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OHIO STATE OFFENSE 2014

OHIO STATE
OFFENSE 2014
OHIO STATE OFFENSE 2014

GENERAL
CORE VALUES – PLAN TO WIN

OHIO STATE CORE VALUES


HONESTY

TREAT WOMEN WITH RESPECT

NO DRUGS

NO STEALING

NO WEAPONS

OHIO STATE PLAN TO WIN


1. PLAY GREAT DEFENSE

2. WIN THE TURNOVER BATTLE – PROTECT THE FOOTBALL

3. SCORE TOUCHDOWNS IN THE REDZONE

4. DOMINATE SPECIAL TEAMS


THE OHIO STATE OFFENSIVE PHILOSOPHY

OVERALL PHILOSOPHY
1. Get the ball in the Hands of our Playmakers
Utilize Personnel – Don’t Force Square Peg in a Round Hole
2. Equate numbers in the Run Game – Never leave an Unblocked Defender on the Line of
Scrimmage
1 Hi – Equal Numbers
2 Hi – Offense is +1
No Deep – Offense is -1
Offensive Answers to No Deep:
Run Game: Speed Option
Pass Game: Take a Shot (Make them Pay)
3. Create Match-ups in the Throw Game
Run Game Designed to Force Defense into 1 Hi / No Deep Structure
Pass Game Designed to Beat 1 Hi and No Deep

RUN GAME
1. Re-Equate Numbers
Read a Defensive Player
Single Wing Offense (QB Runs)
Misdirection (Flash or Sweep Fake)
2. We are a Multiple Zone/Gap Scheme Team
3. Create Conflicts on the Defensive Ends and Slow Linebackers
They should never know if they are being Kicked, Logged, or Read
4. Innovative Enhancement – Find Ways to Create the Conflict (Ex. Bash)
5. Have Answers for Overloaded Box Counts Through Built-In Reliefs

PASS GAME
1. Philosophy
High % Plays – 70% or Better Completion Percentage
High Efficiency – 55% or Better Efficient
2. Spread the Defense out Formationally
3. Move Around Personnel to Create Mismatches
4. Stay True to our Philosophy

PROTECTIONS
1. Always Protect the Quarterbacks Backside
4 Backside = “Out” / 4 Frontside = Redirect
2. No A or B Gap Pressure (“Squeeze”)
3. No Deep – Defenses only way to have Advantage
Offenses Answers in Protection
6 Man Protection (60/61) - Widest Rusher is Free (D-Gap)
– Marries with Routes because of Warm Adjustment
5 Man Protection (50/51) – Alert 0, Aggressive Set, QB Drift, Throw Warm
FORMATIONS

EMPTY

NOTES 10 - Empty formations will be handled with numbers for the position of T.

10
9 7 5 3 0 2 4 6 8

9 DIZZY LT 8 DIZZY RT
10
10

10

10
Y X X Y
T Z H H Z T
Q Q

6 DUO LT 7 DUO RT
10

10

10

10
Z X X Z

Y H T T H Y
Q Q

4 TRIO LT 5 TRIO RT
10

10

10

10

Z X X Z

Y T T Y H
H
Q Q

HIP LT EMPTY
10

10

10

10

Z X X Z

Y H T T H Y T
Q Q
FORMATIONS

ONE BACK

NOTES

DUO LT DUO RT
10

10

10

10
Z X X Z
Y H H Y
T Q Q T

DIZZY LT DIZZY RT
10

10

10

10
Y X X Y
Z H H Z
T Q Q T

TAP RT CLUSTER TAP LT CLUSTER


10

10

10

10
X Y
Y X
H Z
T Q Z H
Q T

TAP LT TAP RT
10

10
10

10

Z X X Z
Y H H Y
T Q Q T

TRIO LT TRIO RT
10

10

10

10

Z X X Z
H Y Y H
T Q Q T
FORMATIONS

1-BACK FORMATIONS cont.

NOTES

TREY LT TREY RT
10

10

10

10
Y X
X Y
Z H
T Q H Z
Q T

TREY LT OVER TREY RT OVER


10

10

10

10
X Y
Y X
Z H
T Q H Z
Q T

DEUCE LT DEUCE RT
10

10

10

10
Y X X Y

Z H H Z
T Q Q T

TRIPS LT TRIPS RT
10

10

10

10

Y Z Z Y
H X X H
T Q Q T

TANK LT TANK RT
10

10

10

10

Z OL Y Y OL Z
H X X H
T Q Q T
FORMATIONS

TIGHT END ADJUSTMENTS

NOTES WORDS THAT TALK TO Y & HIS ALIGNMENT


UP / DOWN – THE Y IS “UP” OFF THE LINE IN A 1x1 POSITION FROM THE TACKLE.
IN / OUT– THE Y IS “IN” THE B-GAP.
NEAR/FAR – THE Y IS STACKING THE TACKLE (FOOT TO FOOT)

DEUCE RT UP DEUCE LT UP
10

10

10

10
X Z Z X
H Y Y H

T Q Q T

DEUCE RT IN DEUCE LT IN
10

10

10

10
X Z Z X
H Y Y H

T Q Q T

DEUCE RT OUT DEUCE LT OUT


10

10

10

10
X Z Z X
H Y Y H

T Q Q T

DEUCE RT DOWN DEUCE LT DOWN


10

10

10

10

X Z Z X
H Y Y H

T Q Q T

DEUCE RT NEAR TREY RT FAR


10

10

10

10

X Z Z X
H H
Y Y
T Q T Q
FORMATIONS

1-BACK FORMATION ADJUSTMENTS cont.


NOTES WORDS THAT TALK TO Y & HIS ALIGNMENT
UP / DOWN – THE Y IS “UP” OFF THE LINE IN A 1x1 POSITION FROM THE TACKLE.
IN / OUT– THE Y IS “IN” THE B-GAP.
NEAR/FAR – THE Y IS STACKING THE TACKLE (FOOT TO FOOT)

TREY LT UP TREY RT UP
10

10

10

10
Z X X Z
H Y Y H

T Q Q T

TREY LT IN TREY RT IN
10

10

10

10
Z X X Z
H Y Y H

T Q Q T

TREY LT OUT TREY RT OUT


10

10

10

10
Z X X Z
H Y Y H

T Q Q T

TREY LT DOWN TREY RT DOWN


10

10

10

10

Z X X Z
H Y Y H

T Q Q T

TREY LT NEAR TREY RT FAR


10

10

10

10

Z X X Z
H H
Y Y
Q T Q T
FORMATIONS

2-BACK FORMATIONS

NOTES

SPLIT LT SPLIT RT
10

10

10

10
Z X X Z

Y Y
H Q T T Q H

HAT LT HAT RT
10

10

10

10
Z X X Z
Y
Y
T Q H H Q T

SPLIT LT STRONG SPLIT RT STRONG


10

10

10

10
Z X X Z
Y
Y
H Q Q H

T T

BONE LT BONE RT
10

10

10

10
Z X X Z

Y Q H H Q Y

T T

HOUSE LT HOUSE RT
10

10

10

10

Z X X Z
Y Y

H Q T T Q H
FORMATIONS

1 BACK FORMATIONS w/ TAILBACK ADJUSTMENT

NOTES “HEAVY”, “STRONG”, “WEAK” AND “LITE” TALK TO THE H & THE
T AND HIS ALIGNMENT. IF IN A 2-BACK (INCLUDING TIGHT
END), THE ADJUSTMENT WILL ALWAYS BE MADE BY THE H/Y
TREY RT HEAVY (STRONG) TREY RT WEAK (LITE)
10

10

10

10
X Y X Y
T T H Z T T H Z
Q STRNG HEAVY LITE WEAK Q

DEUCE RT STRONG (HEAVY) DEUCE RT WEAK (LITE)


10

10

10

10
X Y X Y
H T T Z H T T Z
Q STRNG HEAVY LITE WEAK Q

TRIPS RT STRONG (HEAVY) TRIPS RT WEAK (LITE)


10

10

10

10
Z Y Z Y

X H T T X H T T
Q STRNG HEAVY LITE WEAK Q

TRIO RT STRONG (HEAVY) TRIO LT WEAK (LITE)


10

10

10

10

X HEAVY Z Z X
T T Y H H Y T T
Q STRNG Q WEAK LITE
10

10

10

10
FORMATIONS

2-BACK FORMATIONS w/ H-ADJUSTMENTS

NOTES “HEAVY”, “STRONG”, “WEAK” AND “LITE” TALK TO THE H & THE
T AND HIS ALIGNMENT. IF IN AN I-FORMATION, THE
ADJUSTMENT WILL BE MADE BY THE H.
LT STRONG (HEAVY) RT STRONG (HEAVY)
10

10

10

10
STRONG STRONG
HEAVY Y X X Y HEAVY
Z H H H H Z

T Q Q T

LT WEAK (LITE) RT WEAK (LITE)


10

10

10

10
Y X X Y
Z H H H H Z
T Q WEAK LITE LITE WEAK Q T

SLOT LT STRONG (SLING LT) SLOT RT STRONG (SLING RT)


10

10

10

10
STRONG STRONG
HEAVY Y X X Y HEAVY
H H Z Z H H

T Q Q T

SLOT LT WEAK (LITE) SLOT RT WEAK (LITE)


10

10

10

10

Y X X Y
H H Z Z H H
T Q WEAK LITE LITE WEAK Q T

UNDER LT UNDER RT
10

10

10

10

Y X X Y
Q Q
Z Z
H H
T T
FORMATIONS

2 TIGHT END – 1 BACK FORMATIONS

NOTES

DOUBLES LT DOUBLES RT
10

10

10

10
Y H H Y
Z X X Z
T Q Q T

TRIPLES LT TRIPLES RT
10

10

10

10
Y H H Y
X Z Z X
T Q Q T

HAMMER LT HAMMER RT
10

10

10

10
Y H H Y
Z X X Z

T Q Q T

STING LT STING RT
10

10

10

10

Y X X Y
Z H H Z
Q T T Q

SLING LT SLING RT
10

10

10

10

Y X X Y
H Z Z H

Q T T Q
FORMATIONS

GOALLINE / SHORT YARDAGE

NOTES

(RHINO) I LT (RHINO) I RT

10

10
10

10
Y X X Y
Q Q
Z Z
H H
T T

(RHINO) I WING LT (RHINO) I WING RT


10

10

10

10
Y Z Z Y
X Q Q Z
H H
T T

(RHINO) I WING LT OVER (RHINO) I WING RT OVER


10

10

10

10
Z Y Y Z
X Q Q X
H H
T T

(ELEPHANT) I WING LT (ELEPHANT) I WING RT


10

10

10

10
Y X X Y

Z Q Q Z
H H
T T

BONE LT BONE RT
10

10

10

10

Z X X Z

Y Q H H Q Y

T T
VICTORY

VICTORY PERSONNEL

NO SPLITS
X Y

T Q H
QB TAKE KNEE

MOVE UP

10 YDS DEEP

O-line Rules: No Splits. Step with inside foot, secure inside gap.
T & H Rules: Check A Gap to outside edge.
FORMATION ADDENDUMS

TAG WORDS TO POSITION PERSONNEL

“SWITCH” THE TERM “SWITCH” WILL EXCHANGE THE H AND X WR’S


TRIO RT SWITCH TRIO RT
10

10

10

10
X Z H Z

Y H Y X
Q T Q T

“SWAP” THE TERM “SWAP” WILL EXCHANGE THE X AND Z WR’S

DEUCE LT SWAP DEUCE LT


10

10

10

10
Y Y Z
X
Z H X H
T Q T Q

“HAZE” THE TERM “HAZE” WILL EXCHANGE THE H AND Z WR’S


TRIPS LT HAZE TRIPS RT
10

10

10

10
Y Z Y H

H X Z X
T Q T Q

“FLIP” THE TERM “FLIP” WILL EXCHANGE THE H AND Y WR’S


DUO RT FLIP DUO RT
10

10

10

10

X Z X Z
H Y Y H
Q T Q T
TAILBACK ALIGNMENTS & MOTIONS

ALIGNMENTS

RULES THE RB WILL ALIGN ACCORDING TO THE PLAY CALL

87 PUNCH RIP/LIZ ALIGN (RIP 87) STACK

TAG TAG
Q

T Q Q T T

MOTIONS

“TOP” TB WILL MOVE ACROSS TO OPPOSITE SIDE OF QB

TOP MOTION

Q T

“T-FLY” TB WILL FLY MOTION TO THE FIELD

T-FLY MOTION

Z X
Y

Q H
T
TAILBACK ALIGNMENTS & MOTIONS

MOTIONS

“STACK”
“TAC” TB WILL PLAYER
TAGGED MOVE ACROSS TO OPPOSITE
WILL MOTION SIDE
TO A STACK OF QB
ALIGNMENT BEHIND THE QB

STACK
TAC MOTION
MOTION
Ex: “ T-STACK”

Q T

“JUMP”
“TAC” TB WILL MOTION
MOVE ACROSS
FROM TO
A STACK
OPPOSITE
ALIGNMENT
SIDE OF QB
TO NEXT TO THE QB

JUMP
TAC MOTION
MOTION

FLOP PROTECTION

TAG FOR RUNNING BACK TO LINE UP AND RELEASE OPPOSITE OF


“T-FLY”
“FLOP” TB WILL FLY MOTION TO THE FIELD
PROTECTION CALL

“FLOP 60” PROTECTION

T Q
FULLBACK ALIGNMENTS & MOTIONS

ALIGNMENTS

THE T OR H WILL ALIGN ACCORDING TO THE FORMATION AND ADJUST


RULES ALIGNMENT BASED ON THE FORMATION TAG.

LIGHT ALIGNMENT WEAK ALIGNMENT STRONG ALIGNMENT HEAVY ALIGNMENT

H H H H
Q Q Q Q

STR STR STR STR

MOTIONS

ACROSS &
OUTLINED ON NEXT PAGE – SAME FOR ALL POSITIONS
RETURN

BEGIN IN CALLED FORMATION – QB WILL MOTION TO ADJUST FOR


MOTION BLOCKING ASSIGNMENT

HAC MOTION

Q
SYSTEM OF MOVEMENT

MOTION CONCEPTS

BEGIN IN CALLED FORMATION – MOTION ACROSS BALL TO NECESSARY


ACROSS ALIGNMENT FOR CALLED PLAY (EX: TAC, HAC, YAC, ZAC, X-AC)
4 DUO RT “TAC”

X Z
H T Y
Q

BEGIN IN CALLED FORMATION – MOTION ACROSS BALL AND RETURN TO


YOYO ASSIGNMENT ALIGNMENT. Y =YOYO, Z=ZORRO, X=X-ULU, H=HOBO, T=TOTO
8 DUO LT “YOYO”

Z X
Y H T
Q

MOTION FROM ORIGINAL FORMATION CALLED, TOWARD BALL TO


IN NECESSARY ALIGNMENT FOR CALLED PLAY. (EX: T-IN, X-IN, H-IN, Y-IN, Z-IN)
4 DUO RT “T IN”

X Z
H T Y
Q

BEGIN IN CALLED FORMATION – MOTION IN TOWARD BALL TO EXECUTE


ZOOM JET SWEEP
8 DUO RT “H ZOOM”

X Z
H Y T
Q
SYSTEM OF MOVEMENT

MOTION CONCEPTS
FIRST LETTER WILL TAG MOTION WR (EX. HIC) BEGIN IN CALLED
“HIC” or
FORMATION – MOTION INTO BACKFIELD ON SAMESIDE, SHOULDERS
“TIC” SQUARE TO LOS
8 DUO RT “HIC”

X T
H Y Z
Q

FIRST LETTER WILL TAG MOTION WR (EX. HOP) BEGIN IN CALLED


“HOP or TOP” FORMATION – MOTION INTO BACKFIELD OVER THE TOP OF THE QB TO THE
OPPOSITE SIDE (EX. SPEED OPTION)
8 DUO RT “HOP”

X Z
H Y T
Q

“STACK” BEGIN IN OFF SET ALIGNMENT – STACK BEHIND THE QB

DUO RT T-STACK

X Z
H
Y
T Q

BEGIN IN STACKED ALIGNMENT AND JUMP TO APPROPIATE SIDE OF QB


“JUMP” DEPENDING ON PLAY CALL

DUO RT JUMP

X Z
H Y
Q
T
TIGHT END TRADES & SHIFTS

ALIGNMENTS

Y WILL START AWAY FROM FORMATION CALL – QB WILL CALL MOVE AND
TRADE Y WILL SHIFT TO FORMATION CALLED

“TRADE” TREY RT

Y
X H Z
Q T

H WILL ALIGN ON THE BALL AND WR WILL ALIGN OFF THE BALL. ONCE SET
OFF THE WR WILL STEP ON THE BALL AND THE TE WILL STEP OFF.

“OFF” DOUBLES RT

H Y
X Z
Q T

BUNCH SET WILL START AWAY FROM THE FORMATION CALL – QB WILL
BOUNCE CALL BOUNCE AND BUNCH WILL SHIFT TO FORMATION ALIGNMENT.

“BOUNCE” TRIO BUNCH RT

X H H

Y Z Y Z
Q T
NUMBER SYSTEM

THE NUMBER SYSTEM CONSISTS OF A TWO DIGIT NUMBER THAT IS COMPRISED OF


TWO MUTUALLY EXCLUSIVE SINGLE DIGIT NUMBERS THAT HAVE SEPARATE
MEANINGS.

EX: 16 BLAST

THE 1ST NUMBER DETAILS THE SERIES OF PLAY THAT IS CALLED.


SERIES ARE DEFINED AS...
- ANY NUMBER THAT STARTS WITH A “1” IS A OPEN SIDE RUN
ex: TRIO RT 16 BLAST
- ANY NUMBER THAT STARTS WITH A “9” IS A CLOSED SIDE RUN
ex: DEUCE LT 93
- ANY NUMBER THAT STARTS WITH AN “8” IS AN INSERT PLAY
ex: RT STRONG 87 PUNCH
- ANY NUMBER THAT STARTS WITH A “5”, “6” OR A “7” IS A PASS PROTECTION
ex: 8 DUO RT 50 SMASH

THE 2ND NUMBER DETAILS THE STYLE OF PLAY THAT IS CALLED.


STYLES ARE DEFINED AS…
- 0/1 : (EXTRA SERIES)
ex:
- 2/3 : TIGHT ZONE
ex: TRIO RT 13
- 4/5 : MIDDLE ZONE
ex: RT STRONG 14 CRUNCH
- 6/7 : GAP SCHEME
ex: LT LITE 87 TOPPER
- 8/9 : OUTSIDE RUN
ex: TREY RT 28 LEAD

THE WORDS AFTER THE PLAY NUMBER DEFINE MORE OF THE BLOCKING SCHEME
AND/OR GIVE AN ADDED ELEMENT TO THE PLAY
(16 BLAST).
NUMBER SIGNALS SUMMARY

THE NUMBER SIGNAL SYSTEM WORKS FROM THE TOP OF THE BODY
DOWNWARDS

0 – TOP OF THE HEAD

1 – NOSE (ONE NOSE)

2 – EAR (TWO EARS)

3 – CHIN (THREE CHINS)

4 – SHOULDER (MAKE A FOUR)

5 – CHEST

6 – STOMACH (SIX PACK)

7 – HIP

8 – BELOW THE BELT

9 – KNEE

*** TO MAKE A TWO-DIGIT NUMBER, TWO SEPARATE NUMBER SIGNALS


WILL BE GIVEN.
COMMUNICATION & PROCEDURE

MECHANICS 1 - When previous play ends, all Skill Players look to sideline immediately to get Personnel and Huddle or Tempo Call.
2 - OL get to LOS and get set as soon as ball is set for play.
3 - WR/RB/TE look at sideline to live signalers for formation, motion, protection, and play.
4 – RB will look to RB signaler to get any RB adjustments
5 - QB get tempo, formation, motion, protection, and play from the sideline.
6 - QB tell the O-Line tempo and play call.

CADENCE
Our Snap Count is simple and basic…A WORD, NUMBER sequence with multiple variations

BASE CADENCES
“Green 13 Bash, 392.” - “Green 13 Bash, 392.” -
GREEN Standard On One Cadence
“Ready…. Set-Go!”
“Yellow 13 Bash, 392.” - “Yellow 13 Bash, 392.” -
YELLOW Standard On Two Cadence
“Ready.... Set-Go! Go!”
“Scarlet 13 Bash, 392.” - Scarlet 13 Bash, 392.” - “Ready. Set-Go!”
SCARLET Double Cadence (Look back to Sideline & Play it if left on) –
“Gold, Gold. Ready…. Set-Go!”

SILVER Quick Cadence “Silver 13 Bash, 392.” - “Silver 13 Bash, 392.” - “Ready.... Set!”

GRAY Motion Cadence “Gray, Gray, Gray” - “28 Push, 360” - “GO!” (on QB indicator)

BINGO Repeat the play “Bingo, Bingo, Bingo. Ready…. Set-Go!”

SECONDARY CADENCES
Tempo to snap the ball
“JET” “JET 12” - “JET 12” - “Ready…. Set-Go!”
quickly
“Green 12 Book” - “Green 12 Book” -
“LOOKBACK” Check With Me
(Look back to Sideline for Audible.) – “Ready…. Set-Go!”
“Charlie 12 Book” - “Charlie 12 Book” - “Ready…. Set-Go!”
“CHARLIE” No Play Dummy Cadence
(Look back to Sideline for Play)
(Stopping the Game Clock)
“CLOCK” “Clock” – “Clock” – “Go!”
On First Sound

“COBRA” (No Huddle – QB Sneak) “COBRA” – “COBRA” – “Ready.... Set-Go!”

1. The snap count and operation are WEAPONS. It needs your full attention DAILY.
2. You DO NOT need a coach to practice the snap count… MASTER IT!
3. Crowd noise is a problem that is well understood. PROJECT your voice. WORK on it!
GREEN (ON ONE CADENCE)

1. On “GREEN” will be the base snap count.


2. If no snap count is signaled, it is implied that we are going on “GREEN”.
3. Standard Rhythmic cadence – “Color, Play, Dummy” - “Color, Play, Dummy” - “Ready…. Set-Go!”
4. Generally used with CALL IT Plays, however audible potential is live.
5. THIS IS A WEAPON!

HERE’S HOW IT SOUNDS

With 1st Number Live

“Green 12. 361.” - “Green 12. 361.” - “Ready…. Set-Go!”


(The Play is 12)

With 2nd Number Live

“Green 361. 12.” - “Green 361. 12.” - “Ready…. Set-Go!”


(The Play is 12)
YELLOW (ON TWO CADENCE)

1. On “YELLOW” is our On Two cadence.


2. The Operation is just like our On One cadence (“GREEN”).
3. The “YELLOW” cadence will be signaled in along with the play. It is not an implied cadence.
4. Standard Rhythmic cadence –“Color, Play, Dummy” - “Color, Play, Dummy” - “Ready. Set-Go…. Go!”
5. Generally used with CALL IT Plays, however audible potential is live.
6. THIS IS A WEAPON!
7. If the Defense jumps, a “FIRE” call will be made.
- A “FIRE, FIRE” call is when the Center catches the Defense jumping off sides and snaps the ball. The
receivers run Fades on the outside and working hitches on the inside. The line and RB will block 301
protection.

HERE’S HOW IT SOUNDS

With 1st Number Live

“Yellow 12. 361.” - “Yellow 12. 361.” - “Ready…. Set-Go. Go!”


(The Play is 12)

With 2nd Number Live

“Yellow 361. 12.” - “Yellow 361. 12.” - “Ready…. Set-Go. Go!”


(The Play is 12)
SCARLET (DOUBLE CADENCE)

1. On “SCARLET”, we will use a dummy cadence first, look to the sideline and go back to Green.
2. The “SCARLET” cadence will be signaled in along with the play. It is not an implied cadence.
3. The dummy cadence means that we will be FAKING a “GREEN” cadence.
4. It is critical that all the players use the same procedure as if we are going “GREEN”.
EX: “Scarlet 13 Book. 400.” - “Scarlet 13 Book. 400” - “Ready…. Set-Go!”
*** If the Defense jumps, a “FIRE” call will be made. A “FIRE, FIRE” call is when the Center
catches the Defense jumping off sides and snaps the ball. The receivers run Fades on the
outside and working hitches on the inside. The line and RB will block 301 protection.
5. After the dummy cadence, all the skill position players will look back to the sideline when
the QB Looks back.
6. We are GATHERING INFORMATION. Keep your poise and use your eyes to gain knowledge. We
use the dummy cadence to check the play versus disguising defenses, to steal 5 yards from
the defense, to slow aggressive defensive fronts down, to handle disguise coverage, Fire
Zones, Blitzes, and Stemming Fronts.
7. This is a valuable weapon that we must get good at! – Rehearse IT!
8. The play can be checked or left on.
- If the play is left on, the QB says “Gold-Gold” to tell the line that the original play call is
“Golden”. The Center follows the Gold call with the 2nd “Ready. Set-Go!” and the play is run.
- If the play is checked, the QB goes through his Audible procedure and the cadence goes
back to being On One (“GREEN”).

HERE’S HOW IT SOUNDS

“Scarlet 13 Book. 358.” - “Scarlet 13 Book. 358.” - “Ready.... Set-Go!”

QB & Skill Players look back to the sideline. (13 Book is left on).

“Gold-Gold! Ready.... Set-Go!”

(The Play is 13 Book)


SILVER (QUICK CADENCE)

1. “Silver” is a quicker cadence than going on One.


2. The operation is exactly like going on “GREEN”, except we will go on the “S” of “Set”.

HERE’S HOW IT SOUNDS

“Silver 92, 345.” - “Silver 92, 345.” - “Ready.... Set!”


JET TEMPO

1. JET TEMPO is a tempo that can be called at any time that is to be executed as fast as humanly
possible.
2. The QB and all skill position players will receive the “JET” signal from the live signaler.
3. The QB will repeatedly begin barking “JET! JET! JET!” so the offensive line hurries up and gets
set.
4. In addition to the “JET” signal, the live signaler will also be signaling the play. The dummy
signalers will be signaling the formation that the skill position players should be sprinting to.
5. The QB relays the play to the offensive line by then yelling “JET + PLAY! JET + PLAY! JET + PLAY!”
6. As soon as everyone is set, the ball is snapped on “Ready. Set-Go!”

HERE’S HOW IT SOUNDS

“JET! JET! JET!” - “JET 92! JET 92! JET 92!” - “Ready.... Set-Go!”

(We are jetting to the play 92)


JET CHECK TEMPO

1. JET CHECK Tempo is the tempo that we use to simulate JET and get the defense to show their
hand.
2. The operation is exactly the same as JET tempo.
3. The live signaler will give the JET signal but with a number that is not in the offense. Like regular
JET Tempo, the dummy signalers will give the formation that the skill positions will sprint to.
4. The acting is critical to the success of the play. The defense must be convinced that we will snap the
ball in order for this tempo to be executed.
5. The dummy cadence will sound like JET Tempo, but will include a number not in our offense. This
number will be between 30 and 39 because there is no play in our Offense that is in the 30's.
EX: “JET 31! JET 31! JET 31!”
6. The Cadence of “Ready…. Set-Go!”will be used.
7. The QB and all the skill position players will look to the sideline and get the play.
8. The QB will relay the play call to the Offensive Line using a normal “GREEN” cadence.
9. If the Defense jumps, a “FIRE” call will be made.

HERE’S HOW IT SOUNDS

“JET! JET! JET!” - “JET 31! JET 31! JET 31!” - “Ready…. Set-Go!”

(QB & All the skill position players look to the sideline)

“GREEN 12. 361.” - “GREEN 12. 361.” - “Ready…. Set-Go!”

(The Play is 12)


FIRE FIRE

1. If the Defense ever jumps Off Sides, the Center can snap the ball and call “Fire! Fire!”
2. The purpose is to utilize a free play as a chance to take a shot down field.
3. In a “Fire! Fire!” Call, the line will always slide right in 301 protection.
4. All Outside Receivers will run Fades, and all Inside Receivers will run Working Hitches.
5. The object is not to throw the Hitch, but to take a shot downfield at the fades, knowing that we will
have 5 yards and the down back if it is incomplete.

HERE’S HOW IT SOUNDS

“JET! JET! JET!” - “JET 31! JET 31! JET 31!” - “Ready…. Set-Go!”

(Defense Jumps) “FIRE, FIRE, FIRE!”

(The Play is 301 Fade)


AUDIBLE

1. If we have to audible the play at the line of scrimmage, the QB will step up to the Offensive Line
and say the number “555” to indicate the audible. The number following the “555” will be the play
call.
2. If ever an audible occurs, the snap count automatically goes back to “GREEN”.
ex: “555 – 93. 555 – 93. Ready. Set-Go!”
3. If the QB feels like the line is ready to come off the ball or in the middle of his cadence, he can use
the word “Easy” to alert the Offensive Line to the upcoming change.
ex: “Easy. Easy. Easy. 555 – 93. 555 – 93. Ready. Set-Go!”

HERE’S HOW IT SOUNDS

“Scarlet 60, 590.” - “Scarlet 60, 590.” - “Ready…. Set-Go!”

“555 – 93.” - “555 – 93.” - “Ready…. Set-Go!”

(The Play is 93)


FAKE CHECK

1. If we are playing a defense that checks when we check, we will use a Fake Check to identify first
and then call another play after the defense shows their hand.
2. The play will begin with either a JET CHECK, CHARLIE cadence or “SCARLET”. The signaler will
signal in the Fake Check procedure.
3. All skill position players and most importantly the QB will do a great job of acting to give the
illusion that we are checking the play convincing the defense that we have checked ourselves into a
better play. The QB will Fake Check the play to a game plan determined code word.
4. The defense might check themselves into a different defense or remain static. The skill position
players will look to the sideline and receive the actual play from the signaler.
5. The QB will call the play at the line of scrimmage and the play will be run accordingly.

HERE’S HOW IT SOUNDS

“JET! JET! JET!” - “JET 31! JET31! JET 31!” - “Ready. Set-Go!”

(QB & All the skill position players look to the sideline and receive the fake check signal)

“Check Ram.” - “Check Ram.”

(QB & All the skill position players look to the sideline)

“Green 12. 361.” - “Green 12. 361.” - “Ready…. Set-Go!”

(The Play is 12)


CHECK CONCEPT

1. Within the Offense, there are certain concepts that are better plays when checked in the correct
direction. “To the G. Away from the Shade.” is a phrase that describes which technique we would
like to check the play to given the option. To do this, we will use concept names within the cadence
to alert the Offensive Line what concept we are using, then check the play at the line of scrimmage
in the desired direction and run it.

CONCEPTS ABLE TO BE CHECKED


- Reebok (Read / Book)
- Book
- Zombie
- Wade (Triple)
- Tres
- Spade

2. We will use either a Scarlet Cadence or a Jet Check Tempo to execute this. If we are using Scarlet
Cadence, the play will be signaled in as “Formation. Concept Check. Scarlet Cadence.
- The QB will say “Scarlet Book. 360.” - “Scarlet Book. 360.” - “Ready…. Set-Go!”
- The QB will check the play to the G or away from the Shade and the Cadence go to Green
and move either the Tailback or the Tight End/Fullback if needed.
“Green 13 Book. 500.” - “Green 13 Book. 500” - “Ready…. Set-Go!”
CLOCK CADENCE

1. CLOCK! CLOCK! will announce to the offensive unit during a Hurry, Hurry situation that we are
going to spike the football to stop the game clock!
2. We will not take this procedure for granted. We will practice this procedure, and we will be 100%
on executing a Clock – Clock situation!
3. The QB will announce to the Offensive Unit we will be spiking the football (“Clock – Clock”). The
offensive unit will run to the line of scrimmage and the quarterback will go under center.
4. The offensive Skill Players will align on the line of scrimmage. The quarterback will make sure all
the offensive players are aligned for one count. The cadence will be “GO!” The QB will spike the
ball to stop the clock! (Avoid spiking the ball on the OL’s heels.)

HERE’S HOW IT SOUNDS

Clock! Clock! Clock!


(The QB must make sure every one is set / WR’s on the LOS)

“GO!”

(QB spike the football)


COBRA

1. COBRA! COBRA! will announce to the offensive unit that we are going to use a quarterback sneak
play to obtain a first down!
2. The QB will announce to the Offensive Unit we will be running a sneak (COBRA – COBRA). The
offensive unit will run to the line of scrimmage and the quarterback will go under center.
3. The offensive receivers will align on the line of scrimmage. The quarterback will make sure all the
offensive players are aligned for one count. The cadence will be “Ready….Set-Go!” The QB and
offensive unit will execute a QB sneak to obtain a first down!
4. The RB will align @ 3 Yards & Power through the same A-Gap as the QB.

HERE’S HOW IT SOUNDS

“JET COBRA! JET COBRA! JET COBRA!”

(The QB must make sure every one is set / WR’s on the LOS)

Ready….Set-Go!

(The Offensive Unit will execute the QB Sneak Play)


JET FROSTY

JET FROSTY

No play is called. The QB will call a cadence and if the defense does not
jump the QB will continue to try to draw the defense off sides until the
play clock runs out or until a timeout is called from the SIDELINE or take a
delay of game.

JET FROSTY LOOK BACK

No play is called. The QB will call a cadence and if the defense does not
jump the QB will continue to try to draw the defense off sides. At 17
seconds left on the play clock, the QB and all skill position players will
look over to the sideline and get a play signaled in. The QB will go
through his normal cadence on “GREEN” to tell the Offensive Line the
play called.
HUDDLE PROCEDURE

4 Yards

LT LG C RG RT

Y QB

X H T Z

1 - CENTER FORMS HUDDLE 4 YARDS FROM THE FOOTBALL


2 - HUDDLE IS CIRCULAR, FOOTBALL POSITION, EYES UP
3 - QB IS LAST MAN IN HUDDLE. ONCE HE ENTERS- NO
TALKING!!
4 - QB WILL CALL FORMATION, PLAY AND SNAP COUNT. WRs
LEAVE.
5 - QB WILL REPEAT SNAP COUNT AND SAY "READY-BREAK"
6 - ON BREAK CLAP HANDS AND BREAK THE HUDDLE
7 - QB & Y WILL FLIP POSITIONS, SO QB IS CLOSEST TO OUR
SIDELINE
OHIO STATE OFFENSE 2014

RUN
GAME
BASH CONCEPT

THE BASH CONCEPT IS A CALLED QB RUN PLAY FRONTSIDE WITH A BACKSIDE


READ FOR THE QB AND A SPEED SWEEP AWAY.

TREY RT IN 13 BASH DEUCE RT UP 87 BASH


F $
$ F

C W M S C C S M W
C
E T N E E T N E

THE BOOM CONCEPT IS THE SAME CONCEPT AS BASH. BOOM IS USED TO RUN THE
BASH CONCEPT OUT OF AN OPEN SET BACKSIDE AND TELLS THE BST NOT TO
LOOP IN A RIFLE SITUATION. INSTEAD BLOCK THE VEER END.

TRIO RT 13 BOOM
F
C

C $
W M
E T N E S
BLAST CONCEPT

THE BLAST CONCEPT IS A CALLED QB RUN PLAY FRONTSIDE WITH A FRONTSIDE


READ FOR THE QB AND A SPEED SWEEP TO THE READ SIDE OF THE PLAY.

TREY RT UP 16 BLAST

F
$
C
C W M S
E T N E

TRIO 16 BLAST

F
$
C

C W M S
E T N E
LEAD CONCEPT

THE LEAD CONCEPT TALKS TO THE TB. IT MAKES THE TB RESPONSIBLE FOR THE
FIRST 2ND LEVEL DEFENDER THROUGH THE C/D GAP, SECURING AND CLIMBING.

THE LEAD BLOCKERS RESPONSIBILITIES INCLUDE:


1. KICK OUT RIFLE
2. SECURE THE FRONT
3. MAKE PERIMETER BLOCKS WHOLE.

TREY RT ON 28 LEAD TREY RT ON 28 LEAD

F $
F

C C C
W M $ C W M
S
E E N T E
T N E S

MAKE
BLOCKERS KICK OUT
WHOLE THE RIFLE

TREY RT UP 28-Q LEAD

F $
C
C
W M S
E T N E

MAKE
BLOCKERS
WHOLE
SEAL CONCEPT

THE SEAL CONCEPT IS USED IN TRIPLE OPTION AND BASH/BLAST PHASES. SPECIFICALLY EMPLOYED WITH
12/13 TRES. TRES IS THE CODE WORD INDICATING TRIPLE OPTION WITH SEAL PRINCIPLES. TRES TALKS
TO THE BST, AND Y & H TO ALERT THE BST OF HELP SEALING 1-PAST THE ID BACKSIDE.

PRINCIPLES: STARTS WITH UNDERSTANDING THE COUNT SYSTEM. THE COUNT STARTS FROM THE BST
OUT. THE SEAL MEANS WE WILL SECURE THE BOX AND CLIMB (ARC) TO #3.

GENERALLY:
- ONE HIGH LOOKS WILL PLACE #3 INSIDE THE MAN RESPONSIBLE FOR THE SEAL. IN 1-HIGH LOOKS
THINK (SIFT/SECURE/CLIMB) **ALERT FOR MAN TO MAN DEFENDERS COMING ACROSS THE FORMATION
LATE TO BECOME #3**.
- WHEN #3 IS HEAD UP TO OUTSIDE THE MAN RESPONSIBLE FOR THE SEAL THINK ARC.
- WHEN #3 IS OUTSIDE IN AN UNBLOCKABLE POSITION (SMOKE/BULLET/ZONE PRESSURE) BLOCK #2
USING LOAD TECHNIQUE. LOAD TECHNIQUE IS PINNING THE OUTSIDE NUMBER OF #2 AND LOCK
THE BOX SO THE QB CAN PRESS THE PERIMETER AND PITCH OFF #3. Y/H MUST MAKE THE LOAD
CALL AND HAVE IT ECHOED BACK TO THE QB.

KEY COACHING POINT SUMMARY: WE MUST BE 100% ON THE COUNT SYSTEM AND PROPERLY ID #3.
EMPLOY 3 DIFFERENT TOOLS IN YOUR TOOLBOX TO BE SOUND IN OUR SEAL CONCEPT.
- (SIFT/SECURE/CLIMB) 1-HIGH LOOKS.
- ARC TECHNIQUE = WHEN #3 IS HEAD UP TO OUTSIDE, MOST LIKELY USED IN 2-HIGH LOOKS
- LOAD TECHNIQUE = WHEN #3 IS IN AN UNBLOCKABLE POSITION, LOAD #2 (SMOKE/BULLET/ZONE
PRESSURE LOOKS)

DEUCE RT HOP 13 TRES TRIPS RT HOP 13 TRES


3
$ 3
$
F 2 3
W S C F
C M 2
1 C C W M
E N T E 1 S
E N T E

ALERT FOR MAN 2 MAN


DEFENDER BECOMING #3

TRIPS RT HOP 13 TRES


$
F
C W M 3
1 2
E N T E S C

“LOAD”

#3 IS ON THE L.O.S.
UNBLOCKABLE MAKE LOAD CALL
RIFLE / BULLET CONCEPT

THE RIFLE AND BULLET CONCEPTS ARE USED IN ZONE BASED BLOCKING SCHEMES. IT ALERTS THE
OFFENSIVE LINE AND THE QUARTERBACK TO THE PRESENCE OF EDGE PRESSURE. BOTH THE OFFENSIVE
LINE AND THE QUARTERBACK HAVE TO BE ALERT TO THE RIFLE AND THE BULLET AS THESE ARE
DANGEROUS TO THE INTEGRITY OF THE SCHEME.

BULLET: MEANS THE PRESENCE OF A DEFENDER THAT IS ALREADY ACCOUNTED FOR IN THE BLOCKING
SCHEME HAS ALIGNED TO APPLY EDGE PRESSURE. THE SCHEME REMAINS INTACT AND THE TECHNIQUE
CHANGES.

RIFLE: MEANS THE PRESENCE OF A DEFENDER THAT IS NOT ALREADY ACCOUNTED FOR IN THE BLOCKING
SCHEME HAS ALIGNED TO APPLY EDGE PRESSURE. THE SCHEME WILL BE ALTERED AND NEW RULES
APPLY.

TRIO RT 13 TRIO RT 13
F $ F

C W C C W M $ C
S
E N T E M E T N E S

“OUT/
“FAN” TRACKS”

THE MIKE HAS ALIGNED IN THE SAM HAS ALIGNED IN


A BULLET PROFILE A RIFLE PROFILE
CODE WORDS CONCEPT

WE WILL USE NUMBERS TO CALL THE PLAY AT THE LINE OF SCRIMMAGE IN THE CADENCE. IF AT ANY
POINT WE FEEL LIKE THERE IS A DEFENSE THAT HAS PICKED UP AN UNDERSTANDING OF OUR NUMBER
SYSTEM, WE CAN USE THE CODE WORDS OF THE PLAY WITH A TWO-PART COMBINATION SUCH AS
“TRUE / FALSE” TO CALL THE PLAY. THE COMBINATIONS LIKE “TRUE / FALSE” MEAN RIGHT OR LEFT AND
WHICH WAY THE PLAY IS GOING. “TRUE” MEANS THE PLAY IS GOING TO THE RIGHT AND “FALSE” MEANS
THE PLAY IS GOING TO THE LEFT.

EX. “GREEN TRUE BOOK.” - “GREEN TRUE BOOK” - “READY. SET-GO!”

(THE PLAY IS 12 BOOK)

OTHER COMBINATIONS THAT CAN BE USED TO DESIGNATE THE RIGHT OR LEFT DIRECTION THE PLAY.

FALSE / TRUE

ODD / EVEN

COLD / HOT
OPEN FIELD RUNNING

WHEN RUNNING THE BALL IN THE OPEN FIELD, WE ARE GOING TO USE THE PHRASE,

“ATTACK ONE, SPLIT TWO.”

IF THERE IS A SINGLE DEFENDER ATTEMPTING TO MAKE THE TACKLE, AS THE BALL CARRIER, YOU WILL
RUN DIRECTLY AT HIM. YOU WILL LOCK HIS HIPS AS YOU ATTACK HIM AND THEN ONE-CUT BACK INTO
SPACE.

IF THERE ARE TWO DEFENDERS TRYING TO PARTNER TACKLE YOU, AS THE BALL CARRIER, YOU WILL
SPLIT THE TWO DEFENDERS.

ATTACK ONE DEFENDER

LOCK THE
DEFENDER’S HIPS

SPLIT TWO DEFENDERS

SPLIT TWO
X CONCEPT

THE X RECEIVER WHEN IN A 3x1 CONCEPT HAS THE OPTION TO SIGNAL TO THE QB A ROUTE THAT HE
DECIDES BASED ON THE LEVERAGE OF THE CORNER.

- GLANCE
- OUT
- GO
- STOP
- ETC.
OVER G UNDER
86/87 PUNCH (AL SIGHT) F F $
$
CONCEPT:
GAP SCHEME COUNTER RUN. GAP SCHEME W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY UP, DEUCE UP
CODE WORDS: REV. DEUCE REV. DEUCE
PUNCH = REAMER IS RESPONSIBLE FOR
ID LB. 87 PUNCH QT 87 PUNCH QY

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - ALERT 3 LB BOX WORK TO MLB.
- WORK TRACK THROUGH YOUR B-GAP TO
- WHITESIDE = INSIDE RELEASE TO STILL ONE PAST THE ID BS.
BSLB. - STAY SQUARE WHILE WORKING BACK
PST SECURE B GAP TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON REVERSE ON WHITESIDE.
- BLACKSIDE = REVERSE DEUCE TO ONE PAST DEUCE BLOCK TO BSLB. (#1 PAST THE ID) - ALERT “RIFLE CALL” FOR MOVEMENT TO
THE ID BS. YOUR GAP.
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - ALERT “DENT CALL” FOR
- WHITESIDE = BLOCK DOWN A GAP DEFENDER WORKING VERTICAL AND FIGHTING SPIN MOVEMENT TO YOUR GAP.
OUT WITH PS HAND UPPER CUT.
PSG - BLACKSIDE = REVERSE DEUCE, SECURE A
- STAY SQUARE ON REVERSE DEUCE BLOCK
- A-GAP RUN THROUGH IS YOUR
GAP TO ONE PAST THE ID BS. KEEPING LB SIDE ARM FREE, SECURE YOUR A RESPONSIBILITY.
GAP TO BSLB.
- ID 1st LB IN THE BOX PS OUTSIDE IN. - BITE THE PAD TIP ON BACK BLOCK - HAVE PRESENCE IN PS – A-GAP
- GAP SCHEME RULES ON TO OFF. WORKING VERTICAL AND FIGHTING SPIN AND AWARENESS OF BS
- WHITESIDE = WORK BACK TO SECURE BS WITH PS HAND UPPER CUT. PRESSURE IN BLUNT TECH.
C A GAP AND REPLACE PULLING GUARD. - WORK BACK AND SECURE WITH “RIFLE” - ALERT “DENT CALL” FOR
- BLACKSIDE = BLOCK BACK ON A-GAP CALL. MOVEMENT TO YOUR GAP.
DEFENDER.

