alley defenders, and gives a
slot receiver freedom to get open in whatever dead spot is presented at a depth of 10 to 12 yards.
Excellent 3rd and long play from 60-70; good way to take a “Chunk” of the field on early downs off
200 or Bootleg action

V
V V
V V V V
V V V V
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“FLOOD” Thought Process


Pre-Snap: 1) Do I have an ‘Arrow’ to control the alley defender?
2) Who will try to defend the ‘Sail’? Alley player? Support safety? Fast ILB?
v. Blitz: Can stay with if you like matchup on the Sail.
60-70: STUD or SLUG “R”. “Max” v. 4 weak
Drop: 60-70 160-170 (Gun only): 3 & Hitch to Sail, Aborted 3 Anchor to Arrow
‘Q’: Arrow
Outlet: Under

Read: OBJECT RECEIVER the Sail. Abort to Arrow if you see Alley working under it;
get to Under if anything else disrupts it. KNOW & FEEL what type of break Sail
will make.
Ball: 2 ball to Sail. Lead him on a Man break, take him to dead area on a zone ‘bend,’
Stop him in the hole if he presents his numbers.
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‘DOUBLE COMEBACK’ 65-75 E-W


A “horizontal stretch” route designed to work one of two Comeback routes open on the edge of the
defense by creating a “2 on 1” on the alley defender. Consistently our best throw on 3 rd & 12+ !

V
V V
V V V V
V V V V
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“DBL COMEBACK” Thought Process


Pre-Snap: 1) Is CB going to be a problem for outside Comeback (Press Outside only)
2) Who is the alley player? How likely is he to get underneath outside Comeback?
v. Blitz: Can stay with it. ‘MAX’ the backside v. 4 weak.
v. 4 Strong, STUD or SLUG “R.”
Drop: Dash (Mini-drop & break contain)
‘Q’: None
Outlet: Over

Read: PROGRESSION Outside Comeback to Inside Comeback to Over (Run Over open)
Ball: Triangle ball (alert gut shot) to Comeback, 2 ball to Over
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‘DOUBLE COMEBACK’ Thought Process

1
3 2
V
V V
V V V V
V V V V
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90-190 “BOX” Thought Process


Pre-Snap: 1) # of safeties
a) If one safety: Which Seam is he closest to?
b) If two safeties: Width of safeties related to hash & Seam Box
c) If two safeties: CB technique…if Cover 2, Pocket shot is possible on 2d read!
v. Blitz: Check out
Drop: Rocker Hitch to Seam/Box inside; Second Hitch to Comebacks outside
‘Q’: None
Outlet: Comeback
Read: 1 safety: Key Jack saf, throw Seam opposite him, save it with short side Comeback
*Idea is to stare Jack onto Seam he aligned closest to pre-snap
*Treat “Hole” just like another Seam—try to stare Jack onto him!
2 safeties: Stare safety opposite Box, Hit Box Bender in rhythm, Comeback or
possible Pocket late
Ball: 2-ball to Seam, 2-ball to Comeback, 2-ball to Box Bend (the tighter the safety, the
flatter you take him with the ball). Throwing on TIME is crucial inside! Bring the
Comeback back away from the CB and keep the ball in the framework of his body!
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90-190 “BOX” Thought Process


SCENARIO #1: Regular Box v. 1 safety
1. Pre-snap: Pick the Seam to work based on which is furthest from Jack
2. Stare J onto the Seam opposite the one you chose, hit your chosen Seam on rhythm if he stays
3. If J doesn’t do what you want, hit the Seam away from his movement on the same rhythm
4. If the Seam is zoned off or CB collapses hard on top of route, reset your feet to the shortest
Comeback. Do NOT try to work back to the other Seam…he’s DEAD to you.

V V
V V V
V V V V V
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90-190 “BOX” Thought Process


SCENARIO #2: Regular Box v. 2 safeties
1a. Pre-snap: See near safety’s relationship to Box…the wider, the better!
1b. Pre-snap: Have a sense of whether CB will give up ‘Pocket’ by coverage! Likely only in Cov 2!
2. Stare far saf onto opp. Seam as you catch/rock, snap eyes to Box on hitch, 2-ball on him if he wins…
3. If near safety jumps on Box’s back, must take a FAST picture of Comeback/Pocket & work it…
4. If Box is zoned off by LB underneath, same deal, though eliminate ‘Pocket’ from your thought

J R

V C
V V V
V V V V
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90-190 “BOX” Thought Process


SCENARIO #3: “Hole” call v. 1 safety
1. Pre-snap: See Jack’s relationship to the Seam and the Hole
2. Idea is to stare J onto the Hole if at all possible, throw the Seam in rhythm
3. If J is overrotated pre-snap or really works to the Seam, 2-ball the Hole in the same rhythm.
4. If the Seam gets zoned off or jammed or CB collapses on top of your Seam, reset your feet to the
shortest Comeback. Do NOT try to work back to the other Seam…he’s DEAD to you.