- PULL FLAT WORKING INTO THE L.O.S. - OPEN PULL FLAT WORKING A TRACK INTO - DON’T GET DEPTH IN YOUR PULL,
AND KICKOUT/LOG FIRST DEFENDER THE L.O.S. STAY FLAT AND WORK A GOOD
- KICK OUT DE, HE WILL LOG HIMSELF. TRACK TO KICK OUT OR LOG THE
BSG OUTSIDE OF PST.
DEFENDER. TOO MUCH DEPTH
LEAVES A CREASE.

- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “RIFLE” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- PULL FOR THE ID OR THE 1ST DEFENDER IN - LM: ENTRY TO LB FROM A-GAP OUT - STAY TIGHT AND DON’T FORCE
TE/ THE BOX - READ THE PULLER ENTRY.
FB - “REAM” - NOSE UP = FOOT TO FOOT, NOSE TO NOSE - ONE BY ONE OFF THE PULLER,
- READ HIP OF 1ST PULLER
- LANDMARK = PS A-GAP - (AWAY FROM CALL) BASE ALIGNMENT (3 FEET) - TAKE THE BALL TO THE FEET OF
- READ = PS A-GAP TO WORK OFF REAMER HEELS ON TOES OF QB = FLASH AWAY. THE OL.
TB - (TO CALL) BASE ALIGNMENT (3 FEET) HELLS ON - OPEN A-GAP TAKE IT, A-GAP
TOES OF QB = OPEN, CROSSOVER, PLANT. CLOSED WORK OFF REAMER (NOT A
CUTBACK PLAY)

- HANDOFF TO TB. - OPEN STEP TO TB, HANDOFF - YOU ARE RESPONSIBLE FOR THE
MESH.
QB
- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER

- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS1

- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF


BS2
86/87 PUNCH (AL SIGHT)
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS FS GAP CALL GAP CALL HANGER ALERT BACK BACK RAKE DE
GAP CALL RAKE DE HANGER

STEELER CHOP

F $ F
$
C W M W M S
C C
E T N E S C E T N E

RIFLE/DENT RAKE

87 PUNCH FLASH 87 PUNCH Q


BRONCO RAIDER

F $ F $

W M S C W M S
C C C
E T N E E T N E

GAP
GAP

87 PUNCH FLASH 87 PUNCH Q

6-1 ODD

F $
F “ALERT FOR
M C
BUCK”
W M C
C $ C B S
WE T N E S T N E

RAKE

87 PUNCH FLASH 87 PUNCH Q


BEAR PIRATE SQUEEZE
F $
F

C M $ C W M
S S C
C
W E N T E E T N E

87 PUNCH FLASH 87 PUNCH Q


86/87 PUNCH Q
5 TREY UP T-RACE 87 PUNCH Q 5 TREY UP T-RACE 87 PUNCH Q
UNDER OVER G
F $ F
$
C W M S W M S
C C C
E T N E E N T E

87 PUNCH Q 87 PUNCH Q
OVER G UNDER
86/87 $ F $ F
CONCEPT:
GAP SCHEME COUNTER RUN. GAP SCHEME S M W S M W
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY UP, TREY IN, DEUCE UP, DEUCE IN
CODE WORDS:
RV. DEUCE RV. DEUCE
86/87 = TELLS THE BST TACKLE HE IS THE
SECOND PULLER. REAMER IS RESPONSIBLE
FOR ID LB. “TOPPER” 87 87

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - WORK TRACK THROUGH YOUR B GAP TO - ALERT 3 LB BOX WORK TO MLB.
- WHITESIDE = INSIDE RELEASE TO STILL ONE PAST THE ID BS.
BSLB.
PST SECURE B GAP TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON REVERSE
- STAY SQUARE TO L.O.S. WHILE WORKING
BACK ON WHITESIDE.
- BLACKSIDE = REVERSE DEUCE TO ONE PAST DEUCE BLOCK TO BSLB. (#1 PAST THE ID) - ALERT “RIFLE CALL” FOR MOVEMENT TO
THE ID BS. YOUR GAP. “READY TO RAKE”
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - MUST STOP PENETRATION ON
- WHITESIDE = BLOCK DOWN A GAP WORKING VERTICAL AND FIGHTING SPIN DOWN BLOCK, SO PULLER CAN
OUT WITH PS HAND UPPER CUT.
DEFENDER GET AROUND.
PSG - BLACKSIDE = REVERSE DEUCE, SECURE A
- STAY SQUARE ON REVERSE DEUCE BLOCK
- ALERT “RIFLE CALL” FOR
KEEPING LB SIDE ARM FREE, SECURE YOU’RE A
GAP TO ONE PAST THE ID BS. GAP TO BSLB. (#1 PAST THE ID) MOVEMENT TO YOUR GAP.

- ID 1st LB IN THE BOX PS OUTSIDE IN. - BITE THE PAD TIP ON BACK BLOCK
- HAVE PRESENCE IN PSA GAP AND
- GAP SCHEME RULES ON TO OFF AWARENESS OF BS PRESSURE IN
WORKING VERTICAL AND FIGHTING SPIN
- WHITESIDE = WORK BACK TO SECURE BS BLUNT TECH.
C WITH PS HAND UPPER CUT.
A GAP AND REPLACE PULLING GUARD. - ALERT “RIFLE CALL” FOR
- WORK BACK AND SECURE WITH “RIFLE”
- BLACKSIDE = BLOCK BACK ON A GAP MOVEMENT TO YOUR GAP.
CALL
DEFENDER.

- PULL FLAT WORKING INTO THE L.O.S. - OPEN PULL FLAT WORKING A TRACK INTO - DON’T GET DEPTH IN YOUR PULL,
THE L.O.S. STAY FLAT AND WORK A GOOD
AND KICKOUT/LOG FIRST DEFENDER
- KICK OUT BOX PLAYER, LOG A WRONG TRACK TO KICK OUT OR LOG THE
BSG OUTSIDE OF PST. DEFENDER. TOO MUCH DEPTH
ARM DEFENDER.
LEAVES A CREASE.

- PULL BEHIND OG WORKING OFF HIS - OPEN PULL BEHIND OG, REAM BEHIND KICK - GET DEPTH TO CLEAR
BLOCK. WORK 1 X 1 BEHIND PULLING OUT, WRAP AROUND LOG BLOCK VERTICAL KICK/LOG BLOCK BY THE PULLING
GUARD. “REAMER” TO IDLB. GUARD.
BST - LOOP VS. RIFLE
- READ THE KICK BLOCK

- D GAP RIFLE TO SECURE AND CLIMB - ARC AND SECURE BOX TO - NEVER PASS UP OPPOSITE COLOR
TE/ SECONDARY DEFENDER. JERSEY ON WAY TO SECONDARY
FB DEFENDER.

- READ BSDE. - BRING THE BALL TO THE RB - GIVE = TUCK GHOST BALL
QB - IF GIVE CONTINUE SPRINT FAKE - OPEN TO THE RB

- LANDMARK = PS A GAP. - (AWAY FROM CALL) BASE ALIGNMENT - TAKE THE BALL TO THE FEET OF
- READ = PS A GAP TO HIP OF PULLING (3 FEET) HEELS ON TOES OF QB = FLASH THE OL.
TB TACKLE. AWAY.
- OPEN A GAP TAKE IT, A GAP
CLOSED FOLLOW HIP OF PULLING
TACKLE (NOT A CUTBACK PLAY)

- STYLE OF RUN PLAY: COMBO - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2

- KEEP BLOCK - MAN ON, NOSE UP


BS1 - STYLE OF RUN PLAY: COMBO

- KEEP BLOCK - MAN ON, NOSE UP


BS2 - STYLE OF RUN PLAY: COMBO
86/87
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS FS GAP CALL GAP CALL LOOP - BACK RAKE DE
GAP CALL RAKE DE PULL/KNIFE
BST LOOP
PULL/KNIFE

STEELER CHOP
F
$ F $

C W M S C
S M
C
E T N E W C E T N E

RIFLE RAKE
GAP
BST-LOOP

87 87
BRONCO RAIDER

F $ F
$
S M W C S M W
C C C
E T N E E T N E

GAP GAP

87 87
6-1 ODD
F F $
C
C $ M M W C
C S B
S E T N E W E N E

RAKE
RIFLE

87 87
BEAR PIRATE SQUEEZE
F F $

C $ M C S
W C W M
C
S E N T E E T N E

87 87
50/51 PAINT-Q

Concept/Design Play Call 6 DUO RT G-50 PAINT-Q


PRINCIPLE

20

20
F $
10

10
C
C W M Ni

E N T E
B1 F1
B2
F3 F2
Q

BASE FORM Empty Formations


PLAYER Responsibility Assignments Pressure

F1 SLANT 3 STEP SLANT N/A

F2 BUBBLE BUBBLE N/A

F3 DUMP DUMP ROUTE N/A

B1 PROTECTION MUST OUTSIDE RELEASE , BODY CONTACT N/A

B2 OHIO OHIO ROUTE @ 6 YARDS N/A

- LOCK SIDE - 1 KICK VERTICAL SET


(LOCK SQUEEZE) (BUMP ANY GAMES)
PST

- LOCK SIDE - 1 KICK VERTICAL SET


(LOCK SQUEEZE) (BUMP ANY GAMES)
PSG

- SLIDE SIDE A GAP - BLOCK A GAP TO ID LB - CLEAR THE GAMES BEFORE


YOU CLIMB TO ID.
- NEVER AN OUT CALL.
C

- SLIDE SIDE B GAP - BLOCK B GAP TO ID LB - NEVER AN OUT CALL.


BSG

- SLIDE SIDE C GAP - BLOCK C GAP TO ID LB - NEVER AN OUT CALL.

BST
60/61 PAINT-Q

Concept/Design Play Call TRIO RT 60 PAINT-Q TRASH


PRINCIPLE

20

20
F $
10

10
C
C
W M Ni

E N T E
B1 F1

F3 F2
Q T

NOTES Empty Formations


PLAYER Responsibility Assignments Pressure

F1 SLANT 3 STEP SLANT N/A

F2 BUBBLE BUBBLE N/A

F3 DUMP DUMP ROUTE N/A

B1 MDM BLOCK THE PLAY, MDM N/A

T BLOCK BLOCK 1-PAST THE ID FRONTSIDE N/A

- LOCK SIDE - 1 KICK VERTICAL SET


(BUMP ANY GAMES)
PST

- LOCK SIDE - 1 KICK VERTICAL SET


(BUMP ANY GAMES)
PSG

- SLIDE SIDE A GAP - BLOCK A GAP TO ID LB - CLEAR THE GAMES BEFORE


YOU CLIMB TO ID.
- NEVER AN OUT CALL.
C

- SLIDE SIDE B GAP - BLOCK B GAP TO ID LB - NEVER AN OUT CALL.


BSG

- SLIDE SIDE C GAP - BLOCK C GAP TO ID LB - NEVER AN OUT CALL.

BST
OVER G UNDER
16/17 BANG F $ F $
CONCEPT:
FLY SWEEP WITH GAP SCHEME POWER RUN. W M S W M S
C C
GAP SCHEME USES ON TO OFF BLOCKING C C
PRINCIPLES. E T N E E N T E
FORMATION:
DEUCE NEAR
CODE WORDS: REV REV
DEUCE DEUCE
STK 17 BANG STK 17 BANG

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - WORK TRACK THROUGH YOUR B GAP TO - ALERT 3 LB BOX WORK TO MLB.
- WHITESIDE = INSIDE RELEASE TO SECURE B STILL ONE PAST THE ID BS.
BSLB.
- “GRAY” = ALERT ADD
PST GAP TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON REVERSE - ALERT “RIFLE CALL” FOR MOVEMENT TO
- BLACKSIDE = REVERSE DEUCE TO ONE PAST DEUCE BLOCK TO BSLB. YOUR GAP. “READY TO RAKE”
THE ID BS.
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - “GRAY” = ALERT ADD
- WHITESIDE = BLOCK DOWN ON AN A GAP WORKING VERTICAL AND FIGHTING SPIN - ALERT “RIFLE CALL” FOR
DEFENDER OUT WITH PS HAND UPPER CUT. MOVEMENT TO YOUR GAP.
PSG - BLACKSIDE = REVERSE DEUCE, SECURE A - DENT = BE ALERT FOR NOSE IN A
- STAY SQUARE ON REVERSE DEUCE BLOCK
GAP TO ONE PAST THE ID BS. - TWO-HAND FIT ON REVERSE DEUCE GAP.

- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - “GRAY” = ALERT ADD
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK - HAVE PRESENCE IN PSA GAP AND
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN AWARENESS OF BS PRESSURE IN
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. BLUNT TECH.
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “RIFLE” - ALERT “RIFLE CALL” FOR MOVEMENT
DEFENDER. CALL TO YOUR GAP.
- DENT = ALERT FOR BS MOVEMENT

- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE TEAM, USE OPEN PULL - DON’T SWING WIDE AROUND
TECHNIQUE. DOUBLE/DOWN BLOCK.
DOUBLE TEAM UP TO ID LB.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET ON
- AVOID THE DE – GO AROUND HIM
PSLB
IF HE TRIES TO WRONG ARM YOU.

- GAP, SEAL, HINGE. - POWER STEP DOWN TO SECURE BS B GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- BLOCK RIFLE
TE/ - GET PLAY STARTED
FB - BLOCK D-GAP DEFENDER TO SECURE
BOX AND CLIMB
-PUSH THE BALL TO BALL CARRIER AND FAKE - TIME SNAP PERFECTLY
QB POWER

- SELL 16/17 - GREAT FAKE

TB

-STYLE OF RUN PLAY: PERIMETER - SUPPORT TO MAN ON, NOSE UP STALK BLOCK - GIVE THE RB A TWO WAY GO
FS1

- MAN ON, TO ALLEY DEFENDER, NOSE UP - ARC TO NOSE-UP DEFENDER


-STYLE OF RUN PLAY: PERIMETER
FS2 O/S # STALK BLOCK - OUTSIDE # BLOCK

-STYLE OF RUN PLAY: PERIMETER -CUT OFF


BS1
-STYLE OF RUN PLAY: PERIMETER -CUT OFF
BS2
16/17 BANG
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS - GAP CALL GAP CALL - - BACK-BACK
RAKE

STEELER CHOP

F $ F
$
C W M W M S C
C
E T N E S C E T N E

RAKE

16 BANG 16 BANG
BRONCO RAIDER

F F $

W M $ C W M S
C S C C
E T N E E T N E

GAP GAP
16 BANG 16 BANG
6-1 ODD

F $
F
M $ C W M C
C C S
WE B
T N E S T N E

RAKE
DENT
16 BANG 16 BANG
BEAR PIRATE SQUEEZE
F $
F

C M S $ C W M C
C S
W E N T E E T N E

16 BANG 16 BANG
OVER G UNDER G
16/17 BOAD F $ F $
CONCEPT: FLY SWEEP WITH GAP SCHEME
POWER RUN. GAP SCHEME USES ON TO OFF C W M S W M S
BLOCKING. C C
C
FORMATION: E N T E E T N E
TRICK UP
CODE WORDS: REV DEUCE REV DEUCE

16 BOAD 16 BOAD

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - ALERT 3 LB BOX WORK TO MLB.
- WORK TRACK THROUGH YOUR B GAP TO STILL ONE PAST THE ID BS.
- WHITESIDE = INSIDE RELEASE TO SECURE B
BSLB. - “GRAY” = ALERT ADD
PST GAP TO ONE PAST THE ID BS.
- WORK HIP TO HIP WITH PSG ON REVERSE - ALERT “RIFLE CALL” FOR MOVEMENT TO
- BLACKSIDE = REVERSE DEUCE TO ONE PAST
DEUCE BLOCK TO BSLB. YOUR GAP. “READY TO RAKE”
THE ID BS.

- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - “GRAY” = ALERT ADD
- WHITESIDE = BLOCK DOWN ON AN A GAP WORKING VERTICAL AND FIGHTING SPIN - ALERT “RIFLE CALL” FOR
PSG DEFENDER OUT WITH PS HAND UPPER CUT. MOVEMENT TO YOUR GAP.
- BLACKSIDE = REVERSE DEUCE, SECURE A - STAY SQUARE ON REVERSE DEUCE BLOCK - DENT = BE ALERT FOR NOSE IN A
GAP TO ONE PAST THE ID BS. - TWO-HAND FIT ON REVERSE DEUCE GAP.

- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - “GRAY” = ALERT ADD
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK - HAVE PRESENCE IN PSA GAP AND
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN AWARENESS OF BS PRESSURE IN
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. BLUNT TECH.
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “RIFLE” - ALERT “RIFLE CALL” FOR MOVEMENT
DEFENDER. CALL TO YOUR GAP.
- DENT = ALERT FOR BS MOVEMENT

- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE TEAM, USE OPEN PULL - DON’T SWING WIDE AROUND
TECHNIQUE. DOUBLE/DOWN BLOCK.
BSG DOUBLE TEAM UP TO ID LB. - WORK VERTICAL WITH INSIDE OUT TARGET ON
- AVOID THE DE – GO AROUND HIM
PSLB
IF HE TRIES TO WRONG ARM YOU.

- GAP, SEAL, HINGE. - POWER STEP DOWN TO SECURE BS B GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- BLOCK ON LOS RIFLE
TE/ - GET PLAY STARTED
FB - SECURE BOX AND CLIMB

-PUSH THE BALL TO BALL CARRIER AND FAKE - TIME SNAP PERFECTLY
QB QB POWER

- ALERT RIFLE FROM DEPTH - CUT O/S THIGH


- SECURE TE’S BLOCK TO 1ST DEFENDER
TB O/S TE’S BLOCK.

- PLUS SPLITS
FS1 - LOAD = BLOCK MAN ON

- PLUS SPLITS
FS2 - LOAD = BLOCK MAN ON

- PLUS SPLITS
BS1 - LOAD = BLOCK MAN ON

- PLUS SPLITS
BS2 - LOAD = BLOCK MAN ON
16/17 BOAD
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS - GAP CALL GAP CALL - - BACK-BACK
RAKE

STEELER CHOP

F $ F $

C W M W M S C
C
E T N E S C E T N E

RAKE

16 BOAD 16 BOAD
BRONCO RAIDER

F F $

W M $ C W M S
C S C C
E T N E E T N E

GAP GAP
16 BOAD 16 BOAD
6-1 ODD

F $
F
M $ C B W M C
C C S
WE T N E S T N E

RAKE

16 BOAD 16 BOAD
BEAR PIRATE SQUEEZE
F $
F

C M S $ C W M C
C S
W E N T E E T N E

16 BOAD 16 BOAD
0/1 OVER G UNDER
$ $
CONCEPT:
OUTSIDE ZONE RUN. OUTSIDE ZONE USES F W M S C F W M S
C C
LOCK THE BOX BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
ALL FORMATIONS
CODE WORDS:
SPEED = LEAVE THE E.M.O.L. AS QB PITCH
KEY. 0 0

POS RULES/CALLS TECHNIQUE COACHING POINT


- LEAVE E.M.O.L. AS PITCH KEY - IN-UP = PRESS VERTICAL INSIDE WIDE 5 - KEEP EYES ON PSLB, IF YOU GET A
- IN-UP/LOOP BASED ON DE ALIGNMENT TECH. CUT THE ID LB UNLESS CIRCLE CALL. CIRCLE CALL, SECURE B/S LB TO
PST - LOOP = ARC RELEASE AROUND DE UP FOR SAFETY. ALERT RIFLE = “GANG”
UP FOR PSLB TO BSLB TO SAFETY.
PSLB TO SAFETY.

- REACH, RIP, OVERTAKE B-GAP DEFENDER UP - GAIN GROUND WITH WIDTH, REACH RIP - GAIN GROUND AND RUN THIS IS A
TO 2ND LEVEL. AND OVERTAKE B-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
PSG SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
- CUT DEFENDERS FINISHING UP
THE FIELD.
- ID 1ST LB IN THE BOX PLAYSIDE OUTSIDE IN. - GAIN GROUND WITH WIDTH, REACH RIP AND - GAIN GROUND AND RUN THIS IS A
- REACH, RIP, OVERTAKE A-GAP DEFENDER UP OVERTAKE A-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
TO 2ND LEVEL. SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
C - CUT DEFENDERS FINISHING UP
THE FIELD.

- REACH, RIP, OVERTAKE A-GAP DEFENDER UP - GAIN GROUND WITH WIDTH, REACH RIP AND - GAIN GROUND AND RUN THIS IS A
TO 2ND LEVEL. OVERTAKE A-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
BSG - CUT DEFENDERS FINISHING UP
THE FIELD.

- REACH, RIP, OVERTAKE B-GAP DEFENDER UP - GAIN GROUND WITH WIDTH, REACH RIP AND - GAIN GROUND AND RUN THIS IS A
TO 2ND LEVEL. OVERTAKE B-GAP DEFENDER UP TO FULL FLOW PLAY WITH NO ACTION
SECOND LEVEL TRYING TO LOCK THE BOX. TO HOLD THE LB.
BST - CUT DEFENDERS FINISHING UP
THE FIELD.

- NO INVERTED DEFENDER, MAKE CIRCLE CALL - LEVERAGE AND PRESS DEFENDER - MUST UNDERSTAND STRUCTURE
TO OT. SECURE BOX & CLIMB - MUST ELIMINATE CROSS FACE - RIFLE = DELIVER DE TO TACKLE
TE - TAKE UP SLACK AND CHOP OR CUT ON 2ND - CIRCLE CALL TO OT WHEN #3 IS IN
LEVEL THE BOX
- PITCH OFF E.M.O.L. - ATTACK OUTSIDE SHOULDER OF PITCH KEY - ELIMINATE THE PITCH KEY
QB - BE READY FOR QUICK PITCH

- PITCH PHASE = 5X1 OFF OF QB - (“O”) = STEAL SECOND BASE - STAY W/QB
- STACK ALIGNMNET = OPEN STEP - FLAT PITCH COURSE
TB CROSSOVER

- STYLE OF RUN PLAY: PERIMETER - MAN ON, NOSE UP, OUTSIDE NUMBER, - PROTECT THE SLICE CB
STALK BLOCK
FS1

- STYLE OF RUN PLAY: PERIMETER - MAN ON, NOSE UP, OUTSIDE NUMBER,
FS2 STALK BLOCK

- STYLE OF RUN PLAY: PERIMETER - CFC (CROSS FIELD CUT OFF) - CAN’T GET BEAT OVER TOP
BS1

- STYLE OF RUN PLAY: PERIMETER - CFC (CROSS FIELD CUT OFF) - CAN’T GET BEAT OVER TOP
BS2
0/1
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF PITCH OFF
EMOL EMOL EMOL EMOL EMOL EMOL EMOL EMOL

STEELER CHOP
F $ F

C $ M W C S M W C
S C
E N T E E N T E

GANG GANG

1 0

BRONCO RAIDER
F
$ F
$
C
C
C S M W S M W
C
E N T E E N T E

GANG GANG

1 1

6-1 ODD
F
F
$
$ C C
C
M C S M W
S E T N E W E N E B

GANG
CIRCLE

1 1
BEAR PIRATE SQUEEZE
F $ F
C $
C M W
S M W
C C
S E N T E E N T E

CIRCLE
GANG

0 0
18/19 (TRASH) OVER UNDER
F $ F
CONCEPT: $
MAN SCHEME STRETCH OUTSIDE RUN. C C
MAN SCHEME BLOCKING FRONTSIDE. W M S W M S
C C
FORMATION:
TRIO E T N E E N T E
CODE WORDS:
B COLT

19 TRASH 19 TRASH

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITESIDE = BASE REACH - AIMING POINT IS PLAYSIDE ARMPIT OF - MAN NO HELP
- BLACKSIDE = FULL ZONE
THE DEFENDER. WORK FOR WIDTH. IF
PST - ODD = FULL ZONE
HE WIDENS, STRETCH HIM. IF HE
PLAYS UNDERNEATH, SEAL HIM.
- WHITESIDE = COLT - COLT = DOWN BLOCK ON THE A-GAP - CAN’T LOSE NG OVER THE TOP ON
- BLACKSIDE = FULL ZONE DOWN BLOCK. BITE THE PAD TIP
DEFENDER.
PSG - ODD = FULL ZONE AND UPPERCUT.

- ID USING OPEN SIDE RULES. - COLT= PULL AROUND DOWN BLOCK. - READ PST BLOCK TO DETERMINE
- WHITESIDE = COLT PATH TO ID.
- BLACKSIDE = FULL ZONE
C - ODD = FULL ZONE

- WHITESIDE = REACH RIP AND CLIMB - WHITESIDE = BLOCK A-GAP DEFENDER. - CUT THE 1ST OR 2ND LEVEL
- MAN CALL = MAN - BLACKSIDE = REACH, RIP, AND CLIMB OR PLAYERS BASED ON THE SCHEME
- BLACKSIDE = MAN, B TO BSLB MAN. BEING USED.
BSG - MAN CALL = INSIDE V
- ODD = A TO BSLB

- WHITESIDE = B TO BSLB - WORK INSIDE NUMBER OF BSDE VERTICAL. - CUT THE 2ND LEVEL ON THE
- BLACKSIDE = B TO BSLB BACKSIDE.
- IF 1-PAST THE ID IS WIDE, MAN-SIFT
BST

- HAND OFF TO RB - OPEN TO THE CALL, HAND OFF AND NAKED - VS. RIFLE, PLAY THE DUMP
- CHECK TO 12/13 OR 0/1 VS. BEAR OUT. CONCEPT.
QB - CARRY OUT FAKE

- LANDMARK = OUTSIDE HIP OF PST - STACK ALIGNMENT - CHASE LANDMARK


TB - AIMING POINT IS THE OUTSIDE HIP OF THE
PST.

- KEEP BLOCK UNLESS TAGGED WITH TRASH - NOSE UP STALK BLOCK


- IF TAGGED WITH TRASH, RUN DUMP ROUTE
BS3

- KEEP BLOCK UNLESS TAGGED WITH TRASH - NOSE UP STALK BLOCK


BS2 - IF TAGGED WITH TRASH, RUN LOOK ROUTE

- KEEP BLOCK - KEEP BLOCK - MAN ON, NOSE UP, STALK


BS1 BLOCK

- BLOCK MAN ON UNLESS TAGGED WITH TRASH - NOSE UP STALK BLOCK


FS1 - IF TAGGED WITH TRASH, PUSH-CRACK FREE
SAFETY
18/19 (TRASH)
VS.
OVER UNDER PRESSURE ODD BEAR
FULL ZONE FULL ZONE FULL ZONE CHECK 12/13
OR
CHECK 0/1

OVER UNDER
F $ $
F
C
C M W M
W C S C
S
E N T E E T N E

19 TRASH 19 TRASH
VS. PRESSURE ODD
$ $
F C F

C B W M S C
W M S C
E T N E E N E

19 TRASH 19 TRASH
BEAR
F $

W C

C S
B T N E M

CHK 13
OVER G UNDER
28/29 LEAD
F $ F $
CONCEPT:
OUTSIDE ZONE RUN. OUTSIDE ZONE USES W M S W M S
LOCK THE BOX BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY ON
CODE WORDS:

28 LEAD-Q 28 LEAD-Q

POS RULES/CALLS TECHNIQUE COACHING POINT


- REACH, RIP, OVERTAKE THE E.M.O.L. - GAIN GROUND WITH WIDTH, REACH, - GAIN GROUND AND RUN. THIS
RIP, OVERTAKE THE E.M.O.L. IS A FULL FLOW PLAY WITH NO
PST ACTION TO HOLD THE LB.
DEFENDER AND TRY TO LOCK THE
BOX. - CUT DEFENDER AT 2ND LEVEL
- REACH, RIP, OVERTAKE B GAP - GAIN GROUND WITH WIDTH, REACH, - GAIN GROUND AND RUN. THIS
DEFENDER UP TO 2ND LEVEL. RIP, OVERTAKE B-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
PSG TO SECOND LEVEL TRYING TO LOCK ACTION TO HOLD THE LB.
THE BOX. - CUT DEFENDER AT 2ND LEVEL

- ID 1ST LB IN THE BOX PLAYSIDE OUTSIDE - GAIN GROUND WITH WIDTH, REACH, - GAIN GROUND AND RUN. THIS
IN. RIP, OVERTAKE A-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
- REACH, RIP, OVERTAKE A-GAP TO SECOND LEVEL TRYING TO LOCK ACTION TO HOLD THE LB.
C DEFENDER UP TO 2ND LEVEL. THE BOX. - CUT DEFENDER AT 2ND LEVEL

- REACH, RIP, OVERTAKE A-GAP - GAIN GROUND WITH WIDTH,REACH, - GAIN GROUND AND RUN. THIS
DEFENDER UP TO 2ND LEVEL. RIP, OVERTAKE A-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
TO SECOND LEVEL. ACTION TO HOLD THE LB.
BSG
- CUT DEFENDER AT 2ND LEVEL

- REACH, RIP, OVERTAKE B-GAP - GAIN GROUND WITH WIDTH REACH, - GAIN GROUND AND RUN. THIS
DEFENDER UP TO 2ND LEVEL. RIP, OVERTAKE B-GAP DEFENDER UP IS A FULL FLOW PLAY WITH NO
BST TO SECOND LEVEL. ACTION TO HOLD THE LB.
- CUT DEFENDER AT 2ND LEVEL

- D-GAP RIFLE TO LOCK C-GAP AND - KICK OUT RIFLE - LOCK THE BOX, SECURE AND
TE/ CLIMB. - FLIPPER TECHNIQUE WITH PST AS YOU CLIMB
FB SECURE AND CLIMB – 3RD HAND HELP

- HAND OFF TO SWEEP. - SNAP BALL WHEN MOTION MAN IS AT - LEAD-Q = FOLLOW LEAD BACK.
QB OUTSIDE LEG OF TACKLE STRETCH AND PUNCTURE.

- (LEAD) FIRST SECOND LEVEL DEFENDER - (LEAD) = WIDE ALIGNMENT, SECURE - ALERT RIFLE PLAYSIDE = KICK
IN THE C/D GAP, SECURING AND THE FRONT AND MAKE PERIMETER OUT RIFLE
TB CLIMBING BLOCKS WHOLE. - (BALL CARRIER) ALERT RIFLE =
- BALL CARRIER CIRCLE THE FIELD PUNCTURE INSIDE KICK-OUT
BLOCK
- STYLE OF RUN PLAY: PERIMETER RUN - MAN ON, NOSE UP, OUTSIDE NUMBER, - PROTECT THE SLICE CB
FS1 STALK BLOCK

- STYLE OF RUN PLAY: PERIMETER RUN - MAN ON, NOSE UP, OUTSIDE NUMBER,
FS2 STALK BLOCK

- STYLE OF RUN PLAY: PERIMETER RUN - CFC (CROSS FIELD CUT-OFF) - CAN’T GET BEAT OVER THE TOP
BS1

- STYLE OF RUN PLAY: PERIMETER RUN - CFC (CROSS FIELD CUT-OFF) - CAN’T GET BEAT OVER THE TOP
BS2
28/29 LEAD
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE

FS - GANG GANG - GANG - BS


KICK OUT
PUNCTURE

STEELER CHOP
$
F $ F

C W M W M S C
C
E T N E S C E T N E

28 LEAD-Q 28 LEAD-Q
BRONCO RAIDER
F $ F $
S
W M C W M S
C C C
E T N E E T N E

GANG
GANG

28 LEAD-Q 28 LEAD-Q
6-1 ODD

F $
F
C M $ C B W M C
C S
WE T N E S E N E

GANG

28 LEAD-Q 28 LEAD-Q
BEAR PIRATE SQUEEZE
F
F $
C M S $ C W M S C
W E N T E C E T E
N

28 LEAD-Q 28 LEAD-Q
98/99 (BUMP) OVER G UNDER
F $
CONCEPT: F $
MAN SCHEME STRETCH OUTSIDE RUN.
MAN SCHEME BLOCKING FRONTSIDE. W M S W M S
C C
FORMATION: C
TRIPS, TREY E T N E C E N T E
CODE WORDS:
BUMP= BOZO DUMP
MAN TEX COLT
GIANT

99 BUMP 99

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = TEX - GIANT = DOWN BLOCK ON THE B-GAP - CAN’T LOSE 3 TECH OVER THE TOP
- BLACK SIDE = GIANT DEFENDER ON DOWN BLOCK. BITE THE PAD
PST - ODD = GUT TIP AND UPPERCUT.
- TEX = PULL AROUND FOR PRIMARY
SUPPORT DEFENDER.
- WHITESIDE = COLT, POSSIBLE “YOU” - GIANT = PULL AROUND FOR PRIMARY - CAN’T LOSE NG OVER THE TOP ON
CALL VS SHADE SUPPORT DEFENDER. DOWN BLOCK. BITE THE PAD TIP
PSG - BLACKSIDE = GIANT - COLT = DOWN BLOCK ON THE A-GAP AND UPPERCUT.
- ODD = GUT - PULL AND EYEBALL TE BLOCK
DEFENDER.
FOR ENTRY POINT.
- ID USING THE MIDDLE ID SYSTEM. - COLT= PULL AROUND DOWN BLOCK. EYE - ANTICIPATE RUN THROUGH LB.
- WHITESIDE = COLT, POSSIBLE “YOU” PSLB FOR INSERT. - READ ENTRY POINT
CALL VS SHADE - YOU = REACH SHADE PSG PULLS FOR 1ST LB
C - BLACKSIDE = MAN OR PULL PLAYSIDE
- ODD = A TO BSLB - MAN = PULL EYEING PSLB FOR INSERT

- WHITESIDE = MAN, BACKSIDE CUTOFF - WHITESIDE = BLOCK A-GAP DEFENDER. - CUT ON THE BACKSIDE.
- BLACKSIDE = MAN, B-1 TO BSLB - BLACKSIDE = REACH, RIP, AND CLIMB. - ALERT FOR MAN TERMS.
- ODD = A-1 TO BSLB
BSG

- WHITESIDE = B-1 TO BSLB - WORK INSIDE NUMBER OF BSDE VERTICAL. - CUT ON THE BACKSIDE.
- BLACKSIDE = B-1 TO BSLB - ALERT FOR MAN TERMS.

BST

- BLOCK PSDE. - TEX = DOWN BLOCK – NEAR FOOT – NEAR - MUST WIN AT P.O.A.- YOU ARE THE
TE/ - VS. ODD, BASE REACH EMOL. HAND. LM – V OF THE NECK. KEY TO THE PLAY
- NO CROSS FACE – NO PENETRATION
FB - MAN = BASE BLOCK PSDE.
**YOU WIN WE WIN

-HAND OFF FLAT TO RB AND CARRY OUT THE - FLAT STEP, RIDE AND READ BSDE.
READ FAKE
QB

- LANDMARK = FLAT DOWN THE LOS - WIDE ALIGNMENT = HEELS ON QB TOES, - ALERT PLAYSIDE RIFLE = PUNCTURE
TB - READ = 2ND PULLER OPEN, CROSSOVER, SPRINT TO GET ON HIP
- TREAT PULL AND GIVE THE SAME. OF 2ND PULLER.

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, STALK BLOCK
FS1

- MAN ON, NOSE UP, STALK BLOCK - BLOCK THE MAN OVER. IF HE
- STYLE OF RUN PLAY: COMBO
FS2 SPLITS THE DIFFERENCE WORK TO
THE HIGH SAFETY

- STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BS1 BLOCK

BS2/ - STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BLOCK
3
98/99
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS CHK 93 CHK 93 GIVE CHK 93 -
CHK 93 GANG GANG READ 3 TECH
THROW
BUBBLE

STEELER CHOP
$ F $
F

W M S C
W M C C
C S
E T N E E T N E

CHK 93 99
BRONCO RAIDER
$ F
F $

C W M S C W M C
C S
E T N E E T N E

CHK 93 CHK 93
6-1 ODD
F
$
F C C
M $ W C
C M S
WE N T E S B T N E

99 CHK 93
BEAR PIRATE SQUEEZE
F $
F
C
M S C W M S C
W C
E T N E S E T N E

CHK 93 99
98/99-M OVER G UNDER
F F
$
CONCEPT:
MAN SCHEME STRETCH OUTSIDE RUN. $
FORMATION: C W M S C W M
TRIPS (FSL), TREY C C
CODE WORDS: E N T E E T N E S
“M” (MIDLINE) = QB IS READING THE BSDT.
MAN SCHEME BLOCKS FRONTSIDE.
COLT TEX
GIANT

98 M 98 M

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = TEX - GIANT = DOWN BLOCK ON THE B GAP - CAN’T LOSE 3 TECH OVER THE TOP
- BLACK SIDE = GIANT ON DOWN BLOCK. BITE THE PAD
PST - ODD = GUT
DEFENDER
TIP AND UPPERCUT.
- TEX = PULL AROUND FOR PRIMARY
SUPPORT DEFENDER.
- WHITESIDE = COLT VS G, - GIANT = PULL AROUND FOR PRIMARY - CAN’T LOSE NG OVER THE TOP ON
POSSIBLE “YOU” CALL VS SHADE SUPPORT DEFENDER. DOWN BLOCK. BITE THE PAD TIP
PSG - BLACKSIDE = GIANT AND UPPERCUT.
- COLT = DOWN BLOCK ON THE A GAP
- ODD = GUT - PULL AND EYEBALL TE BLOCK
DEFENDER.
FOR ENTRY POINT.
- ID USING THE MIDDLE ID SYSTEM. - COLT= PULL AROUND DOWN BLOCK. EYE - ANTICIPATE RUN THROUGH LB.
- WHITESIDE = COLT VS G PSLB FOR INSERT.
POSSIBLE “YOU” CALL VS SHADE - YOU = REACH SHADE PSG PULLS FOR 1ST LB - READ ENTRY POINT
C - BLACKSIDE = MAN OR PULL PLAYSIDE
- ODD = A TO BSLB - MAN = PULL EYEING PSLB FOR INSERT

- WHITESIDE = BLOCK OUT ON DE - WHITESIDE = SECURE DE OFF BST.


- BLACKSIDE = RELEASE TO BSLB - BLACKSIDE = IN-UP RELEASE-LOW AND
- ODD = A QUICK
BSG

- WHITESIDE = RELEASE TO 1 PAST THE I.D. - WHITESIDE- SECURE THE BSLB FOR THE QB
- BLACKSIDE =BASE CUT-OFF TO RUN IN THE B-GAP

BST

- BLOCK PSDE. - TEX = DOWN BLOCK – NEAR FOOT – NEAR - MUST WIN AT P.O.A.- YOU ARE THE
TE/ HAND. LM – V OF THE NECK. KEY TO THE PLAY
- NO CROSS FACE – NO PENETRATION
FB - MAN = BASE BLOCK PSDE.
**** YOU WIN WE WIN

- READ 1st DL BACKSIDE OF CENTER - FLAT STEP, RIDE AND READ DT.

QB

- LANDMARK = FLAT DOWN THE LOS - WIDE ALIGNMENT = HEELS ON QB TOES, - ALERT PLAYSIDE RIFLE = PUNCTURE
TB - READ = 2ND PULLER OPEN, CROSSOVER, SPRINT TO GET ON HIP
- TREAT PULL AND GIVE THE SAME. OF 2ND PULLER.

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, STALK BLOCK
FS1

- MAN ON, NOSE UP, STALK BLOCK - BLOCK THE MAN OVER. IF HE
FS2 - STYLE OF RUN PLAY: COMBO SPLITS THE DIFFERENCE WORK TO
THE HIGH SAFETY

- STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BS1 BLOCK

BS2/ - STYLE OF RUN PLAY: COMBO - KEEP BLOCK - MAN ON, NOSE UP, STALK
BLOCK
3
98/99 M
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
CHECK 92 CHECK 92 GIVE CHECK 92 CHECK 92 -

GANG GANG BANJO

STEELER CHOP
$ $
F F

C W M W M S
S C C
E T N E E T N E C

98-M 98-M
BRONCO RAIDER
$ $
F
F
C
C M W C W M
S C
E T N E E T N E S

GANG
GANG

CHK 92 CHK 92
6-1 ODD
F
$
C $ C
F M
C C S M W
WE T N E S E N T B

FAN COLT TEX

98-M 98-M
BEAR PIRATE SQUEEZE
$ $
F
C
C F M W M S C
S C
W E N T E E T N E

CHK 92 98-M
OVER G UNDER G
16/17 F $ F $
CONCEPT:
GAP SCHEME POWER RUN. GAP SCHEME W M S W M S
C C C
USES ON TO OFF BLOCKING PRINCIPLES. C
FORMATION: E T N E E T N E
TREY IN, DEUCE NEAR
CODE WORDS: DEUCE DEUCE

BURN STK 17 RIP 16

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - WORK TRACK THROUGH YOUR B-GAP TO - ALERT 3 LB BOX WORK TO MLB.
BSLB. STILL ONE PAST THE ID BS.
- WHITESIDE = INSIDE RELEASE TO
- STAY SQUARE TO L.O.S. WHILE
PST SECURE B-GAP TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON DEUCE
WORKING BACK ON WHITESIDE.
- BLACKSIDE = DEUCE TO ONE PAST THE ID BLOCK TO 1 PAST. - ALERT “RIFLE CALL” FOR MOVEMENT TO
BS. YOUR GAP. “READY TO RAKE”
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - MUST STOP PENETRATION ON
- WHITESIDE = BLOCK DOWN ON AN A-GAP WORKING VERTICAL AND FIGHTING SPIN DOWN BLOCK
DEFENDER. OUT WITH PS HAND UPPER CUT. - DENT = BE ALERT FOR NOSE IN A-
PSG - BLACKSIDE = DEUCE, SECURE A-GAP TO - STAY SQUARE ON DEUCE BLOCK USE GAP
ONE PAST THE ID BS. FLIPPER LIFT TECHNIQUE, SECURE YOU’RE A - ALERT “RIFLE CALL” FOR
GAP TO 1 PAST. MOVEMENT TO YOUR GAP.
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - HAVE PRESENCE IN PS A-GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE ON
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. - ALERT “DENT CALL” FOR
C - BLACKSIDE = BLOCK BACK ON A-GAP - WORK BACK AND SECURE WITH “DENT” MOVEMENT TO YOUR GAP.
DEFENDER. CALL

- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE/DOWN BLOCK - USE ONE SKIP ON SQUARE PULL
DOUBLE TEAM UP TO THE ID LB. SQUARE AND TIGHT. SQUARE PULL. - TAKE COLOR OUT OF THE HOLE TO
BSG - WORK VERTICAL WITH INSIDE OUT TARGET THE ID LB
ON PSLB

- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- KICK OUT FIRST DEFENDER C-GAP OUT - LM: INSIDE LEG OF THE PST. - CHEAT BACK ALIGNMENT TO HELP
TE/ - NOSE UP/SQUARE UP WRONG ARM DEFENDER. YOUR ANGLE.
- ANTICIPATE WRONG ARM BY 3RD
FB - MUST GET YOUR FEET ACROSS L.O.S VS
STEP
WRONG ARM AND WIN.
- LANDMARK = PS A-GAP. - TAKE THE BALL TO THE FEET OF
- SAME SIDE ALIGNMENT = DROP STEP, SQUARE
THE OL.
- READ = PS A-GAP TO HIP OF PULLING SHOULDER ENTRY PRESSING A-GAP
TB GUARD. - STACK ALIGNMENT = TOES @ 7. DROP STEP,
- OPEN A GAP TAKE IT, A-GAP
CLOSED WORK OFF HIP OF PULLING
SQUARE SHOULDER ENTRY PRESSING A-GAP GUARD (NOT A CUTBACK PLAY)

- HANDOFF TO TB - OPEN STEP TO TB, HANDOFF - IF 16/17-Q CALLED, DROP STEP, AIMING
QB - STACK = REVERSE OUT POINT IS THE A-GAP.
- IF A GAP CLOSED, FOLLOW INSIDE LEG
OF PULLER

- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER

- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2

- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF


BS1

- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF


BS2
16/17

STEELER CHOP CHOP BRONCO RAIDER 6-1 ODD BEAR


FS BS FS GAP CALL GAP CALL FS - -
RAKE RIFLE/DENT RAKE RAKE

STEELER CHOP

F $ F $

C W M W M S C
C
E T N E S C E T N E

RAKE BY FST

RIP-16 RIP-16
BRONCO CHOP
$
F F
W M $ C W M S
C S C
E T N E C E
E T N

GAP
RAKE BY FST DEUCE

RIP-16 LIZ-17
6-1 RAIDER

F $
F
C M $ W M S
C C C
WE T N E S E T N E

RAKE BY FST
GAP

RIP-16 RIP-16
BEAR ODD
F
F $

C M S $ C C B W M C
S
W E N T E T N E

BST-CUT THE E DEUCE DENT

W IS FREE RIP-16 RIP-16


UNDER G UNDER G
16/17 WHITE F $ F $
CONCEPT:
GAP SCHEME POWER RUN. GAP SCHEME W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY NEAR/IN, DEUCE NEAR/IN
CODE WORDS:
DEUCE DEUCE
LIZ 17 WHITE STK 16 WHITE

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITESIDE = INSIDE V - AIMING POINT INSIDE V - ALERT “RIFLE CALL” FOR MOVEMENT TO
- BLACKSIDE = DEUCE TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON DEUCE YOUR GAP. “READY TO RAKE”
PST BLOCK TO 1 PAST.

- WHITESIDE = BLOCK DOWN ON AN A-GAP - STAY SQUARE ON DEUCE BLOCK USE - DENT = BE ALERT FOR NOSE IN A-
DEFENDER – RUNNING DEUCE WITH TE FLIPPER LIFT TECHNIQUE, SECURE YOU’RE A GAP
- BLACKSIDE = DEUCE, SECURE A GAP TO GAP TO 1 PAST. - ALERT “DENT CALL” FOR
PSG ONE PAST THE ID BS. MOVEMENT TO YOUR GAP.

- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - HAVE PRESENCE IN PS A-GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE IN
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. - ALERT “DENT CALL” FOR
C - BLACKSIDE = BLOCK BACK ON A-GAP - DENT CALL VS BACKSIDE RIFLE/PRESSURE MOVEMENT TO YOUR GAP.
DEFENDER.

- PULL TIGHT THROUGH THE B-GAP UP TO - CLEAR THE PS DOUBLE/DOWN BLOCK - DON’T SWING WIDE AROUND
SQUARE AND TIGHT. SQUARE PULL. DOUBLE/DOWN BLOCK ON
THE ID LB.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET BLACKSIDE.
ON PSLB. - TAKE COLOR OUT OF THE HOLE TO
THE ID LB
- POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
- GAP, SEAL, HINGE
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- WHITESIDE = BLOCK RIFLE. INSIDE RELEASE - LM: INSIDE LEG OF THE PST. - CHEAT BACK ALIGNMENT TO HELP
TE/ TO SECURE B-GAP TO ONE PAST THE ID BS. - NOSE UP/SQUARE UP WRONG ARM DEFENDER. YOUR ANGLE.
- BLACKSIDE = KICK OUT FIRST DEFENDER - ANTICIPATE WRONG ARM BY 3RD
FB C-GAP OUT.
- MUST GET YOUR FEET ACROSS L.O.S VS
WRONG ARM AND WIN. STEP
- LANDMARK = PS A-GAP. - SAME SIDE ALIGNMENT = DROP STEP, SQUARE - TAKE THE BALL TO THE FEET OF
- READ = PS A-GAP TO HIP OF PULLING GUARD. SHOULDER ENTRY PRESSING A-GAP THE OL.
TB - STACK ALIGNMENT = TOES @ 7. DROP STEP, - OPEN A GAP TAKE IT, A-GAP
CLOSED WORK OFF HIP OF PULLING
SQUARE SHOULDER ENTRY PRESSING A-GAP
GUARD (NOT A CUTBACK PLAY)

- HANDOFF TO TB - OPEN STEP TO TB, HANDOFF - IF 16/17-Q CALLED, DROP STEP, AIMING
- STACK = JUMP OFF MIDLINE POINT IS THE A-GAP.
QB - IF A-GAP CLOSED, FOLLOW INSIDE LEG
OF PULLER

- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER

- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS1
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS2
16/17 WHITE

STEELER CHOP CHOP BRONCO RAIDER 6-1 ODD BEAR


FS BS FS GAP CALL GAP CALL FS - -
RAKE RIFLE/DENT RAKE RAKE

STEELER CHOP

F $ F $

C W M W M S C
C
E T N E S C E T N E

GAP
RAKE BY FST

RIP-16 WHITE RIP-16 WHITE


BRONCO CHOP
$
F F
W M $ C W M S
C S C
E T N E C E
E T N

GAP DEUCE

RIP-16 WHITE LIZ-17 WHITE


6-1 RAIDER

F $
F
C M $ W M S
C C C
WE T N E S E T N E

GAP
RAKE BY FST
RIP-16 WHITE RIP-16 WHITE
BEAR ODD
F
F $

C M S $ C C B W M C
S
W E N T E T N E

DEUCE
BST-CUT DENT
THE E

W IS FREE RIP-16 WHITE RIP-16 WHITE


OVER UNDER
16/17 MICKEY F $ F $
CONCEPT:
GAP SCHEME POWER RUN. GAP SCHEME W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. 6 C C C C
MAN BOX ONLY. E T N E E N T E
FORMATION:
TREY, DEUCE DEUCE DEUCE
CODE WORDS:
MICKEY STK BURN 17 MICKEY 17 MICKEY

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - WORK TRACK THROUGH YOUR B GAP TO - ALERT 3 LB BOX OR BIRD CALL WORK
TO MLB. STILL ONE PAST THE ID BS.
- WHITESIDE = INSIDE RELEASE TO BSLB. - MICKEY = STICKEY. IF 3-TECH LOOPS
PST SECURE B GAP TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON DEUCE OUT, STICK ON HIM.
- BLACKSIDE = DEUCE TO ONE PAST THE ID BLOCK TO 1 PAST. - ALERT “RIFLE CALL” FOR MOVEMENT TO
YOUR GAP. “READY TO RAKE”
BS. - ACE = BASE VS. ODD FRONT
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - DENT = BE ALERT FOR NOSE IN A-
- WHITESIDE = BLOCK DOWN ON AN A GAP WORKING VERTICAL AND FIGHTING SPIN GAP
DEFENDER OUT WITH PS HAND UPPER CUT. - ALERT “DENT CALL” FOR
PSG - BLACKSIDE = DEUCE, SECURE A GAP TO - STAY SQUARE ON DEUCE BLOCK USE MOVEMENT TO YOUR GAP.
ONE PAST THE ID BS. FLIPPER LIFT TECHNIQUE, SECURE YOU’RE A - VS. ODD = ACE
GAP TO 1 PAST.
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - HAVE PRESENCE IN PSA GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE IN
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. - ALERT “DENT CALL” FOR
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “DENT” MOVEMENT TO YOUR GAP.
DEFENDER. CALL

- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE/DOWN BLOCK - DON’T SWING WIDE AROUND
DOUBLE TEAM UP TO THE ID LB. SQUARE AND TIGHT. SQUARE PULL. DOUBLE/DOWN BLOCK.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET - TAKE COLOR OUT OF THE HOLE TO
ON PSLB. THE ID LB

- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- BLOCK EMOL - INSIDE FOOTWORK - INSIDE V ALL BLOCKS
TE/
FB
- LANDMARK = PS A GAP. - SAME SIDE ALIGNMENT = DROP STEP, SQUARE - TAKE THE BALL TO THE FEET OF
- READ = PS A GAP TO HIP OF PULLING SHOULDER ENTRY PRESSING A-GAP THE OL.
- OPEN A GAP TAKE IT, A GAP
TB GUARD. - STACK ALIGNMENT = TOES @ 7. DROP STEP,
CLOSED WORK OFF HIP OF PULLING
SQUARE SHOULDER ENTRY PRESSING A-GAP.
GUARD (NOT A CUTBACK PLAY)

- READ 7TH DEFENDER - OPEN STEP TO TB, HANDOFF


QB - STACK = JUMP OFF MIDLINE

- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 - ALERT RELIEF TAG INSIDE NUMBER

- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2 - ALERT RELIEF TAG

- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF


BS1

- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF


BS2
16/17 MICKEY
INVERTED
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SAFETY
BS FS GAP GAP GAP CALL ACE = BASE - HITCH
DENT SIGHT
ADJUST

STEELER CHOP

F $ F $

C
W M W M S C
C
E T N E S C E T N E

DENT

BURN 17 MICKEY BURN 17 MICKEY


BRONCO RAIDER
F $
F $

W M C W M S
C S C C
E T N E E T N E

GAP GAP

BURN 17 MICKEY BURN 17 MICKEY

6-1 ODD

C F $
F
C M $ W M C
C S
W E T N E S B T N E

ACE = BASE

BURN 17 MICKEY BURN 17 MICKEY


BEAR INVERTED SAFETY
F $ $
C F C
W M C W M S
C
B T N E S E T N E

BST-CUT
THE E
ACE

BURN 17 MICKEY BURN 17 MICKEY


OVER G UNDER
16/17 BLAST F $ F $
CONCEPT:
GAP SCHEME POWER RUN. GAP SCHEME W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION: E N T E E T N E
TREY UP
CODE WORDS: RV. DEUCE RV. DEUCE
“BLAST”
16 BLAST 16 BLAST

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - WORK TRACK THROUGH YOUR B GAP TO - ALERT 3 LB BOX WORK TO MLB.
- WHITESIDE = INSIDE RELEASE TO BSLB. STILL ONE PAST THE ID BS.
- WORK HIP TO HIP WITH PSG ON REVERSE - STAY SQUARE TO L.O.S. WHILE
PST SECURE B GAP TO ONE PAST THE ID BS.
WORKING BACK ON WHITESIDE.
- BLACKSIDE = REVERSE DEUCE TO ONE PAST DEUCE BLOCK TO BSLB. - ALERT “RIFLE CALL” FOR MOVEMENT TO
THE ID BS. YOUR GAP. “READY TO RAKE”

- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - MUST STOP PENETRATION ON
- WHITESIDE = BLOCK DOWN ON AN A GAP WORKING VERTICAL AND FIGHTING SPIN DOWN BLOCK.
DEFENDER OUT WITH PS HAND UPPER CUT. - ALERT “RIFLE CALL” FOR
PSG - BLACKSIDE = REVERSE DEUCE, SECURE A - STAY SQUARE ON REVERSE DEUCE BLOCK MOVEMENT TO YOUR GAP.
GAP TO ONE PAST THE ID BS. - TWO-HAND FIT ON REVERSE DEUCE - DENT = BE ALERT FOR NOSE IN A
GAP
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH - HAVE PRESENCE IN PSA GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE IN
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. - ALERT “RIFLE CALL” FOR MOVEMENT
C - BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “RIFLE” TO YOUR GAP.
DEFENDER. CALL - DENT = ALERT FOR BS MOVEMENT

- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE TEAM, USE OPEN PULL - DON’T SWING WIDE AROUND
TECHNIQUE. DOUBLE/DOWN BLOCK.
BSG DOUBLE TEAM UP TO ID LB. - WORK VERTICAL WITH INSIDE OUT TARGET ON
- AVOID THE DE – GO AROUND HIM
PSLB.
IF HE TRIES TO WRONG ARM YOU.
- GAP, SEAL, HINGE. - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- D GAP RIFLE TO SECURE AND CLIMB - NOD PSDE, ARC AND SECURE BOX TO - HARD FOOTWORK TO INFLUENCE
PSDE.
TE/ - INFLUENCE PSDE SECONDARY DEFENDER.
- NEVER PASS UP OPPOSITE COLOR
FB JERSEY ON WAY TO SECONDARY
DEFENDER.
- LANDMARK = CIRCLE THE FIELD - BASE ALIGNMENT (HEELS @ QB’S TOES – - ARMS ON BODY.
- IF THE QB PULLS, SELL THE FAKE. INSIDE FOOT ON GUARD’S O/S FOOT) = - SPRINT THROUGH THE MESH
TB OPEN LATERAL STEP FLAT TO MESH.

- SHUFFLE TO PS – READ PS C-GAP DEFENDER - TWO BIG SHUFFLES PLAYSIDE. - WE WANT THE RB TO CARRY THE
FOR GIVE/KEEP READ. - KEEP = FOLLOW PULLER BALL
QB - TAKE THE READ TO THE READ KEY

- STYLE OF RUN PLAY: COMBO - SUPPORT TO MAN ON, NOSE UP STALK BLOCK - GIVE THE RB A TWO WAY GO
FS1
- STYLE OF RUN PLAY: COMBO - MAN ON, TO ALLEY DEFENDER, NOSE UP - ARC TO NOSE-UP DEFENDER
FS2 O/S # STALK BLOCK - OUTSIDE # BLOCK

- STYLE OF RUN PLAY: COMBO - CUT OFF


BS1
- STYLE OF RUN PLAY: COMBO - CUT OFF
BS2
16/17 BLAST
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS GAP CALL GAP CALL PULL - BACK-BACK
RAKE

STEELER CHOP

F $ F
$
C W M W M S C
C
E T N E S C E T N E

RAKE

16 BLAST 16 BLAST
BRONCO RAIDER

F F $

W M $ C W M S
C S C C
E T N E E T N E

GAP GAP

16 BLAST 16 BLAST
6-1 ODD

F $
F
M $ C B W M C
C C S
WE T N E S T N E

RAKE

16 BLAST 16 BLAST
BEAR PIRATE SQUEEZE
F $
F

C M S $ C W M C
C S
W E N T E E T N E

16 BLAST 16 BLAST
OVER G UNDER
96/97 F $ F $
CONCEPT:
A 2 BACK GAP SCHEME POWER RUN. GAP SCHEME
W M S W M S
USES ON TO OFF BLOCKING PRINCIPLES. C C C C
FORMATION:
E N T E E T N E
RT/LT (STRONG), TRIPLES LITE HAC
CODE WORDS:
DEUCE DEUCE

96 96

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - WORK TRACK THROUGH YOUR B-GAP TO - ALERT 3 LB BOX WORK TO MLB.
- WHITESIDE = INSIDE RELEASE TO STILL ONE PAST THE ID BS.
BSLB. - STAY SQUARE TO L.O.S. WHILE
PST SECURE B-GAP TO ONE PAST THE ID BS. - WORK HIP TO HIP WITH PSG ON DEUCE WORKING BACK ON WHITESIDE.
- BLACKSIDE = DEUCE TO ONE PAST THE ID BLOCK TO BSLB. - ALERT “RIFLE CALL” FOR MOVEMENT TO
BS. YOUR GAP “READY TO RAKE”
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - MUST STOP PENETRATION ON
- WHITESIDE = BLOCK DOWN A-GAP WORKING VERTICAL AND FIGHTING SPIN DOWN BLOCK.
DEFENDER OUT WITH PS HAND UPPER CUT. - ALERT “DENT CALL” FOR
PSG - BLACKSIDE = DEUCE, SECURE A-GAP TO - STAY SQUARE ON DEUCE BLOCK USE MOVEMENT TO YOUR GAP.
ONE PAST THE ID BS. FLIPPER LIFT TECHNIQUE, SECURE YOU’RE A - “GRAY” = ADD
GAP TO 1 PAST.
- ID SYSTEM - MIDDLE OF 3 RULE. - BLUNT A SHADE BACK TO THE 3 TECH - “GRAY” = ADD
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK - HAVE PRESENCE IN PS A-GAP AND
- WHITESIDE = WORK BACK TO SECURE BS WORKING VERTICAL AND FIGHTING SPIN AWARENESS OF BS PRESSURE IN
C A GAP AND REPLACE PULLING GUARD. WITH PS HAND UPPER CUT. BLUNT TECH.
- BLACKSIDE = BLOCK BACK ON A GAP - WORK BACK AND SECURE WITH “DENT” - ALERT “RIFLE CALL” FOR
DEFENDER. CALL MOVEMENT TO YOUR GAP. “DENT”

- PULL TIGHT OFF THE ASS OF THE - SQUARE PULL, CLEAR THE PS DOUBLE/ - DON’T SWING WIDE AROUND
DOUBLE DOWN BLOCK UP TO ID LB. DOWN BLOCK SQUARE AND TIGHT. DOUBLE/DOWN BLOCK.
BSG - WORK VERTICAL WITH INSIDE OUT TARGET - TAKE COLOR OUT OF THE HOLE UP
ON PSLB TO THE ID LB

- GAP, SEAL, HINGE - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.
- MAN-ON TO BACKSIDE GAP - TIGHT INSIDE FOOTWORK - PST COVERED THINK TREY
- RUN OFF THE BALL AND DISPLACE 5 TECH ON - PST UNCOVERED THINK MAN
TE *** WIN IN THE C-GAP WHEN YOU ARE
TREY BLOCK
MAN
- KICK OUT 1 PAST ID PLAYSIDE THROUGH - LM: O/S LEG OF THE PST. - TIGHT TRACK IS CRITICAL
- CLEAN UP C-GAP, UNLESS DISAPPEARS
THE C GAP - FW: O/S FOOT THROUGH THE CROTCH, - READ PST COVERED, UNCOVERED
FB - HP: INSIDE NUMBER FOR ON L.O.S. **** NEVER PASS UP FIRST LEVEL
DEFENDER ON WAY TO SECOND LEVEL
DEFENDERS
RESPONSIBILITY
- SECOND LEVEL DEFENDERS = NOSE UP - “GRAY” = ADD

- HANDOFF TO TB - SAME SIDE OPEN TO RB. - IF 96/97-Q CALLED, DROP STEP, AIMING
POINT IS THE A GAP.
QB - STACK = REVERSE OUT
- A GAP CLOSED, FOLLOW I/S LEG OF
PULLER

- LANDMARK = PS A-GAP. - SAME SIDE ALIGNMENT = DROP STEP, SQUARE - TAKE THE BALL TO THE FEET OF
- READ = PS A-GAP TO HIP OF PULLING SHOULDER ENTRY PRESSING A-GAP THE OL.
- STACK ALIGNMENT = TOES @ 7. DROP STEP, - OPEN A-GAP TAKE IT, A-GAP
TB GUARD.
SQUARE SHOULDER ENTRY PRESSING A-GAP CLOSED WORK OFF HIP OF PULLING
GUARD (NOT A CUTBACK PLAY)

- STYLE OF RUN PLAY: INSIDE RUN - FSSS – SUPPORT TO MAN ON, NOSE UP, - INSIDE RUN, COME TO BALANCE
FS1 INSIDE NUMBER

- STYLE OF RUN PLAY: INSIDE RUN - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN, COME TO BALANCE
FS2
- STYLE OF RUN PLAY: INSIDE RUN - CUT OFF
BS1
96/97
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS DENT GAP CALL GAP CALL RIFLE/DENT - GAP CALL
RAKE

STEELER CHOP

F $ F
$
C W M W M C
C S
E T N E S C E T N E

PST-RAKE DENT

96 96
BRONCO RAIDER
F
F $
$
W M C W M
C C C
E T N E S E T N E S

GAP
GAP

96 96
6-1 ODD

F F $
$ W M
C M C B C
C
WE T N E S T N E S

ACE TREY
RIFLE/DENT

96 96
BEAR PIRATE SQUEEZE
F $
F

C M S $ C W M
C
W E N T E E T E S C
N

DEUCE TREY

96 96
UNDER OVER G
6/7 HOE F $ F
$
CONCEPT: C C
GAP SCHEME RUN. GAP SCHEME W M S W M S
C C
USES ON TO OFF BLOCKING PRINCIPLES. E N T E E N T E
FORMATION:
HIP, EMPTY TIC, SPLIT
CODE WORDS: RV. DEUCE RV. DEUCE
HOE = SHOVEL DOUBLE OPTION
(SAME AS BLAST FOR O-LINE) 6 HOE STICK 6 HOE STICK

POS RULES/CALLS TECHNIQUE COACHING POINT


- GAP SCHEME RULES ON TO OFF - ALERT 3 LB BOX WORK TO MLB.
- WORK TRACK THROUGH YOUR B-GAP TO BSLB.
- WHITESIDE = INSIDE RELEASE TO STILL ONE PAST THE ID BS.
- WORK HIP TO HIP WITH PSG ON DEUCE BLOCK TO - STAY SQUARE WHILE WORKING BACK ON
PST SECURE B-GAP TO ONE PAST THE ID BS. BSLB WHITESIDE.
- BLACKSIDE = REVERSE DEUCE TO ONE PAST - IF WHITESIDE SHADE, HEAD/SHOULDER FAKE. - ALERT “RIFLE CALL” FOR MOVEMENT TO
THE ID BS. YOUR GAP (READY TO RAKE).
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON DOWN BLOCK - MUST STOP PENETRATION ON
WORKING VERTICAL AND FIGHTING SPIN DOWN BLOCK
- WHITESIDE = BLOCK DOWN ON A-GAP
OUT WITH PS HAND UPPER CUT. - ALERT “RIFLE CALL” FOR
PSG DEFENDER
- STAY SQUARE ON REVERSE DEUCE BLOCK MOVEMENT TO YOUR GAP.
- BLACKSIDE = REVERSE DEUCE, SECURE A - DENT =BE ALERT FOR MOVEMENT IN
GAP TO ONE PAST THE ID BS. A-GAP
- ID 1ST LB IN THE BOX PS OUTSIDE IN. - BLUNT A SHADE BACK TO THE 3 TECH. - HAVE PRESENCE IN PSA GAP AND
- GAP SCHEME RULES ON TO OFF - BITE THE PAD TIP ON BACK BLOCK AWARENESS OF BS PRESSURE IN
- WHITESIDE = BLUNT/BACK TO SECURE WORKING VERTICAL AND FIGHTING SPIN BLUNT TECH.
- ALERT “RIFLE CALL” FOR MOVEMENT TO
C BS A-GAP AND REPLACE PULLING WITH PS HAND UPPER CUT. YOUR GAP.
GUARD. - WORK BACK AND SECURE WITH “RIFLE” - DENT = IS AN ALERT FOR BS MOVEMENT
- BLACKSIDE = BLOCK BACK ON A-GAP CALL
DEFENDER.
- PULL TIGHT OFF THE ASS OF THE - CLEAR THE PS DOUBLE/DOWN BLOCK - DON’T SWING WIDE AROUND
DOUBLE DOWN BLOCK UP TO THE ID LB. SQUARE AND TIGHT. DOUBLE/DOWN BLOCK.
- WORK VERTICAL WITH INSIDE OUT TARGET - DON’T CHASE LB, SNAP EYES
BSG ON PSLB. BACK INSIDE
- USE OPEN PULL TECHNIQUE. - AVOID THE DE = GO AROUND HIM
IF HE TRIES TO WRONG ARM YOU.

- SEAL INSIDE GAP AND HINGE. - POWER STEP DOWN TO SECURE BS B-GAP. - MAKE “DENT” CALL TO ALERT FOR
HINGE BACK LATE IF NO THREAT OR YOU MOVEMENT COMING BACK TO
FEEL THE OC BLOCK AND SECURE BACK. GAPS.
BST - SECURE AND HINGE BACK TO A
WHITESIDE, DON’T KEEP POWER
STEPPING DOWN TO NO ONE AND
SHORTENING THE EDGE.

- (SHOVEL RUNNER) = THROTTLE AT THE - STAY W/ QB


- (SHOVEL RUNNER) = SHOVEL PHASE 4X2 STAY
TB BEHIND PULLING GUARD
CENTER BOX AREA STAY BEHIND THE
PULLER
- IF DE WIDENS - SHOVEL - JAB STEP BS
- READ C-GAP DEFENDER FOR SHOVEL - STAY PARALELL TO L.O.S. TO STAY
QB IN PHASE

- SECURE BOX AND CLIMB - SECURE BOX AND CLIMB TO SECONDARY


TE/ DEFENDER
FB
- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, OUTSIDE NUMBER, - PROTECT THE SLICE CB
STALK BLOCK
FS1

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, OUTSIDE NUMBER,
FS2 STALK BLOCK

- STYLE OF RUN PLAY: COMBO - CUT OFF - CAN’T GET BEAT OVER TOP
BS1

- STYLE OF RUN PLAY: COMBO - CUT OFF - CAN’T GET BEAT OVER TOP
BS2
6/7 HOE
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS - GAP CALL GAP CALL - - BACK-BACK BS
RAKE

STEELER CHOP
$
F $ F C
C
C W M W M
S
E T N E S C E T N E

RAKE

6 HOE 6 HOE
BRONCO RAIDER
F
F $ $
C
C C
W M S W M
C S
E T N E E T N E

GAP GAP

6 HOE 6 HOE
6-1 ODD

F $
C
F
M C W M
C $ C S
WE T N E S B T N E

RAKE DENT

6 HOE 6 HOE
BEAR PIRATE SQUEEZE
F $ F $
C
C W W M
S C S
B T N E M C E T E
N

6 HOE 6 HOE
OVER G UNDER
12/13 F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M S
C C C C
ON TO ON BLOCKING PRINCIPLES.
FORMATION: E N T E E T N E
TRIO, DUO
CODE WORDS: CAGE B ASS
(READ) = QB IS READING THE BSDE. BST
BLOCKS OUT TO CONTROL BS RIFLE. STK 13 STK 13

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITESIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN - GUT = WEDGE 90 TO THE ID LB DEFENDER, STAY SQUARE.
PST - ODD = GUT - POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - OUT CALL = TRACKS
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID 1ST LB IN THE BOX FROM OUTSIDE IN PS. - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
- WHITESIDE = SHADE – MAN ID LB. IS B GAP LEVERAGE OUT.
G – CAGE (JACK) - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C - BLACKSIDE = SHADE – ASS - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
G – CAGE UP TO ID LB - BANJO CALL VS ODD
- ODD = A TO BSLB - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
THE ID BACKSIDE).

- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP BS A GAP.
- ODD = A (JACK) TO BSLB TO BSLB. - STAY SQUARE ON “B” WITH
BSG - ODD A = DELIVER NG TO OC UP EYES ON BSLB .
TO BSLB (#1 PAST THE ID BACKSIDE). - POSSIBLE TRACKS

- WHITESIDE = MAN/SIFT BASED ON BSLB - SIFT TECHNIQUE WORK VERTICAL TO BSLB - MAN ON MAN OUTSIDE (RIFLE
(1 PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT) PROFILE) OR VEER 5 = BLOCK OUT
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS OR LOOP.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - POSSIBLE TRACKS
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.

- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ QB INSTEP) – 3 - ARMS ON BODY.


- READ = FS A GAP TO BS A GAP TO BS B GAP. FEET FROM QB) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, CARRY OUT RUN. - STACK ALIGNMENT (TOES @ 7) = LEAD TO THE FEET OF THE OL.
STEP WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP

- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE

- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2/3

- KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
- STYLE OF RUN PLAY: COMBO
BLOCK
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
- STYLE OF RUN PLAY: COMBO
BLOCK
BS2 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- STYLE OF RUN PLAY: COMBO - SECURE BOX & CLIMB - NO TAG = KEEP BLOCK
- IF TAGGED, RUN RELIEF - POSSIBLE RELIEF TAG
BS3 NO TAG = SECURE BOX & CLIMB
- TAG = RUN RELIEF
12/13
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS BS GANG GANG BLOCK OUT BANJO READ 3 TECH
THROW BUB THROW SIGHT PULL KNIFE BLOCK OUT
FS FS PROBABLE PULL KNIFE
OUT CALL OUT CALL CHECK 0/1

STEELER CHOP

F F $
$

C W M W M S
C C
E T N E S C E T N E

RIFLE OUT CALL TRACKS

13
13 READ 13
BRONCO RAIDER

F $ F $

W M C W M
C S C C
E T N E S
E T N E

GANG GANG

13 13
READ 13
6-1 ODD
CHECK 0/1 F $

M $ W M
C F C B S C
C
WE T N E S T N E

RIFLE GUT A MAN


BANJO
13 13
READ 13
BEAR PIRATE SQUEEZE
F F $

C M S $ C W M S C
W E N T E C E T E
N

ASS ASS

13 13
UNDER OVER G
12/13 CAB F F $
$
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C C
FORMATION: E T N E E N T E
TREY UP/IN, DEUCE UP/IN
CODE WORDS: B CAGE B
CAGE
CAB = SAME SIDE “CRUNCH”. FB/TE IS
SECURING FIRST THING OFF BST.
RIP 12 CAB STK 13 CAB

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT VERTICAL - VERTICAL PUSH ON
- BLACK SIDE = MAN PUSH ON THE DEFENDER DEFENDER, STAY SQUARE.
PST - ODD = GUT - POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (POSSIBLE MAN) - CAGE = (LT/RT, RT/LT) G UP TO ID LB - OUT CALL = TRACKS
- ODD = GUT VERTICAL PUSH ON THE DEFENDER

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - - CAGE = JACK G TO OG UP TO - WORK SCOOP TO ID LB B GAP
PLAYSIDE. PSG #0 ID LB. LEVERAGE OUT. RB TRACK IS
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. DIFFERENT FROM TIGHT ZONE.
G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
C UP TO ID LB - GANG VS. MIDDLE PRESSURE
- BLACKSIDE = SHADE – CAGE/POSSIBLE A
G – ASS - A – WEDGE 90 UP TO ID LB.
- ODD = A TO BSLB
- ASS – WEDGE 90 TAKEOVER SHADE
- WHITESIDE = SHADE – MAN/POSSIBLE A/ASS - ASS TAKEOVER NG AND WORK
VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B-GAP DEFENDER
- B – DELIVER 3 TECH TO BST UP TO BSLB. BS A GAP.
- ODD = A TO BSLB
BSG - A – DELIVER NG TO OC UP TO BSLB. - OUT CALL = TRACKS

- WHITESIDE = B-GAP TO 1-PAST THE ID - BLACKSIDE - WEDGE 90 WORK TO PS - OUT CALL = TRACKS.
- BLACKSIDE = B-GAP TO 1-PAST THE ID. NUMBER AND TAKEOVER BLOCK. - B GAP UP AND IN
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK
BST FOR COLOR AND CLIMB TO LB.

- CUT OFF C GAP DEFENDER OFF BST. - BE PREPARED TO SIFT DE TO C-


TE/ GAP DEFENDER
FB
- BASE ALIGNMENT (TOES @ 6 – BUTT OF - SPRINT THROUGH THE MESH AND
- LANDMARK = BUTT OF THE CENTER.
GUARD) = LATERAL LEAD STEP. TO THE FEET OF THE OL.
TB - READ = FS A GAP TO BS A GAP TO BS B GAP.
- STACK ALIGNMENT(TOES @ 7) = LEAD STEP
WITH BACKSIDE FOOT TO LANDMARK.

- LEAD STEP WITH BACKSIDE FOOT. 2ND STEP – - QB IS RESPONSIBLE FOR THE MESH
- HANDOFF TO TB, CARRY-OUT READ FAKE - IF Q CAB IS CALLED, ROCKER STEP,
DIRECT RB TO LANDMARK.
QB - IN STACK – JUMP OFF MIDLINE! AIMING POINT IS THE BUTT OF THE PSG.
- RIDE BACK HIP TO FRONT HIP.

- SS- SUPPORT TO MAN ON, NOSE UP, INSIDE


- STYLE OF RUN PLAY: CUT BACK - INSIDE RUN – COME TO BALANCE
NUMBER.
FS1

- STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
FS2/3
- SS- SUPPORT TO MAN ON, NOSE UP, INSIDE - INSIDE RUN – COME TO BALANCE
- STYLE OF RUN PLAY: CUT BACK
NUMBER.
BS1

- STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
BS2
12/13 CAB
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE

GANG OUT GANG GANG CHECK 0/1 BANJO CHECK 0/1


TRACKS

STEELER CHOP
$
F $ F

C W M W M S C
C
E T N E S C E T N E

GANG
OUT TRACKS

13 CAB 13 CAB
BRONCO RAIDER

F $ F $

W M S C W M S
C C C
E T N E E T N E

GANG GANG

13 CAB 13 CAB
6-1 ODD
CHECK 0/1
F $
F
C M $ C B W M C
C S
WE T N E S T N E

OUT TRACKS BANJO

13 CAB 13 CAB
BEAR PIRATE SQUEEZE
CHECK 0/1 F $
F

C M S $ C W M S C
W E N T E C E T E
N

GANG

13 CAB 13 CAB
OVER G UNDER
12/13 BOOK F F $
$
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES
ON TO ON BLOCKING PRINCIPLES. (BOOK CHECK) C W M S W M S
TO A “G”, AND AWAY FROM THE SHADE.
C C C
FORMATION: E N T E E T N E
TREY, DEUCE, DOUBLES, TRIPLES
CODE WORDS: CAGE B ASS
BOOK = QB IS READING THE BSDE. TE/FB
IS SECURING BACKSIDE RIFLE.
STK 13 BOOK STK13 BOOK

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACK SIDE = MAN - GUT = WEDGE 90 TO THE ID LB DEFENDER, STAY SQUARE.
PST - ODD = GUT - POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = VERTICAL PUSH ON THE DEFENDER - OUT CALL = TRACKS
- ODD = GUT TO ID LB

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO ID LB. - (JACK) CAGE WORK COMBO UNTIL
PLAYSIDE. - MAN INSIDE V AIMING POINT. ID LB IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - ASS – DELIVER BS SHADE TO BSG OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) UP TO ID LB - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST - BANJO CALL vs ODD
G – CAGE THE ID BACKSIDE).
- ODD = A TO BSLB

- WHITESIDE = SHADE – MAN / ASS - MAN – WEDGE 90 WORK PS NUMBER - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL VERTICAL SO RB CAN WORK
- BLACKSIDE = B - ASS – WEDGE 90 TAKEOVER SHADE BS A GAP.
BSG - ODD = A (JACK) TO BSLB VERTICAL. - STAY SQUARE ON “B” WITH
- B – DELIVER 3 TECH TO BST UP TO BSLB. EYES ON BSLB .
- A – DELIVER NG TO OC UP TO BSLB. - POSSIBLE TRACKS
#1 PAST THE ID

- WHITESIDE = MAN/SIFT/B BASED ON - SIFT TECHNIQUE WORK VERTICAL TO BSLB - OUT CALL = TRACKS.
BSLB 1 PAST THE ID ALIGNMENT AND A GAP LEAVE BSDE FOR QB READ. (READ–REACT) - POTENTIAL LOOP TO
DEFENDER. - BLACKSIDE - WEDGE 90 WORK TO PS VEER 5 VS. RIFLE PROFILE.
BST - BLACKSIDE = B/ POSSIBLE MAN BASED ON BSLB
NUMBER AND TAKEOVER BLOCK. - TE IS PROTECTING THE RIFLE SO
ALIGNMENT.
- WHITESIDE – WEDGE 90 TO CHECK DO NOT BLOCK OUT.
- ODD = MAN - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.

- D GAP RIFLE TO 2 OR 3 PAST THE ID - SIFT/MINI ARC TECHNIQUE - IF 2 PAST THE ID IS OFFLINE GAIN
TE/ - 4 DOWN: 2 PAST THE ID - NOSE UP TECHNIQUE
LEVERAGE THEN TAKE UP SLACK.
- WIDE DE OR SOFT SLOW END – SLOW
FB - 3 DOWN: POSSIBLE 3 PAST THE ID SIFT.
- ALWAYS THINK RIFLE FIRST.
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TO THE FEET OF THE OL.
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP
- RB IS RESPONSIBLE FOR MESH.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - JUMP CUT TO BS A GAP

- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE
- STYLE OF RUN PLAY: COMBO - NEVER BLOCK A BLITZER
- SINGLE SIDE = SUPPORT TO MAN ON, NOSE
FS1 UP, INSIDE #

- MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER


- STYLE OF RUN PLAY: COMBO
FS2/3
- KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
BLOCK
BS1 - STYLE OF RUN PLAY: COMBO - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
BLOCK
BS2 - STYLE OF RUN PLAY: COMBO - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
12/13 BOOK
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS BS GANG GANG LOOP BANJO READ 3 TECH BS
PULL KNIFE PULL KNIFE PULL KNIFE LOOP LOOP = PULL
FS FS PULL KNIFE KNIFE
OUT CALL OUT CALL

STEELER CHOP

F $ F
$
C W M W M S
C C
S C
E T N E E T N E

“LOOP”
TRACKS
PULL KNIFE OUT CALL
13 BOOK 13 BOOK
BRONCO RAIDER

F F $

W M $ C W M S
C C C
E T N E S E T N E

GANG GANG

13 BOOK 13 BOOK
6-1 ODD

F $
F
C M $ C B W M C
C S
WE T N E S T N E

“LOOP”
GUT A MAN
PULL KNIFE
13 BOOK BANJO 13 BOOK
BEAR PIRATE SQUEEZE
F $
F

C M $ C W M S
C
S C
W E N T E E T N E

“LOOP
ASS ”
ASS
READ 3 TECH
PULL KNIFE
13 BOOK 13 BOOK
OVER UNDER G
12/13 CRUNCH (AL SIGHT) F $ F
$
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M S
ON TO ON BLOCKING PRINCIPLES. C C C C
FORMATION: E T N E E N T E
TREY UP/IN, DEUCE UP/IN
CODE WORDS: CAGE B
ASS
CRUNCH = FB/TE IS SECURING FIRST THING OFF
BST.
HUB 13 CRUNCH HUB 13 CRUNCH

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT VERTICAL - VERTICAL PUSH ON
- BLACK SIDE = MAN PUSH ON THE DEFENDER DEFENDER, STAY SQUARE.
PST - ODD = GUT - POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (POSSIBLE MAN) - CAGE = (LT/RT, RT/LT) G UP TO ID LB - OUT CALL = TRACKS
- ODD = GUT VERTICAL PUSH ON THE DEFENDER

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - WORK CAGE TO ID LB B GAP
PLAYSIDE. ID LB. LEVERAGE OUT. RB TRACK IS
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. DIFFERENT FROM TIGHT ZONE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – CAGE/POSSIBLE A UP TO ID LB - GANG VS. MIDDLE PRESSURE
G – ASS - A – WEDGE 90 UP TO ID LB.
- ODD = A TO BSLB

- WHITESIDE = SHADE – MAN/POSSIBLE A/ASS - ASS – WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
- BLACKSIDE = B-GAP DEFENDER VERTICAL. VERTICAL SO RB CAN WORK BS A GAP.
- B – DELIVER 3 TECH TO BST UP TO BSLB. - OUT CALL = TRACKS
- ODD = A TO BSLB
BSG - A – DELIVER NG TO OC UP TO BSLB.

- WHITESIDE = B-GAP TO 1-PAST THE ID - BLACKSIDE - WEDGE 90 WORK TO PS - OUT CALL = TRACKS.
- BLACKSIDE = B-GAP TO 1-PAST THE ID. NUMBER AND TAKEOVER BLOCK. - B GAP UP AND IN
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK
BST FOR COLOR AND CLIMB TO LB.

- CUT OFF C GAP DEFENDER OFF BST. - LM FROM FS = I/S LEG OF THE TACKLE - ANTICIPATE WRONG ARM FROM DE
TE/ BY THIRD STEP.
FB
- LANDMARK = BUTT OF THE CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - STACK ALIGNMENT(TOES @ 7) = LEAD STEP WITH TO THE FEET OF THE OL.
BACKSIDE FOOT TO LANDMARK.

- LEAD STEP WITH BACKSIDE FOOT. 2ND STEP – - IF Q CRUNCH CALLED, ROCKER STEP,
- HANDOFF TO TB, CARRY-OUT READ FAKE DIRECT RB TO LANDMARK. AIMING POINT IS THE BUTT OF THE PSG.
QB - IN STACK – JUMP OFF MIDLINE! - QB IS RESPONSIBLE FOR THE MESH
- RIDE BACK HIP TO FRONT HIP.

STYLE OF RUN PLAY: CUT BACK - SS- SUPPORT TO MAN ON, NOSE UP, INSIDE - INSIDE RUN – COME TO BALANCE
FS1 NUMBER.

STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
FS2/3

STYLE OF RUN PLAY: CUT BACK - SS- SUPPORT TO MAN ON, NOSE UP, INSIDE - INSIDE RUN – COME TO BALANCE
BS1 NUMBER.

STYLE OF RUN PLAY: CUT BACK - MAN ON, NOSE UP, INSIDE NUMBER - INSIDE RUN – COME TO BALANCE
BS2
12/13 CRUNCH (AL SIGHT)
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS GANG GANG OUT BANJO GANG BS
OUT
(POSSIBLE AL BY
GAMEPLAN)

STEELER CHOP
$
F $ F

C W M W M S C
C
E T N E S C E T N E

TRACKS OUT
12 CRUNCH 12 CRUNCH
BRONCO RAIDER

F $ F $

W M S C W M S
C C C
E T N E E T N E

GANG GANG

12 CRUNCH 12 CRUNCH
6-1 ODD
CHECK 0/1
F $
F
C M $ C B W M C
C S
WE T N E S T N E

TRACKS BANJO
OUT

12 CRUNCH 12 CRUNCH
BEAR PIRATE SQUEEZE
CHECK 0/1 F $
F

C M S $ C W M S C
W E N T E C E T E
N

GANG

12 CRUNCH 12 CRUNCH
OVER G UNDER G
12/13 BIBLE F $ F $
CONCEPT: W M S W M S
TIGHT ZONE RUN. TIGHT ZONE USES C C C C
ON TO ON BLOCKING PRINCIPLES. E N T E E N T E
FORMATION:
TREY IN ASS CAGE B
CODE WORDS:

STK 12 BIBLE STK 13 BIBLE

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = CAGE (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON DEFENDER,
- BLACK SIDE = MAN - GUT = WEDGE 90 TO THE ID LB STAY SQUARE.
PST - ODD = GUT - POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
PSG G - CAGE CLIMB TO LB. DEFENDER, STAY SQUARE.
- BLACKSIDE = CAGE (ASS - MAN) - CAGE = VERTICAL PUSH ON THE DEFENDER - OUT CALL = TRACKS
- ODD = GUT TO ID LB

- ID USING MIDDLE ID SYSTEM. - CAGE = JACK G TO OG UP TO ID LB. - (JACK) CAGE WORK COMBO UNTIL
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. ID LB IS B GAP LEVERAGE OUT.
G – CAGE(JACK) - ASS – DELIVER BS SHADE TO BSG OUTSIDE B GAP WORK CAGE.
C - BLACKSIDE = SHADE – ASS UP TO ID LB - OUT CALL = TRACKS
- A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
G – CAGE - BANJO CALL vs ODD
THE ID BACKSIDE).
- ODD = A TO BSLB

- WHITESIDE = SHADE – MAN / ASS - MAN – WEDGE 90 WORK PS NUMBER - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL VERTICAL SO RB CAN WORK
- BLACKSIDE = B - ASS – WEDGE 90 TAKEOVER SHADE BS A GAP.
- ODD = A (JACK) TO BSLB VERTICAL. - STAY SQUARE ON “B” WITH
BSG - B – DELIVER 3 TECH TO BST UP TO BSLB. EYES ON BSLB .
- A – DELIVER NG TO OC UP TO BSLB. - POSSIBLE TRACKS
#1 PAST THE ID

- WHITESIDE = MAN/SIFT/B BASED ON BSLB 1 PAST - SIFT TECHNIQUE WORK VERTICAL TO BSLB - OUT CALL = TRACKS.
THE ID ALIGNMENT AND A GAP DEFENDER. LEAVE BSDE FOR CRUNCH. (READ – REACT) - POTENTIAL LOOP TO
- BLACKSIDE = B/ POSSIBLE MAN BASED ON BSLB - BLACKSIDE - WEDGE 90 WORK TO PS VEER 5 VS. RIFLE PROFILE.
BST ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - TE IS PROTECTING THE RIFLE SO
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK DO NOT BLOCK OUT.
FOR COLOR AND CLIMB TO LB. - NEVER BLOCK THE READ KEY

- BLOCK RIFLE BACKSIDE - INFLUENCE DE. - CHECK RIFLE /BACK SIDE


TE/ - SECURE BOX TO ALLEY DEFENDER - RUN CRUNCH COURSE. IF NEED TO AVOID - ANTICIPATE WRONG ARM DE BY
DE, BLOCK CRUNCH. 3RD STEP.
FB

- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE

- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.


- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) =LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. TO LANDMARK.

- STYLE OF RUN PLAY: QUICK BETWEEN THE - FSSS – SUPPORT TO MAN ON, NOSE UP, - SQUEEZE CORNER BYPASS TO
FS1 TACKLES INSIDE NUMBER SAFTY.