V V
V V V
V V V V
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90-190 “BOX” Thought Process


SCENARIO #4: “Hole” call v. 2 safeties
1a. Pre-snap: See near safety’s relationship to Seam…the wider, the better!
1b. Pre-snap: Have a sense of whether CB will give up ‘Pocket’ by coverage! Likely only in Cov 2!
2. Stare far safety onto Hole as you catch/rock, snap eyes to Bender on hitch, 2-ball on him if he wins…
3. If near safety jumps on Box’s back, must take a FAST picture of Comeback/Pocket & work it…
4. If Box is zoned off by LB underneath, same deal, though eliminate ‘Pocket’ from your thought

J R

V C
V V V
V V V V
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90-190 “SLASH” Thought Process


*”Slash” is a turbocharged version of ‘Box’ in that it creates a 5 vertical attack instead of 4 by
widening the landmarks of the Seams (no Bend) to pry open the deep middle for the ‘Slash’.
*We will be in a HOT protection! This is a version of Box that we want to STAY IN v. Blitz coverage!
Sink your RB to get protected and keep it on!
*Your reads don’t change much:
1 Safety – Exactly the same, work Jack safety Seam to Seam to Comeback as though Slash isn’t there
2 Safety – Stare safety opposite the Slash onto Seam, hit Slash in rhythm to Cbk/Pocket
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90-190 “SLASH” Thought Process


Versus 1 Safety: Read Just like normal Box, Seam to Seam to Comeback

V V
V V V
V
V V V V
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90-190 “SLASH” Thought Process


Versus 2 Safeties: Stare safety opposite the Slash onto Seam route,
hit Slash as he clears LB level, Comeback/Pocket as outlet

J R

V V
V V V
V V V V
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90-190 “SLUGGO” Thought Process


*”Sluggo” gives us a way to protect with 7 within our ‘Vertical Attack’ structure by essentially doing
two jobs (Comeback to win against the CB and Seam to move or hold a safety) with one route (the
‘Sluggo’ or ‘Slant & Go’) route.
*It is also a great way to attack man coverage with a hard sell double move route in the Sluggo!
*This is a GREAT thought against pressure looks as well as 1-safety defenses! There’s nothing
wrong with it against two-safety looks as long as the safeties activate and have some width!
*We will use this some as a ‘CAN’ play or a check against single high or pressure looks!
*Pre-snap read is the same as Box, including safety alignment, and CB squat likelihood in 2 saf.
*The DROP rhythm and throws are very similar to Box:
Rocker (Pump to Slant as you hit your back foot),
Hitch to Sluggo or Seam, 2nd Hitch to Comeback
*Sluggo is read as a PROGRESSION. Where it starts depends on the number of safeties:
1 safety: PROGRESSION Sluggo (even he’s leavin’) to Seam to Comeback
2 safety: PROGRESSION Seam (Bending) to Comeback
*Throw is a 3-ball to Sluggo, 2-ball to Seam, 2-ball to Comeback on his body
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90-190 “SLUGGO” Thought Process


Versus 1 Safety: 1) Sluggo if he wins and J isn’t over top 2) Seam 3) Comeback

1 2 3

C V
V V V
V V V V
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90-190 “SLUGGO” Thought Process


Versus 2 Safeties: 0) Sluggo is dead; Pump only 1) Seam 2) Comeback/Pocket

PUMP only 2
1

J R

C V
V V
V V V V
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Two Minute Offense: “RED BALL”


WHAT YOU MUST KNOW – GENERAL KNOWLEDGE

1. What STARTS the clock and what STOPS the clock


2. The difference between a CONTROL pass and a CHUNK pass
1. How to know when to use each
2. What CONTROL passes and CHUNK passes are available from each formation
3. When to use a time-out
4. When and how to use the “Clock” play
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Two Minute Offense: “RED BALL”


1. CLOCK STOPPAGE

A. STOPS THE CLOCK & WE CAN HUDDLE IF WE CHOOSE (Official: “Big X” with arms”)
A. Official or players’ time out B. Player runs out of bounds
C. Incomplete Pass D. Injury
E. Change of possession