- STYLE OF RUN PLAY: QUICK BETWEEN THE - MAN ON, NOSE UP, INSIDE NUMBER
FS2 TACKLES

- STYLE OF RUN PLAY: QUICK BETWEEN THE - BSSS – SUPPORT TO MAN ON, NOSE UP,
BS1 TACKLES INSIDE NUMBER

- STYLE OF RUN PLAY: QUICK BETWEEN THE - MAN ON, NOSE UP, INSIDE NUMBER
BS2 TACKLES
12/13 BIBLE
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE

OUT TRACKS GANG GANG OUT-LOOP “ALERT 12/13” GANG BS


= GUT
PULL/KNIFE A
MAN

STEELER CHOP
$
F $ F

C W M W M S C
C
E T N E S C E T N E

OUT CALL
TRACKS
RIFLE /LOOP /MAN

12 BIBLE 12 BIBLE
BRONCO RAIDER

F $ F $

W M S C W M S
C C C
E T N E E T N E

GANG GANG

12 BIBLE 12 BIBLE
6-1 ODD

F $
F
C M $ C B W M C
C S
WE T N E S TT N E

LOOP MAN OUT MAN A GUT


(BS - RIFLE
TRUMPS OUT)
12 BIBLE 12 BIBLE
BEAR PIRATE SQUEEZE
F $
F

C M S $ C W M S C
W E N T E C E T E
N

LOOP ASS CAGE


LOOP

12 BIBLE 12 BIBLE
OVER G UNDER
12/13 BASH F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C C
FORMATION: E N T E E T N E
TREY (UP), TRIO
CODE WORDS: ASS
CAGE B
BASH = QB IS READING THE BSDE. RB IS
HORIZONTAL SPEED STRETCH. 13 BASH 13 BASH

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACK SIDE = MAN - GUT = WEDGE 90 TO THE ID LB DEFENDER, STAY SQUARE.
PST - ODD = GUT - POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND\ - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - OUT CALL = TRACKS
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS UP TO ID LB
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).

- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP BS A GAP.
BSG - ODD = A (JACK) TO BSLB TO BSLB. - STAY SQUARE ON “B” WITH
- ODD A = DELIVER NG TO OC UP EYES ON BSLB .
TO BSLB (#1 PAST THE ID BACKSIDE). - POSSIBLE TRACKS
- BASE = MAN
- WHITESIDE = MAN/SIFT/B BASED ON BSLB 1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - OUT CALL = TRACKS.
PAST THE ID ALIGNMENT. LEAVE BSDE FOR QB READ. (READ–REACT) - POTENTIAL LOOP TO
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS VEER 5 VS. RIFLE PROFILE.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - TE IS PROTECTING THE RIFLE SO
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK DO NOT BLOCK OUT.
FOR COLOR AND CLIMB TO LB. - NEVER BLOCK THE READ KEY
- D GAP RIFLE TO SECURE AND CLIMB - NOD BSDE, MINI ARC AND SECURE - HARD FOOTWORK TO
- INFLUENCE BSDE INFLUENCE BSDE.
BOX TO SECONDARY DEFENDER.
TE - NEVER PASS UP OPPOSITE COLOR
JERSEY ON WAY TO SECONDARY
DEFENDER.
- LANDMARK = CIRCLE THE FIELD. POSSIBLE - BASE ALIGNMENT (HEELS @ QB’S TOES – - ARMS ON BODY.
DUCK VS. RIFLE. INSIDE FOOT ON GUARD’S O/S FOOT) = - SPRINT THROUGH THE MESH
TB - IF THE QB PULLS, SELL THE FAKE. OPEN LATERAL STEP FLAT TO MESH. - VS. RIFLE, POSSIBLE DUCK.

- READ BSDE. - SLIDE STEP BACKSIDE. - VS. RIFLE = GIVE


- IF KEEP, PRESS THE HEELS OF
QB - IF KEEP, LANDMARK = P/S LEG OF CENTER.
THE O-LINE.

- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2/3
- STYLE OF RUN PLAY: COMBO - SUPPORT TO MAN ON, NOSE UP STALK - GIVE THE RB A TWO WAY GO
BS1 BLOCK

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP O/S # STALK BLOCK - ARC TO NOSE-UP DEFENDER
- OUTSIDE # BLOCK
BS2
12/13 BASH
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
BS BS GANG GANG LOOP BANJO READ 3 TECH BS
GIVE GIVE GIVE LOOP LOOP = GIVE
FS FS GIVE
OUT CALL OUT CALL

STEELER CHOP

F $ F
$
C W M W M S
C C
E T N E S C E T N E

“LOOP”
“GIVE” OUT CALL
TRACKS

13 BASH 13 BASH
BRONCO RAIDER

F F $

W M $ C W M S
C C C
E T N E S E T N E

GANG GANG
13 BASH 13 BASH
6-1 ODD

F $
F
C M $ C W M C
C B S
WE T N E S E N E

“LOOP” GUT ASS MAN

GIVE 13 BASH 13 BASH


BEAR PIRATE SQUEEZE
F $
F

C M $ C W M S C
C
S
W E N T E E T N E

ASS “LOOP” ASS

READ 3 TECH
GIVE 13 BASH 13 BASH
OVER G UNDER
12/13 BOZO F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES C W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
TRIO
CODE WORDS: CAGE ASS
BUMP (BOZO+DUMP) = QB IS READING THE
BSLB. BST BASES THE END. NO OUT CALLS. STK 13 BOZO STK 13 BOZO

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACK SIDE = MAN - GUT = WEDGE 90 TO THE ID LB DEFENDER, STAY SQUARE.
PST - ODD = GUT - NO “OUT” CALL

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON DEFENDER,
G - CAGE(JACK) CLIMB TO LB. STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS UP TO ID LB - BANJO CALL vs ODD
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).

- ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK


- WHITESIDE = SHADE – MAN / ASS
VERTICAL. VERTICAL SO RB CAN WORK
G – MAN
- MAN = INSIDE V AIMING POINT BS A GAP.
- BLACKSIDE = MAN
- ODD A = DELIVER NG TO OC UP
BSG - ODD = A (JACK) TO BSLB
TO BSLB (#1 PAST THE ID BACKSIDE).

- MAN ON BSDE - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON DEFENDER,


STAY SQUARE.
BST

- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.


- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- READ BSDE. - LEAD STEP AT 45 DEGREES. 2ND STEP – - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE

- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

- STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2/3

- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK
- DON’T CHASE BLOCKING AN AREA
BLOCK
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK
- STYLE OF RUN PLAY: COMBO - DON’T CHASE BLOCKING AN AREA
BLOCK
BS2 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
- SIGHT TAG = IF PRESSURE BUBBLE BLOCK
BS3 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
12/13 BOZO
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
READ KEY READ KEY READ KEY READ KEY CHECK 0/1 BANJO MATCH CALL
BLITZES BLITZES BLITZES BLITZES OR THROW AL. CHECK
THROW BUB THROW BUB THROW BUB THROW BUB FADE 0/1 OR 12/13

STEELER CHOP

F F $
$
C C
C
W M W M S
E T N E S C E T N E

RIFLE GANG
NO
13 “OUT”
13 BOZO
READ 13 BOZO
BRONCO RAIDER
F $ F
C $
C
W M S C W M
C
E T N E S
E T N E

GANG GANG
13
13BOZO
READ 13 BOZO
6-1 ODD
THROW FADE F $
OR CHECK 0/1 C
M F $ W M S C
C C B
WE T N E S T N E

GUT A MAN
BANJO
CHECK 0/1
13 READ 13 BOZO
BEAR PIRATE SQUEEZE
CHECK 0/1 F $ F $
OR 12/13
M W M S
S C C
C C
W E N T E E T N E

ASS

CHECK 12 13 BOZO
- 8.5 -
OVER G UNDER
12/13 BUMP F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES C W M S W M
C C S
ON TO ON BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
TRIO
CODE WORDS: ASS
CAGE
BUMP (BOZO+DUMP) = QB IS READING THE
BSLB. BST BASES THE END. NO OUT CALLS. 13 BUMP 13 BUMP

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITE SIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON DEFENDER,
- BLACK SIDE = MAN - GUT = WEDGE 90 TO THE ID LB STAY SQUARE.
PST - ODD = GUT - NO “OUT” CALL

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON DEFENDER,
G - CAGE(JACK) CLIMB TO LB. STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB
- ODD = GUT - MAN = INSIDE V AIMING POINT
- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
- BLACKSIDE = SHADE – ASS UP TO ID LB - BANJO CALL vs ODD
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).

- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = MAN - MAN = INSIDE V AIMING POINT BS A GAP.
BSG - ODD = A (JACK) TO BSLB - ODD A = DELIVER NG TO OC UP
TO BSLB (#1 PAST THE ID BACKSIDE).

- MAN ON BSDE - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON DEFENDER,


STAY SQUARE.
BST

- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.


- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- READ 1 PAST THE ID BS. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- IF PULL, READ ALLEY DEFENDER. - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = THROW HOT.

- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

- STYLE OF RUN PLAY: COMBO - NEVER BLOCK A BLITZER


- MAN ON, NOSE UP, INSIDE NUMBER
FS2/3

- KEEP BLOCK (AREA) – MDM NOSE UP STALK


- STYLE OF RUN PLAY: COMBO - DON’T CHASE BLOCKING AN AREA
BLOCK
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK
- DON’T CHASE BLOCKING AN AREA
BLOCK
BS2 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK - DON’T CHASE BLOCKING AN AREA
BLOCK
BS3 - SIGHT TAG = IF PRESSURE BUBBLE
- POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
12/13 BUMP
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
READ KEY NO “OUT” READ KEY READ KEY CHECK 0/1 BANJO MATCH CALL -
BLITZES SIGHT TO X BLITZES BLITZES OR THROW AL. CHECK
THROW DUMP THROW DUMP THROW DUMP LOCKED 0/1 OR 12/13
TO LOOK TO LOOK TO LOOK HITCH

STEELER CHOP
$
F $ F
C C
C
W M W M S
E T N E S C E T N E

RIFLE GANG
NO
13 “OUT”
13 BUMP
READ 13 BUMP
BRONCO RAIDER

F $ F $
C
W C W M
M S C C
E T N E S
E T N E

GANG GANG
13
13BUMP
READ 13 BUMP
6-1 ODD
THROW FADE F $
OR CHECK 0/1 C
M F $ W M S C
C C B
WE T N E S T N E

GUT A MAN
BANJO
CHECK 0/1
13 READ 13 BUMP
BEAR PIRATE SQUEEZE
CHECK 0/1 F $ F $
OR 12/13
M W M S
S C C
C C
W E N T E E T N E

MATCH ASS

13 BUMP 13 BUMP
12/13 TRES 3 OVER G 3 UNDER
F C F
CONCEPT: 2
TIGHT ZONE RUN WITH OPTION. TIGHT 2
C
M S $ W M
ZONE USES ON TO ON BLOCKING C W 1 $ C 1 S
PRINCIPLES. E N T E E T N E
FORMATION:
TRIPS (FSL), TRIPLES ASS
CAGE B
CODE WORDS:
TRES = QB IS READING THE BSDE. TE
13 TRES 13 TRES
SHOULD LEAVE TWO (READ KEY/PITCH KEY)
POS RULES/CALLS TECHNIQUE COACHING POINT
- WHITESIDE = GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN - GUT = WEDGE 90 TO THE ID LB DEFENDER, STAY SQUARE
PST - ODD = GUT - ADD CALL vs FOLD PLAYER
- POSSIBLE OUT CALL = TRACKS

- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - OUT CALL = TRACKS
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB
PLAYSIDE. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. OUTSIDE B GAP WORK CAGE.
G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - OUT CALL = TRACKS
C - BLACKSIDE = SHADE – ASS UP TO ID LB - BANJO CALL vs ODD
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST
- ODD = A TO BSLB THE ID BACKSIDE).

- WHITESIDE = SHADE – MAN / ASS - ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
G – MAN / B VERTICAL. VERTICAL SO RB CAN WORK
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP BS A GAP.
BSG - ODD = A (JACK) TO BSLB TO BSLB. - STAY SQUARE ON “B” WITH
- ODD A = DELIVER NG TO OC UP EYES ON BSLB .
TO BSLB (#1 PAST THE ID BACKSIDE). - POSSIBLE TRACKS

- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - VS RIFLE PROFILE – LOOP ALWAYS
REMEMBER YOU CAN LEAVE 2.
PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT)
DE=READ, #2 = PITCH
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS - DON’T CHASE TE IS SECURING THE
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. BOX IF #3 IS INSIDE.
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - LAST RESORT LEAVE 2!!
FOR COLOR AND CLIMB TO LB. - LOOK FOR ADD TO BOX LB OR
ROLLING COVERAGE.
- SIFT OR LOOP READ KEY BASED ON - MAKE A LOAD CALL AND BLOCK #2
- INFLUENCE THE END
TE/ - SECURE BOX AND CLIMB TO SEAL #3.
ALIGNMENT IF #3 IS IN AN UNBLOCKABLE
- SECURE BOX AND CLIMB IF # 3 IS ALIGNED POSITION ON THE LINE. (SMOKE BLITZ)
FB - VS. MAN – BLOCK MAN RESPONSIBLE FOR INSIDE. - “LEAVE TWO”
PITCH PLAYER. - INSIDE OUTSIDE FOOTWORK. - COUNT SYSTEM STARTS FROM BST OUT
- READ BSDE. - LEAD STEP AT 45 DEGREES. 2ND STEP – - DON’T PUSH RB OFF TRACK
- IF PULL READ PITCH OFF NEXT DEFENDER DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB OUTSIDE. - RIDE BACK HIP TO FRONT HIP. UNTIL CAN’T.
- BE PREPARED FOR PULL/PITCH - RIFLE = PULL/PITCH
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: TRIPLE OPTION - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS2
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
FS3
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
BS1 - VS COVER 2 PROTECT SLICE.

BS2 - STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
12/13 TRES
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS BS GANG GANG LOOP BANJO READ 3 TECH
OUT CALL PULL PITCH PULL PITCH
=
TRACKS

STEELER CHOP
$ F F
$

C M W M W
S C C S
E C
E N T E N T E

“OUT” =
MAN LOOP
TRACKS

13 TRES 13 TRES
BRONCO RAIDER
F $
$
C F
C M W M C
S W
C S
E N T E
E N T E

GANG GANG

13 TRES 13 TRES
6-1 ODD F
$ C
F
C C $
M C S M W
S E T N E W E N E B

LOOP
GUT A MAN

13 TRES BANJO 13 TRES


BEAR PIRATE SQUEEZE
F
F $
C $
C M W M W
C S C
S E N T E E N T E

A MAN LOOP

13 TRES
OVER UNDER G
92/93 F $
F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES C W M S
ON TO ON BLOCKING PRINCIPLES. C W M C
C S
FORMATION: E T N E E T N E
TREY, TRIPS, TRIPLES
CODE WORDS: TED ASS SIFT B CAGE TED
READ = QB IS READING THE BSDE.
STK 93 STK 92

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITESIDE = TED/GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN/TED (JACK) - TED = JACK DE TO #1 PAST THE ID DEFENDER, STAY SQUARE. GANG
PST - ODD = GUT VS. RIFLE
- NO OUT CALL = TE IS
RESPONSIBLE FOR RIFLE
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - RIFLE = GANG
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID USING MIDDLE ID SYSTEM. - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB


** LOOK FOR ADD TO BOX LB OR ROLLED COV. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. - OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - RIFLE = GANG OR MIDDLE
- BLACKSIDE = SHADE – ASS UP TO ID LB PRESSURE
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST - BANJO CALL vs ODD
- ODD = A TO BSLB THE ID BACKSIDE).
- ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
- WHITESIDE = SHADE – MAN / ASS
VERTICAL. VERTICAL SO RB CAN WORK BS A GAP.
G – MAN / B - STAY SQUARE ON “B” WITH EYES ON
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP
BSG - ODD = A (JACK) TO BSLB TO BSLB.
BSLB .
- POSSIBLE GANG
- ODD A = DELIVER NG TO OC UP
TO BSLB (#1 PAST THE ID BACKSIDE).
- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - MAN ON MAN OUTSIDE (RIFLE
PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT) PROFILE) OR VEER 5 = BLOCK OUT
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS OR LOOP.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - POSSIBLE GANG
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.
- POSSIBLE TED W/PST TO #1 PAST ID FRONT - MAN = INSIDE V - IF #1 IS WIDE, RELEASE STRAIGHT
TO HIM.
TE/ SIDE. - TED = TAKEOVER DE TO #1 PAST THE ID.
- RIFLE CALL MAN ON MAN OUTSIDE
- MAN/TED
FB - RIFLE PROFILE = BLOCK RIFLE
- SMOKE CALL = BLOCK FIRST RIFLE

- READ BSDE. - LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- ID POTENTIAL SIGHT ADJUSTMENT - DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = PULL KNIFE
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

FS2 - STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER

- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK - DON’T CHASE BLOCKING AN AREA
- POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK
BS1 BLOCK

- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK - DON’T CHASE BLOCKING AN AREA
- POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK
BS2 BLOCK

- STYLE OF RUN PLAY: COMBO - KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK - DON’T CHASE BLOCKING AN AREA
BS3 - POSSIBLE SIGHT TAG – NOSE UP O/S # STALK BLOCK
- SIGHT TAG = IF PRESSURE BUBBLE
92/93
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS BS GANG GANG BLOCK OUT BANJO READ 3 TECH, BS
GANG THROW SIGHT PULL KNIFE BLOCK OUT LOOP = PULL
PULL KNIFE KNIFE

STEELER CHOP

F F $
$

C W M W M S
S C C
E T N E C E T N E

GANG RIFLE CAGE TED

92 92
BRONCO RAIDER

F $ F $

W M C W M
C S C C
E T N E S
E T N E

GANG
GANG

92 92
6-1 ODD

F F $

C M C B W M C
$ C S
WE T N E S T N E

JACK
RIFLE MAN A GUT
CAGE
BANJO
92 92
BEAR PIRATE SQUEEZE
F F $

C M $ C W M S
C
W E N T S C E T E
E N

ASS LOOP MAN CAGE

92 92
UNDER G OVER
92/93 BUMP F $ F $
CONCEPT:
TIGHT ZONE RUN. TIGHT ZONE USES W M S W M
C C C S
ON TO ON BLOCKING PRINCIPLES. C
FORMATION: E N T E E T N E
TRIPS
CODE WORDS: TED CAGE TED ASS
BUMP (BOZO+DUMP) = QB IS READING THE
BSLB. BST BASES THE END. NO OUT CALLS. 93 BUMP 93 BUMP

POS RULES/CALLS TECHNIQUE COACHING POINT


- WHITESIDE = TED/GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN/TED (JACK) - TED = JACK DE TO #1 PAST THE ID DEFENDER, STAY SQUARE. GANG
PST - ODD = GUT VS. RIFLE
- NO OUT CALL = TE IS
RESPONSIBLE FOR RIFLE
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - RIFLE = GANG
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID USING MIDDLE ID SYSTEM. - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB


** LOOK FOR ADD TO BOX LB OR ROLLED COV. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. - OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - RIFLE = GANG OR MIDDLE
- BLACKSIDE = SHADE – ASS UP TO ID LB PRESSURE
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST - BANJO CALL vs ODD
- ODD = A TO BSLB THE ID BACKSIDE).
- ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
- WHITESIDE = SHADE – MAN / ASS
VERTICAL. VERTICAL SO RB CAN WORK BS A GAP.
G – MAN / B - STAY SQUARE ON “B” WITH EYES ON
- BLACKSIDE = MAN - ODD A = DELIVER NG TO OC UP
BSG - ODD = A (JACK) TO BSLB TO BSLB (#1 PAST THE ID BACKSIDE).
BSLB .
- POSSIBLE GANG

- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - MAN ON MAN OUTSIDE (RIFLE
PAST THE ID ALIGNMENT.) - LEAVE DE FOR QB READ. (READ - REACT) PROFILE) OR VEER 5 = BLOCK OUT
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS OR LOOP.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. - POSSIBLE GANG
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - NEVER BLOCK THE READ KEY
FOR COLOR AND CLIMB TO LB.
- POSSIBLE TED W/PST TO #1 PAST ID FRONT - MAN = INSIDE V - IF #1 IS WIDE, RELEASE STRAIGHT
TO HIM.
TE/ SIDE. - TED = TAKEOVER DE TO #1 PAST THE ID.
- RIFLE CALL MAN ON MAN OUTSIDE
- MAN/TED
FB - RIFLE PROFILE = BLOCK RIFLE
- SMOKE CALL = BLOCK FIRST RIFLE

- LEAD STEP WITH BACKSIDE FOOT. 2ND STEP - DON’T PUSH RB OFF TRACK
- READ 1 PAST THE ID BS.
- DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB - IF PULL, READ ALLEY DEFENDER.
- IN STACK – JUMP OFF MIDLINE! UNTIL CAN’T.
- RIDE BACK HIP TO FRONT HIP. - RIFLE = THROW HOT.
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: COMBO - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

FS2/3 - STYLE OF RUN PLAY: COMBO - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER
- KEEP BLOCK (AREA) – MDM NOSE UP STALK
- STYLE OF RUN PLAY: COMBO BLOCK - DON’T CHASE BLOCKING AN AREA
BS1 - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE #
STALK BLOCK
- KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK
- STYLE OF RUN PLAY: COMBO - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK BLOCK - DON’T CHASE BLOCKING AN AREA
BS2
- KEEP BLOCK (AREA) – MDM NOSE UP STALK BLOCK
- STYLE OF RUN PLAY: COMBO - POSSIBLE SIGHT TAG – NOSE UP OUTSIDE # STALK BLOCK
- DON’T CHASE BLOCKING AN AREA
BS3 - SIGHT TAG = IF PRESSURE BUBBLE
92/93 BUMP
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
READ KEY - READ KEY READ KEY CHECK 0/1 BANJO MATCH CALL -
BLITZES BLITZES BLITZES OR THROW AL. CHECK
THROW DUMP THROW DUMP THROW DUMP LOCKED 0/1 OR 12/13
TO LOOK TO LOOK TO LOOK HITCH

STEELER CHOP
$
F $ F
C
C C
W M W M S
E T N E S E T N E
C

NO
RIFLE GANG
“OUT”
93
13 BUMP
READ 93 BUMP
BRONCO RAIDER

F $ F $

C W M S C W M
C
E T N E C E S
T N E

GANG GANG

93
13BUMP
READ 93 BUMP
6-1 ODD
THROW FADE F $
OR CHECK 0/1
C
C M F $ W M S C
C
WE T N E S B T N E

GUT A MAN
BANJO
CHECK 0/1
13 READ 93 BUMP
BEAR
CHECK 0/1 F $
OR 12/13
M
S C
C E
W E N T

MATCH

93 BUMP
OVER UNDER G
92/93 WADE F $ F $
CONCEPT:
TIGHT ZONE RUN WITH OPTION. TIGHT W M S W M S
ZONE USES ON TO ON BLOCKING C C C C
PRINCIPLES. E N T E E T N E
FORMATION:
TREY (HIC) ASS TED TED
B CAGE
CODE WORDS:
WADE = QB IS READING THE BSDE. BST
92 WADE 92 WADE
SHOULD LEAVE TWO (READ KEY/PITCH KEY)
POS RULES/CALLS TECHNIQUE COACHING POINT
- WHITESIDE = TED/GUT (POSSIBLE MAN) - MAN = INSIDE V AIMING POINT - VERTICAL PUSH ON
- BLACKSIDE = MAN/TED (JACK) - TED = JACK DE TO #1 PAST THE ID DEFENDER, STAY SQUARE. GANG
PST - ODD = GUT VS. RIFLE
- NO OUT CALL = TE IS
RESPONSIBLE FOR RIFLE
- WHITESIDE = SHADE – GUT - GUT = WEDGE 90 CHECK FOR COLOR AND - VERTICAL PUSH ON
G - CAGE(JACK) CLIMB TO LB. DEFENDER, STAY SQUARE.
PSG - BLACKSIDE = CAGE (ASS = MAN) - CAGE = JACK DT TO ID LB - RIFLE = GANG
- ODD = GUT - MAN = INSIDE V AIMING POINT

- ID USING MIDDLE ID SYSTEM. - CAGE = JACK G TO OG UP TO - (JACK) WORK COMBO UNTIL ID LB


** LOOK FOR ADD TO BOX LB OR ROLLED COV. ID LB. IS B GAP LEVERAGE OUT.
- WHITESIDE = SHADE – MAN - MAN INSIDE V AIMING POINT. - OUTSIDE B GAP WORK CAGE.
C G – CAGE (JACK) - ASS – DELIVER BS SHADE TO BSG - RIFLE = GANG OR MIDDLE
- BLACKSIDE = SHADE – ASS UP TO ID LB PRESSURE
G – CAGE - A – WEDGE 90 NOSE UP TO BSLB (#1 PAST - LOOK FOR ADD TO BOX LB OR
- ODD = BANJO CALL THE ID BACKSIDE). ROLLING COVERAGE.
- ASS = WEDGE 90 TAKEOVER SHADE - ASS TAKEOVER NG AND WORK
- WHITESIDE = SHADE – MAN / ASS
VERTICAL. VERTICAL SO RB CAN WORK BS A GAP.
G – MAN / B - STAY SQUARE ON “B” WITH EYES ON
- BLACKSIDE = B - B = DELIVER 3 TECH TO BST UP
BSLB .
BSG - ODD = A (JACK) TO BSLB TO BSLB. - POSSIBLE GANG
- ODD A = DELIVER NG TO OC UP
TO BSLB (#1 PAST THE ID BACKSIDE).

- WHITESIDE = MAN/SIFT BASED ON BSLB (1 - SIFT TECHNIQUE WORK VERTICAL TO BSLB - VS RIFLE PROFILE – LOOP ALWAYS
PAST THE ID) ALIGNMENT. - LEAVE DE FOR QB READ. (READ - REACT) REMEMBER YOU SHOULD LEAVE 2.
- BLACKSIDE = B/ POSSIBLE MAN BASED ON - BLACKSIDE - WEDGE 90 WORK TO PS 1. DE = READ KEY.
BST BSLB ALIGNMENT. NUMBER AND TAKEOVER BLOCK. 2. 2ND = PITCH KEY.
- ODD = MAN - WHITESIDE – WEDGE 90 TO CHECK - LAST RESORT LEAVE 2!!
- LOOK FOR ADD TO BOX LB OR
FOR COLOR AND CLIMB TO LB.
ROLLING COVERAGE.

- POSSIBLE TED W/PST TO #1 PAST ID FRONT - MAN = INSIDE V - IF #1 IS WIDE, RELEASE STRAIGHT
TO HIM.
SIDE. - TED = WEDGE 90, TAKEOVER DE TO #1 PAST
- RIFLE CALL MAN ON MAN OUTSIDE
TE - MAN/TED THE ID. - RIFLE PROFILE = BLOCK RIFLE
- SMOKE CALL = BLOCK FIRST RIFLE

- READ BSDE. - LEAD STEP AT 45 DEGREES. 2ND STEP – - DON’T PUSH RB OFF TRACK
- IF PULL READ PITCH OFF NEXT DEFENDER DIRECT RB TO LANDMARK. - BE DECISIVE ON READ KEY, GIVE
QB OUTSIDE. - RIDE BACK HIP TO FRONT HIP. UNTIL CAN’T.
- BE PREPARED FOR PULL/PITCH - RIFLE = PULL/PITCH
- LANDMARK = BUTT OF CENTER. - BASE ALIGNMENT (TOES @ 6 – BUTT OF - ARMS ON BODY.
- READ = FS A GAP TO BS A GAP TO BS B GAP. GUARD) = LATERAL LEAD STEP. - SPRINT THROUGH THE MESH AND
TB - IF THE QB PULLS, BOUNCE PLAYSIDE. SELL - STACK ALIGNMENT(TOES @ 7) = LEAD STEP TO THE FEET OF THE OL.
THE FAKE. WITH BACKSIDE FOOT TO LANDMARK. - RB IS RESPONSIBLE FOR MESH.
- JUMP CUT TO BS A GAP
- STYLE OF RUN PLAY: TRIPLE OPTION - SINGLE SIDE = SUPPORT TO MAN ON, NOSE - NEVER BLOCK A BLITZER
FS1 UP, INSIDE #

FS2/3 - STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, INSIDE NUMBER - NEVER BLOCK A BLITZER

FS2/3 - PITCH OPTION - PITCH PHASE: 5x1 YARDS FROM QB

BS1 - STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
- VS COVER 2 PROTECT SLICE.
- STYLE OF RUN PLAY: TRIPLE OPTION - MAN ON, NOSE UP, O/S#, STALK BLOCK - PROTECT THE PITCH
BS2
92/93 WADE
PIRATE
STEELER CHOP BRONCO RAIDER 6-1 ODD BEAR SQUEEZE
FS BS GANG GANG QUICK PULL BANJO PULL PITCH BS
GANG LOOP PITCH PULL
PULL PITCH

STEELER CHOP

F $
F $

C W M W M S
C C
E T N E S C E T N E

GANG LOOP BASE CAGE

92 WADE 92 WADE
BRONCO RAIDER
F $ F $

W M S C W M
C C C
E T N E S
E T N E

GANG TED TED


GANG

92 WADE 92 WADE
6-1 ODD

F F $
$
C M C B W M C
C
WE T N E S N E S
E

LOOP BASE CAGE MAN A GUT

92 WADE BANJO 92 WADE


BEAR PIRATE SQUEEZE
F F $

$
C M C W M
S S C
W E N T E C E T E
N

A MAN/ CAGE
LOOP

92 WADE 92 WADE
OHIO STATE OFFENSE 2014

PASS
GAME
PASS GAME PHILOSOPHY

THE OHIO STATE PASS GAME PHILOSOPHY

WE EMPLOY AN AGGRESSIVE UNBALANCED PASSING ATTACK (3X1,


3X2) TO TILT THE DEFENSE FOCUSING ON HIGHLY EFFICIENT, HIGH
PERCENTAGE PASSES TO GET OUR PLAYMAKERS THE BALL IN
SPACE. WE WILL MOVE AROUND OUR PERSONNEL TO CREATE
ADVANTAGEOUS MATCH-UPS TO ATTACK 1 HIGH COVERAGE
BECAUSE IF TEAMS ARE PLAYING 2 HIGH, WE ARE NOT VERY GOOD
AT RUNNING THE FOOTBALL. WHEN A DEFENSE UTILIZES PRESSURE
TO DISRUPT OUR PASSING GAME OUR OBJECTIVE IS SIMPLE – MAKE
THEM PAY (NO DEEP AND WARM ADJUSTMENTS)!

OUR PASSING GAME IS ENTIRELY DERIVED FROM OUR PLAN WIN:

1. PLAY GREAT DEFENSE


- OFFENSIVE GOAL: GET 2 FIRST DOWNS
2. NO TURNOVERS
- HIGHLY EFFICIENT / HIGH PERCENTAGE PASSES
- DON’T FORCE THROWS – THROW IT AWAY
3. SCORE IN THE REDZONE
- 67% TOUCHDOWNS / 100% POINTS
4. DOMINATE SPECIAL TEAMS
- 3RD & LONG – GOAL: GET HALF AND PUNT!
COVERAGE ZONES

20

20
10
1/2 1/2

10
FLAT CURL HOOK HOOK CURL FLAT
20

20
1/3 1/3 1/3
10

10
FLAT CURL HOOK HOOK CURL FLAT
20

20

1/4 1/4 1/4 1/4


10

10

FLAT CURL HOOK HOOK CURL FLAT


COVERAGE CONCEPTS

FIND THE SAFETY TO YOUR SIDE OF THE FORMATION, QB FIND FREE SAFETY
DETERMINE THE TECHNIQUE OF THE DEFENDER OVER YOU
FIND THE INVERT PLAYER TO YOUR SIDE.

COVERAGE CONCEPTS
1) ZONE THIRDS = 1 HIGH
2) ZONE HALVES = 2 HIGH
3) ZONE QUARTERS = 2 HIGH
4) MAN WITH HELP = 1 OR 2 HIGH
5) MAN NO HELP = NO DEEP

ZONE-THIRDS: DEEP PLAYER IS NEAR THE MIDDLE OF THE FIELD AND HAS A DEEP MIDDLE
RESPONSIBILITY
A) CORNERS USUALLY OUTSIDE LEVERAGE (UNLESS OVERSPLIT)
B) INVERT PLAYERS NORMALLY HAVE FLAT RESPONSIBILITY
C) ANY ROLLED DEFENDER WILL FORCE AN OUTSIDE RELEASE
D) NORMALLY PLAYED WITH 8 MAN FRONTS
E) WEAKNESS: CAN ONLY COVER 4 OF 6 UNDERNEATH ZONES AND 4 VERTICALS

ZONE-HALVES: DEEP PLAYERS ALIGNED ON OR NEAR HASHES. UNDERNEATH PLAYERS


USUALLY LINED UP IN POSITIONS TO RE-DIRECT RECEIVERS
A) ROLLED DEFENDERS ON OUTSIDE RECEIVERS WILL FORCE INSIDE RELEASE
B) UNDERNEATH DEFENDERS ON INSIDE RECEIVERS WILL NORMALLY FORCE OUTSIDE
RELEASE AND RUN WITH VERTICAL RELEASE
C) STRONG COVERAGE VS. UNDERNEATH ROUTES (CURLS/FLATS)
D) WEAKNESS IN MIDDLE VERTICALS AND DIGS

ZONE-QUARTERS: DEEP PLAYERS IN EACH ¼ OF THE FIELD


A) UNDERNEATH COVERAGE WORKS TO FLAT IF THERE IS A THREAT
B) SAFETIES READ RELEASE OF #2. FLAT- LOOK UP #1, VERTICAL- RUN WITH, INSIDE-
LEVEL OFF LOOK FOR CROSSERS.
C) #2 BLOCKS- VERY AGGRESSIVE RUN SUPPORT
D) OUTSIDE RECEIVERS EXPECT MAN TO MAN TECH. LEVERAGE DEPENDS ON SPLIT
E) WEAKNESS: POST HELP, UNDERNEATH ROUTES AND PLAY ACTION ROUTES

MAN-SAFETY(S) HELP: USUALLY SAFETY(S) ARE DEEP WITH UNDERNEATH DEFENDERS IN


MAN/TRAIL TECHNIQUES. THERE ARE MANY VARIATIONS
A) 1 HIGH- “MOUSE”- FREE DEFENDER IS SAFETY
“HOLE”- FREE DEFENDER IS LB
“FIRE”- FREE DEFENDER BLITZES
B) 2 HIGH- “BRACKET X, Y, Z”- FREE DEFENDER IS DOUBLING A RECEIVER
“2 MAN” – SAFETIES HELP WITH DEEP HALVES, UNDERNEATH TRAIL
TECHNIQUE

MAN NO HELP: NO VARIATIONS. NO DEEP PLAYERS- SAFETIES ARE USUALLY LINED UP


INSIDE 8 YARDS AND HAVE MAN COVERAGE RESPONSIBILITIES. WITH TANDEM SPLIT
BY WR’S, DB’S CAN PLAY IN AND OUT COVERAGE.
COVERAGE RECOGNITION

COVERAGE ID 1. READ YOUR TRIANGLE


A. IDENTIFY THE SAFETY TO YOUR SIDE OF THE FORMATION – DETERMINE IF HE IS
A 1 HIGH, 2 HIGH, OR NO DEEP SAFETY.
B. DETERMINE THE TECHNIQUE OF THE PLAYER LINED UP OVER YOU.
- MAN OR ZONE (INSIDE OR OUTSIDE LEVERAGE)
- ROLLED OR SOFT
C. LOCATE THE INVERT OR ALLEY PLAYER TO YOUR SIDE

RECEIVERS TO THE BOUNDARY RECEIVERS TO THE FIELD


20

20

20

20
$ $
$ $
10

10

10

10
C C C C
W M S W M S

E T N E E T N E
H Z H Z
X Y X Y

Q T Q T

COVERAGE ID 1. SAFETY ALIGNMENT


READ THE ALIGNMENT OF THE SAFETY TO YOUR SIDE. THE FS WILL SHOW THE COVERAGE
PRESNAP THE MAJORITY OF THE TIME
- IF FS IS 12 YDS DEEP AND 2 YDS OUTSIDE THE HASH – ½ PLAYER (ZONE HALVES)
- IF FS IS 10 YDS DEEP AND 4 YDS OUTSIDE THE HASH – ¼ PLAYER (ZONE QUARTERS)
- IF FS IS 12 YDS DEEP ON HASH – MIDDLE 1/3 PLAYER (ZONE THIRDS, POSS. FLD PRESS)
- IF FS IS 8-10 YDS DEEP ON HASH – MIDDLE ZONE PLAYER (ZONE THIRDS, POSS.
MIDDLE PRESS)
- IF FS IS 8-10 YDS DEEP OUTSIDE HASH – WEAK BUZZ OR CORNER BLITZ (ZONE THIRDS)

FS OUTSIDE THE HASH

F
10

10

10

F
C F

C W W
W
C
H H H

X X X

FS IN A CORNER FIRE OR
FS IN A ZONE ½ ALIGNMENT FS IN A ZONE ¼ ALIGNMENT
WEAK BUZZ ALIGNMENT
COVERAGE RECOGNITION

FS ON THE HASH

10 F

10

10
F F
C
C
W W
C
W

H H H

X X X

FS ALIGNED TO DROP TO FS ALIGNED TO PLAY MIDDLE


FS IN A ZONE ¼ ALIGNMENT ZONE (POSS MIDDLE PRESS)
MIDDLE 1/3 (POSS. FLD PRESS)

FS IN THE MIDDLE OF THE FIELD

F
F
10

10

W M M
W
C
H H

X X

FS ALIGNED TO BE A POST SAFETY WITH MAN


FS ALIGNED IN A ZONE 1/3 POSITION
TECHNIQUE – EXPECT SOME FORM OF 1 HI MAN
2 HI ZONE COVERAGES

COVER: 2 OVERVIEW

F $$
10

10
C
C W M Ni

COVER: 2 TAMPA OVERVIEW

F $$
10

10

C
C W M Ni

COVER: 2 TILT OVERVIEW

F
10

10

$$

C
W M Ni

COVER: 2 DOUBLE INVERT OVERVIEW

F $$
10

10

C C

W M Ni
2 HI ZONE COVERAGES CONT.

COVER: 4 OVERVIEW
10

10
F$ $$
C C

W M Ni

COVER: 6 OVERVIEW

F
10

10

$$
C

C W M Ni

COVER: 6 OPPOSITE OVERVIEW

F
$$
10

10

Ni
M W C

COVER: 4 SOLO (3x1 ONLY) OVERVIEW


10

10

F $$
C

#1 #2
C W M Ni
1 HI ZONE COVERAGES

COVER: 3 SKY (WEAK) OVERVIEW

F
10

10
$$

C
C

W M S

COVER: 3 BUZZ (WEAK) OVERVIEW

F
$$
10

10

C
C

W M S

COVER: 3 (4-4 DEFENSE) OVERVIEW

F
10

10

C
C

M S
W $$

COVER: 3 CLOUD WEAK (STRONG) OVERVIEW

$$
F
10

10

C W M S
FIRE ZONE COVERAGES

COVER: (3 FIRE) FIELD ZONE COVER: 32 FIRE

F
F
$$
10

10
$$

10

10
C
C C
C S
W M
W
M
S
DL

COVER: (3 FIRE) MIDDLE ZONE OVERVIEW

$$
F
10

10

C
C

W M S

DL

COVER: (3 FIRE) BOUNDARY ZONE OVERVIEW

$$
F
10

10

W M S
C

COVER: 2 FIRE OVERVIEW

F $$
10

10

C C
M
W RB S
Ni

DL
MAN COVERAGES

COVER: 1 HOLE OVERVIEW

F
10

10
C W M Ni $$ C

#1 #2 #3 #2 #1

COVER: 1 MOUSE OVERVIEW

F
10

10

$$

C W M Ni C

#1 #2 #3 #2 #1

COVER: 2 MAN OVERVIEW

F $$
10

10

C W M Ni C

#1 #2 #3 #2 #1

COVER: 4 MAN OVERVIEW

F $$
10

10

C W M Ni C

#1 #2 #3 #2 #1
MAN COVERAGES CONT.

COVER: 0 (NO DEEP) OVERVIEW


10

10
C F Ni $$ C

W M
#1 #2 #3 #2 #1

COVER: 0 HOLE OVERVIEW


10

10

C F Ni $$ C

W
M
#1 #2 #3 #2 #1

OVERVIEW
10

10

OVERVIEW
10

10
ROUTE PRINCIPLE: 50-1 ASTRO

6 Man Protection Full Field Concept


Concept/Design
Horizontal Stretch on the FS in 1 Hi, combined with a Hi/Low
Play Call 6 DUO RT R-51 ASTRO, H-JERK
PRINCIPLE
on the Hook Defender in 2 Hi, with a Curl-Flat combination for
F1 – CURL (14) Quarters Coverage and a Glance to the Boundary. Problem Cov.
F2 – ROLL FLAT
F3 – SKINNY SEAM

20

20
B1 – GLANCE
B2 – JERK

BASE PROGRESSION
1 HIGH
GLANCE vs CLEAN BOX. 1 Hi – Must Win
1 HI
Cov 2 – Follow 2 HI
VS DIRTY BOX ALERT – No Deep
1. ROLL FLAT (RHYTHM 3) 15 yds
2. CURL (R3 & HITCH)
IF FLAT DEFENDER TAKES
ROLL FLAT, HITCH TO CURL 5 2 HI 1 HI
3. JERK ROUTE(R3 & 2
Step
10

10
HITCHES)
2 Hi – Seam
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH 1 Hi – Curl
TO THE JERK ALERT – No Deep
2 HIGH QUARTERS VS. CB
KEY FLAT DEFENDER
HORIZ MVMT KEY
BLITZ
1. ROLL FLAT (R3)
2. CURL (R3 & HITCH)
3. JERK ROUTE (R3 & 2
HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. SKINNY SEAM (RHYTHM 3)
2. JERK ROUTE (R3 & HITCH) B1
B2 F1
NO DEEP F3 F2
5 STEP Good b/c of
4 Strong
“Out” Call
VERIFY Q FLIP

BASE FORM 3x1 Formations (Trio, Trey), Hip, Empty (Jerk/Drag)


PROTECTIONS 50-51 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


CURL ROUTE @ 15 YDS.
F1 CURL ROUTE
STICK RELEASE VS. COV 2.
F2 ROLL FLAT ROLL FLAT – 2 ROLL TO 4 YARDS

F3 SKINNY SEAM SKINNY SEAM THROUGH I/S HAND OF SAFETY


7 STEP (WIDEN DEFENDER). 2 HIGH – FOLLOW, CB BLITZ –
B1 GLANCE
ATTACK FS & GO.
NO DEEP = 5 STEP
JERK CURL DEFENDER. GET ON HIS TOES! BE PATIENT WHILE SELLING
B2 JERK ROUTE RETURN
QB Notes 50/51 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def
Def
Roll Flat to Roll Flat to Skinny Seam Skinny Seam Roll Flat to
PROGRESSION Glance
Curl to Jerk
Glance to Jerk
Curl to Jerk to Jerk to Jerk Curl to Jerk
5 STEP
ROUTE PRINCIPLE: FOLLOW/DRIVE

Half Field Concept – Field No Deep Concept


Concept/Design Play Call 8 DIZZY RT H-51 BENCH FOLLOW STITCH
Vertical stretch on Field Hook Defender and a Horizontal
PRINCIPLE
stretch on Bndy Curl Defender. With an Alert to the Cross for
B1 – FOLLOW (12) aggressive Bndy Safeties and a Free Access to the Boundary for
B2 – DRAG (6) Off CB.

20

20
F3 – PROTECTION CROSS
F2 – SEAM BENDER (12)
F1 – HITCH (6)

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

1 HI ZONE (BNDY ROT)


*FREE ACCESS HITCH
12 yds
1-HIGH MAN
10

10
1. DRAG (RHYTHM 3) Zone – Meet on Hash
2. FOLLOW (R3 & HITCH) Man – Run Away

2-HIGH
MIKE TO WILL REPLACE Zone – Throttle at BST
1. DRAG (RHYTHM 3) Man – Staircase 6 yds
THROW DRAG UNTIL IT IS
TAKEN AWAY
2. FOLLOW (R3 & HITCH)
IF DRAG IS TAKEN AWAY,
HITCH AGAIN TO
FOLLOW
*ALERT QUARTERS
SAFETY B1 F2
3. PROTECTION CROSS
(R3 & 2 HITCH) B2 F1
F3
Q

BASE FORM Empty


PROTECTIONS 50-51 Protection – No Deep Beater to Field, Hot and Alert 0 to the Boundary
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Hitch Hitch @ 8 Yards NO DEEP = FADE


Seam or Bender – A.P. is inside shoulder vs. 2 Hi (hash closed).
F2 Seam Bender
1 Hi – Run Seam (hash open)
NO DEEP = 5 STEP
Protection Release MLB. Protection Cross at 15 vs. 2-Hi.
F3 Protection Cross
Aiming Point is 40 yards on the Opposite Numbers
NO DEEP = 5 STEP

B2 Drag Drag @ 6 yds – Underneath LB’s – Staircase vs. Man.

B1 Follow Route Follow @ 12 yds – Lose 2, Double Plant Top End.


QB Notes 50/51 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone Mini 3-2 Hot No Deep
Hook to Bndy Hook to Bndy Field Hook to Field Hook to
MOVEMENT Hole 1 Def.
KEY
Curl Def Curl Def Bndy Curl Def Bndy Curl Def Alert 0
Replace Defender Replace Replace Replace Unblocked
Drag to Follow Drag to Follow
Drag to Drag to Follow Drag to Follow Q Drag or 5-Step to 5-Step
PROGRESSION (Poss. Free (Poss. Free
(Al Cross) (Al Cross) F.A. to Hitch
Q Drag
Follow to Fade
Access) Access)
ROUTE PRINCIPLE: 860-1 GO (3x1)

Concept/Design 6 Man Protection Concept Play Call Tap Rt Liz W-50 Go Hawk
4 Vertical concept with a Horizontal Stretch on the FS in 1 Hi
PRINCIPLE and 2 Hi with a check down for a hard wall and carry Hook
Defender. Problem Cov.
B1 – SEAM BENDER
F3 – JERK

20

20
F2 – LM SEAM
F1 – LM GO
T – WHEEL

BASE PROGRESSION
1 – KEY FREE SAFETY &
ESTABLISH COVERAGE

2 – VS. 1-HI ZONE


MOVEMENT KEY:
MIDDLE SAFETY
HORIZONTAL KEY
10

10
PROGRESSION:
1. SEAM (RHYTHM 3)
2. SEAM (RHYTHM 3)
3. JERK (R3 & HITCH)

3 – VS. 1-HI MAN


PLAY BEST O/S MATCH-
UP TO JERK.

4 – VS. 2-HI
MOVEMENT KEY:
BNDY SAFETY TO HOOK
DEFENDER
PROGRESSION: B1 F1
1. WHEEL (RHYTHM 3)
2. SEAM/BENDER (R3 & F3 F2
HITCH)
3. JERK (R3 & 2 HITCH) T Q

BASE FORM 3x1 Formations (Tap)


PROTECTIONS 50-51 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


LM is Split the Diff between #’s and Sideline (Ball on the Hash) –
F1 Landmark Go
Best Release vs. Cloud CB
N/A
LM is Outside Edge of the Hash (Ball on the Hash) – Adjust LM
F2 Landmark Seam Route
with Ball if off the Hash
N/A

F3 Jerk Jerk Curl Defender. Get on His Toes! Be Patient while selling the Return.

Seam or Bender – A.P. is near upright vs. 2 Hi (hash closed). 1 Hi –


B1 Seam Bender
Run Seam (hash open)
N/A
Dual 1-2 Past – Stop at 2 Yards from the Sideline.
TB 860/61 – M-Route
Stretch the Field.
Dual
QB Notes 50/51 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT
KEY FS FS FS Bndy Safety Bndy Safety Bndy Safety Bndy Safety Protected
Seam Bender Best OS Seam Bender Wheel to Wheel to Wheel to Wheel to
PROGRESSION to LMS (F2) to Matchup to to LMS (F2) to Seam Bender Seam Bender Seam Bender Seam Bender 5 Step
Jerk Jerk Back to Jerk to Jerk to Jerk to Jerk
ROUTE PRINCIPLE: 50-1 GO (3x1)

Concept/Design 6 Man Protection Concept Play Call TAP RT W-51 GO, X-DRAG
4 Vertical concept with a Horizontal Stretch on the FS in 1 Hi
PRINCIPLE and 2 Hi with a check down for a hard wall and carry Hook
Defender. Problem Cov.
B1 – DRAG
F3 – UP & OVER (12)

20

20
F2 – LM SEAM
F1 – LM GO
TB - WHEEL LM = 2 Yd OS of Hash

BASE PROGRESSION 22 Hi
Hi –– Never
Never Cross
Cross Hash
Hash
1 – KEY FREE SAFETY & 11 Hi
Hi Man
Man –– Get
Get past
past Vert
Vert
ESTABLISH COVERAGE Must
Must Win
Win

2 – VS. 1-HI ZONE


MOVEMENT KEY:
MIDDLE SAFETY
HORIZONTAL KEY
10

10
PROGRESSION: 12 yds
1. SEAM (RHYTHM 3)
2. SEAM (RHYTHM 3)
3. DRAG (R3 & HITCH)

3 – VS. 1-HI MAN


PLAY BEST O/S MATCH-
UP TO DRAG.

4 – VS. 2-HI
MOVEMENT KEY:
BNDY SAFETY TO HOOK
DEFENDER
PROGRESSION: B1 F1
1. WHEEL (RHYTHM 3)
2. U&O (R3 & HITCH) F3 F2
3. DRAG (R3 & 2 HITCH)
T Q

BASE FORM 3x1 Formations (Trio, Trey)


PROTECTIONS 50/51 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


LM is Split the Diff between #’s and Sideline (Ball on the Hash) –
F1 Landmark Go
Best Release vs. Cloud CB
N/A
LM is Outside Edge of the Hash (Ball on the Hash) – Adjust LM
F2 Landmark Seam Route
with Ball if off the Hash
N/A
Up and Over – AP is opposite hash at 18 yds. 2 Hi – Never Cross
F3 Up and Over Route
Hash, 1 Hi – Win (vs. Man – Get Past Vertical).
No Deep = 5 Step

B1 Drag Drag at 5 yards N/A

TB Wheel Route Wheel and LM is Red Line. Dual


QB Notes 50/51 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT
KEY FS FS FS Bndy Safety Bndy Safety Bndy Safety Bndy Safety Protected
Up & Over to Best OS Up & Over to Wheel to Wheel to Wheel to Wheel to
PROGRESSION LMS (F2) to Matchup to LMS (F2) to Up & Over to Up & Over to Up & Over to Up & Over to 5 Step
Drag Drag Drag Drag Drag Drag Drag
ROUTE PRINCIPLE: 50-1 HOLLOW, WEB

Half Field Concept


Concept/Design
Boundary Zone Beater with No Deep Beater to Field
Play Call 8 Duo Rt J-51 Hollow, Web
PRINCIPLE
F1 – BAR (6)
F2 – CORNER (12)

20

20
F3 – WORK (10)
B2 – VERTICAL WRAP (12)
B1 – INDIA (6)

BASE PROGRESSION
1- KEY BNDY CURL-FLAT
DEFENDER Unmatched - Sit
1 HI Matched – In Quick 4
HORIZONTAL KEY & Work Back Out
WRAP TO INDIA FZ – Run Away from
2 HI Unmatched – Sit M/V Def
VERTICAL KEY Matched – Go 12 yds
10 yds
10

10
WRAP TO INDIA Inside

NO DEEP
CORNER – BAR – OUT 6 yds
6 yds

B1 F2
F3 F1
B2 Good b/c of
“Out” Call
Q VERIFY

BASE FORM Empty


PROTECTIONS 50-51 Protection – Field No Deep Beater
VARIATIONS

PLAYER ROUTE Assignments Pressure


Bar Route @ 6 yds. Free Access = Hitch. Cloud CB = 6 yd India Return (4 No Deep = Warm
F1 Bar Route
quick in and pivot). Man = Pivot Return Pivot
No Deep = Warm
F2 Corner Route Corner Route @ 12 yds. Lose 2 on Stem.
(8)
Work Route @ 10 yds. Matched – Leverage In Quick 4 and Back No Deep = Warm
F3 Work Route
Out. Unmatched – Sit. Run away from M/V Def in FZ. Out (8)
B2 Vertical Wrap Route Wrap Curl Def @ 12 Yds
India Route @ 6 yds.
B1 India Route
Unmatched – Sit, Matched – Go Inside (Cloud or Press).
QB Notes 50/51 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep
MOVEMENT Bndy Curl- Bndy Curl- Bndy Curl Bndy Curl-
KEY Match-up Match Up Alert 0
Flat Def Flat Def Def Flat Def
Wrap to India Wrap to India
Wrap to Wrap to Wrap to Wrap to Corner to Bar
PROGRESSION (Poss. Free (Poss. Free
Access) India Access) India India India to Quick Out
ROUTE PRINCIPLE: SMASH

Full Field Concept – Boundary No Deep Concept


Concept/Design
Hi/Low Stretch on the Bndy Flat Defender and Horizontal
Play Call 8 DIZZY RT N-50 SMASH
PRINCIPLE Stretch on the Bndy Safety with a Field Outlet for O/S Leverage
F1 – NOW
Man Problem Cov. 38 Double Cloud
F2 – CHOICE (10 YDS)
F3 – UP AND OVER

20

20
B2 – CORNER (12 YDS)
B1 – BAR (6 YDS)
2 Hi – Never Cross Hash
BASE PROGRESSION 1 Hi Man – Get past Vert
KEY FREE SAFETY TO
Must Win
ESTABLISH COVERAGE

2 HIGH
KEY BNDY FLAT DEFENDER
VERTICAL MOVEMENT KEY Unmatched - Sit
Matched – Must
1. BAR (RHYTHM 3) 12 yds
12 yds Win
2. CORNER (R3 & HITCH)
3. UP & OVER (R3 & 2 HITCH) 10 yds
10

10
IF F/S OVERPLAYS CORNER
ROUTE HITCH AGAIN TO UP
& OVER

1 HI MAN
MOVE THE HOLE PLAYER 6 yds
AND PLAY THE CHOICE
ROUTE MATCH-UP

3 BUZZ/SKY WEAK
TAKE FREE ACCESS TO THE
NOW ROUTE

NO DEEP
1. WARM PIVOT RETURN
2. WARM CORNER B1 F2
B2 F1
Good b/c of 4 Dn = Takes 1
F3
“Out” Call 3 Dn = Takes 2
VERIFY Q “RINGO”

BASE FORM Empty


PROTECTIONS 50-51 Protection – No Deep Beater to Boundary
VARIATIONS

PLAYER ROUTE ASSIGNMENT Pressure

F1 NOW ROUTE 1 STEP NOW ROUTE


CHOICE ROUTE @ 10 YARDS. MATCHED – UNMATCHED –
F2 CHOICE
MUST WIN INSIDE.
UP AND OVER AIMING POINT IS OPPOSITE HASH @ 18-22
F3 UP AND OVER
YARDS. 2-HIGH – NEVER CROSS. MAN – PAST VERTICAL.
CORNER ROUTE @ 12 YARDS. LOSE 2 ON STEM.
B2 CORNER ROUTE
A.P. – 22 YARDS ON SL (QB THROWS YOU DOWN)
No Deep = Warm (8)

BAR ROUTE @ 6 YDS. FREE = HITCH. HARD CB = 6 YD INDIA RETURN


B1 BAR (4 QUICK IN AND BACK OUT). MAN = PIVOT RETURN (STAIRCASE)
No Deep – Pivot (3)

QB Notes 50/51 PROTECTION


1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep
MOVEMENT Bndy Flat Bndy Flat Bndy CB to Bndy CB to Bndy Flat
KEY Leverage Sight Alert 0
Def to CB Def to CB Safety Safety Def to Safety
Bar to Corner
Bar to Corner Bar to Corner Bar to Corner Bar to Corner Warm Corner
PROGRESSION
to Up & Over
Choice
to Up & Over to Up & Over to Up & Over
to Up & Over Sight
to Choice to Pivot Ret
ROUTE PRINCIPLE: STUB BREAK

Concept/Design Goal Line 7 Coverage Beater – Field No Deep Concept Play Call 8 DICE RT I-50 STUB, BREAK
Hi-Low Stretch on the Bndy Defender of B2 with a Horizontal
PRINCIPLE Stretch to the Field. Problem Cov.
F1 – INDIA
F2 – INDIA

20

20
F3 – BIG POST

BUCKEYES
B2 – CORNER
B1 – PIVOT

BASE PROGRESSION

10

10
B1 F2
B2 F3 F1

BASE FORM Empty


PROTECTIONS 50-51 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 India India Route @ 6 yds. Unmatched – Sit, Matched – Go

F2 India India Route @ 6 yds. Stay on the Move (India Coming Behind You)

F3 Big Post Big Post @ 15 Yds.

B2 Corner Route Lose 2 – Corner @ 12 yds. C-Roll vs. 1 High.

B1 Pivot Pivot Return @ 6 Yds.


QB Notes 50/51 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1 / vs. 3 Down to the Callside of the Protection it takes 2
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – 1. Ringo (Lucky) 2. Primary/Secondary
4) Mechanics to Handle 4 Man Pressure opposite the Protection Callside – “Out” Call – Verify {Front/Safety Activation}
5) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep
MOVEMENT Bndy Flat Bndy Flat
KEY Match-Up Bndy Curl Match-Up Match-Up
Def Def
Pivot to Corner Big Post to Pivot to Corner Pivot to Corner Pivot to Corner Pivot to Corner
PROGRESSION
to Big Post India to Big Post to Big Post to Big Post to Big Post
ROUTE PRINCIPLE: STUB CASH

Concept/Design Goal Line 7 Coverage Beater – Field No Deep Concept Play Call 8 DICE LT I-51 STUB CASH
Hi-Low Stretch on the Defender Inside of B2 with Cash to the
PRINCIPLE Field for No Deep Problem Cov.
F1 – INDIA
F2 – INDIA

20

20
F3 – CORNER ROUTE

BUCKEYES
B2 – 5 STEP BENDER ROUTE
B1 – STUTTER DRIVE ROUTE

BASE PROGRESSION
1. BENDER
2. STUTTER DRIVE

NO DEEP
CASH
10

10
B2 F3
B1 F2 F1

BASE FORM Empty


PROTECTIONS 50-51 Protection – No Deep Beater to Field
VARIATIONS

PLAYER ROUTE Assignments Pressure


No Deep = Cash
F1 India India Route @ 6 yds. Unmatched – Sit, Matched – Go
(Shallow)
No Deep = Cash
F2 India India Route @ 6 yds. Stay on the Move (India Coming Behind You)
(Shallow)
No Deep = Warm
F3 Corner Route Corner Route @ 8 yds. Lose 2 on Stem.
(8)
B2 Bender Route 5 Step Bender.

B1 Stutter Drive Route Stutter Drive Route – Foot Fire Release with Hard Head and Shoulders in Top End.

QB Notes 50/51 PROTECTION


1) vs. 4 Down to the Callside of the Protection it takes 1 / vs. 3 Down to the Callside of the Protection it takes 2
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – 1. Ringo (Lucky) 2. Primary/Secondary
4) Mechanics to Handle 4 Man Pressure opposite the Protection Callside – “Out” Call – Verify {Front/Safety Activation}
5) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep
MOVEMENT Bndy Flat Bndy Flat
KEY Match-Up Bndy Curl Match-Up Match-Up
Def Def
Seam Bender Corner to Bender to Bender to Bender to Bender to
PROGRESSION
to Stutter Drive Indias Stutter Drive Stutter Drive Stutter Drive Stutter Drive
Cash
ROUTE PRINCIPLE: Y-STICK

Concept/Design Play Call DEUCE LT LIZ A-50 Y-BRANCH


Half Field Concept – Field No Deep Concept
PRINCIPLE
B1 – PROTECTION
B2 – BRANCH

20

20
F2 – JERK
F1 – INDIA
TB – ARROW

10

10
B2 F1
B1 F2

T Q

BASE FORM Deuce


PROTECTIONS 350-351 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 India India Route @ 6 yds. Unmatched – Sit, Matched – Go Inside.


Jerk Curl Defender. Get on His Toes! Be Patient while selling the
F2 Jerk
Return.
B1 Protection Mandatory O/S Pad Tip.
Vertical to 8 Yds. Matched: Turn Out & Lean on Defender.
B2 Branch
Unmatched: Hitch.
TB Arrow Push 2-3 Yds Vertical. Stretch the Field.
QB Notes 350/351 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone Mini 3-2 Hot No Deep
MOVEMENT
KEY
Bndy Curl/Flat Leverage Bndy Curl/Flat Bndy Curl/Flat Bndy Curl/Flat Look Opposite

Branch to Branch to Branch to Branch to


PROGRESSION Jerk to India Jerk to India
Arrow Arrow Arrow Arrow
ROUTE PRINCIPLE: Y-DRAG (50/51)

Concept/Design Play Call DEUCE LT F-50 Y-DRAG


PRINCIPLE
F1 – I/S 9 Problem Cov.
F2 – WHEEL

20

20
F3 – PROT CROSS (IF APPLIES)
TAGGED WR – DRAG
1ST O/S DRAG – OUT
TB - FLARE

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE
10 yd Out vs. Free
2 HIGH Access
KEY FIELD CURL DEFENDER Best Release vs.
HORIZ. MOVEMENT KEY Cloud CB
1. WHEEL
2. FLARE
3. DRAG
10

10
10 yds
1 HIGH ZONE
KEY FIELD CURL/FLAT 8 yds
DEFENDER
HORIZONTAL MOVEMENT
KEY
1. WHEEL
2. FLARE
3. DRAG

I HI MAN
1. OUT ROUTE

B2 F1
B1
F2

Q T

BASE FORM Deuce, Trips


PROTECTIONS 50-51 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


Run Through the I/S Hand of the Corner. Vs. Cov 2 – Run Through
F1 Inside 9
the O/S Hand of the Safety.
F2 Wheel Wheel off Vapor Trail of Inside 9 (Right Now)

B2 Drag Drag Route @ 8 Yards

B1 Out Out @ 10 yds. Convert to Best Release vs. Cloud CB. NO DEEP = WARM (8)

Stop at 2 Yards from the Sideline.


TB Flare
Stretch the Field.
QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Fld Curl/ Fld Curl/ Field Curl Fld Flat
KEY
Best Matchup Best Matchup HOT WARM
Flat Flat Defender Defender
Wheel to Wheel to Wheel to Wheel to Wheel to Warm Out
PROGRESSION Out Flare to Drag
Flare to Drag Flare to Drag Flare to Drag Flare to Drag Flare to Drag (8 Yds)
-6-
ROUTE PRINCIPLE: 60-1 ASTRO

6 Man Protection Full Field Concept


Concept/Design
Horizontal Stretch on the FS in 1 Hi, combined with a Hi/Low
Play Call Tap Rt L-60 Astro
PRINCIPLE
on the Hook Defender in 2 Hi, with a Curl-Flat combination for
F1 – CURL (14) Quarters Coverage and a Glance to the Boundary. Problem Cov.
F2 – ROLL FLAT

20

20
F3 – SKINNY SEAM
B1 – GLANCE
TB – “L”-ROUTE

BASE PROGRESSION
1 HIGH
GLANCE (R3) vs CLEAN BOX.
15 yds
VS DIRTY BOX
1. ROLL FLAT (RHYTHM 3)
2. CURL (R3 & HITCH)
IF FLAT DEFENDER TAKES
ROLL FLAT, HITCH TO CURL
3. “L”-ROUTE(R3 & 2 HITCHES)
10

10
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH
TO THE BACK
2 HIGH QUARTERS
KEY FLAT DEFENDER
HORIZ MVMT KEY
1. ROLL FLAT (R3)
2. CURL (R3 & HITCH)
3. “L”-ROUTE (R3 & 2 HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. SKINNY SEAM (RHYTHM 3)
2. “L”-ROUTE”(R3 & HITCH)

NO DEEP B1 F1
5 STEP
F3 F2
Good b/c of
4 Strong
“Out” Call
VERIFY Q T FLIP

BASE FORM 3x1 Formations (Trio, Trey), Hip, Empty (Jerk/Drag)


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Curl Route Curl route at 15 Yards. Stick release vs. Cov 2

F2 Roll Flat Roll Flat @ 2 Roll to 4 Yards

F3 Skinny Seam Skinny seam through inside hand of safety.


7 Step (widen defender), 2 High – Follow, CB Blitz – Attack FS &
B1 Glance
Go.
5 STEP

TB 60/61 – “L”-Route Dual 1 Past to 2 Past P.S. – “L”- Route. Replace LB. Dual 1-2 Past
QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def
Def
Roll Flat to Roll Flat to Skinny Seam Skinny Seam Roll Flat to
PROGRESSION Glance
Curl to “L”
Glance to “L”
Curl to “L” to “L” to “L” Curl to “L”
5 STEP
ROUTE PRINCIPLE: PIVOT / DIVOT

Concept/Design Full Field Concept – Field No Deep Concept Play Call TAP RT O-61 BENCH DIVOT
Triangle Read on the Field Hook to Bndy Curl Defender.
PRINCIPLE 5 Step Glance and Warm Pivot for No Deep to the Field.
Problem Cov.
F1 – NOW
F2 – PIVOT (6)

20

20
F3 – BIG POST
TB –“O” ROUTE
B1 – FOLLOW (12)

BASE PROGRESSION
1 – BS PIVOT – FOLLOW –
FS PIVOT
2 – ALERT 3 CLD WK –
NOW Zone – Meet on Hash
Man – Run Away
10

10
AP = B-Gap
Zone – 2 Steps Out
Man – Staircase, Stay
on Move

B1 F2
F3 F1

T Q

BASE FORM Trio, Tap


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignment Pressure

F1 Now Route 1 Step Now Route


Pivot Route @ 6 yds AP = B-Gap. 2 Hard Steps out and Sit vs. Zone. NO DEEP = WARM
F2 Pivot Route
Staircase and Stay on the Move vs. Man. PIVOT

F3 Big Post Read Far Safety. Flat Foot = 15 yd Post (A.P. 40 yds Opposite Hash) NO DEEP = 5 STEP

B2 “O” Route Dual 1-2 Past Play Side – Out Route. N/A

B1 Follow Follow @ 12 yds – Lose 2, Double Plant Top End.

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}

3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60)

4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}

5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Field Hook to Hole Field Hook to Field Hook to Field Hook to
KEY Bndy Curl Def Bndy Curl Def Bndy Curl Def
Match up Bndy Curl Def
Alert 0
Defender
BS Pivot to
BS Pivot to BS Pivot to BS Pivot to BS Pivot to BS Pivot to 5 Step to
PROGRESSION Follow to “O”
Follow to “O” Follow to “O” Follow to “O” Follow to “O” Follow to “O” Warm Pivot
Al. Big Post
ROUTE PRINCIPLE: FOLLOW/DRIVE
Half Field Concept – Field No Deep Concept
Concept/Design
Vertical stretch on Field Hook Defender and a Horizontal
Play Call DUO LT O-61 BENCH DRIVE
stretch on Bndy Curl Defender. With an Alert to the Cross for Problem
PRINCIPLE
B1 – DRAG (6) aggressive Bndy Safeties and a Free Access to the Field for off Cov.
B2 – IN (12) CB
20

20
F2 – PROTECTION CROSS
F1 – ROLL FLAT
TB – “O” ROUTE

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

1 HI ZONE (BNDY ROT)


Zone – Meet on Hash
* FREE ACCESS ROLL
Man – Run Away
FLAT
12 yds
10

10
1 HI MAN
1. DRAG (RHYTHM 3)
2. IN (R3 & HITCH) Zone – Throttle at BST
Man – Staircase
2 HIGH
MIKE TO WILL REPLACE 6 yds
MOVEMENT KEY
1. DRAG (RHYTHM 3)
THROW DRAG UNTIL IT IS
TAKEN AWAY
2. IN (R3 & HITCH)
IF DRAG IS TAKEN AWAY,
HITCH AGAIN TO IN
*ALERT QUARTERS B1 F1
SAFETY
2.5 PROTECTION CROSS B2 F2
(R3 & 2 HITCH) Good b/c of
3. “O” ROUTE Q “Out” Call
TB VERIFY

BASE FORM Duo


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Roll Flat 4 Roll to 6 Yards.


Protection Release MLB. Protection Cross at 15 vs. 2-Hi.
F2 Protection Cross
Aiming Point is 40 yards on the Opposite Numbers.
NO DEEP = 5-STEP

B2 In Route In @ 12 yds – Gain 2, Double Plant Top End.

B1 Drag Route Drag @ 6 Yards. Staircase vs. Man.

TB “O” Route Dual 1-2 Past Play Side – “O” Route.


QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2

2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}

3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan

4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone Z Cov. 3-2 Hot No Deep


Hook to Bndy Hook to Bndy Field Hook to Field Hook to
MOVEMENT 1 Def.
KEY
Curl Def Leverage Curl Def Bndy Curl Def Bndy Curl Def Alert 0
Replace Replace Replace Replace Unblocked
Drag to In to O
Drag to In to O Drag to In to O Q Drag or
PROGRESSION Drag to In to O Drag to In to O (Bndy Rot. –
(Al Cross) (Al Cross) F.A.
Q Drag 5-Step
Free Access)
ROUTE PRINCIPLE: BENCH OPTION (60/61)

Protection Notes: Play Call Daze Lt F-60 Bench Option, Y-Hook


60/61 PROTECTION:
6 MAN PROTECTION

20

20
4 STRONG (FIELD):
1. FLIP – OUT CALL
2. NO FLIP – LOSE BACK

4 WEAK (BOUNDARY): Unmatched - Sit


1. OUT CALL Unmatched - Sit Matched – In Hard 2 &
Matched – Win Inside Work Back Outside
Can’t Win Inside – Work OS Lev Man –
Back Outside Leverage “V” Route
OS Lev Man – Leverage
“V” Route 12 yds
Man
10

10
Notes:

10 yds

B1 F1
F2
B2

Q T
PLAYER ROUTE Assignment Pressure

F1 Protection Protection Release. Vs. Press = Win

Option Route @ 12 yds. Unmatched = Sit, Matched = Push in hard 2 and


F2 BS Option Route
back out. OS Lev Man – “V” Route

TB F-Route Flare Route – Get Width

Option Route @ 10 yds. Unmatch – Sit. Matched – Win Inside. Can’t Win
B2 FS Option Route
Inside – Work Back Outside. O/S Lev Man – “V” Route (Al for Hook O/S)
No Deep = Ohio

B1 Hook Hook at 12 yds No Deep = 5 Step

COVERAGE READ PROGRESSION

2 ISOLATION ON BOUNDARY CURL DEFENDER FS OPTION to BS OPTION

6 ISOLATION ON BOUNDARY CURL DEFENDER FS OPTION to BS OPTION

4 ISOLATION ON BOUNDARY CURL DEFENDER FS OPTION to HOOK

HORIZONTAL STRETCH ON BOUNDARY FLAT


3 STR FS OPTION to HOOK
DEFENDER
PLAY AWAY FROM ROTATION
3 WK BS OPTION to FLARE
HORIZ. STRETCH ON FIELD CURL DEFENDER
3 FIRE FLIP PROTECTION IF NEEDED OR LOSE BACK. FS OPTION to HOOK
HORIZONTAL STRETCH ON BOUNDARY SEAM
32 FIRE FS OPTION to HOOK
DEFENDER
1 HOLE MOVE THE HOLE DEFENDER FS OPTION to HOOK
FLIP PROTECTION IF NEEDED OR LOSE BACK
1 FIRE FS OPTION to HOOK
ISOLATION ON OPTION F3 DEFENDER

NO DEEP THROW TD 5-STEP to OHIO


ROUTE PRINCIPLE: CHOP

Protection Notes: Play Call Tap Rt L-61 Chop (X-__________)


60/61 PROTECTION:
6 MAN PROTECTION

20

20
4 STRONG (BOUNDARY):
1. FLIP – OUT CALL
2. NO FLIP – LOSE BACK

4 WEAK (FIELD):
1. OUT CALL

Unmatched - Sit Vs. 1-Hi Zone –


Matched - Must Win Inside Vertical Release
OS Lev Man – Leverage “V” Route
12 YDS

10 YDS
10

10
Notes:

Will Tag B.S.


Indy Cut

B1 F1
F3 F2

T Q

PLAYER ROUTE Assignment Pressure

F1 Protection Protection Release. Vs. Press = Win NO DEEP = 5-STEP

F2 Choice Choice Route @ 12 yds. Unmatched = Sit, Matched = Win Inside. NO DEEP = OHIO

F3 Option Route Option Route @ 10 yds. Must Win Inside (Choice Outside of You) NO DEEP = OHIO

TB O Route Dual 1-2 Past – “O” Route.

B1 Tagged Route Win

COVERAGE READ PROGRESSION

2 FIELD HOOK to FIELD CURL DEFENDER OPTION to CHOICE

6 FIELD HOOK to FIELD CURL DEFENDER OPTION to CHOICE

4 FIELD HOOK to FIELD CURL DEFENDER OPTION to CHOICE

3 STR ISOLATION TO X X to “O” ROUTE

3 WK FIELD HOOK to FIELD CURL/FLAT DEFENDER OPTION to CHOICE


PLAY AWAY FROM ROTATION. OPTION to CHOICE.
3 FIRE
FLIP PROTECTION IF NEEDED OR LOSE BACK AL X to “O” ROUTE
32 FIRE HORIZONTAL READ ON FIELD SEAM DEFENDER OPTION to CHOICE
PLAY X to O ROUTE vs. CLEAN BOX.
1 HOLE MOVE FREE SAFETY.
PLAY OPTION to CHOICE vs. DIRTY BOX
FLIP PROTECTION IF NEEDED OR LOSE BACK PLAY X to O ROUTE vs. CLEAN BOX.
1 FIRE
ISOLATION TO X PLAY OPTION to CHOICE vs. DIRTY BOX

NO DEEP THROW TD DOUBLE OHIO


ROUTE PRINCIPLE: 60-1 HOUSTON

6 Man Protection All Purpose Concept


Concept/Design
Horizontal Stretch on the FS in 1 Hi combined with a Hi/Low
Play Call Cluster Rt L-60 Houston
PRINCIPLE
on the Hook Defender in 2 Hi with a Curl-Flat combination for
F1 – 7-4-1 CURL (14) Quarters Coverage and a Glance to the Boundary. Problem Cov.
F2 – SEAM BENDER (12)

20

20
F3 – ARROW
B1 – GLANCE (7-STEP) 1 HI
TB – DUAL – ROUTE VS. CB
BASE PROGRESSION
BLITZ 2 HI
1 HIGH
12 yds
GLANCE (R3) vs CLEAN BOX. 1 HI 1 Hi – Must Win
Cov 2 – Follow
VS DIRTY BOX ALERT – No Deep
1. ARROW (RHYTHM 3) 7 2 Hi – Bend
2. CURL (R3 & HITCH) Step 1 Hi – Seam
IF FLAT DEFENDER TAKES ALERT – No Deep
BUBBLE HITCH TO CURL
3. “L”(R3 & 2 HITCHES)
2 HI
10

10
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH
TO THE BACK
2 HIGH QUARTERS
KEY FLAT DEFENDER
HORIZ MVMT KEY
1. ARROW (R3)
2. CURL (R3 & HITCH)
3. “L” (R3 & 2 HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. BENDER (RHYTHM 3)
2. “L”(R & HITCH)
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 1 HITCH B1 F2
TO THE BACK F1
F3
NO DEEP Good b/c of
5-STEP GLANCE “Out” Call
VERIFY Q T

BASE FORM 3x1 Formations (Trio, Trey), Empty (Jerk/Drag)


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


Curl Route at 15 Yards – L.M. is on the Divider
F1 Curl Route
(Split Diff #’s & Hash)
No Deep – 8 Yd In
Seam or Bender – A.P. is near upright vs. 2 Hi (hash closed). 1 Hi –
F2 Seam or Bender
Run Seam (hash open)
No Deep – 5 Step
Stop at 2 Yards from the Sideline.
F3 Arrow
STRETCH THE FIELD
N/A
No Deep – 5 Step
B1 Glance 7 Step (widen defender), 2 High – Follow Route, CB Blitz – Attack FS & Go.
CB Blitz – Attack FS “Go”

TB 60/61 – “L” Dual 1 Past to 2 Past P.S. – “L” Route. Work the Box vs. Man. Dual 1-2 Past
QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def WARM
Def
Arrow to Curl Flat to Curl to 5 Step
PROGRESSION Glance to “L” Glance to “L” Glance to “L” Bender to “L” Follow to “L”
to “L” “L” Glance
ROUTE PRINCIPLE: 60-1 SHALLOW

6 Man Protection Concept


Concept/Design Play Call Dizzy Lt O-60 Curl, Hollow
Hi Low Concept to the Boundary on Curl Defender in 2 Hi
PRINCIPLE with a Curl, Flat Combination to the Field in 1 Hi Zone Weak.
Problem Cov.
F1 – CURL (14)
F2 – ROLL FLAT (4)

20

20
B2 – VERTICAL WRAP (12)
B1 – INDIA (6)
TB – “O” ROUTE

BASE PROGRESSION

1 HI STRONG OR MAN Wrap the Hook


1 – INDIA – VERTICAL Defender
WRAP Stay on the
12 yds Move vs. Man
2 HI
2 – INDIA – VERTICAL
10

10
WRAP

NO DEEP
5 STEP to WARM INDIA

6 yds

B1 F1
B2 F2
Good b/c of
4 Strong
“Out” Call
T FLIP
VERIFY Q

BASE FORM 2x2 Formation


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 7,4,1 Curl Route 7,4,1 Curl route at 14 Yards. No Deep = Warm In


No Deep = Warm
F2 Roll Flat Roll Flat 2-4 yds
Ohio
Vertical Wrap @ 12 yds. Wrap the Hook Defender. Stay on the
B2 Vertical Wrap Route
Move vs. Man.
No Deep = 5 Step
No Deep = Warm
B1 India Route India Route @ 6 yds. Unmatched – Sit, Matched – Go Inside.
India

TB 60/61 – O Route Dual 1 Past to 2 Past P.S. – “O”- Route. Dual

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60)
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Bndy Curl-Flat Bndy Curl-Flat Bndy Curl-Flat Bndy Curl-Flat Bndy Curl-Flat
KEY Def
Match-up Def Def
Match-up Def Def
Protected

PROGRESSION
India to India to India to Vertical Wrap India to Vertical Wrap Vertical Wrap 5 Step to
Vertical Wrap Vertical Wrap Vertical Wrap to India Vertical Wrap to India to India Warm India
ROUTE PRINCIPLE: 60-1 HOUSTON

6 Man Protection All Purpose Concept


Concept/Design
Horizontal Stretch on the FS in 1 Hi combined with a Hi/Low
Play Call Trio Rt L-60 Houston
PRINCIPLE
on the Hook Defender in 2 Hi with a Curl-Flat combination for
F1 – 7-4-1 CURL (14) Quarters Coverage and a Glance to the Boundary. Problem Cov.
F2 – SEAM BENDER (12)

20

20
F3 – ARROW
B1 – GLANCE (7-STEP) 1 HI
TB – DUAL – ROUTE VS. CB
BASE PROGRESSION
BLITZ 2 HI
1 HIGH
GLANCE (R3) vs CLEAN BOX. 1 HI 1 Hi – Must Win
12 yds
Cov 2 – Follow 15 yds
VS DIRTY BOX ALERT – No Deep 2 HI
1. ARROW (RHYTHM 3) 7 2 Hi – Bend
2. CURL (R3 & HITCH) Step 1 Hi – Seam
IF FLAT DEFENDER TAKES ALERT – No Deep
BUBBLE HITCH TO CURL 1 HI
3. “L”(R3 & 2 HITCHES)
2 HI
10

10
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 2 HITCH
TO THE BACK
2 HIGH QUARTERS
KEY FLAT DEFENDER
HORIZ MVMT KEY
1. ARROW (R3)
2. CURL (R3 & HITCH)
3. “L” (R3 & 2 HITCHES)
2 HIGH HALVES
KEY MIKE
VERTICAL MOVEMENT KEY
1. BENDER (RHYTHM 3)
2. “L”(R & HITCH)
IF FIELD HOOK DEFENDER
GETS UNDER CURL, 1 HITCH B1 F1
TO THE BACK
F3 F2
NO DEEP Good b/c of
5-STEP GLANCE “Out” Call
VERIFY Q T

BASE FORM 3x1 Formations (Trio, Trey), Empty (Jerk/Drag)


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


Curl Route at 15 Yards – L.M. is on the Divider
F1 Curl Route
(Split Diff #’s & Hash)
No Deep – 8 Yd In
Seam or Bender – A.P. is near upright vs. 2 Hi (hash closed). 1 Hi –
F2 Seam or Bender
Run Seam (hash open)
No Deep – 5 Step
Stop at 2 Yards from the Sideline.
F3 Arrow
STRETCH THE FIELD
N/A
No Deep – 5 Step
B1 Glance 7 Step (widen defender), 2 High – Follow Route, CB Blitz – Attack FS & Go.
CB Blitz – Attack FS “Go”

TB 60/61 – “L” Dual 1 Past to 2 Past P.S. – “L” Route. Work the Box vs. Man. Dual 1-2 Past
QB Notes 60/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
1 Hi Zone 1 Hi Zone
COVERAGE
(Clean Box) (Dirty Box) 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi FZ Quarters No Deep
MOVEMENT Fld Flat Def to Field Hook
KEY FS Hook Def
FS FS VH Def Fld Flat Def WARM
Def
Arrow to Curl Flat to Curl to 5 Step
PROGRESSION Glance to “L” Glance to “L” Glance to “L” Bender to “L” Follow to “L”
to “L” “L” Glance
ROUTE PRINCIPLE: 60-1 MESH

Concept/Design
6 Man Protection – All Purpose Concept
Play Call DEUCE LT F-61 MESH, X-HITCH
PRINCIPLE Horizontal Stretch on the Field Curl/Flat Defender.
Problem Cov.
F1 – HITCH
F2 – MESH DRAG

20

20
B1 – CORNER
B1 – MESH
TB – “F”

BASE PROGRESSION
1 – KEY FREE SAFETY &
ESTABLISH COVERAGE

2 – VS. 1-HI MAN


1. MESH DRAG (R3)
2. MESH (R3 & HITCH)
10

10
3 – VS. 2-HI
1. CORNER (R3)
2. FLARE (R3 & HITCH)
3. DRAG (R3 & 2H)
6 yd Drag
Underneath LB’s

B2 F1
B1 F2
Good b/c of
“Out” Call
VERIFY
T Q

BASE FORM Deuce


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Corner Lose 2 Corner Route @ 12 Yards.