B. STOPS, BUT WE WILL ALIGN ON L.O.S.


(Official: “Small X” with arms - will re-start when ball is spotted for play)
A. After a first down (chains move) B. Measurement
C. Penalty

C. WHAT STARTS THE CLOCK:


A. Ball is snapped
B. Referee indicates ball is ready for play after one of the above scenarios
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Two Minute Offense: “RED BALL”


2. CONTROL v. CHUNK PASS

A. “Control” passes are shorter throw when we are “ahead of the clock” (Distance to
objective is less than the number of seconds on the clock) in a Red Ball situation. It is
generally designed to get 5 to 8 yards, and, hopefully, out of bounds
B. “Chunk” passes are designed to get, at minimum, a first down and get us back into
being “ahead of the clock.” The routes may or may not get us out of bounds, but
should stop the clock temporarily by achieving first down yardage
C. Some passes have both “Control” and “Chunk” throws in them. If we are behind the
clock and thus in a “Chunk” situation, you must throw the ball away if the “Chunk”
part of the route isn’t open. In a “Control” situation, ahead of the clock you can read
the route out as you normally would!
D. Seconds to go > Yardage to our objective = CONTROL MODE
Seconds to go < Yardage to our objective = CHUNK MODE
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Two Minute Offense: “RED BALL”


2. CONTROL v. CHUNK PASS

CONTROL PASSES
90-190 (Indy) 91-191 89-99 92-192 Oakland-Oxford Denver-Dallas

CONTROL PASSES with ‘CHUNKS’ BUILT IN


62-72 64-74

CHUNK PASSES
90-190 Indy (Stop) 163-173 65-75 66-76 90-190 H / Y 90-190 Hole
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QBS 2006 nu

Two Minute Offense: “RED BALL”


3. WHEN TO USE TIME-OUTS

1. After a sack
2. If we have two or three timeouts, any time in a series that the ball stays
in bounds short of first down yardage
3. To get field goal personnel onto the field
4. Critical fourth down that requires discussion & conferring when we have no other
options.
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QBS 2006 nu

Two Minute Offense: “RED BALL”


4. WHEN and HOW TO USE THE “CLOCK” PLAY

1. When we have no time-outs, it is 1st, 2nd, or 3rd down, and we need to get field goal
personnel onto the field
2. When we’re behind the clock, have no timeouts, and FIRST DOWN play fails to get out
of bounds beyond the chains (we do not want to do it after a 2nd down play and create
4th down; we must not use it after a 3rd down play and spike it on 4th down!
THAT’S IT!
Outside of these scenarios, you should be managing the clock by having the play called,
your team set, and ready to go as soon as the referee sets the ball ready for play!

PROCEDURE:
Call “Clock, Clock” as soon as the previous play ends, all receivers line up in easiest
possible formation and get set QUICKLY, you double check to make sure everyone is
set, hands under center with big stagger, secure snap, step back and SEE the ball hit
the ground in front of you! Remind receivers NOT to release downfield!
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QBS 2006 nu

Two Minute Offense: “RED BALL”


WHAT YOU MUST KNOW – ON THE FIELD

1. What is our OBJECTIVE?


a. Must have TD b. Must have FG c. Want TD, must have FG d. Any points are a bonus
2. How many TIME-OUTS do we have?
3. Yardage needed for objective versus time remaining (in seconds)
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QBS 2006 nu

Two Minute Offense: “RED BALL”


GENERAL CONSIDERATIONS

1. ALL “Red Ball” is automatically shotgun and automatically on “SetHit” (no cadence)*.
*May also use “Silent cadence” or “Center cadence”
2. Because of coverages people play, you must be more aware of danger players and
deep linebacker drops. Underneath coverage especially does not behave as it does in
normal situations. CB are more likely to retreat. Safeties are less likely to bite on
pump fakes.
3. When we get a FIRST DOWN, IN BOUNDS, you MUST get the players aligned, set, the
play called and ready BEFORE the official spots the ball. You MUST conserve clock
by being able to say “SetHit” as soon as the whistle blows!
4. Avoid sacks at all costs! Throw the ball away UNLESS it’s fourth down
1. If we have one, we will ALWAYS take a time-out IMMEDIATELY after a sack!
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QBS 2006 nu

Two Minute Offense: “RED BALL”