Full Speed Through the Mesh – Throttle in Void vs. Zone, Stay on
F2 Mesh Drag
the Move vs. Man.
B1 Hitch Locked Hitch @ 8 Yards N/A
Vs. Man, Force the Man Player to Bubble.
B2 Mesh
Vs. Zone, Throttle in Window after Mesh (Bank Off Fld Curl Def)
N/A

TB Flare Route “F” Dual 1 Past to 2 Past 3 Hard Steps to Sideline Dual

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Bndy Curl/ Bndy Curl/ Bndy Curl/ Bndy Curl/ Bndy Curl/
KEY Match-Up Match-up
Flat Def Flat Def Flat Def Flat Def Flat Def
Corner to “F” Mesh Drag to Corner to “F” Corner to “F” Mesh Drag to Corner to “F” Corner to “F”
PROGRESSION
to Drag Mesh to Drag to Drag Mesh to Drag to Drag
ROUTE PRINCIPLE: 60-1 MESH

Concept/Design
6 Man Protection – All Purpose Concept
Play Call Trio Rt F-61 Mesh
PRINCIPLE Horizontal Stretch on the Field Curl/Flat Defender.
Problem Cov.
F1 – CORNER
F2 – ROLL FLAT

20

20
F3 – MESH
B1 – MESH DRAG
TB – FLARE

BASE PROGRESSION
1 – KEY FREE SAFETY &
ESTABLISH COVERAGE

2 – VS. 1-HI
1. ROLL FLAT (R3)
2. CORNER (R3 & HITCH)
3. DRAG (R3 & 2H)
10

10
3 – VS. 2-HI
1. ROLL FLAT (R3)
6 yd Drag
2. CORNER (R3 & HITCH)
Underneath LB’s
3. DRAG (R3 & 2H)

B1 F1
F3 F2
Good b/c of
“Out” Call
VERIFY
T Q

BASE FORM Trio (Tap)


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


No Deep = 8 Yd
F1 Corner Run Corner Route @ 12 Yards.
Corner

F2 Roll Flat Roll Flat @ 2 Roll to 4 Yards No Deep = Ohio


Vs. Man, Force the Man Player to Bubble.
F3 Mesh
Vs. Zone, Throttle in Window after Mesh (Bank Off Bndy Curl Def)
N/A
Full Speed Through the Mesh – Throttle in Void vs. Zone, Stay on
B1 Mesh Drag
the Move vs. Man.
N/A

TB Flare Route “F” Dual 1 Past to 2 Past 3 Hard Steps to Sideline Dual

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Fld Curl/ Fld Curl/ Fld Flat to Fld Curl/ Fld Curl/
KEY Match-Up Match-up Protected
Flat Def Flat Def Fld Curl Def Flat Def Flat Def

PROGRESSION
Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Corner to
Corner to Drag Corner to Drag Corner to Drag Corner to Drag Corner to Drag Corner to Drag Corner to Drag Ohio
ROUTE PRINCIPLE: 60-1 SHALLOW

6 Man Protection Concept


Concept/Design Play Call Tap Rt L-61 Shallow
Hi Low Concept to the Field on Hook Defender in 2 Hi with a
PRINCIPLE Stop,Choice Combination to the Boundary in 1 Hi.
Problem Cov.
F1 – INDIA (6)
F2 – INDIA (6)

20

20
F3 – READ CORNER (12)
B1 – STOP (15)
TB – “L” ROUTE Come
Straight Back
BASE PROGRESSION Down Stem Wrap the Hook
Defender
1 HI 15 yds Stay on the
1 – STOP – “L” Move vs. Man

2 HI 12 yds
2 – VERTICAL WRAP –
INDIA- INDIA
10

10
NO DEEP
GO OR INDIAS

6 yds 6 yds

B1 F1

F3 F2
Good b/c of
4 Strong
“Out” Call
FLIP T Q VERIFY

BASE FORM 3x1 Formations (Trio, Trey)


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 India Route India Route @ 6 yds. Unmatched – Sit, Matched – Go Inside. N/A

F2 India Route India @ 6 yds. Stay on the Move (India Coming Behind You) N/A
Vertical Wrap @ 12 yds. Wrap the Hook Defender. Stay on the No Deep = Warm to
F3 Read Corner
Move vs. Man. Safety I/S Leverage = Turns into Corner. 8
B1 Stop Route Stop Route @ 15 yds. Come straight back down stem. No Deep = Go

TB 60/61 – “L” Dual 1-2 Past – Choice Route. Work the Box vs. Man. Dual

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60)
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Bndy Curl-Flat Bndy Curl-Flat Fld Hook to Fld Hook to Fld Hook to
KEY Def
Match-up Def Curl Def
Match-up Curl Def Curl Def
Protected
Vertical Wrap Vertical Wrap Vertical Wrap Vertical Wrap
Go to B1 OR
PROGRESSION Stop to “L” Stop to “L” Stop to “L” to I/S India to to I/S India to to I/S India to to I/S India to
O/S India O/S India O/S India O/S India Indias
ROUTE PRINCIPLE: 60-1 SNAG

6 Man Protection Concept


Concept/Design Play Call Trio Rt O-61 Snag
Hi Low Stretch on the Field Curl Defender in 2 Hi with a
PRINCIPLE Vertical Wrap and India, Horizontal Stretch on the Boundary
Curl-Flat Defender in 1 Hi. Problem Cov.
F1 – STEELER (6)
F2 – VERTICAL WRAP (12)

20

20
F3 – ROLL FLAT (2-3)
B1 – COMEBACK (12)
TB – “O”-ROUTE

BASE PROGRESSION
KEY BOUNDARY SAFETY TO
ESTABLISH COVERAGE

1 HI ZONE
1. CMBK (RHYTHM 3)
2. RB (R3 & HITCH)
10

10
1 HIGH MAN
1. OUT (RHYTHM 3)
2. RB (R3 & HITCH)

2 HI ZONE
KEY FIELD CURL
DEFENDER
VERTICAL MOVEMENT
KEY
1. VERTICAL WRAP (R3)
2. STEELER (R3 & 1 HITCH)
3. ROLL FLAT (R3 & 2
HITCHES)
B1 F1
NO DEEP- F3 F2
5 STEP TO PIVOT Good b/c of
4 Strong
“Out” Call
FLIP T Q VERIFY

BASE FORM 3x1 Formations (Trio, Tap)


PROTECTIONS 60-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Steeler Route Steeler Route @ 6 Yards. No Deep = Pivot

Vertical Wrap @ 12 yds. Wrap the Curl Defender. Stay on the


F2 Vertical Wrap Route
Move vs. Man.
No Deep = Warm (8)

F3 Roll Flat Roll Flat @ 2 Roll to 4 Yards N/A


Attack Leverage of CB – Turn INTO CB (Mandatory Throw-By) Take 2
B1 Comeback
Corner vs. Cloud CB.
N/A

TB 60/61 – “O”-Route Dual 1-2 Past Play Side – “O” Route. Dual = 1-2 past

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Bndy Curl-Flat Bndy Curl-Flat Fld Hook to Hook-Curl to
KEY Def
Match-up Def Curl Def
Match-up VH Defender
Curl-Flat Def
Protected
Vertical Wrap Vertical Wrap Vertical Wrap Vertical Wrap
5 STEP to
PROGRESSION Cmbk to “O” Cmbk to “O” Cmbk to “O” to Steeler to to Steeler to to Steeler to to Steeler to
Roll Flat Roll Flat Roll Flat Roll Flat PIVOT
ROUTE PRINCIPLE: 60-1 UNDER

6 Man Protection Concept


Concept/Design Play Call Trio Rt O-61 Under
Hi Low Stretch on the Field Curl Defender in 2 Hi with a
PRINCIPLE Vertical Wrap and India, Horizontal Stretch on the Boundary
Curl-Flat Defender in 1 Hi. Problem Cov.
F1 – INDIA (6)
F2 – VERTICAL WRAP (12)

20

20
F3 – SPOT (6)
B1 – OUT (10)
TB – “O”-ROUTE

BASE PROGRESSION Wrap the Hook


KEY BOUNDARY SAFETY TO Defender
ESTABLISH COVERAGE Stay on the Move
10 yd Out vs. Free
Access vs. Man
1 HI ZONE
Best Release vs.
1. OUT (RHYTHM 3)
Cloud CB 12 yds
2. RB (R3 & HITCH)
10

10
1 HIGH MAN 10 yds
1. OUT (RHYTHM 3)
2. RB (R3 & HITCH)

2 HI ZONE 6 yds
KEY FIELD CURL 6 yds
DEFENDER
VERTICAL MOVEMENT
KEY
1. VERTICAL WRAP (R3 &
HITCH)
2. INDIA (R3 & 2 HITCHES)
*ALERT- IF MLB VACATES,
BANG THE SPOT B1 F1
NO DEEP- F3
WARM OUT Good b/c of
F2
4 Strong
“Out” Call
FLIP T Q VERIFY

BASE FORM 3x1 Formations (Trio, Trey)


PROTECTIONS 60-61 Protection – Set into Boundary – No Deep Beater to B1
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 India Route India Route @ 6 yds. Unmatched – Sit, Matched – Go Inside. N/A
Vertical Wrap @ 12 yds. Wrap the Curl Defender. Stay on the
F2 Vertical Wrap Route
Move vs. Man.
N/A

F3 Spot Route Spot Route @ 6 yds N/A

B1 Out Route Out @ 10 yds. Convert to Best Release vs. Cloud CB. No Deep = Warm (8)

TB 60/61 – “O”-Route Dual 1-2 Past Play Side – “O” Route. Dual = 1-2 past

QB Notes 60/61 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Bndy Curl-Flat Bndy Curl-Flat Fld Hook to Hook-Curl to
KEY Def
Match-up Def Curl Def
Match-up VH Defender
Curl-Flat Def
Protected

PROGRESSION
Out to “O” to Out to “O” to Out to “O” to Spot to Vertical Spot to Vertical Spot to Vertical Spot to Vertical Warm Out to
Spot Spot Spot Wrap to India Wrap to India Wrap to India Wrap to India B1
SCREEN PRINCIPLE: SLOW SCREEN

Concept/Design Play Call TRIO RT 68 TRASH


PRINCIPLE
SLOW SCREEN TO TB

20

20
$
10 FS

10
C
C
W M Ni

B1 F1
F3 F2

Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PLAYER Responsibility Assignments Pressure

F1 SLANT 3 STEPS N/A


STOP 2 YARDS FROM THE SIDELINE.
F2 BUBBLE
STRETCH THE FIELD
N/A

F3 DUMP 5 YARD VERTICAL DUMP ROUTE N/A

B1 BLOCK BLOCK DEEP DEFENDER. VS MAN, RUN OFF N/A

TB SCREEN SET LOCKSIDE A-GAP. RELEASE BEHIND OL TO SLIDE SIDE

- SET FOR TWO KICKS AND BLOCK - ODD RIFLE = MATCH


-LOCK
END
PST

- SET FOR TWO COUNTS AND -LOCK - ODD RIFLE = MATCH


RELEASE FOR 1 PAST ID
PSG

-A GAP – SLIDE SET - ODD RIFLE = MATCH


- SET FOR TWO COUNTS AND
RELEASE FOR ID TO SAFETY
C

-THROW AND GO AFTER TWO


- SET FOR TWO COUNTS AND -B GAP – SLIDE SET COUNTS
BSG RELEASE FOR ID TO SAFETY

- OVER SET THE WIDEST RUSHER


- SET FOR TWO KICKS AND BLOCK -C GAP – SLIDE SET AND INVITE INSIDE
WIDEST RUSHER - OUT CALL VS. RIFLE
BST
ROUTE PRINCIPLE: DRAGON, OHIO

Concept/Design Quick Game Concept Play Call 6 DUO LT F-350 DRAGON, OHIO
PRINCIPLE Problem Cov.
B1 – PROTECTION
B2 – OHIO (6)

20

20
F3 – LOOKIE (1 STEP)
F2 – BUBBLE
F1 – SLANT (3 STEPS)

10

10
B1 F1
B2 F3 F2

BASE FORM Empty


PROTECTIONS 350-351 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 SLANT 3 STEPS N/A

STOP AT 2 YARDS FROM THE SIDELINE


F2 BUBBLE
STRETCH THE FIELD
N/A

1-STEP LOOKIE. GRAB THE INSIDE HAND OF THE 1ST DEFENDER OVER
F3 LOOKIE TO INSIDE OF YOU. (GET VERTICAL). 3 STEP SLANT VS. MAN
N/A

B2 OHIO OHIO @ 6 YARDS N/A

B1 PROTECTION PROTECTION RELEASE – 5 STEP VS. 1 HIGH ZONE NO DEEP = 5 STEP

QB Notes 350/351 PROTECTION

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


Match-up
MOVEMENT Bndy Flat Bndy Flat
KEY Fld Flat Def (Based on Fld Flat Def Match-up
Leverage) Defender Defender
Protection to
Bubble to Bubble to Protection to Protection to Protection to
PROGRESSION
Slant
Ohio (Dragon
Slant Ohio Ohio Ohio
OHIO
vs. O/S Lev.)
ROUTE PRINCIPLE: LION THUNDER

QUICK GAME CONCEPT


Concept/Design Play Call 6 DIZZY LT G-351 LION, THUNDER
VS. 1-HI HORIZONTAL STRETCH OFF OF FIELD FLAT
PRINCIPLE
DEFENDER
F1 – LOCKED HITCH VS. 2-HI HORIZONTAL STRETCH OFF OF BOUNDARY Problem Cov.
F2 – PROTECTION CURL DEFENDER (ALERT FIELD VS. TUCKED MLB)

20

20
F3 – WIDTH HITCH
B2 – LOOKIE
B1 – SLANT

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
QUICK GAME FOOTWORK
1. LOOKIE
2. SLANT
10

10
1 HIGH ZONE
KEY FIELD FLAT DEFENDER
HORIZONTAL MOVEMENT
KEY
QUICK GAME FOOTWORK
1. LOCKED HITCH
2. WIDTH HITCH

1 HI MAN
QUICK GAME FOOTWORK
1. BEST MATCHUP SLANT

B1 F1
B2 F3 F2

BASE FORM Empty


PROTECTIONS 350/351 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 LOCKED HITCH LOCKED HITCH @ 8 YARDS.

PROTECTION
F2 RELEASE
MANDATORY OUTSIDE PAD TIP (BODY CONTACT)

F3 WIDTH HITCH GAIN ON STEM. HITCH @ 5 YARDS.

B1 SLANT 3 STEP SLANT


1-STEP LOOKIE. GRAB THE INSIDE HAND OF THE 1ST DEFENDER OVER
B2 LOOKIE
TO INSIDE OF YOU. (GET VERTICAL). 3 STEP SLANT VS. MAN

QB Notes 350/351 PROTECTION

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


Bndy Curl Bndy Curl
MOVEMENT Field Flat Field Flat
KEY
Best Matchup Defender (AL. Best Matchup Defender (AL.
Defender Defender MLB) MLB)
Locked Hitch to Lookie to Locked Hitch to Lookie to Lookie to Lookie to Lookie to Lookie to
PROGRESSION
Width Hitch Slant Width Hitch Slant Slant Slant Slant Slant
ROUTE PRINCIPLE: STEELER TIGER

QUICK GAME CONCEPT


Concept/Design
VS. 1-HI HORIZONTAL STRETCH OFF OF FIELD FLAT
Play Call DUO RT F-351 STEELER TIGER
PRINCIPLE
DEFENDER
F1 – HITCH / SLANT VS. 2-HI HORIZONTAL STRETCH OFF OF BOUNDARY Problem Cov.
F2 – LOOKIE CURL DEFENDER

20

20
B2 – CORNER
B1 – SLANT
TB - FLARE

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
1. CORNER
2. STEELER
3. FLARE
10

10
1 HIGH ZONE
KEY FIELD FLAT DEFENDER
HORIZONTAL MOVEMENT
KEY
QUICK GAME FOOTWORK
1. #1 LOOKIE
2. #2 HITCH

I HI MAN
QUICK GAME FOOTWORK
1. BEST MATCHUP

B1 B2 F1
F2

T Q

BASE FORM DUO


PROTECTIONS 350/351 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 HITCH HITCH VS. UNMATCHED, 3 STEP SLANT VS. MATCHED

1-STEP LOOKIE. GRAB THE INSIDE HAND OF THE 1ST DEFENDER OVER
F2 LOOKIE TO INSIDE OF YOU. (GET VERTICAL). 3 STEP SLANT VS. MAN
8 YARD CORNER
B2 CORNER ROUTE CORNER ROUTE @ 12 YARDS
VS. NO DEEP
PIVOT ROUTE
B1 STEELER ROUTE STEELER ROUTE @ 6 YARDS
VS. NO DEEP

T FLARE FLARE TO BOUNDARY

QB Notes 350/351 PROTECTION

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Field Flat Field Flat Bndy Curl Bndy Curl
KEY
Best Matchup Best Matchup
Defender Defender Defender Defender
Corner to Corner to Corner to
Lookie to Lookie to Lookie to Lookie to
PROGRESSION Steeler to Steeler to Steeler to
Hitch Slant Hitch Slant
Flare Flare Flare
SCREEN PRINCIPLE: SWING

Concept/Design Play Call TRIO RT F-350 SWING


PRINCIPLE
FLARE SCREEN TO RB

20

20
10 $

10
C
M Ni

B1 F1
F3 F2
Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PROTECTIONS 350/351 Protection
VARIATIONS

PLAYER Responsibility Assignments Pressure


STALK MAN ON TO MDM (ALERT 1/4s SAFETY). PROTECT A
F1 MDM
KNIFE CB!
N/A

F2 MDM STALK MAN ON TO #2 DEFENDER OUTSIDE-IN N/A

F3 MDM STALK MAN ON TO SECURE BOX AND CLIMB N/A

B1 LOCKED HITCH HITCH @ 8 YARDS. N/A

OPEN LATERAL STEP. TAKE 3 HARD STEPS & SHOW QB’S


T SWING
EYES. CIRCLE THE FIELD.
N/A
ROUTE PRINCIPLE: Y-STICK

Concept/Design Play Call DEUCE LT LIZ A-350 Y-STICK


Half Field Concept – Field No Deep Concept
PRINCIPLE
B1 – PROTECTION
B2 – STICK

20

20
F2 – LOOKIE
F1 – READ SLANT
TB – ARROW

1-HIGH MAN
1. LOOKIE
2. READ SLANT

2-HIGH
1. STICK
2. ARROW
10

10
B2 F1
B1 F2

T Q

BASE FORM Deuce


PROTECTIONS 350-351 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Read Slant 3 Step Slant. Unmatched: Hitch.


1 Step Lookie. Grab the I/S Hand of the 1st Defender over to I/S of
F2 Lookie
You. (Get Vertical). 3 Step Slant vs. Man.
B1 Protection Mandatory O/S Pad Tip.
Vertical to 6 Yds. Matched: Turn Out & Lean on Defender.
B2 Stick
Unmatched: Hitch.
TB Arrow Push 2-3 Yds Vertical. Stretch the Field.
QB Notes 350/351 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone Mini 3-2 Hot No Deep
MOVEMENT
KEY
Bndy Curl/Flat Leverage Bndy Curl/Flat Bndy Curl/Flat Bndy Curl/Flat Look Opposite

Lookie to
PROGRESSION Stick to Arrow Stick to Arrow Stick to Arrow Stick to Arrow Lookie to Stick
Slant
ROUTE PRINCIPLE: LIGHTNING LION

QUICK GAME CONCEPT


Concept/Design
VS. 1-HI HORIZONTAL STRETCH OFF OF FIELD FLAT
Play Call DUO LT 360 LIGHTNING LION
PRINCIPLE
DEFENDER
F1 – HITCH VS. 2-HI HORIZONTAL STRETCH OFF OF BOUNDARY Problem Cov.
F2 – I/S HITCH CURL DEFENDER

20

20
B2 – LOOKIE
B1 – SLANT

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
QUICK GAME FOOTWORK
1. LOOKIE
2. SLANT

1 HIGH ZONE
10

10
KEY FIELD FLAT DEFENDER
HORIZONTAL MOVEMENT
KEY
QUICK GAME FOOTWORK
1. #1 HITCH
2. #2 HITCH

I HI MAN
QUICK GAME FOOTWORK
1. BEST MATCHUP SLANT

B1 F1
B2 F2

Q T

BASE FORM DUO


PROTECTIONS 360/361 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


HITCH @ 8 YARDS.
F1 HITCH
VS. PRESS/CLOUD CONVERT TO FADE

F2 INSIDE HITCH LOCKED HITCH @ 8 YARDS


1-STEP LOOKIE. GRAB THE INSIDE HAND OF THE 1ST DEFENDER INSIDE
B2 LOOKIE OF YOUR ALIGNMENT. (GET VERTICAL) 3 STEP SLANT vs. MAN.

B1 SLANT 3 STEP SLANT

T 360/361

QB Notes 360/361 PROTECTION

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Field Flat Field Flat Bndy Curl Bndy Curl
KEY
Best Matchup Best Matchup
Defender Defender Defender Defender
O/S Hitch to Lookie to O/S Hitch to Lookie to Lookie to Lookie to
PROGRESSION
I/S Hitch Slant I/S Hitch Slant Slant Slant
SCREEN PRINCIPLE: SWING

Concept/Design Play Call TRIO RT 360 T-SWING


PRINCIPLE
FLARE SCREEN TO RB

20

20
10 $

10
C
M Ni

B1 F1
F3 F2
Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PROTECTIONS 360/361 Protection
VARIATIONS

PLAYER Responsibility Assignments Pressure


STALK MAN ON TO MDM (ALERT 1/4s SAFETY). PROTECT A
F1 MDM
KNIFE CB!
N/A

F2 MDM STALK MAN ON TO #2 DEFENDER OUTSIDE-IN N/A

F3 MDM STALK MAN ON TO SECURE BOX AND CLIMB N/A

B1 LOCKED HITCH HITCH @ 8 YARDS. N/A

OPEN LATERAL STEP. TAKE 3 HARD STEPS & SHOW QB’S


T SWING
EYES. CIRCLE THE FIELD.
N/A
ROUTE PRINCIPLE: RAIL

Concept/Design Sprint Out Concept Play Call TAP RT 494 RAIL


PRINCIPLE
F1 – SNAG (6) Problem Cov.
F2 – POST (12)

20

20
F3 – WHEEL (3)
B1 – BS DRAG (6)

BASE PROGRESSION
WHEEL – SNAG – BS DRAG

10

10
B1 F1
F3 F2
Q T

BASE FORM Trio, Empty (Top), Tap, Trips


PROTECTIONS Sprint Out Protections – 494/495 & 414/415
VARIATIONS

PLAYER ROUTE Assignments Pressure


6 YARD SNAG. UNMATCHED – SIT. MATCHED – SNAG RETURN. NO DEEP = WARM
F1 SNAG VS. MAN, FORCE THE MAN ON #3 TO BUBBLE AROUND YOU. PIVOT
NO DEEP = WARM
F2 POST 12 YARD POST
CORNER
F3 WHEEL 2-3 YARD ARROW, TURN UP ON QB TWITCH.

B1 BS DRAG 6 YARD DRAG

TB 494/495 494/495 RULES

QB Notes 494/495 PROTECTION


If you are pulled up, find the BS Drag now. If the BS Drag is not open, run.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT
KEY Fld Flat Def Matchup Fld Flat Def Field CB Matchup Fld Flat Def

PROGRESSION
Wheel to Snag Wheel to Snag Wheel to Snag Wheel to Snag Wheel to Snag Wheel to Snag Post to Pivot
to Drag to Drag to Drag to Drag to Drag to Drag to Arrow
ROUTE PRINCIPLE: RUB

Concept/Design Sprint Out Concept Play Call TRIO RT 494 RUB


PRINCIPLE
F1 – SNAG (6) Problem Cov.
F2 – CORNER (12)

20

20
F3 – ARROW (3)
B1 – BS DRAG (6)

BASE PROGRESSION
ARROW – CORNER – SNAG –
BS DRAG

10

10
B1 F1
F3 F2
Q T

BASE FORM Trio, Empty (Top), Tap, Trips


PROTECTIONS Sprint Out Protections – 494/495 & 414/415
VARIATIONS

PLAYER ROUTE Assignments Pressure


6 YARD SNAG. UNMATCHED – SIT. MATCHED – SNAG RETURN. NO DEEP = WARM
F1 SNAG VS. MAN, FORCE THE MAN ON #3 TO BUBBLE AROUND YOU. PIVOT
NO DEEP = WARM
F2 CORNER 12 YARD CORNER (SPRINT OUT = VERTICAL STEM)
CORNER
F3 ARROW 2-3 YARD ARROW (vs MAN – HARD HEAD & SHOULDER)

B1 BS DRAG 6 YARD DRAG

TB 494/495 494/495 RULES

QB Notes 494/495 PROTECTION


If you are pulled up, find the BS Drag now. If the BS Drag is not open, run.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT
KEY Fld Flat Def Matchup Fld Flat Def Field CB Matchup Fld Flat Def

Corner to
Arrow to Arrow to Arrow to Corner to Snag to Arrow to Arrow to
PROGRESSION
Corner to Snag Corner to Snag Corner to Snag BS Drag Corner to Snag Corner to Snag
Pivot to
Arrow
ROUTE PRINCIPLE: SAIL

Sprint Out Concept Play Call TRIO RT 494 SAIL


Smash Route Concept
PRINCIPLE
F1 – HITCH (6) Problem Cov.
F2 – CORNER (12)

20

20
F3 – MIRROR (8)
B1 – BS DRAG (6)

BASE PROGRESSION
HITCH-CORNER-MIRROR-
BS DRAG

10

10
6
yds

B1 F1
F3 F2
Q T

BASE FORM Trio / Empty


PROTECTIONS Sprint Out Protections – 494/495 & 414/415
VARIATIONS

PLAYER ROUTE Assignments Pressure


BAR ROUTE @ 6 YDS. FREE = HITCH. HARD CB = 6 YD INDIA RETURN
F1 BAR No Deep – Pivot (3)
(4 QUICK IN AND PIVOT). MAN = PIVOT RETURN (STAIRCASE)

F2 INSIDE FADE INSIDE FADE ROUTE

F3 MIRROR 8 YARD MIRROR No Deep – Ohio (5)

B1 BS DRAG 6 YARD BS DRAG

TB 494/495 494/495 RULES

QB Notes 494/495 PROTECTION


If you are pulled up, find the BS Drag now. If the BS Drag is not open, run.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT
KEY Fld Flat Def Matchup Fld Flat Def Field CB Matchup Fld Flat Def

I/S Fade to I/S Fade to I/S Fade to I/S Fade to


PROGRESSION Bar to Mirror Bar to Mirror Bar to Mirror
Bar to Mirror Bar to Mirror Bar to Mirror Pivot
ROUTE PRINCIPLE: BREAK, Z-CORNER

Concept/Design Play Call DEUCE RT UP 700 BREAK, Z-CORNER


Goal Line 7 Coverage Beater
PRINCIPLE Problem Cov.
F1 – CORNER
B2 – CORNER

20

20
B1 – PIVOT

BUCKEYES 10

10
B1
B2 F1
F2

Q
TB

BASE FORM Deuce (Up)


PROTECTIONS 50-51 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Corner Lock His Hips – A.P is Back Pylon.

F2 700/701 700/701 Protection

B2 Corner Route Lose 2 – Corner @ 12 yds. C-Roll vs. 1 High.

B1 Pivot Pivot Return @ 6 Yds.

TB 700/701 700/701 Protection


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Bndy Flat Bndy Flat
KEY Match-Up Bndy Curl Match-Up Match-Up
Def Def

PROGRESSION Pivot to Corner Z-Corner Pivot to Corner Pivot to Corner Pivot to Corner Z-Corner
ROUTE PRINCIPLE: PUMP SMOKE

Concept/Design Play Call SONIC PUMP LT - (FSL) TRIPS LT CLUSTER FLOP 701 PUMP SMOKE

20

20
10 $

10
C
Ni

F1 B2
B3 B1

Q T

BASE FORM 3x1 Rules (Trips)


PLAYER Responsibility Assignments Pressure

B1 NOW ROUTE 3 STEP NOW ROUTE N/A


TAKE PATH TO BLOCK ALLEY DEFENDER AND GO (PULL UP
B2 STALK AND GO
@ 15 VS. BAIL)
N/A

B3 STALK AND GO TAKE PATH TO BLOCK CB AND GO (PULL UP @ 15 VS. BAIL) N/A
ROUTE PRINCIPLE: CROSS

Concept/Design 7 Man Play Action Protection 3 Level Concept Play Call TREY RT NEAR 814 CROSS
Field 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Boundary and a Go Route No Deep
F1 – INSIDE 9 Beater by Field 1. Problem Cov. FZ without “Out” Call
F2 – CROSS ROUTE (15)

20

20
B1 – CHUTE ROUTE (18) AP is 25 yds Opposite SL
FB – PROTECTION Get Past Vertical vs. Man
TB – FLAT ROUTE (3-4) AP is 18 yds
Opposite Hash
BASE PROGRESSION (Underneath)
KEY BNDY CB
15 yds 18 yds
CB NO CHASE
1 – INSIDE 9-CHUTE-FLAT
814/815 FOOTWORK
TOES
CB CHASE IS hand of Deep
2 – CROSS Def
10

10
814/815 FOOTWORK Disappears – OS
Hand of Safety

3-4 yds

B1 F1
F2
4 Strong
“OUT” Call
T Q REPOINT BS

BASE FORM Trey Up/In, Deuce Up/In


PROTECTIONS 814/815 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


Run through the inside hand of the deep defender. If he disappears
F1 Inside 9
run through the outside hand of the Safety.
No Deep = Go
Cross Route @ 15 yds. A.P. is 18 yds on the Hash – Get Past Vertical
F2 Cross Route
vs. Man.
N/A
Chute Route – A.P. is 18 yds on the Opposite Hash.
B1 Chute Route
Find the Window between the Deep Defender & the Flat Defender
N/A

F3 814/815 Protection Block Protection N/A

TB 814/815 – Flat Route Check Protection to Flat Route


QB Notes 814/815 PROTECTION
1) Run Action / Play Action – 7 Man Protection that compliments our Mid-Zone Run Game
2) vs. 4 Strong Pressures – We are good Callside because of “Out” call and the TB will Check Release off the 4th Defender
3) We want our QB to ID 4 Strong – make an “Out” call to get the TB to the flat and give the QB another throw vs. Firezone
4) vs. 4 Weak Pressures – The QB can make a Roger (Larry) call {Possible Sight Adjusts or Ability to Protect by Gameplan}
5) No Deep – Warm Routes or Gameplan Adjustments
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Bndy CB to Fld Bndy CB to Fld Bndy CB to Fld Bndy CB to Fld Bndy CB to Fld
KEY Flat Def
Bndy CB
Flat Def Flat Def
Bndy CB
Flat Def Flat Def
Protected

Inside 9 to Inside 9 to Inside 9 to Inside 9 to Inside 9 to


PROGRESSION
Chute to Flat
Cross Chute to Flat Chute to Flat
Cross Chute to Flat Chute to Flat
Warm Go
ROUTE PRINCIPLE: FLOOD

Concept/Design 7 Man Play Action Protection 3 Level Concept Play Call TREY RT NEAR 814 FLOOD
Field 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Boundary and a Go Route No Deep
F1 – INSIDE 9 Beater by Field 1. Problem Cov. FZ without “Out” Call
F2 – CORNER

20

20
B1 – GLANCE
F3 – 814/815 PROTECTION
TB – FLAT ROUTE (3-4)

BASE PROGRESSION
1 HI
1 – INSIDE 9-CORNER-
FLAT
814/815 FOOTWORK 7
TOES
Step
IS hand of Deep
2 HI Def
10

10
Disappears – OS
Hand of Safety

VS. CB
BLITZ
3-4 yds

B1 F1

F3 F2
4 Strong
“OUT” Call
T Q REPOINT BS

BASE FORM Trey Up/Near


PROTECTIONS 814/815 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


Run through the inside hand of the deep defender. If he disappears
F1 Inside 9
run through the outside hand of the Safety.
N/A
Lose 2 Corner @ 12-15 Yds.
F2 Corner
Find the Window Between Deep & Flat Defenders.
N/A

F3 814/815 814/815 Protection. N/A


7 Step (Widen Defender). 2 High – Follow. CB Blitz – Attacks FS &
B1 Glance
Go.
N/A

TB 814/815 – Flat Route Check Protection to Flat Route


QB Notes 814/815 PROTECTION
1) Run Action / Play Action – 7 Man Protection that compliments our Mid-Zone Run Game
2) vs. 4 Strong Pressures – We are good Callside because of “Out” call and the TB will Check Release off the 4th Defender
3) We want our QB to ID 4 Strong – make an “Out” call to get the TB to the flat and give the QB another throw vs. Firezone
4) vs. 4 Weak Pressures – The QB can make a Roger (Larry) call {Possible Sight Adjusts or Ability to Protect by Gameplan}
5) No Deep – Warm Routes or Gameplan Adjustments
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Deep Def to Deep Def to Deep Def to Deep Def to Deep Def to
KEY Flat Def
Bndy CB
Flat Def Flat Def
Bndy CB
Flat Def Flat Def
Protected

Inside 9 to Inside 9 to Inside 9 to Inside 9 to Inside 9 to


PROGRESSION
Flood to Flat
Glance Flood to Flat Flood to Flat
Glance Flood to Flat Flood to Flat
Warm Go
ROUTE PRINCIPLE: LEVELS

Concept/Design Play Action Protection 3 Level Concept Play Call DEUCE LT NEAR 815 LEVELS
Bndy 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Fld and a In Route No Deep Beater by
Field 1. Problem Cov.
F1 – CURL (15)
F2 – LEVELS ROUTE

20

20
B1 – I/S 9
B2 – 814/815
TB – FLAT ROUTE

BASE PROGRESSION
DEEP DEFENDER TO FLAT
DEFENDER

INSIDE 9-LEVELS-FLAT

1-HI MAN
10

10
CURL

B1 F1
F2
B2

Q T

BASE FORM Deuce Near


PROTECTIONS 814/815 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Curl Route Curl Route at 15 Yards. Stick release vs. Cov 2 N/A
Over Route @ 18-22 Yards. Aiming Point is Between Deep Def and
F2 Levels Route
Flat Def. Get Past Vertical vs. Man.
N/A
Run through the inside hand of the deep defender. If he disappears
B1 Inside 9
run through the outside hand of the Safety.
N/A

B2 814/815 814/815 Protection N/A

TB 814/815 – Flat Route Check Protection to Flat Route


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Deep Def to Deep Def to Deep Def to Deep Def to Deep Def to
KEY Flat Def
Fld CB
Flat Def Flat Def
Fld CB
Flat Def Flat Def
Protected

Inside 9 to Inside 9 to Inside 9 to Inside 9 to Inside 9 to


PROGRESSION
Levels to Flat
Curl Levels to Flat Levels to Flat
Curl Levels to Flat Levels to Flat
In
ROUTE PRINCIPLE: CROSS

Concept/Design Play Action Protection 3 Level Concept Play Call DUO LT 817 DINO H-CROSS
Bndy 3 Level Passing Concept off Zone Play Action Protection
PRINCIPLE with a Man Beater to the Fld and a In Route No Deep Beater by
Field 1. Problem Cov.
F1 – CURL (15)
F2 – CROSS ROUTE

20

20
B1 – I/S 9
B2 – GRAB POST
TB – FLAT ROUTE

BASE PROGRESSION
DEEP DEFENDER TO FLAT
DEFENDER

INSIDE 9-CROSS-FLAT

1-HI MAN
10

10
CURL

B1 F1
B2
F2

Q T

BASE FORM Duo


PROTECTIONS 816/817 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Curl Route Curl route at 15 Yards. Stick release vs. Cov 2 No Deep = Go
Cross Route @ 15 yds. A.P. is 18 yds on the Hash – Get Past Vertical
F2 Cross Route
vs. Man.
N/A
Run through the inside hand of the deep defender. If he disappears
B1 Inside 9
run through the outside hand of the Safety.
N/A

B2 Grab Post Grab I/S Hand of Safety N/A

TB 816/817 – Flat Route Check Protection to Flat Route


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Deep Def to Deep Def to Deep Def to Deep Def to Deep Def to
KEY Flat Def
Fld CB
Flat Def Flat Def
Fld CB
Flat Def Flat Def
Protected

Inside 9 to Inside 9 to Inside 9 to Inside 9 to Inside 9 to


PROGRESSION
Cross to Flat
Curl Cross to Flat Cross to Flat
Curl Cross to Flat Cross to Flat
In
ROUTE PRINCIPLE: SMASH

Full Field Concept – Boundary No Deep Concept


Concept/Design
Hi/Low Stretch on the Bndy Flat Defender and Horizontal
Play Call DUO RT 816 SMASH
PRINCIPLE Stretch on the Bndy Safety with a Field Outlet for O/S Leverage
F1 – CHOICE
Man Problem Cov.
F2 – UP AND OVER
B2 – CORNER (12 YDS)

20

20
B1 – BAR (6 YDS)

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

2 HIGH
KEY BNDY FLAT DEFENDER
VERTICAL MOVEMENT KEY

1. BAR (RHYTHM 3)
2. CORNER (R3 & HITCH)
3. UP & OVER (R3 & 2 HITCH)
IF F/S OVERPLAYS CORNER
10

10
ROUTE HITCH AGAIN TO UP
& OVER

1 HI MAN
MOVE THE HOLE PLAYER
AND PLAY THE CHOICE
ROUTE MATCH-UP

NO DEEP
1. WARM PIVOT RETURN
2. WARM CORNER

B1 F1
B2 F2

T Q

BASE FORM Duo


PROTECTIONS

VARIATIONS

PLAYER ROUTE ASSIGNMENT Pressure


CHOICE ROUTE @ 10 YARDS. MATCHED – UNMATCHED –
F1 CHOICE
MUST WIN INSIDE.
UP AND OVER AIMING POINT IS OPPOSITE HASH @ 18-22
F2 UP AND OVER
YARDS. 2-HIGH – NEVER CROSS. MAN – PAST VERTICAL.
CORNER ROUTE @ 12 YARDS. LOSE 2 ON STEM.
B2 CORNER ROUTE
A.P. – 22 YARDS ON SL (QB THROWS YOU DOWN)
No Deep = Warm (8)

BAR ROUTE @ 6 YDS. FREE = HITCH. HARD CB = 6 YD INDIA RETURN


B1 BAR (4 QUICK IN AND BACK OUT). MAN = PIVOT RETURN (STAIRCASE)
No Deep – Pivot (3)

QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Bndy Flat Bndy Flat Bndy CB to Bndy CB to Bndy Flat
KEY Leverage Sight Alert 0
Def to CB Def to CB Safety Safety Def to Safety
Bar to Corner
Bar to Corner Bar to Corner Bar to Corner Bar to Corner Warm Corner
PROGRESSION
to Up & Over
Choice
to Up & Over to Up & Over to Up & Over
to Up & Over Sight
to Choice to Pivot Ret
ROUTE PRINCIPLE: SPREAD (850/851)

Concept/Design Play Call DEUCE LT 851 SPREAD


PRINCIPLE
F1 – WIN POST (20)
F2 – SPREAD ROUTE 2-HI = NEVER

20

20
B2 – ARROW CROSS HASH
B1 – PROTECTION
TB – SWEEP FLARE

BASE PROGRESSION
1 –ARROW – SPREAD – 1-HI = FREEDOM
WIN POST - SWEEP FLARE TO CROSS
HASH. FIND
WINDOW
10

10
B2 F1
B1 F2
T
Q

BASE FORM Deuce


PROTECTIONS 850/851 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


Vertical to 10 Yards. If you can win on the Post – Take It!
F1 Win Post
If Not, Curl it up at 20 Yards.
N/A
2 Hi: Never Cross the Hash
F2 Spread Route
1 Hi: Find Window.
N/A

B2 Arrow 2 Steps Vertical and Roll to Flat N/A

B1 Protection Protection Release – Joey Galloway – Body Contact. N/A

TB Sweep Flare Sell Sweep to Flare. Get Width. N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def
Arrow to Arrow to Arrow to Arrow to Arrow to Arrow to Arrow to
PROGRESSION Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win
Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare
ROUTE PRINCIPLE: SPREAD (850/851)

Concept/Design Play Call DEUCE RT 851 SPREAD


PRINCIPLE
F1 – WIN POST (20)
F2 – SPREAD ROUTE 2-HI = NEVER

20

20
B2 – CRAWDAD CROSS HASH
B1 – PROTECTION
TB – SWEEP FLARE

BASE PROGRESSION
1 –CRAWDAD – SPREAD – 1-HI = FREEDOM
WIN POST - SWEEP FLARE TO CROSS
HASH. FIND
WINDOW

10

10
F2
B1 F1
B2
T
Q

BASE FORM Deuce


PROTECTIONS 850/851 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


Vertical to 10 Yards. If you can win on the Post – Take It!
F1 Win Post
If Not, Curl it up at 20 Yards.
N/A
2 Hi: Never Cross the Hash
F2 Spread Route
1 Hi: Find Window.
N/A

B2 Crawdad 1 Hard Step to the Bubble and Crawdad to the Bottom of #’s N/A

B1 Protection Protection Release – Joey Galloway – Body Contact. N/A

TB Sweep Flare Sell Sweep to Flare. Get Width. N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def
Crawdad to Crawdad to Crawdad to Crawdad to Crawdad to Crawdad to Crawdad to
PROGRESSION Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win
Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare
ROUTE PRINCIPLE: SPREAD (850/851)

Concept/Design Play Call DEUCE LT 850 Z-SPREAD


PRINCIPLE
F1 – PROTECTION
F2 – BUBBLE

20

20
B2 – CORNER
B1 – SPREAD ROUTE
TB – SWEEP FLARE

BASE PROGRESSION
1 –BUBBLE – SPREAD –
CORNER - SWEEP FLARE

10

10
B2 F1
B1
F2

Q T

BASE FORM Deuce


PROTECTIONS 850/851 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Protection Protection Release – Joey Galloway – Body Contact. N/A

F2 Bubble 3 Steps and Get Head Around. Stretch the Field. N/A

B2 Corner Corner Route @ 12 yds. N/A


2 Hi: Never Cross the Hash
B1 Spread Route
1 Hi: Find Window.
N/A

TB Sweep Flare Sell Sweep to Flare. Get Width. N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def
Bubble to Bubble to Bubble to Bubble to Bubble to Bubble to Bubble to
PROGRESSION Spread to Spread to Spread to Spread to Spread to Spread to Spread to
Corner to Flare Corner to Flare Corner to Flare Corner to Flare Corner to Flare Corner to Flare Corner to Flare
ROUTE PRINCIPLE: SPREAD (850/851)

Concept/Design Play Call DEUCE LT 851 SPREAD


PRINCIPLE
F1 – WIN POST (20)
F2 – SPREAD ROUTE 2-HI = NEVER

20

20
B2 – ARROW CROSS HASH
B1 – PROTECTION
TB – SWEEP FLARE

BASE PROGRESSION
1 –ARROW – SPREAD – 1-HI = FREEDOM
WIN POST - SWEEP FLARE TO CROSS
HASH. FIND
WINDOW
10

10
B2 F2
B1 F1

T
Q

BASE FORM Deuce


PROTECTIONS 850/851 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


Vertical to 10 Yards. If you can win on the Post – Take It!
F1 Win Post
If Not, Curl it up at 20 Yards.
N/A
2 Hi: Never Cross the Hash
F2 Spread Route
1 Hi: Find Window.
N/A

B2 Arrow 2 Steps Vertical and Roll to Flat N/A

B1 Protection Protection Release – Joey Galloway – Body Contact. N/A

TB Sweep Flare Sell Sweep to Flare. Get Width. N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def
Arrow to Arrow to Arrow to Arrow to Arrow to Arrow to Arrow to
PROGRESSION Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win Spread to Win
Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare Post to Flare
ROUTE PRINCIPLE: Y-STICK

Concept/Design Play Call TRIO RT 850 Y-STICK


HAlf Field Concept – Field No Deep Concept
PRINCIPLE
B1 – READ SLANT (6)
F3 – STICK

20

20
F2 – ARROW
F1 – PROTECTION

1-HIGH MAN
1. READ SLANT (6)

2-HIGH
1. STICK
2. ARROW
10

10
B1 F1
F3 F2

Q T

BASE FORM Empty


PROTECTIONS 50-51 Protection – No Deep Beater to Field, Hot and Alert 0 to the Boundary
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Protection Mandatory O/S Pad Tip.

F2 Arrow Push 2-3 Yds Vertical. Stretch the Field.


Vertical to 6 Yds. Matched: Turn Out & Lean on Defender.
F3 Stick
Unmatched: Hitch.
B1 Read Slant 3 Step Slant. Unmatched: Hitch.

TB 850/851 850/851 Rules


QB Notes 850/851 PROTECTION
1) vs. 4 Down to the Callside of the Protection it takes 1. Versus 3 Down to the Callside of the Protection it takes 2.
2) Good Opposite the Protection Call because of an “Out” Call made by the Tackle – Verify {Front/Safety Activation}
3) Mechanics to Handle 4 Man Pressure to the Protection Callside – Flip the Protection
4) Mechanics to Handle No Deep – 1. Alert Zero (1st WR off the ball) 2. QB Drift opposite the Protection Callside 3. The
WR’s will warm their routes – Signal and Verbalize “No Deep”
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone Mini 3-2 Hot No Deep
MOVEMENT Look
KEY
Hook Defender Leverage Hook/Curl Hook/Curl Hook/Curl
Opposite

PROGRESSION Stick to Arrow Read Slant Stick to Arrow Stick to Arrow Stick to Arrow Stick to Arrow
ROUTE PRINCIPLE: 860-1 GHOST

Concept/Design 6 Man Protection Concept Play Call STK DEUCE LT M-861 GHOST
4 Vertical concept with Outside Stop Routes and a Horizontal
PRINCIPLE Stretch on the FS in 1 Hi and a Hi Low Stretch on the Hook
Defender in 2 Hi to the Boundary. Problem Cov.
B1 – STOP (15)
B2 – SEAM BENDER (12)

20

20
F2 – LM SEAM
F1 – STOP (15)
TB – “M” ROUTE 1 HI 2 HI
BASE PROGRESSION
1 – KEY FREE SAFETY &
2 Hi – Bend
ESTABLISH COVERAGE
1 Hi – Seam
12 yds ALERT – No Deep
2 – VS. 1-HI ZONE
MOVEMENT KEY:
MIDDLE SAFETY
HORIZONTAL KEY
10

10
PROGRESSION:
1. SEAM (RHYTHM 3)
2. SEAM (RHYTHM 3)
3. BACK (R3 & HITCH)

3 – VS. 1-HI MAN


PLAY BEST O/S MATCH-
UP TO BACK.

4 – VS. 2-HI
MOVEMENT KEY:
BNDY HOOK DEFENDER B2 F1
VERTICAL KEY B1
PROGRESSION: F2
1. BENDER (RHYTHM 3) Good b/c of
2. O/S STOP (R3 & HITCH) “Out” Call
Q VERIFY
3. BACK (R3 & 2
HITCHES)
T

BASE FORM 2x2 Formations (Duo, Deuce)


PROTECTIONS 860-61 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


Stop Route at 15 yards
F1 Stop Route
Best Release vs. Hard CB
GO

F2 Landmark Seam LM is 2 yards outside the hash N/A


Seam or Bender – A.P. is inside shoulder vs. 2 Hi (hash closed). 1 Hi
B2 Seam Bender
– Run Seam (hash open)
No Deep = 5 Step
Stop Route at 15 yards
B1 Stop Route
Best Release vs. Hard CB
GO

TB 860/861 – “M” Dual 1-2 Past – “M” Route. Work the Box vs. Man. Dual 1-2 Past
QB Notes 860/861 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Bndy Curl-
KEY FS FS FS Hook Def Hook Def Hook Def
Flat Def
Best OS Bender, Stop,
Inside Seams Inside Seams Bender, Bender, Bender,
PROGRESSION Matchup to Back 5 Step
to “M” Checkdown to “M” Stop, Back (Al Run) Stop, Back Stop, Back
ROUTE PRINCIPLE: 860-1 GO (3x1)

Concept/Design 6 Man Protection Concept Play Call Tap Rt M-860 Go


4 Vertical concept with a Horizontal Stretch on the FS in 1 Hi
PRINCIPLE and 2 Hi with a check down for a hard wall and carry Hook
Defender. Problem Cov.
B1 – LM GO
F3 – UP & OVER (12)

20

20
F2 – LM SEAM
F1 – LM GO
LM = 2 Yd OS of Hash
BASE PROGRESSION
1 – KEY FREE SAFETY & 2 Hi – Never Cross Hash
ESTABLISH COVERAGE 1 Hi Man – Get past Vert
Must Win
2 – VS. 1-HI ZONE
MOVEMENT KEY:
MIDDLE SAFETY
HORIZONTAL KEY
PROGRESSION:
10

10
1. SEAM (RHYTHM 3)
12 yds
2. SEAM (RHYTHM 3)
3. BACK (R3 & HITCH)

3 – VS. 1-HI MAN


PLAY BEST O/S MATCH-
UP TO BACK.

4 – VS. 2-HI
MOVEMENT KEY:
BNDY SAFETY TO HOOK
DEFENDER
PROGRESSION:
1. GO (RHYTHM 3) B1 F1
2. U&O (R3 & HITCH)
3. BACK (R3 & 2 HITCH) F3 F2

Q T

BASE FORM 3x1 Formations (Trio, Trey)


PROTECTIONS 860-861 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


LM is the Red Line Split the Diff - #’s & Sideline (Ball on the Hash)
F1 Landmark Go
Best Release vs. Cloud CB
N/A
LM is Outside Edge of the Hash (Ball on the Hash) – Adjust LM
F2 Landmark Seam Route
with Ball if off the Hash
N/A
Up and Over – AP is opposite hash at 18-22 yds.
F3 Up and Over Route
2 Hi: Never Cross Hash, 1 Hi: Win (vs. Man – Get Past Vertical).
No Deep = 5 Step
LM is the Red Line Split the Diff - #’s & Sideline (Ball on the Hash)
B1 Landmark Go
Best Release vs. Cloud CB
N/A

TB 860/61 – M-Route Dual 1-2 Past – M-Route. Work the Box vs. Man. Dual
QB Notes 860/61 PROTECTION
1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (60 to 61 or 61 to 60) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT
KEY FS FS FS Bndy Safety Bndy Safety Bndy Safety Bndy Safety Protected
Up & Over to Best OS Up & Over to Go to Go to Go to Go to
PROGRESSION LMS (F2) to Matchup to LMS (F2) to Up & Over to Up & Over to Up & Over to Up & Over to 5 Step
Back Back Back Back Back Back Back
ROUTE PRINCIPLE: 860-1 PISTOL

Concept/Design 6 Man Protection Concept Play Call STK TREY LT UP M-861 PISTOL
PRINCIPLE Problem Cov.
F1 – GLANCE
B2 – STALK & GO

20

20
B3 – ARROW
B1 – INSIDE 9
TB – “M” ROUTE

NO DEEP – 5 STEP
GLANCE

10

10
B1 F1
B2 B3
Good b/c of
“Out” Call
Q VERIFY

BASE FORM Trey Up/Near


PROTECTIONS 860-861 Protection – Set to the Field – No Deep Set to the Boundary
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 DIG Lose 2 Dig @ 12 Yds. NO DEEP – 5 STEP


Stop at 2 Yards from the Sideline.
B3 ARROW
STRETCH THE FIELD
N/A
Sell the Bubble Block For 2 Counts
B2 STALK & GO
& Then Get Width Outside the Numbers.
N/A
Run Through The Inside Hand of the CB
B1 INSIDE 9
Vs. Cov 2 – Run Through Outside Hand of the Safety
N/A

TB 860/861 – “M” Dual 1-2 Past – M Route. Work the Box vs. Man. Dual

QB Notes 860/861 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro (860 to 861 or 861 to 860) 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Deep Def to Deep Def to Deep Def to F/S to Fld Flat Deep Def to Deep Def to
KEY Flat Def
F/S Flat Def Flat Def Defender Flat Def Flat Def
Protected
Inside 9 to Inside 9 to Inside 9 to Inside 9 to Inside 9 to Inside 9 to
PROGRESSION Stalk/Go to Dig to RB Stalk/Go to Stalk/Go to Stalk/Go to Stalk/Go to Stalk/Go to 5-Step
Arrow Arrow Arrow Arrow Arrow Arrow
ROUTE PRINCIPLE: FLOOD

Concept/Design 3-Level Passing Concept Play Call TREY RT NEAR M-864 FLOOD
PRINCIPLE Problem Cov.
B1 – GLANCE
F1 – INSIDE 9

20

20
F2 – FLOOD CORNER
F3 – ARROW
TB – “M”-ROUTE

BASE PROGRESSION 1 HI 1 Hi – Must Win


1 – INSIDE 9
Cov 2 – Follow
2 – FLOOD CORNER
7 ALERT – No Deep
3 – ARROW
4 – “M”-ROUTE Step TOES

2 HI
10

10
VS. CB
BLITZ

B1 F1

F3
F2

T
BASE FORM Trio, Deuce Up, Trey
PROTECTIONS 860-861 Protection
VARIATIONS

PLAYER ROUTE Assignments Pressure


RUN THROUGH THE I/S HAND OF THE CORNER NO DEEP =
F1 INSIDE 9
VS. COV 2 – RUN THROUGH THE O/S HAND OF THE SAFETY GO
LOSE 2 CORNER @ 12-15 YDS
F2 FLOOD CORNER N/A
FIND THE WINDOW BETWEEN DEEP & FLAT DEFENDERS
F3 ARROW GET WIDTH – STRETCH FLAT DEFENDER N/A
7 STEP (WIDEN DEFENDER). 2 HIGH – FOLLOW. CB BLITZ – ATTACK NO DEEP=
B1 GLANCE FS & GO. 5 STEP
TB “M”-ROUTE DUAL – MIDDLE ROUTE N/A

QB Notes 860/861 PROTECTION


1) Vs. 4 Down to the Callside of the Protection – Takes 2 / Vs. 3 Down to the Callside of the Protection – Takes 2
2) Good Opposite the Pass Protection Call because of an “Out” call by OT {Verify}
3) 4 Man Pressure to Callside: 1. Flip Pass Pro 2. Possible built in “Q” if protection flip missed based on gameplan
4) 4 Man Pressure opposite the Callside: “Out” Call {Verify}
5) No Deep – Buy Time from Free Blitzer and throw a TD.

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT Fld Curl / Fld Curl / Fld Curl / Fld Curl / Fld Curl /
KEY Matchup Matchup Protected
Flat Def Flat Def Flat Def Flat Def Flat Def
I/S 9 to CORNER I/S 9 to CORNER I/S 9 to CORNER I/S 9 to CORNER I/S 9 to CORNER
PROGRESSION
to FLAT to “M”
GLANCE to “M”
to FLAT to “M” to FLAT to “M” to FLAT to “M”
Follow to “M”
to FLAT to “M”
5 Step to B1
ROUTE PRINCIPLE: LOCK (886/887)

Concept/Design Play Call STK DIZZY LT 887-T LOCK


PRINCIPLE
F1 – LOCKED HITCH
F2 – LM SEAM

20

20
B2 – SEAM BENDER
B1 – LOCKED HITCH

10

10
B1 F1
B2
F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Locked Hitch Hitch @ 6 Yards N/A

F2 LM Seam LM 2 Yards O/S the Hash N/A


Seam or Bender – A.P. is near upright vs. 2 Hi (hash closed). 1 Hi –
B2 Seam/Bender
Run Seam (hash open)
N/A

B1 Locked Hitch Hitch @ 6 Yards N/A

TB 86/87 Sell 86/87 N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 32 Fire Quarters No Deep


MOVEMENT
KEY Match Up Bndy Safety

Fld Hitch to Seam/Bender


PROGRESSION
Bndy Hitch to Hitch
ROUTE PRINCIPLE: LOCK (886/887)

Concept/Design Play Call 8 DEUCE RT UP H-887 LOCK


PRINCIPLE
F1 – LOCKED HITCH
F2 – LM SEAM

20

20
B2 – SEAM BENDER
B1 – LOCKED HITCH

10

10
B1 F2
B2
F3
F1

BASE FORM EMPTY


PROTECTIONS 886/887 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Locked Hitch Hitch @ 6 Yards N/A

F2 LM Seam LM 2 Yards O/S the Hash N/A


Seam or Bender – A.P. is near upright vs. 2 Hi (hash closed). 1 Hi –
B2 Seam/Bender
Run Seam (hash open)
N/A

B1 Locked Hitch Hitch @ 6 Yards N/A

F3 886/887 886/887 Protection N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 32 Fire Quarters No Deep


MOVEMENT
KEY Match Up Bndy Safety

Fld Hitch to Seam/Bender


PROGRESSION
Bndy Hitch to Hitch
ROUTE PRINCIPLE: BREAK (886/887)

Concept/Design Play Call STK DUO RT 887-T BREAK


PRINCIPLE
F1 – CHOICE (10)
F2 – UP AND OVER

20

20
B2 – CORNER (12)
B1 – PIVOT RETURN

BASE PROGRESSION
1 –PIVOT – CORNER – UP
AND OVER

1 HI MAN
CHOICE

10

10
B1 F1
B2
F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


Choice Route @ 10 Yards.
F1 Choice
Matched: Win Inside. Unmatched: Sit.
N/A
Up and Over A.P. at Opposite Hash 18-22 Yards.
F2 Up & Over
2 High – Never Cross Hash. Man – Past Vertical.
N/A
Corner Route @ 12 Yards. Lose 2 on Stem. A.P. – 22 Yards on SL (QB
B2 Corner
Throws You Down)
N/A

B1 Pivot Return Pivot Return @ 6 yds. Sell Drag. N/A

TB 86/87 Sell 86/87 N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep


MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def
Pivot Return to Pivot Return to Pivot Return to Pivot Return to Pivot Return to
PROGRESSION Corner to Up Choice Corner to Up Corner to Up Choice Corner to Up Corner to Up
and Over and Over and Over and Over and Over
ROUTE PRINCIPLE: LOCK (886/887)

Concept/Design Play Call STK DIZZY LT 887-T PAUSE


PRINCIPLE
F1 – LOCKED HITCH (6)
F2 – LM SEAM

20

20
B2 – PAUSE
B1 – LOCKED HITCH (6)

10

10
B1 F1
B2 F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Locked Hitch Hitch @ 6 Yards N/A


LM is Outside Edge of the Hash (Ball on the Hash) – Adjust LM
F2 Landmark Seam
with Ball if off the Hash
N/A

B2 Inside Fade Press Vertical, Stack and Get to Redline N/A

B1 Locked Hitch Hitch @ 6 Yards N/A

TB 86/87 Sell 86/87 N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters 32 Fire No Deep


MOVEMENT
KEY Bndy Safety Corners

I/S Fade to Fld Hitch to


PROGRESSION
Hitch Bndy Hitch
ROUTE PRINCIPLE: LOCK (886/887)

Concept/Design Play Call STK DIZZY LT 886-T H-POST, SMASH


PRINCIPLE
F1 – HITCH (6)
F2 – UP AND OVER

20

20
B2 – CORNER
B1 – BAR (6)

10

10
B1 F1
B2
F2
Q
T
BASE FORM Duo
PROTECTIONS 886/887 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Locked Hitch Hitch @ 6 Yards N/A

F2 Big Post Read Far Safety. Flat Foot = 15 yd Post (A.P. 40 yds Opposite Hash) N/A

B2 Corner Press Vertical, Stack and Get to Redline N/A


Bar Route @ 6 Yds. Free = Hitch. Hard CB = 6 Yd India Return (4 Quick In & Back
B1 Bar Out). Man = Pivot Return (Staircase)
N/A

TB 86/87 Sell 86/87 N/A


QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters 32 Fire No Deep


MOVEMENT Bndy Flat Bndy Flat Bndy CB to Bndy CB to
KEY Leverage Bndy Safety Corners
Def to CB Def to CB Safety Safety

Bar to Corner Bar to Corner Bar to Corner Bar to Corner Bar to Corner Fld Hitch to
PROGRESSION Hitch
to Up & Over to Up & Over to Up & Over to Up & Over to Post Bndy Hitch
ROUTE PRINCIPLE: BOOT (908/909)

Concept/Design Play Call DUO LT 908 NAKED


BOOT GAME CONCEPT
PRINCIPLE
F1 –NOW Problem Cov.
F2 – OVER (8)

20

20
B2 – HITCH PIVOT
B1 – PROTECTION

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
1. HITCH PIVOT
2. OVER

1 HIGH ZONE
KEY BNDY CURL/FLAT
10

10
DEFENDER
HORIZONTAL MOVEMENT 8 yds
KEY
1. HITCH PIVOT
2. OVER

I HI MAN
1. HITCH PIVOT
2. OVER

B1 F1
B2 F2

T Q

BASE FORM Duo


PROTECTIONS 908-909 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Now Route 1 Step Now Route

F2 Over Over Route @ 8 Yards

B2 Hitch Pivot Hitch Pivot @ 4-5 Yards

B1 Protection Protection Release. Vs. Press = Win

T 908/909

QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Bndy Flat Bndy Flat Bndy Curl Bndy Flat
KEY
Best Matchup Best Matchup
Defender Defender Defender Defender
Hitch Pivot to Hitch Pivot to Hitch Pivot to Hitch Pivot to Hitch Pivot to Hitch Pivot to
PROGRESSION
Over Over Over Over Over Over
ROUTE PRINCIPLE: BOOT (908/909)

Concept/Design Play Call DUO LT 909 NAKED


BOOT GAME CONCEPT
PRINCIPLE
F1 –PROTECTION Problem Cov.
F2 – HITCH PIVOT

20

20
B2 – DRAG (8)
B1 – NOW

BASE PROGRESSION
KEY FREE SAFETY TO
ESTABLISH COVERAGE

2 HIGH
KEY BNDRY CURL DEFENDER
HORIZ. MOVEMENT KEY
1. HITCH PIVOT
2. OVER

1 HIGH ZONE
KEY BNDY CURL/FLAT
10

10
DEFENDER
HORIZONTAL MOVEMENT
KEY
1. HITCH PIVOT
2. OVER

I HI MAN
1. HITCH PIVOT
2. OVER

B1 F1
B2 F2

Q T

BASE FORM Duo


PROTECTIONS 908-909 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Protection Protection Release. Vs. Press = Win

F2 Hitch Pivot Hitch Pivot @ 4-5 Yards

B2 Drag Over Route @ 8 Yards

B1 Now Route 1 Step Now Route

T 908/909

QB Notes

COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man Quarters HOT No Deep


MOVEMENT Fld Flat Fld Flat Fld Curl Fld Flat
KEY
Best Matchup Best Matchup
Defender Defender Defender Defender
Hitch Pivot to Hitch Pivot to Hitch Pivot to Hitch Pivot to Hitch Pivot to Hitch Pivot to
PROGRESSION
Over Over Over Over Over Over
ROUTE PRINCIPLE: NAKED (JET NAKED)

Concept/Design Break Contain Play Action Protection Naked Concept Play Call TREY RT 913 NAKED WHEEL
Naked Concept off of 12/13 with TE in Flat and a 8 yd over
PRINCIPLE behind.
F1 – I/S 9
F2 – WHEEL

20

20
F3 – SLAM FLAT
B1 – OVER (8)
TB – SELL 12/13

BASE PROGRESSION
1 –I/S 9 – WHEEL – SLAM
FLAT - OVER
NAKED FOOTWORK

*PRESSURE BACKSIDE OF
THE PROTECTION, PULL
UP AND THROW FLAT TO
10

10
OVER. IF UNABLE, THROW
THE BALL AWAY. 8 yds

B1 F3

F2 F1

Q
T

BASE FORM Trey (Up)


PROTECTIONS 912/913 PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


Run Through the I/S Hand of the Corner vs. Cov 2 – Run Through
F1 Inside 9
the O/S Hand of the Safety
N/A

F2 Wheel 4 Roll Flat Wheel at the Numbers N/A

F3 Slam Flat Slam EMOL and Open to the Flat N/A

B1 Over Over Route @ 8 Yards N/A

TB SELL 12/13 Sell 12/13 – Carry out fake N/A


QB Notes

1) Naked Pass Protection: Hard Play Action Break Contain Protection – Aware of Rifle (Pull Up – Throw Flat to Over)
2) 4 Man Pressure to the Pass Protection call – Protected
3) 4 Man Pressure opposite the Pass Protection call – PULL UP = THROW FLAT TO OVER
4) Odd 4 Strong – Protected
5) No Deep – PULL UP = THROW FLAT TO OVER
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def PULL UP
Wheel to Flat
Wheel to Wheel to Wheel to Wheel to Wheel to Wheel to
PROGRESSION to Over Flat to Over
Flat to Over Flat to Over Flat to Over Flat to Over Flat to Over Flat to Over (Al. I/S 9)
ROUTE PRINCIPLE: NAKED PIN CHINA

Concept/Design Break Contain Play Action Protection Naked Concept Play Call STK TREY RT UP 913 PIN CHINA
Naked Concept off of 12/13 with TE Pinning DE and a China
PRINCIPLE Concept to the Field.
F1 – STEM CORNER (14)
F2 – ROLL FLAT

20

20
F3 – PIN
B1 – OVER (8)
TB – SELL 12/13

BASE PROGRESSION
1 –ROLL FLAT – CORNER –
OVER
NAKED FOOTWORK

*PRESSURE BACKSIDE OF
THE PROTECTION, PULL
UP AND THROW FLAT TO
10

10
OVER. IF UNABLE, THROW
THE BALL AWAY. 8 yds

B1 F1
F3 F2

BASE FORM Trey (Up)


PROTECTIONS 912/913 PIN PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure

F1 Stem Corner Corner Route @ 12 yds. Lose 4 on stem. Bail CB = C Roll. N/A

F2 Roll Flat Roll Flat @ 2 Roll to 4 Yards N/A

F3 Pin Pin the DE – vs. Rifle – Block the Rifle. N/A

B1 Over Over Route @ 8 Yards N/A

TB SELL 12/13 Sell 12/13 – Carry out fake N/A


QB Notes

1) Naked Pass Protection: Hard Play Action Break Contain Protection – Aware of Rifle (Pull Up – Throw Flat to Over)
2) 4 Man Pressure to the Pass Protection call – Protected
3) 4 Man Pressure opposite the Pass Protection call – PULL UP = THROW FLAT TO OVER
4) Odd 4 Strong – Protected
5) No Deep – PULL UP = THROW FLAT TO OVER
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT
KEY Flat Def Match-Up Flat Def Flat Def Match-Up Flat Def Flat Def PULL UP
Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to Roll Flat to
PROGRESSION Corner to Corner to Corner to Corner to Corner to Corner to Corner to Flat to Over
Over Over Over Over Over Over Over
ROUTE PRINCIPLE: NAKED PIN STORM

Concept/Design Break Contain Play Action Protection Naked Concept Play Call STK TREY RT UP 913 PIN STORM
Naked Concept off of 12/13 with TE Pinning DE and a Storm
PRINCIPLE Concept.
F1 – INSIDE 9
F2 – STEM CORNER

20

20
F3 – PIN
B1 – HITCH
TB – ARROW

BASE PROGRESSION
1 –HITCH – CORNER –
ARROW
NAKED FOOTWORK

*PRESSURE BACKSIDE OF
THE PROTECTION, PULL
UP AND THROW FLAT TO
10

10
OVER. IF UNABLE, THROW
THE BALL AWAY.

B1 F1
F3 F2

T Q

BASE FORM Trey (Up)


PROTECTIONS 912/913 PIN PROTECTION
VARIATIONS

PLAYER ROUTE Assignments Pressure


RUN THROUGH THE I/S HAND OF THE CORNER
F1 Inside 9
VS. COVER 2 – RUN THROUGH THE O/S HAND OF THE SAFETY
N/A

F2 Stem Corner CORNER ROUTE @ 12 YDS. LOSE 4 ON STEM. BAIL CB = C ROLL. N/A

F3 Pin Block PIN THE DE – VS. RIFLE – BLOCK THE RIFLE. N/A

B1 Locked Hitch HITCH ROUTE @ 7 YARDS N/A

TB SELL 12/13 SELL 12/13 – CARRY OUT FAKE N/A


QB Notes

1) Naked Pass Protection: Hard Play Action Break Contain Protection – Aware of Rifle (Pull Up – Throw Flat to Over)
2) 4 Man Pressure to the Pass Protection call – Protected
3) 4 Man Pressure opposite the Pass Protection call – PULL UP = THROW FLAT TO OVER
4) Odd 4 Strong – Protected
5) No Deep – PULL UP = THROW FLAT TO OVER
COVERAGE 1 Hi Zone 1 Hi Man 1 Hi FZ 2 Hi Zone 2 Hi Man 2 Hi FZ Quarters No Deep
MOVEMENT Deep Def to Deep Def to Deep Def to Deep Def to Deep Def to
KEY Match-Up Match-Up PULL UP
Flat Def Flat Def Flat Def Flat Def Flat Def
I/S 9 to I/S 9 to I/S 9 to I/S 9 to I/S 9 to
PROGRESSION
Corner to Flat
Hitch
Corner to Flat Corner to Flat
Hitch
Corner to Flat Corner to Flat
Flat to Over
OHIO STATE OFFENSE 2014

RELIEF
GAME
SCREEN PRINCIPLE: SWING

Concept/Design Play Call TRIO RT F-350 SWING


PRINCIPLE
FLARE SCREEN TO RB

20

20
10 $

10
C
M Ni

B1 F1
F3 F2
Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PROTECTIONS 350/351 Protection
VARIATIONS

PLAYER Responsibility Assignments Pressure


STALK MAN ON TO MDM (ALERT 1/4s SAFETY). PROTECT A
F1 MDM
KNIFE CB!
N/A

F2 MDM STALK MAN ON TO #2 DEFENDER OUTSIDE-IN N/A

F3 MDM STALK MAN ON TO SECURE BOX AND CLIMB N/A

B1 LOCKED HITCH HITCH @ 8 YARDS. N/A

OPEN LATERAL STEP. TAKE 3 HARD STEPS & SHOW QB’S


T SWING
EYES. CIRCLE THE FIELD.
N/A
SCREEN PRINCIPLE: LOOK

Concept/Design Play Call TRIO RT LOOK 13


PRINCIPLE
NOW TO #2

20

20
1. PERIMETER SCREEN
WHERE THE #2 RECEIVER
HAS THE NOW ROUTE.

2. ATTACHED CALL

3. SIGHT BY GAMEPLAN

10 $

10
C

Ni

B1 F1
F3 F2

Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PLAYER Responsibility Assignments Pressure

F1 MDM STALK MAN ON TO MDM. PROTECT A KNIFE CB! N/A

F2 NOW ROUTE 3 STEP NOW N/A


STALK MAN ON TO MDM (ALERT 1/4s SAFETY OR ALLEY
F3 MDM
DEFENDER).
N/A
SCREEN PRINCIPLE: BUBBLE

Concept/Design Play Call TAP RT BUB 13


PRINCIPLE
BUBBLE TO #3

20

20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10

10
2. ATTACHED CALL

3. SIGHT BY GAMEPLAN C

Ni

B1 F1
F3 F2

Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PLAYER Responsibility Assignments Pressure

F1 MDM STALK MAN ON TO MDM. PROTECT A KNIFE CB! N/A


STALK MAN ON TO MDM (ALERT 1/4s SAFETY OR ALLEY
F2 MDM
DEFENDER)
N/A

F3 BUBBLE J-STEP – STRETCH THE FIELD! (SQUARE SHOULDERS) N/A

Concept/Design Play Call DUO RT BUB 13


PRINCIPLE
BUBBLE TO #2
20

20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10

10

2. ATTACHED CALL

3. SIGHT BY GAMEPLAN
C
Ni

B1 F1
B2 F2
Q T

BASE FORM 2x2 Rules (Duo, Deuce)


PLAYER Responsibility Assignments Pressure
STALK MAN ON TO MDM (ALERT 1/4s SAFETY OR ALLEY
F1 MDM
DEFENDER) PROTECT A KNIFE CB!
N/A

F2 BUBBLE J-STEP – STRETCH THE FIELD! (SQUARE SHOULDERS) N/A


SCREEN PRINCIPLE: SMOKE

Concept/Design Play Call TRIO RT SMOKE 13


PRINCIPLE
NOW TO #1

20

20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.
3x1 ALERT CLOUD
2. ATTACHED CALL CORNER: MAKE A
“SWITCH” CALL
3. SIGHT BY GAMEPLAN
AND BASE MAN
$ ON TO MDM
10

10
C

Ni

B1 F1
F3 F2
“SWITCH”
Q T CALL

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PLAYER Responsibility Assignments Pressure

F1 NOW ROUTE 3 STEP NOW ROUTE N/A


CB OFF – STALK MDM #2 TO #3
F2 MDM
CB PRESS – KICK CB (“PRESS” CALL)
N/A
CB OFF – ARC TO NOSE UP CB
F3 MDM
CB PRESS – ARC FOR MDM #2 TO #3 (“PRESS” CALL)
N/A

Concept/Design Play Call DUO RT SMOKE 13


PRINCIPLE
NOW TO #1
20

20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.

2. ATTACHED CALL

3. SIGHT BY GAMEPLAN

F
10

10

F1 B1
F2 B2

Q T

BASE FORM 2x2 Rules (Duo, Deuce)


PLAYER Responsibility Assignments Pressure

F1 NOW ROUTE 3 STEP NOW ROUTE N/A

F2 MDM ARC FOR MDM #1 TO #2 N/A


SCREEN PRINCIPLE: BURN

Concept/Design Play Call STK DEUCE LT NEAR BURN 17


PRINCIPLE
NOW SCREEN TO F1 WITH

20

20
BACKSIDE HITCH TO B1

10

10
C
Ni

B1 F1

B2 F2
Q

BASE FORM

PLAYER Responsibility Assignments Pressure

F1 SLANT 3 STEP NOW ROUTE N/A


CB OFF – STALK MDM #2 TO #3
F2 MDM
CB PRESS – KICK CB (“PRESS” CALL)
N/A

B1 LOCKED HITCH 8 YARD HITCH N/A

B2 16/17 16/17 RULES N/A


SCREEN PRINCIPLE: BUMP

Concept/Design Play Call TRIO RT 13 BUMP


PRINCIPLE
ALL ENCOMPASSING

20

20
RELIEF CONCEPT

1. PERIMETER SCREEN
WHERE THE #3 HAS
DUMP, #2 RECEIVER HAS
THE BUBBLE, FIELD #1
HAS A SLANT &
BOUNDARY #1 HAS $
HITCH RULES
C
10

10
Ni

F1
B1
F3 F2
Q

BASE FORM

PLAYER Responsibility Assignments Pressure

F1 SLANT 3 STEPS N/A


STOP 2 YARDS FROM THE SIDELINE.
F2 BUBBLE
STRETCH THE FIELD.
N/A

F3 DUMP 5 YARD VERTICAL DUMP ROUTE. N/A

B1 LOCKED HITCH 8 YARD LOCKED HITCH N/A


SCREEN PRINCIPLE: SLOW SCREEN

Concept/Design Play Call TRIO RT 68 TRASH


PRINCIPLE
SLOW SCREEN TO TB

20

20
$
FS
10

10
C
C
W M Ni

B1 F1
F3 F2

Q T

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PLAYER Responsibility Assignments Pressure

F1 SLANT 3 STEPS N/A


STOP 2 YARDS FROM THE SIDELINE.
F2 BUBBLE
STRETCH THE FIELD
N/A

F3 DUMP 5 YARD VERTICAL DUMP ROUTE N/A

B1 BLOCK BLOCK DEEP DEFENDER. VS MAN, RUN OFF N/A

TB SCREEN SET LOCKSIDE A-GAP. RELEASE BEHIND OL TO SLIDE SIDE

- SET FOR TWO KICKS AND BLOCK - ODD RIFLE = MATCH


-LOCK
END
PST

- SET FOR TWO COUNTS AND -LOCK - ODD RIFLE = MATCH


RELEASE FOR 1 PAST ID
PSG

-A GAP – SLIDE SET - ODD RIFLE = MATCH


- SET FOR TWO COUNTS AND
RELEASE FOR ID TO SAFETY
C

-THROW AND GO AFTER TWO


- SET FOR TWO COUNTS AND -B GAP – SLIDE SET COUNTS
BSG RELEASE FOR ID TO SAFETY

- OVER SET THE WIDEST RUSHER


- SET FOR TWO KICKS AND BLOCK -C GAP – SLIDE SET AND INVITE INSIDE
WIDEST RUSHER - OUT CALL VS. RIFLE
BST
ROUTE PRINCIPLE: PUMP SMOKE

Concept/Design Play Call SONIC PUMP LT - (FSL) TRIPS LT CLUSTER FLOP 701 PUMP SMOKE

20

20
$
10

10
C
Ni

F1 B2
B3 B1

Q T

BASE FORM 3x1 Rules (Trips)


PLAYER Responsibility Assignments Pressure

B1 NOW ROUTE 3 STEP NOW ROUTE N/A


TAKE PATH TO BLOCK ALLEY DEFENDER AND GO (PULL UP
B2 STALK AND GO
@ 15 VS. BAIL)
N/A

B3 STALK AND GO TAKE PATH TO BLOCK CB AND GO (PULL UP @ 15 VS. BAIL) N/A
ROUTE PRINCIPLE: SMOKE SCREEN

Concept/Design Play Call TRIO RT CLUSTER BURN 13


PRINCIPLE
NOW TO #1

20

20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.

$
10

10
C
Ni

B1 F2
F3 F1

Q T

BASE FORM 3x1 Rules (Trips)


PLAYER Responsibility Assignments Pressure

F1 SMOKE 1 STEP NOW ROUTE N/A

F2 MDM BLOCK #2, ALERT “SWITCH” CALL FOR CORNER N/A

F3 MDM BLOCK #1, ALERT “SWITCH” CALL FOR #2 N/A

B1
Concept/Design LOCK
Play Call LOCKED
SONIC (FSL)HITCH
TRIPS LT CLUSTER SMOKE 93 N/A

TB 12/13 12/13 N/A


SCREEN PRINCIPLE: HUB

Concept/Design Play Call TAP RT HUB 13


PRINCIPLE
BUBBLE TO #3

20

20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10 C

10
2. ATTACHED CALL

3. SIGHT BY GAMEPLAN
Ni

B1 F1
F3 F2

BASE FORM 3x1 Rules (Tap, Trio, Trips)


PLAYER Responsibility Assignments Pressure
STALK MAN ON TO MDM (ALERT 1/4s SAFETY OR CRACK-
F1 MDM
CRACK IN MAN). PROTECT A KNIFE CB!
N/A
STALK MAN ON TO MDM (ALERT 1/4s SAFETY OR ALLEY
F2 MDM
DEFENDER)
N/A

F3 BUBBLE J-STEP – STRETCH THE FIELD! (SQUARE SHOULDERS) N/A

B1 LOCKED HITCH 8 YARD LOCKED HITCH N/A


SCREEN PRINCIPLE: OX

Concept/Design Play Call STK TREY RT 16 MICKEY OX


PRINCIPLE
ROLL FLAT TO #2 WITH

20

20
LOCKED HITCH BS

10

10
Ni C

B1 F3
F2 F1

BASE FORM 3x1 & 2x2


PLAYER Responsibility Assignments Pressure

F1 PROTECTION PROTECTION RELEASE. VS. PRESS = WIN N/A

F2 ROLL FLAT 4 ROLL TO 6 YARDS. ¾ SPEED TO TIME UP WITH QB N/A

B1 LOCKED HITCH 8 YARD LOCKED HITCH N/A


OHIO STATE OFFENSE 2014

PROTECTIONS
TECHNIQUE RECOGNITION

GAPS

BACKSIDE PLAYSIDE

TE OT OG OG OT TE

4 3 2 1 A B C D

DEFENSIVE LINE ALIGNMENTS


S
0 H
A
2 4 6
D
E G 3 4i 5 7 9

OG OT TE

LINEBACKER ALIGNMENTS

10 20 40i 50 60
0 20i 30 40 70 90

OG OT TE
FRONT RECOGNITION W/ TIGHT END

5-2 UNDER (TREY RT – LH) 5-2 UNDER G (TREY RT – LH)

W M W M
E T N E S E T N E S

4-3 OVER (TREY RT – LH) 4-3 OVER OVER


G (TREY
G RT – LH)

W M S W M S
E N T E E N T E

4-2 OVER
OVER(TREY
BOWRT – LH) 4-2 UNDER G (DEUCE
OVER G BOWRT – RH)

W M S/N M W
E N T E E T N E

ODD (TREY
ODD RT – LH) ODDODD
STACK (TREY RT - LH)
STACK

B W M B W M
T N E S T N E S
FRONT RECOGNITION w/o TIGHT END

4-2 UNDER (DUO RT – LH)


UNDER 4-2 UNDER G (DUO
UNDER G LT – LH)

W M S W M S
E T N E E T N E
Y Y

4-2 OVEROVER
(DUO RT – LH) 4-2 OVER OVER
G (DUO
G RT – LH)

W M S W M S
E N T E E N T E
Y Y

4-2 OVER BOWBOW


OVER (DUO RT – LH) 4-2 OVER OVER
G BOWG (DUO
BOW RT – LH)

W M S SS W M S SS
E N T E E N T E
Y Y

ODD (DUO
ODD RT – LH) ODDODD
STACK (DUO RT – LH)
STACK

B W M S B W M S
T N E T N E
Y Y
4 DOWN BLITZES

BULLET RIFLE

W M W M
S
E T N E E T N E S

STEELER DOUBLE PLUG

W M W M
S
E T N E E N T E

CHOP RAIDER

W M S W M S
C E T N E E T N E

BRONCO STRONG SMOKE

W M S W M
E T N E E T N E S SS

MIX 6-1 DOUBLE RIFLE

W M S W M
S
E T N E E T N E
ODD BLITZES

STEELER (DUO LT – LH) STEELER WEAK (DUO LT – LH)

B W M S W M S
B
T N E T N E

CALI (DUO LT – LH) BRONCO STRONG (DUO LT – LH)

B W M S B W M S
C T N E T N E

BARK (DUO LT – LH) SWORDS (DUO LT – LH)

B W M S W M
T N E B T N E S

STEELER TWIST (DUO LT – LH) ODD 4i (SWORDS) (DUO LT – LH)

B W S W M
T N M E B T N E S
50/51 – 350/351 – 850/851
· 5 MAN PROTECTION
· ALWAYS PROTECTING THE QB BACKSIDE
· ALLOW NO A/B GAP RUN THROUGH
· 4 WEAK PRESSURE IS HANDLED WITH AN OUT CALL IN 50/51 OR 350/351 OR WITH THE BACK IN 850/851
· 4 STRONG IS HANDLED WITH FLIPPING THE PROTECTION
· CALL SIDE IS A “LOCK SQUEEZE” CONCEPT.
· QB IS RESPONSIBLE FOR THE 6TH DEFENDER (CALL SIDE WIDEST)

POS RULES/CALLS TECHNIQUE COACHING POINT


- 4 DOWN = “LOCK SQUEEZE” 2ND DL FROM - VERTICAL/POWER SET TO INSIDE - ALERT TWIST TO BLACK SIDE
- MUST BE VERTICAL IN SETS
THE CENTER TO ONE PAST THE ID. NUMBER OF “LOCKED/SQUEEZED” FOR TIME TO REACT ON SQUEEZE.
- BEAR = MATCH CALL, “LOCK SQUEEZE” C DEFENDER. - ALERT FLIP PROTECTION BY
GAP DEFENDER - KEEP INSIDE NUMBER LEVERAGE ON QB IF HE SEES 4 STRONG
PST - ODD = “BASE NOSE DOUBLE SORT” “LOCKED/SQUEEZED” DEFENDER - ALERT FOR “TIMBER” TO AN
“OUT” CALL IF DE DROPS.
- VERTICAL SET, KEEP SHOULDERS (350/351 = AGGRESSSIVE SET/
SQUARE ON A BLACK SIDE POSSIBLE CUT)
- “SETTLE” CALL, WORKS YOUR EYES (850/851= JUMP SET)
THAT DIRECTION FOR PRESSURE
- 850/851 = INSIDE V JUMP SET
- 4 DOWN = “LOCK SQUEEZE” 1ST DL FROM - BLACKSIDE = VERTICAL/POWER SET - ALERT TWIST TO BLACK SIDE
THE CENTER TO ONE PAST THE ID. - MUST BE VERTICAL IN SETS
TO INSIDE NUMBER LEVERAGE OF FOR TIME TO REACT ON SQUEEZE.
- BEAR = MATCH CALL; “LOCK SQUEEZE” B “LOCKED/SQUEEZED” DEFENDER . - ALERT FLIP PROTECTION BY
PSG GAP DEFENDER TO THE ID LB. - WHITESIDE = POWER SET DOWN TO QB IF HE SEES 4 STRONG
- ALERT FOR “TIMBER” TO AN
- ODD = “BASE NOSE DOUBLE SORT” INSIDE NUMBER LEVERAGE OF “OUT” CALL
FROM THE CENTER ID TO DE. “LOCKED” DEFENDER. - SETTLE CALL WORKS YOUR
EYES THAT DIRECTION FOR
- VERTICAL SET, KEEP SHOULDERS PRESSURE
SQUARE ON A BLACK SIDE (350/351 = AGGRESSSIVE SET/
- “SETTLE” CALL, WORKS YOUR EYES POSSIBLE CUT, NO CUT ON SQUEEZE)
(850/851= JUMP SET)
THAT DIRECTION FOR PRESSURE
- 850/851 = INSIDE V JUMP SET
- 4 DOWN = SLIDE SIDE LB - WHITESIDE = VERT SET GIVING - ALERT FLIP PROTECTION BY
HELP WITH CALL SIDE HAND TO PSG. QB IF HE SEES 4 STRONG
SET FOR “SLIDE” SIDE A GAP DEFENDER - ALERT FOR AN OUT CALL TO
- BEAR = “MATCH” CALL, BLOCK MAN ON DO NOT VACATE. “SLIDE” SIDE VS 4 WEAK.
- ODD = “BASE NOSE DOUBLE SORT” - BLACKSIDE = VERT SET TO VERT SET AND FEATHER NG
C INSIDE NUMBER LEVERAGE OF A GAP TO THE A GAP DEFENDER. –
DEFENDER. - SETTLE CALL WORKS YOUR
EYES THAT DIRECTION FOR
- KEEP INSIDE NUMBER LEVERAGE ON PRESSURE
“SLIDE” SIDE DEFENDER. (350/351 = AGGRESSSIVE SET)
- 850/851 – PLAY ACTION PASS – JUMP SET (850/851= LOW HAT)

- 4 DOWN = SET FOR “SLIDE” SIDE B GAP - WHITESIDE = VERTICAL SET TO - ALERT FLIP PROTECTION BY
INSIDE NUMBER LEVERAGE OF B GAP QB IF HE SEES 4 STRONG
DEFENDER - ALERT FOR AN OUT CALL TO
- BEAR = “MATCH” CALL, BLOCK MAN ON DEFENDER. “SLIDE” SIDE VS 4 WEAK.
- BLACKSIDE = VERTICAL SET GIVING VERT SET AND COLLECT THE B
BSG - ODD = “BASE NOSE DOUBLE SORT” GAP DEFENDER.
HELP WITH CALL SIDE HAND TO OC.
- SETTLE CALL WORKS YOUR
DO NOT VACATE. EYES THAT DIRECTION FOR
- “SETTLE” CALL, WORKS YOUR EYES THAT PRESSURE
DIRECTION FOR PRESSURE (350/351 = AGGRESSSIVE SET)
(850/851= LOW HAT)
- 850/851 – PLAY ACTION PASS – JUMP SET
- ALERT FLIP PROTECTION BY
- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - VERTICAL SET FOR C GAP QB IF HE SEES 4 STRONG
DEFENDER DEFENDER. - ALERT FOR AN OUT CALL TO
- BEAR = “MATCH” CALL - KEEP INSIDE NUMBER LEVERAGE ON “SLIDE” SIDE VS 4 WEAK.
VERT SET AND COLLECT THE
BST - ODD =“BASE NOSE DOUBLE SORT” DE TO “SLIDE” SIDE DEFENDER. WIDEST DEFENDER.
TWO PAST THE ID BS. - “SETTLE” CALL, WORKS YOUR EYES - SETTLE CALL WORKS YOUR
EYES THAT DIRECTION FOR
THAT DIRECTION FOR PRESSURE PRESSURE
- 850/851 – PLAY ACTION PASS – JUMP (350/351 = AGGRESSSIVE SET/ POSSIBLE
SET CUT)
(850/851= LOW HAT)
- 850/851 = NO OUT CALLS
- VS 4 DOWN TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 1 (SIGNAL) -- ALL 4 MAN PRESSURES OPPOSITE THE PASS PRO CALL, THE QB IS
- VS ODD (3 DOWN) TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 2 GOOD BECAUSE OF AN OUT CALL MADE BY THE OT. QB VERIFY IT.
(SIGNAL) -- NO DEEP = ALERT 0 PROTECTION WILL ALWAYS BE THE 1ST WR OFF
QB - MECHANICS TO HANDLE 4 MAN PRESSURE TO THE CALLSIDE OF THE PASS THE BALL TO THE CALLSIDE OF THE PASS PROTECTION. OUR WARM
PROTECTION ROUTES WILL ALWAYS BE OPPOSITE THE PASS PROTECTION
1) FLIP PROTECTION VS. 4-DOWN CALLSIDE. THE QB WILL ALERT 0 DRIFT OPPOSITE THE PASS PRO
2) SIGHT CALL, AND EXECUTE THE WARM ROUTES (QB MUST SIGNAL NO DEEP)
-- “SAFE” CALL = CHECK OUT OF NO DEEP PROTECTION
50/51 – 350/351 – 850/851
50 VS 4-1 OVER 50 VS 4-0 UNDER
$
F F $
“BASE MIKE”
S C
C W M
C
W M S
E N T E C
E T N E
“LOCK
“SLIDE” SQUEEZE”
“LOCK
“SLIDE”
SQUEEZE”

50 VS STEELER 50 VS BNDY RIFLE

F $ $
F

C C M
W M C S C
S
E T N E W E N T E

“LOCK
“TIMBER” SQUEEZE”
“OUT” “OUT”
FLIP PROTECTION
TO 51

50 VS ODD 50 VS NO DEEP
$
F
1 1
2 2
C B W M C $
S
1 2 2 1 S F
T N E C
C
M E T N E W

BASE NOSE
DOUBLE SORT SQUEEZE

SET AGGRESSIVELY VS “ALERT 0” 1ST WR OFF


NO DEEP, QB IS DRIFTING THE L.O.S. CALLSIDE
AWAY FROM #6
50 VS ODD OUT CALL 50 VS ODD STACK
$
F F $

C W M C M
S W S
B C B C
T N E
T N E

“LOCK
“OUT” “SETTLE” “LOCK
SQUEEZE”
“4 FOR 4” “4 FOR 4” SQUEEZE”

3 BIRDS WEAK ALERT OUT CALL


(ONLY TAKES 2 BIRDS WEAK ON 50 “BIRD” CALL)
52/53 – 852/853
· 5 & ½ MAN PROTECTION
· ALWAYS PROTECTING THE QB BACKSIDE
· ALLOW NO A/B GAP RUN THROUGH
· 4 WEAK PRESSURE IS HANDLED WITH AN OUT CALL
· T/H/Y HAS A SQUEEZE/CHIP

POS RULES/CALLS TECHNIQUE COACHING POINT


- 4 DOWN = “LOCK SQUEEZE” 2ND DL FROM - VERTICAL/POWER SET TO INSIDE - MUST SET VERTICAL TO SEE
THE CENTER TO ONE PAST THE ID. NUMBER OF “LOCK/SORT” SQUEEZE OR BLOCK TWIST WITH
- BEAR = MATCH CALL. “LOCK SQUEEZE” C DEFENDER. T/H/Y
PST GAP DEFENDER TO ID LB - KEEP INSIDE NUMBER LEVERAGE ON (852/853= JUMP SET)
- ODD = “LOCK SQUEEZE” 2ND DL FROM “LOCK/SQUEEZE” DEFENDER.
THE CENTER. (POSSIBLE DOUBLE SORT)

- 4 DOWN = “LOCK SQUEEZE” 1ST DL FROM - BLACKSIDE = VERTICAL/POWER SET - MUST SET VERTICAL TO SEE
THE CENTER TO ONE PAST THE ID. TO INSIDE NUMBER LEVERAGE OF SQUEEZE OR BLOCK TWIST
- BEAR = MATCH CALL. “LOCK SQUEEZE” B “LOCK/SQUEEZE” DEFENDER . - SETTLE CALL WORKS YOUR
GAP DEFENDER TO THE ID LB. - WHITESIDE = POWER SET DOWN TO EYES THAT DIRECTION FOR
INSIDE NUMBER LEVERAGE OF PRESSURE
PSG - ODD = SLIDE A-GAP OR DOUBLE SORT
BASED ON GAMEPLAN “LOCK” DEFENDER. (SQUEEZE B-GAP VS. LB - BUMP GAMES ON BEAR MATCH
RUN THROUGH) (852/853= JUMP SET)

- 4 DOWN = SLIDE SIDE LB IS THE ID. - WHITESIDE = VERT SET GIVING - ALERT FLIP CALL FROM QB VS
SET FOR “SLIDE” SIDE A-GAP DEFENDER HELP WITH CALL SIDE HAND TO PSG. 4 STRONG. POSSIBLE 50/51 ON
- BEAR = MATCH CALL, BLOCK MAN ON DO NOT VACATE. FLIP.
- ODD = SLIDE A-GAP OR DOUBLE SORT - BLACKSIDE = VERT SET TO
C BASED ON GAMEPLAN INSIDE NUMBER LEVERAGE OF A GAP
- BUMP GAMES ON BEAR MATCH
- SETTLE CALL WORKS YOUR
DEFENDER. EYES THAT DIRECTION FOR
- KEEP INSIDE NUMBER LEVERAGE ON PRESSURE.
“SLIDE” SIDE DEFENDER. (852/853= LOW HAT)

- 4 DOWN = SET FOR “SLIDE” SIDE B-GAP - WHITESIDE = VERTICAL SET TO - ALERT FLIP CALL FROM QB VS
DEFENDER INSIDE NUMBER LEVERAGE OF B-GAP 4 STRONG. POSSIBLE 50/51 ON
- BEAR = MATCH CALL, BLOCK MAN ON DEFENDER. FLIP
- ODD = SLIDE B-GAP OR DOUBLE SORT - BLACKSIDE = VERTICAL SET GIVING - BUMP GAMES ON BEAR MATCH
BSG BASED ON GAMEPLAN HELP WITH CALL SIDE HAND TO OC. - SETTLE CALL WORKS YOUR
DO NOT VACATE. EYES THAT DIRECTION FOR
- KEEP INSIDE NUMBER LEVERAGE ON PRESSURE.
“SLIDE” SIDE DEFENDER. (852/853= LOW HAT)

- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - VERTICAL SET FOR C GAP - ALERT FLIP CALL FROM QB VS
DEFENDER DEFENDER. 4 STRONG. POSSIBLE 50/51 ON
- BEAR = MATCH CALL, BLOCK MAN ON - KEEP INSIDE NUMBER LEVERAGE ON FLIP
- ODD = SLIDE C-GAP OR DOUBLE SORT “SLIDE” SIDE DEFENDER. - BUMP GAMES ON BEAR MATCH
BST BASED ON GAMEPLAN - SETTLE CALL WORKS YOUR
EYES THAT DIRECTION FOR
PRESSURE.
- OUT CALL VS. RIFLE.
(852/853= LOW HAT)
- C GAP SQUEEZE TO CHIP - VS. STRONG PRESSURE – SQUEEZE C - CHIP RELEASE, RUN
GAP RUSHER. COMPLIMENTARY ROUTE.