PROCEDURE
Previous Play Ends…
1. Assess:
1. In or out of bounds? 2. First down or not? 3. Updated time v. Yards to objective
2. Immediately find coach, get signal (if not calling it your own), start calling
“Red Ball, Red Ball” as you do to get team on the line
3. As you move toward L.O.S., get Y and H aligned immediately (X & Z stay same side),
call it 3 times to each side:
1. “LEFT LEFT LEFT, LEFT LEFT, LEFT!” TE & H Left; ends up “Liz Flame”
2. “RIGHT RIGHT RIGHT, RIGHT RIGHT RIGHT” TE & H right, ends up “Rip Firm”
3. “BASE BASE BASE, BASE BASE BASE” TE right, H left, ends up “Base”
4. As you get to LOS, signal route to WR on either side, get eye contact confirmation;
Verbally tell OL the protection up & down the line (e.g., “60, 60, 60”, or “90, 90, 90”)
5. Make a “Ready, Ready, Ready” call as a final check, also alerting Center that “SetHit”
will come right after whistle. Everyone should be set, “SetHit” as soon as official
blows the whistle.”
Ma
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QBS 2006 nu

Two Minute Offense: “RED BALL”


MENU: “RIGHT” and “LEFT”
Control passes in Blue – Control with Chunk built-in in Green -- Chunk Passes in Red

87 Hole 62 64

15 ## ##
65 65 65
163
10

5 81 62 64
81 D-D

X Y
H Z
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QBS 2006 nu

Two Minute Offense: “RED BALL”


MENU: “BASE”
Control passes in Blue – Control with Chunk built-in in Green -- Chunk Passes in Red

97 H 87 Y
15 ## ##
66
90 (Stop) 80 (Stop) 66
10
99 89
90 (Indy) 80 (Indy)
5 98 88
Oakland Oxford

X Y
H Z
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ROUTE PACKAGES DIRECTORY


EAST/WEST 5 ROUTE:
‘BOOTLEG’ ‘COMEBACK’
Basi Whi Snea Sta Hol
c p k y e 6 ROUTE: ‘WIN’
INDIVIDUAL Basi Bronc
c o
1 ROUTE:
‘SPACING’ 7 ROUTE: ‘BOX’
Basi Sla Mirr Bus Gra
c nt or h b Basi Hol Slas
c e h
2 ROUTE: Slugg
‘SMASH’ o
3 ROUTE: 8 ROUTE:
‘FLOOD’ ‘HITCH’
4 ROUTE: ‘FLAT’ 9 ROUTE: ‘SLICK’
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QBS 2006 nu

COVERAGE
COVERAGE OVERVIEW 2 SAFETY COVERAGES
Understanding Coverage Cover 2
‘Families’
Cornerback “D.E.L.” Cover 2 Man
Safety Alignment Cover 4

0 SAFETY COVERAGES Cover 8

Cover 0
Cover 0 “Press” 2 SAFETY ROTATIONS
Sky Rotation (Cover 3 Sky)
1 SAFETY COVERAGES
Cloud Rotation (Cover 3
Cover 1 Cloud)
Cover 1 “Press” 1 SAFETY ROTATIONS
Cover 3
Cover 5
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QBS 2006 nu

RUN/PASS CALLS
RUN/PASS “BINGO”
OVERVIEW
“NOW” “GREEN” / “GOLD”
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QBS 2006 nu

UNCOVERED CHECKS

UNCOVERED ‘COLOR’ SCREENS: 90 CHECKS:


Green/Gold Hitch & Slick
OVERVIEW Orange/Olive
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QBS 2006 nu

DEFENSIVE FRONTS
D LINE
‘TECHNIQUES’

DEFENSIVE ‘CORES’

1 DL: ‘Odd’ and ‘Stack’

2 DL: ‘Split’ and ‘Even’

3 DL: ‘Bear 0’ and ‘Bear 1’


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QBS 2006 nu

DROPS
DROPS OVERVIEW 60-70 SERIES
DROPS
40-50 SERIES 90-190 SERIES
DROPS DROPS
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QBS 2006 m
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TERMS: Pre-Snap, Post-Snap, Reads


RUN CHECK TERMS POST-SNAP PASS
TERMS
Widest Technique Read Player
Tightest Technique Danger Player
Lightest Surface ‘Q’ and ‘Outlet’
Receivers
Overhang Player ‘Deke’ and ‘Pump’

PRE-SNAP PASS TYPES OF READS


TERMS
Covered/Uncovered Overview
Premium/Non-Premiu Progression
m
‘Access’: Free, Hard, Progression: ‘Across
Limited, No the Board’
Key Defender
Object Receiver
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QBS 2006 m
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PASS PATTERN ‘STRUCTURES’


STRUCTURE ‘EDGE HIGH-LOW’
OVERVIEW
‘SOLO FLIGHT’ ‘HORIZONTAL
STRETCH’

‘VERTICAL
ATTACK’

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