T/H/Y

- ALL 50/51 RULES APPLY


QB - GOOD VS. PLAYSIDE PRESSURE DUE TO SQUEEZE/CHIP
PRINCIPLE.
52/53 – 852/853
53 VS OVER 53 VS UNDER
$
F $
F
C W M S
C
C W M C
E N T E S
E T N E

“LOCK
SQUEEZE” “SLIDE”

“LOCK “SLIDE”
SQUEEZE”

53 VS STEELER 53 VS BNDY RIFLE OR BULLET

F $
F $
C C M
W M C W S C
S
E T N E E N T E

“TIMBER” “OUT”

53 VS ODD STACK 53 VS DBL A PLUG


$
F $
F
C
C W M S
B
N C W M S
T E C
E N T E

SQUEEZE

53 VS ODD 53 VS OVER
$
F F
$
1 1
2 2 C W M S
C B W M C C
S
2 2 1 E N T E
T N E

BASE NOSE “DOUBLE SORT” SQUEEZE


60/61 – 360/361 – 860/861
· 6 MAN PROTECTION
· ALWAYS PROTECTING THE QB BACKSIDE
· ALLOW NO A GAP RUN THROUGH
· 4 WEAK PRESSURE IS HANDLED WITH AN OUT CALL
· 4 STRONG IS HANDLED BY FLIPPING THE PROTECTION OR GAMEPLAN
· RB HAS A DUAL READ (MAKES THE LOCK SIDE WHOLE)
· QB IS RESPONSIBLE FOR THE 7TH DEFENDER (CALL SIDE WIDEST)

POS RULES/CALLS TECHNIQUE COACHING POINT


- 4 DOWN = “LOCK” 2ND DL FROM THE - VERTICAL SET TO INSIDE NUMBER OF - ALERT TWIST TO BLACK SIDE
CENTER DEFENDER. - ALERT FLIP PROTECTION BY
- BEAR = “MATCH” CALL - KEEP INSIDE NUMBER LEVERAGE ON QB IF HE SEES 4 STRONG
- ALERT FOR “TIMBER” TO AN
COVERED – BLOCK MAN ON “LOCKED” DEFENDER. “OUT” CALL IF 2ND DL DROPS.
PST UNCOVERED – BLOCK MAN OUTSIDE - VERTICAL SET, KEEP SHOULDERS SQUARE (360/361 = AGGRESSSIVE SET/
- ODD = “LOCK” 2ND DL FROM THE CENTER. ON A BLACK SIDE POSSIBLE CUT)
(POSSIBLE DOUBLE SORT) (860/861 = “PAP” (FIT AND SIT) HOLD
BLOCK FOR 2-3 COUNTS.)

- 4 DOWN = “LOCK” 1ST DL FROM THE - BLACKSIDE = VERT/ANGLE SET TO - ALERT TWIST TO BLACK SIDE
CENTER INSIDE NUMBER LEVERAGE OF - ALERT FLIP PROTECTION BY
QB IF HE SEES 4 STRONG
- BEAR = “MATCH” CALL BLOCK MAN ON DEFENDER. (HARD CALL VS. TUFF LB=SQUEEZE) - ALERT FOR “TIMBER” TO AN
PSG - ODD = SLIDE A-GAP OR DOUBLE SORT - WHITESIDE = POWER SET DOWN TO “OUT” CALL
BASED ON GAMEPLAN INSIDE NUMBER LEVERAGE OF - SETTLE CALL WORKS YOUR EYES THAT
- TAKE ANY A GAP RUN THROUGH IF LB IS DEFENDER. DIRECTION FOR PRESSURE
(360/361 = AGGRESSSIVE SET/ POSSIBLE
CLOSER THAN HEELS DEPTH AT THE - KEEP INSIDE NUMBER LEVERAGE ON CUT)
SNAP OF THE BALL. “HARD CALL” “LOCKED” DEFENDER (860/861 = “PAP” (FIT AND SIT) HOLD
BLOCK FOR 2-3 COUNTS)

- ID SLIDE SIDE LB - WHITESIDE = VERT/ANGLE SET GIVING - ALERT FLIP PROTECTION BY


QB IF HE SEES 4 STRONG
- 4 DOWN = SET FOR “SLIDE” SIDE A GAP HELP WITH CALL SIDE HAND TO PSG.
- SETTLE CALL WORKS YOUR
DEFENDER DO NOT VACATE.
C - BEAR = “MATCH” CALL BLOCK MAN ON - BLACKSIDE = VERT/ANGLE SET TO
EYES THAT DIRECTION FOR
PRESSURE
- ODD = SLIDE A-GAP OR DOUBLE SORT INSIDE NUMBER LEVERAGE OF A GAP (360/361 = AGGRESSSIVE SET)
BASED ON GAMEPLAN DEFENDER. (860/861 = “PAP” LOW HAT SLIDE A
- KEEP INSIDE NUMBER LEVERAGE ON GAP HOLD BLOCK FOR 2-3
“SLIDE” SIDE DEFENDER. COUNTS)

- 4 DOWN = SET FOR “SLIDE” SIDE B GAP - WHITESIDE = VERT/ANGLE SET TO - ALERT FLIP PROTECTION BY
QB IF HE SEES 4 STRONG
DEFENDER INSIDE NUMBER LEVERAGE OF B GAP
- SETTLE CALL WORKS YOUR
- BEAR = “MATCH” CALL BLOCK MAN ON DEFENDER. EYES THAT DIRECTION FOR
BSG - ODD = SLIDE B-GAP OR DOUBLE SORT BASED - BLACKSIDE = VERT/ANGLE SET GIVING PRESSURE
ON GAMEPLAN HELP WITH CALL SIDE HAND TO OC. (360/361 = AGGRESSSIVE SET)
DO NOT VACATE. (860/861 = “PAP” LOW HAT SLIDE B
- KEEP INSIDE NUMBER LEVERAGE ON GAP HOLD BLOCK FOR 2-3 COUNTS)
“SLIDE” SIDE DEFENDER.

- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - VERT/ANGLE SET FOR C GAP - ALERT FLIP PROTECTION BY
QB IF HE SEES 4 STRONG
DEFENDER DEFENDER.
- OUT CALL VS. RIFLE
- BEAR = “MATCH” CALL, BLOCK MAN ON - KEEP INSIDE NUMBER LEVERAGE ON - SETTLE CALL WORKS YOUR
- ODD = SLIDE C-GAP OR DOUBLE SORT BASED “LOCKED” DEFENDER. EYES THAT DIRECTION FOR
BST ON GAMEPLAN PRESSURE
(360/361 = AGGRESSSIVE SET/
POSSIBLE CUT)
(860/861 = “PAP” LOW HAT SLIDE C GAP
HOLD BLOCK FOR 2-3 COUNTS)

- DUAL READ MOST DANGEROUS THREAT - LEAD STEP WITH INSIDE FOOT FOR INSIDE - ALERT FLIP PROTECTION, NOW
INSIDE OUT CALLSIDE PRESSURE OR OUTSIDE FOOT FOR OUTSIDE HAS 1 THREAT TO OPEN GAP,
- BEAR = SCAN MOST DANGEROUS PRESSURE. MAKE LOCK SIDE WHOLE
- KEEP FEET STAGGERED, INSIDE FOOT UP.SPLIT
TB THREAT INSIDE-OUT AT LB LEVEL CROTCH OF THE DEFENDER WITH OUTSIDE FOOT.
- VS 4 WEAK OUT CALL SECURE
- ALERT A GAP “HARD” CALL TO BLACKSIDE OPEN GAP TO 1ST INSIDE LB.

- VS 4 STRONG TO THE CALLSIDE OF THE PASS PROTECTION = FLIP IT, THROW Q


ROUTE, OR TAKES 2
- VS NO DEEP
1) POSSIBLE BUILT IN Q’S
2) THROW WARM ADJUSTMENT
QB 3) CHECK TO OPTION OR Q.G.
60/61 – 360/361 – 860/861
60 VS OVER 60 VS UNDER

F $ F $
1 2 1
2
C W M S C C W M C
S
E N T E E T N E

“SLIDE” “LOCK” “SLIDE” “LOCK”

“DUAL THROUGH OPEN


GAP”
60 VS FIELD UNDER F 60 VS OVER A-GAP MUG
$
1 F $
2 1
S M W 2
C C W
C S C
E N T E
E N M T E
“SLIDE”
“LOCK”

A-GAP MUG
“SLIDE” “LOCK”
= “HARD”

“DUAL THROUGH OPEN


GAP”
60 VS ODD 60 VS FLD UNDER STEELER
F $ F
1 $
2 1
2
C B W M C
S S M W
C C
T N E E N T E

“SLIDE” “OUT = POTENTIAL


“4 FOR 4” “LOCK” TIMBER”
“OUT”

60 VS BEAR

F
$
M S
C C
W E N T E

“MATCH”

“RB HAS 6TH RUSHER”


912/913 (914/915)
· NAKED PROTECTION
· 6 MAN PROTECTION

POS RULES/CALLS TECHNIQUE COACHING POINT

- HARD SELL RUN ACTION, DO


- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL NOT CHASE RETURN ACROSS
YOUR FACE.
- BLOCK A RIFLE AND MAKE OUT
PST CALL TO ALERT OTHERS OF
MOVEMENT

- HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO


- SELL 12/13 BUT DO NOT GO DOWN FIELD. NOT CHASE RETURN ACROSS
YOUR FACE.
PSG

- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
NOT CHASE RETURN ACROSS
YOUR FACE.
C

- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
NOT CHASE RETURN ACROSS
BSG YOUR FACE.

- HARD SELL RUN ACTION, DO


- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL
NOT CHASE RETURN ACROSS
BST YOUR FACE.

- SELL 12/13, HARD JUMP CUT TO - GREAT FAKE - HARD SELL RUN ACTION TO
BACKSIDE A - ARMS ON BODY INFLUENCE DEFENDERS.
TB

- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR ZONE RUN GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE
QB SIDE YOU NAKED TO.
+ BREAK CONTAIN RETRACE PULL UP THROW BY ATH. DE
+ PULL UP OVER DRAG THROW (RIFLE)
- DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP + CHASE TECHNIQUE
BALL HANDLING. (SPECIFIC GUN AND SPECIFIC STACK
TECHNIQUES)
912/913 (914/915)
UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E

CAGE B CAGE B

913 913

UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E

CAGE B CAGE B

STACK 915 STACK 915


912/913 (914/915) PIN
· 6 MAN PROTECTION
· HARD PLAY ACTION BREAK CONTAIN PASS PLAY
· OL SELLS STRETCH PLAY HARD BUT DOES NOT GO DOWNFIELD.
· RB POSSIBLE 7 MAN PROTECTOR VS PRESSURE.

POS RULES/CALLS TECHNIQUE COACHING POINT

- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
PST YOUR FACE.
- BLOCK A RIFLE AND MAKE OUT
CALL TO ALERT OTHERS OF
MOVEMENT

- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
PSG

- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
C

- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
BSG

- SELL 12/13 (14/15) BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
BST

- D GAP RIFLE TO PIN C GAP DEFENDER - VS RIFLE USE OUTSIDE BLITZ - COMMUNICATE THE RIFLE
TECHNIQUE – INSIDE # OF BLITZER,
BSTE SPLIT THE CROTCH WTH OUTSIDE
/FB FOOT
- VS BASE – PIN EMOL

- HARD 12/13 (14/15) PLAY FAKE. - GREAT FAKE - RESPONSIBLE FOR FLAT
- BLINK 1 PAST CENTER’S ID TO ROUTE. - ARMS ON BODY CONTROL
- HARD SELL RUN ACTION TO
TB INFLUENCE DEFENDERS.

- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR STRETCH ZONE RUN GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE + BREAK CONTAIN RE TRACE PULL UP THROW BY ATH. DE
QB SIDE YOU NAKED TO. + PULL UP OVER DRAG THROW (RIFLE)
- DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP + CHASE TECHNIQUE
BALL HANDLING. (SPECIFIC GUN AND SPECIFIC STACK
TECHNIQUES)
912/913 (914/915) PIN
913 PIN VS UNDER 913 PIN VS OVER
F F

$ $
C W M W M S
S C C C
E T N E E N T E

913 PIN VS ODD 913 PIN VS BEAR


F
F
$
M S
C W B M NS C $
C C
E N E W E N T E
908/909
· BOOT PROTECTION
· 6 MAN PROTECTION

POS RULES/CALLS TECHNIQUE COACHING POINT

- SELL 12/13 BUT DO NOT GO DOWN FIELD. - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
NOT CHASE SLANT ACROSS
YOUR FACE.
- BLOCK A RIFLE AND MAKE OUT
PST CALL TO ALERT OTHERS OF
MOVEMENT

- PULL AND BLOCK EMOL – WORK TO HIS - CLEAR OC AND THEN GET DEPTH - CUT IF EMOL IS UPFIELD ON
OUTSIDE HIP! (SICKLE PATH) YOU

PSG

- SELL 12/13 BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
C

- SELL 12/13 BUT DO NOT GO DOWN - HARD SELL RUN ACTION, DO


- HARD SELL RUN TO THE CALL
FIELD. NOT CHASE SLANT ACROSS
YOUR FACE.
BSG

- SELL 12/13 BUT DO NOT GO DOWN - HARD SELL RUN TO THE CALL - HARD SELL RUN ACTION, DO
FIELD. NOT CHASE RETURN ACROSS
BST YOUR FACE.
- IF RIFLE PROFILE THINK RAKE
THE DE

- SELL SPEED SWEEP, PEAK AND SECURE - GREAT FAKE - HARD SELL RUN ACTION TO
B GAP TO EDGE - ARMS ON BODY INFLUENCE DEFENDERS.
TB

- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR ZONE RUN GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE
QB SIDE YOU NAKED TO.
+ BREAK CONTAIN RETRACE PULL UP THROW BY ATH. DE
+ PULL UP OVER DRAG THROW (RIFLE)
- DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP + CHASE TECHNIQUE
BALL HANDLING. (SPECIFIC GUN AND SPECIFIC STACK
TECHNIQUES)
908/909
UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E

B B

909 909

UNDER G F OVER F $
$
M W C M W
C S C S C
E N T E E T N E

B B

909 909
986/987 PIN
· 6 MAN PROTECTION
· HARD PLAY ACTION BREAK CONTAIN PASS PLAY
· OL SELLS COUNTER PLAY HARD BUT DOES NOT GO DOWNFIELD.

POS RULES/CALLS TECHNIQUE COACHING POINT

- BLOCK DOWN IN THE B GAP. - HARD SELL RUN ACTION, DO NOT - DO NOT GO DOWN FIELD
CHASE RETURN ACROSS YOUR FACE. - RAKE DEFENSIVE END VS.
PST RIFLE

- BLOCK DOWN IN THE A GAP. - HARD SELL RUN ACTION, DO - DO NOT GO DOWN FIELD
NOT CHASE RETURN ACROSS
YOUR FACE.
PSG

- BLOCK BACK THROUGH THE A GAP, - HARD SELL RUN CALL TO YOUR BSG - LOOK FOR SCRAPE LB OR
RELEASE FLAT DOWN THE LINE AND BUT DO NOT GO DOWN FIELD RELEASE RIFLE WHEN YOU CLEAR THE
TURN BACK TO BLOCK CONTAIN. FLAT DOWN THE LINE. DEFENSIVE END
C - IF A GAP THREAT STAY IN.

- OPEN PULL STRAIGHT DOWN THE LINE - HARD SELL RUN CALL ON YOUR PULL - ALERT RIFLE CALL.
TO THE C GAP, BLOCK C GAP DEFENDER. BUT DO NOT GO DOWN FIELD. - HARD SELL RUN ACTION
- CUT THE DEFENSIVE END OR
BSG CUT THE RIFLE

- BLOCK DOWN IN B GAP BACK THROUGH - HARD SELL RUN CALL TO YOUR GAP - ALERT RIFLE TO MAN ON MAN
TO A GAP. BUT DO NOT GO DOWN FIELD. OUTSIDE.
- HARD SELL RUN ACTION, DO
BST NOT CHASE RETURN ACROSS
YOUR FACE.

- D GAP RIFLE TO PIN C GAP DEFENDER - VS RIFLE USE OUTSIDE BLITZ - COMMUNICATE THE RIFLE
TECHNIQUE – INSIDE # OF BLITZER,
TE/ SPLIT THE CROTCH WTH OUTSIDE
FB FOOT
- VS BASE – PIN EMOL

- HARD SELL 86/87 - SELL RUN ACTION - HARD SELL RUN ACTION TO
- BLOCK 1ST DEFENDER OUTSIDE PULLER - ARMS ON BODY INFLUENCE DEFENDERS.
TB - NO THREAT - SECURE BLOCK OF PULLER

- RUN ACTION BREAK CONTAIN PASS PROTECTION USED TO - BE READY FOR THE FOLLOWING:
COMPLIMENT OUR GAP SCHEME COUNTER GAME + CLEAN BREAK CONTAIN
- ALWAYS UNDERSTAND WHAT YOU ARE GETTING TO THE + PULL UP OVER DRAG THROW (RIFLE)
SIDE YOU ROLL TO. + CHASE TECHNIQUE
QB - DECEPTION IS CRITICAL. ULTRA CLEAR, CONFIDENT, AND CRISP - VS RIFLE – POSSIBLE PULL UP AND FIND CROSSER, IF
BALL HANDLING. CROSSER COVERED RUN UP THE MIDDLE
- UNDERSTAND MAN COVERAGE, GREEN DOG POTENTIAL
986/987 PIN

987 PIN VS UNDER 987 PIN VS OVER

F $
F $
C C C
W M S C W M S
E T N E E N T E

987 PIN VS STEELER 987 PIN VS ODD


F $
F $

W M C W B M C
C C NS
E T N E S E N E
814/815 (812/813)
· 7 MAN PROTECTION
· HARD SELL PLAY ACTION PASS OFF OF CAB ACTION
· TEEN SERIES ID FOR THE CENTER (OUT CALL)
· 4 STRONG PRESSURE IS HANDLED WITH AN OUT CALL
· 4 WEAK PRESSURE IS HANDLED WITH A TAKES TWO TO SINGLE RECEIVER.
· THE QB WILL SELL SAME SIDE CAB & DROP STRAIGHT BACK

POS RULES/CALLS TECHNIQUE COACHING POINT

- WHITE SIDE = GUT (POSSIBLE MAN) - HARD SELL RUN PLAY, DO NOT GO - ALERT FOR “OUT” CALL TO 4
- BLACK SIDE = MAN DOWNFIELD. STRONG.
PST - ODD = GUT - BLOCK INSIDE V ON MAN. - OUT CALL = TRACKS
- JUMP SET VS. BASE DEFENSE

- WHITESIDE = SHADE - GUT - HARD SELL RUN PLAY, DO NOT GO


G - CAGE DOWNFIELD. - OUT CALL = TRACKS
- BLACKSIDE = MAN - BLOCK INSIDE V ON MAN.
PSG
- ODD = GUT

- ID 1ST LB IN THE BOX FROM OUTSIDE IN - HARD SELL RUN PLAY, DO NOT GO
PLAYSIDE. DOWNFIELD. - OUT CALL = TRACKS
- WHITESIDE = SHADE – MAN
C G – CAGE
- BLACKSIDE = BACKSIDE SHADE – ASS
BACKSIDE G – CAGE
- ODD = A
- WHITESIDE = SHADE – ASS - HARD SELL RUN PLAY, DO NOT GO
G – MAN DOWNFIELD. - OUT CALL = TRACKS
- BLACKSIDE = A-GAP DEFENDER
BSG - ODD = JACK A TO BSLB

- HARD SELL RUN PLAY, DO NOT GO


- WHITESIDE = B-GAP DOWNFIELD. - OUT CALL = TRACKS
- BLACKSIDE = B-GAP - BS RIFLE, RAKE DE.
BST

- BLOCK THE C-GAP DEFENDER - HARD RUN SELL


- FROM ACROSS THE FORMATION –
TE/ TIGHT PATH, INVITE THE WRONG ARM
FB

- HARD 14/15 PLAY FAKE. - GREAT FAKE - RESPONSIBLE FOR FLAT


- BLINK 1 PAST CENTER’S ID TO ROUTE. - ARMS ON BODY CONTROL & 2ND SMOKE
- STACK 812/813 = CHUNK THROUGH A BLITZER
TB OR B-GAP. AUTOMATIC “M” ROUTE. - HARD SELL RUN ACTION TO
INFLUENCE DEFENDERS.
- STACK ALERT FOR BACKDOOR
BACKERS.
- RUN ACTION/PLAYACTION 7 MAN PASS PROTECTION THAT COMPLIMENTS OUR
MID ZONE RUN ATTACK.
- GOOD TO THE CALL SIDE BECAUSE THE TB WILL CHECK RELEASE OFF THE 4TH
DEFENDER. VS A RIFLE PROFILE OR A 4 STRONG PRESSURE ALERT AN OUT
QB CALL MADE BY THE OT. THE OUT CALL WILL ALLOW THE TB TO FREE RELEASE
TO THE FLAT TO GIVE THE QB ANOTHER THROW ANSWER VS A 4 DOWN FZ.
- OPPOSITE THE CALL IT TAKES THE 4TH DEFENDER. TAKES 2 AWAY FROM
CALL TO HANDLE 4 WEAK.
814/815 (812/813)
814 VS UNDER G 814 VS OVER

F $ $ F

C W M S C
C W M S C
E T N E E N T E

“MAN”
“CAGE”
“CAGE”

814 VS STEELER 814 VS UNDER CHOP

$ $ F
F

W M S C
W M
C C C
E T N E S E T N E

“OUT”

“OUT = “TRACKS”
814 VS SMOKE 814 VS UNDER

F $

W M C
C $ C
E S C F W M S
E T N
E T N E
“OUT”

“OUT = TRACKS” TAKES 2 OFF 4 WEAK


815 VS ODD 814 VS BEAR
F $ F
$
C W M C M
B S S C
C
E N E W E N T E
“GUT”

“A” “MAN”
816/817
· 6 MAN PROTECTION
· HARD PLAY ACTION POCKET PASS (LAUNCH POINT I/S LEG OF GUARD)
· OL GAP SCHEME TO A MAN WITH A PULLER ALLOWS FOR BIG ON BIG PROTECTION.
· RB POSSIBLE 6 MAN PROTECTOR VS PRESSURE.

POS RULES/CALLS TECHNIQUE COACHING POINT


- BLOCK INSIDE B-GAP. - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK ID LB WORKING DT WITH PSG. “GUT” - LOCK ON 3 TECHNIQUE CROSSING
- WHITESIDE = HARD RUN SELL IN B-GAP YOUR FACE.
PST WITH AWARENESS OF 2ND LEVEL B-GAP - VS. RIFLE = RAKE.
DEFENDER. MAKE SURE NOT TO GO
DOWN FIELD.

- BLOCK INSIDE A-GAP - BLACKSIDE = HARD RUN SELL(GUT) - STAY SQUARE IN GAP.
- TRACK CALLSIDE LB WITH A-GAP AWARENESS. - DO NOT CHASE MOVEMENT
- WHITESIDE = HARD RUN SELL ON A-GAP ACROSS YOUR FACE. YOU ARE
PSG DEFENDER. PROTECTED BY THE PST.
- WORK TO KEEP INSIDE NUMBER
LEVERAGE ON A-GAP DEFENDER.

- BLOCK BACKSIDE A-GAP BACK - BLACKSIDE = HARD RUN SELL BACK - STAY SQUARE IN GAP.
REPLACING PULLING GUARD. SIDE ON B-GAP DEFENDER. - WORK TO CLAMP THE B-GAP
- WHITESIDE = HARD RUN SELL ON THE DEFENDER
C A-GAP DEFENDER. - DO NOT CHASE MOVEMENT
- KEEP INSIDE NUMBER LEVERAGE ON ACROSS YOUR FACE TO A
A-GAP DEFENDER. GAP. YOU ARE PROTECTED BY
THE PSG.

- OPEN PULL TO CALLSIDE AND - OPEN PULL FLAT DOWN THE LINE FOR - OPEN PULL FOR A MINIMUM OF
BLOCK C-GAP DEFENDER. C-GAP DEFENDER. 3 STEPS THEN SETTLE.
- KEEP INSIDE NUMBER LEVERAGE. - WORK FLAT DOWN THE LINE
BSG THEN FOR DEPTH NOT TO
CREATE SPACE FOR THE C-
GAP DEFENDER.
- BLOCK THE DE AFTER CHECKING FOR THE - HARD RUN SELL ON THE - HARD SELL RUN TO INSIDE
BSLB BLITZ. DEFENSIVE END. NUMBER THEN SETTLE.
- MAINTAIN INSIDE NUMBER
BST - KEEP INSIDE NUMBER LEVERAGE.
LEVERAGE.
- MUST PICK UP B-GAP BLITZ.
- VS. BS RIFLE = “DENT”

- SELL SPEED SWEEP - SELL RUN ACTION - HARD SELL RUN ACTION TO
- BLOCK 1ST DEFENDER OUTSIDE PULLER - ARMS ON BODY INFLUENCE DEFENDERS.
TB - NO THREAT – CARRY OUT FAKE TO
SWING ROUTE
- GAP/MAN PASS PROTECTION USED TO COMPLIMENT BLAST - EXAMPLE (817)
RUN GAME + RT GUARD WILL PULL LT
- THIS IS AN AGGRESSIVE RUN ACTION FAKE USED WITH 5 STEP + RB WILL TAKE FAKE TO THE LT, CHECK PASS PRO
RHYTHM TIMING FOR THE QB RESPONSIBILITIES AND RUN SWING ROUTE (WE WILL TAG
QB - SIGHT ADJUSTMENT WEAK BASED ON GAMEPLAN RB ROUTE TO TAKE HIM OFF FLAT RESPONSIBILITY BASED
- SELL BLAST FAKE – AGGRESSIVE TO I/S LEG OF PS GUARD ON ROUTE PRINCIPLE.)
- HOT OFF B.S. B-GAP RUN THROUGH - NO DEEP
+ CHECK THE PLAY
816/817
817 VS UNDER 817 VS OVER
F F
$ $
C C C W M S
W M S C
E T N E E N T E

817 VS STEELER 817 VS RIFLE


F $
$
F
C M W C M C
C
S S
E N T E W E T N E

“RAKE”

“ POSSIBLE BUMP BY
OC BACK TO BST”

817 VS ODD 817 VS ODD DBL RIFLE


$
F
$
C B W M C
N F
N C W M C
E E
B E N E N

“RAKE” ALERT “DENT”

817 VS BEAR 817 VS CHOP

F
F $
C M S C $
W E N T E M S
W C
C E
E T N

“RAKE”
864/865
· 6 MAN PLAY ACTION PROTECTION (4-5 SECONDS)
· ALWAYS PROTECTING THE QB BACKSIDE
· ALLOW NO A GAP RUN THROUGH
· 4 WEAK PRESSURE IS HANDLED WITH AN OUT CALL
· 4 STRONG IS HANDLED BY FLIPPING THE PROTECTION
· RB HAS A DUAL READ (MAKES THE LOCK SIDE WHOLE)
· QB IS RESPONSIBLE FOR THE 7TH DEFENDER (CALL SIDE WIDEST)

POS RULES/CALLS TECHNIQUE COACHING POINT


- 4 DOWN = “LOCK” 2ND DL FROM THE - JUMP SET TO INSIDE NUMBER OF - ALERT TWIST TO BLACK
CENTER DEFENDER. SIDE. (JUMP SET)
- BEAR = “MATCH” CALL - KEEP INSIDE NUMBER LEVERAGE ON - ALERT FLIP PROTECTION BY
COVERED – BLOCK MAN ON “LOCKED” DEFENDER. QB IF HE SEES 4 STRONG
PST UNCOVERED – BLOCK MAN OUTSIDE - JUMP SET, KEEP SHOULDERS SQUARE ON A - ALERT FOR “TIMBER” TO AN
- ODD = “LOCK” 2ND DL FROM THE CENTER. BLACK SIDE “OUT” CALL IF 2ND DL DROPS.
(POSSIBLE DOUBLE SORT) - 860 = TIMING IS 4-5 SECONDS

- 4 DOWN = “LOCK” 1ST DL FROM THE - ALERT TWIST TO BLACK SIDE.


CENTER - BLACKSIDE = JUMP/ANGLE SET TO (NO B GAP PENETRATION)
- BEAR = “MATCH” CALL BLOCK MAN ON INSIDE NUMBER LEVERAGE OF - ALERT FLIP PROTECTION BY
- ODD = SLIDE A-GAP OR DOUBLE SORT BASED DEFENDER. (HARD CALL VS. TUFF LB=SQUEEZE) QB IF HE SEES 4 STRONG
PSG ON GAMEPLAN - WHITESIDE = POWER SET DOWN TO - ALERT FOR “TIMBER” TO AN
- TAKE ANY A GAP RUN THROUGH IF LB IS INSIDE NUMBER LEVERAGE OF “OUT” CALL
CLOSER THAN HEELS DEPTH AT THE DEFENDER. - TIMING IS 4-5 SECONDS
SNAP OF THE BALL. “HARD CALL” - KEEP INSIDE NUMBER LEVERAGE ON
“LOCKED” DEFENDER

- ID SLIDE SIDE LB - WHITESIDE = JUMP/ANGLE SET GIVING - ALERT FLIP PROTECTION BY


- 4 DOWN = SET FOR “SLIDE” SIDE A GAP HELP WITH CALL SIDE HAND TO PSG. QB IF HE SEES 4 STRONG
DEFENDER DO NOT VACATE. - ALERT FOR AN OUT CALL TO
- BEAR = “MATCH” CALL BLOCK MAN ON - BLACKSIDE = JUMP/ANGLE SET TO “SLIDE” SIDE VS 4 WEAK.
C - ODD = SLIDE A-GAP OR DOUBLE SORT BASED INSIDE NUMBER LEVERAGE OF A GAP JUMP SET AND FEATHER NG
ON GAMEPLAN DEFENDER. TO THE A GAP DEFENDER.
- KEEP INSIDE NUMBER LEVERAGE ON - TIMING IS 4-5 SECONDS
“SLIDE” SIDE DEFENDER.

- 4 DOWN = SET FOR “SLIDE” SIDE B GAP - WHITESIDE = JUMP/ANGLE SET TO - ALERT FLIP PROTECTION BY
DEFENDER INSIDE NUMBER LEVERAGE OF B GAP QB IF HE SEES 4 STRONG
- BEAR = “MATCH” CALL BLOCK MAN ON DEFENDER. - ALERT FOR AN OUT CALL TO
- ODD = SLIDE B-GAP OR DOUBLE SORT BASED - BLACKSIDE = JUMP/ANGLE SET GIVING “SLIDE” SIDE VS 4 WEAK.
BSG ON GAMEPLAN HELP WITH CALL SIDE HAND TO OC. JUMP SET AND COLLECT THE B
DO NOT VACATE. GAP DEFENDER.
- TIMING IS 4-5 SECONDS
- KEEP INSIDE NUMBER LEVERAGE ON
“SLIDE” SIDE DEFENDER.

- 4 DOWN = SET FOR “SLIDE” SIDE C GAP - JUMP/ANGLE SET FOR C GAP - ALERT FLIP PROTECTION BY
DEFENDER DEFENDER. QB IF HE SEES 4 STRONG
- BEAR = “MATCH” CALL, BLOCK MAN ON - KEEP INSIDE NUMBER LEVERAGE ON - ALERT FOR AN OUT CALL TO
- ODD = SLIDE C-GAP OR DOUBLE SORT BASED “LOCKED” DEFENDER. “SLIDE” SIDE VS 4 WEAK.
BST ON GAMEPLAN JUMP SET AND COLLECT THE
WIDEST DEFENDER.
- TIMING IS 4-5 SECONDS

- LINE UP TO SAME SIDE AS PROTECTION CALL - LEAD STEP WITH INSIDE FOOT FOR INSIDE - ALERT PROTECTION FLIP VS 4
- PLAY FAKE PRESSURE OR OUTSIDE FOOT FOR OUTSIDE STRONG
- DUAL READ MOST DANGEROUS THREAT PRESSURE. - VS 4 WEAK OUT CALL SECURE
TB INSIDE OUT CALLSIDE - KEEP FEET STAGGERED, INSIDE FOOT UP.SPLIT 1 THREAT TO OPEN GAP.
- BEAR = FTF-SCAN MOST DANGEROUS CROTCH OF THE DEFENDER WITH OUTSIDE FOOT. - FTF VS. BLITZ
THREAT INSIDE-OUT AT LB LEVEL

- VS 4 DOWN TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 2 - MECHANICS TO HANDLE 4 MAN PRESSURE TO THE CALLSIDE OF
- VS ODD (3 DOWN) TO THE CALLSIDE OF THE PASS PROTECTION = IT TAKES 2 THE PASS PROTECTION VS 4 DOWN
- VS NO DEEP 1)FLIP PROTECTION
1) POSSIBLE BUILT IN Q’S 2) POSSIBLE BUILT IN Q’S IF ROGER/LARRY IS MISSED
2) THROW WARM ADJUSTMENT 3) THROW SIGHT
QB 3) CHECK TO OPTION OR Q.G.
864/865
864 VS OVER 864 VS UNDER

F $ F $
1 2 1
2
C W M S C C W M C
S
E N T E E T N E

“SLIDE” “LOCK” “SLIDE” “LOCK”

“DUAL THROUGH OPEN


GAP”
864 VS FLD UNDER STEELER 864 VS OVER A GAP RUN THROUGH
F F $
$
1 1
2
2 W M
S M W C S C
C C
E N T E
E N T E

“SLIDE” “A GAP HARD” “LOCK”


“ALERT TIMBER”
“OUT”

864 VS ODD 864 VS BEAR


F $ F
1 1 $
2 2
C B M C M S
W NS C
C
T N E W E N T E

“MATCH”
“SLIDE”
“4 FOR 4” “LOCK”

“RB HAS 6TH RUSHER”


886/887
· 6/7 MAN PROTECTION
· HARD PLAY ACTION POCKET PASS
· OL GAP SCHEME TO A MAN WITH A PULLER ALLOWS FOR BIG ON BIG PROTECTION.
· RB RESPONSIBLE FOR 7TH MAN
· VS. 2 OUTSIDE PST, A GAMEPLAN SIGHT ADJUSTMENT IS NEEDED.

POS RULES/CALLS TECHNIQUE COACHING POINT


- BLOCK INSIDE B GAP. - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK CALLSIDE/ID LB WORKING TO INSIDE NUMBER - DO NOT CHASE MOVEMENT
LEVERAGE. (GUT) ACROSS YOUR FACE. YOU ARE
PST - WHITESIDE = HARD RUN SELL IN B GAP PROTECTED BY THE PULLING
WITH AWARENESS OF 2ND LEVEL B GAP GUARD.
DEFENDER. MAKE SURE NOT TO GO
DOWN FIELD.

- BLOCK INSIDE A GAP - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK CALLSIDE/ID LB WITH A GAP AWARENESS. (GUT) - DO NOT CHASE MOVEMENT
- WHITESIDE = HARD RUN SELL ON A GAP ACROSS YOUR FACE. YOU ARE
PSG DEFENDER. PROTECTED BY THE PST.
- WORK TO KEEP INSIDE NUMBER
LEVERAGE ON A GAP DEFENDER.

- BLOCK BACKSIDE A GAP BACK - BLACKSIDE = HARD RUN SELL BACK - STAY SQUARE IN GAP.
REPLACING PULLING GUARD. SIDE AND CLAMP B GAP DEFENDER - WORK TO CLAMP THE B GAP
- ID PLAYSIDE ILB WITH Y/H/T DEFENDER
- WHITESIDE = HARD RUN SELL ON THE - DO NOT CHASE MOVEMENT
C A GAP DEFENDER. ACROSS YOUR FACE TO A
- KEEP INSIDE NUMBER LEVERAGE ON GAP. YOU ARE PROTECTED BY
A GAP DEFENDER. THE PSG. “ALERT DENT VS.
RIFLE”
- OPEN PULL TO WAGGLE DIRECTION, BLOCK C - OPEN PULL FLAT DOWN THE LINE FOR - WORK FLAT DOWN THE LINE
GAP DEFENDER. C GAP DEFENDER. THEN FOR DEPTH NOT TO
- KEEP INSIDE NUMBER LEVERAGE. CREATE A GAP FOR THE C GAP
BSG
DEFENDER.

- BLOCK THE DE - HARD RUN SELL CALL ON THE - HARD SELL RUN TO INSIDE
DEFENSIVE END. NUMBER THEN SETTLE.
- KEEP INSIDE NUMBER LEVERAGE. - MAINTAIN INSIDE NUMBER
LEVERAGE.
BST - ALERT BUMP FROM OC VS
STEELER BLITZ OR RIFLE
- CALL DENT VS. RIFLE

- CHECK RIFLE TO SECURE B GAP. - PULL FOR 3 QUICK STEPS TO SELL PUNCH.
- SECURE B GAP TO MLB WITH OC AND
CLAMP DEFENDER
TE/ - RIFLE = BLITZ TECHNIQUE INSIDE #
FB

- QUICK CHECK B GAP TO ROUTE (ALERT - SELL MID ZONE RUN ACTION AWAY FROM - HARD RUN SELL ACTION TO
RIFLE) PRO CALL. INFLUENCE DEFENDERS
- ABORT FAKE VS BLITZ - ARMS ON BODY - FLAT CONTROL
TB - IF NO THREAT, RUN AN ARROW ROUTE
UNLESS TAGGED OTHERWISE

- GAP/MAN PASS PROTECTION USED TO COMPLIMENT COUNTER - EXAMPLE (887)


RUN GAME + RT GUARD WILL PULL LT
- THIS IS AN AGGRESSIVE RUN ACTION FAKE USED WITH 5 STEP + RB WILL TAKE FAKE TO THE RT, CHECK PASS PRO
RHYTHM TIMING FOR THE QB. RESPONSIBILITIES AND LEAK TO THE FLAT UNLESS
- GOOD VS ALL ZONE PRESSURES (EXCEPTIONS-POSSIBLE ROUTE IS TAGGED
SIGHT ADJUSTMENT PLAYSIDE BASED ON GAMEPLAN) - NO DEEP 8 MAN PRESSURE
QB + WARM ROUTE
- SELL COUNTER FAKE – AGGRESSIVE ROCKER UP/ROCKER BACK
+ POSSIBLE SIGHTS BASED ON GAME PLAN
+ POSSIBLE AUDIBLE BASED ON GAME PLAN
886/887
887 (T) VS UNDER 887 VS OVER
F $ F $

C W M W M S
S C C C
E T N E E N T E

887 VS STEELER 887 VS RIFLE

F $ F
$

C W M C
W M C C
S
E T N E E T N E S

RIFLE/DENT

“ POSSIBLE BUMP BY
OC BACK TO BST”

887 VS ODD 887 VS ODD DBL RIFLE


$
F
F $
C B W M C
N
N C W M C
T E
B T N E N

887 VS BEAR 887 VS CHOP


F $
$ F
C M S
C
N T E W M S
W E C
C E
E T N
“BACK”

RAKE
RIFLE
POSSIBLE SIGHT VS.
STATIC OR SQUEEZE
END
886/887-T
· 6/7 MAN PROTECTION
· HARD PLAY ACTION POCKET PASS
· OL GAP SCHEME TO A MAN WITH A PULLER ALLOWS FOR BIG ON BIG PROTECTION.
· RB RESPONSIBLE FOR 7TH MAN
· VS. 2 OUTSIDE PST, A GAMEPLAN SIGHT ADJUSTMENT IS NEEDED.

POS RULES/CALLS TECHNIQUE COACHING POINT


- BLOCK INSIDE B GAP. - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK CALLSIDE/ID LB WORKING TO INSIDE NUMBER - DO NOT CHASE MOVEMENT
LEVERAGE. (GUT) ACROSS YOUR FACE. YOU ARE
PST - WHITESIDE = HARD RUN SELL IN B GAP PROTECTED BY THE PULLING
WITH AWARENESS OF 2ND LEVEL B GAP GUARD.
DEFENDER. MAKE SURE NOT TO GO
DOWN FIELD.

- BLOCK INSIDE A GAP - BLACKSIDE = HARD RUN SELL - STAY SQUARE IN GAP.
- TRACK CALLSIDE/ID LB WITH A GAP AWARENESS. (GUT) - DO NOT CHASE MOVEMENT
- WHITESIDE = HARD RUN SELL ON A GAP ACROSS YOUR FACE. YOU ARE
PSG DEFENDER. PROTECTED BY THE PST.
- WORK TO KEEP INSIDE NUMBER
LEVERAGE ON A GAP DEFENDER.

- BLOCK BACKSIDE A GAP BACK - BLACKSIDE = HARD RUN SELL BACK - STAY SQUARE IN GAP.
REPLACING PULLING GUARD. SIDE AND CLAMP B GAP DEFENDER - WORK TO CLAMP THE B GAP
- ID PLAYSIDE ILB WITH Y/H/T DEFENDER
- WHITESIDE = HARD RUN SELL ON THE - DO NOT CHASE MOVEMENT
C A GAP DEFENDER. ACROSS YOUR FACE TO A
- KEEP INSIDE NUMBER LEVERAGE ON GAP. YOU ARE PROTECTED BY
A GAP DEFENDER. THE PSG. “ALERT DENT VS.
RIFLE”
- OPEN PULL TO WAGGLE DIRECTION, BLOCK C - OPEN PULL FLAT DOWN THE LINE FOR - WORK FLAT DOWN THE LINE
GAP DEFENDER. C GAP DEFENDER. THEN FOR DEPTH NOT TO
- KEEP INSIDE NUMBER LEVERAGE. CREATE A GAP FOR THE C GAP
BSG
DEFENDER.

- BLOCK THE DE - HARD RUN SELL CALL ON THE - HARD SELL RUN TO INSIDE
DEFENSIVE END. NUMBER THEN SETTLE.
- KEEP INSIDE NUMBER LEVERAGE. - MAINTAIN INSIDE NUMBER
LEVERAGE.
BST - ALERT BUMP FROM OC VS
STEELER BLITZ OR RIFLE
- CALL DENT VS. RIFLE

- SECURE B GAP TO MLB WITH OC AND - STACK = NO FAKE


- CHECK RIFLE TO SECURE B GAP. CLAMP DEFENDER - OFF SET = FLASH FAKE
- 4-DOWN, NO THREAT HELP ON 3 TECH OR - RIFLE = BLITZ TECHNIQUE INSIDE #
TB MAKE PROTECTION WHOLE
- TIGHT RIFLE, GO BLOCK THE RIFLE NOW

TE/
FB

- GAP/MAN PASS PROTECTION USED TO COMPLIMENT COUNTER - EXAMPLE (887)


RUN GAME + RT GUARD WILL PULL LT
- THIS IS AN AGGRESSIVE RUN ACTION FAKE USED WITH 5 STEP + RB WILL TAKE FAKE TO THE RT, CHECK PASS PRO
RHYTHM TIMING FOR THE QB. RESPONSIBILITIES AND LEAK TO THE FLAT UNLESS
- GOOD VS ALL ZONE PRESSURES (EXCEPTIONS-POSSIBLE ROUTE IS TAGGED
SIGHT ADJUSTMENT PLAYSIDE BASED ON GAMEPLAN) - NO DEEP 8 MAN PRESSURE
QB + WARM ROUTE
- SELL COUNTER FAKE – AGGRESSIVE ROCKER UP/ROCKER BACK
+ POSSIBLE SIGHTS BASED ON GAME PLAN
+ POSSIBLE AUDIBLE BASED ON GAME PLAN
886/887-T
887-T VS UNDER 887-T VS OVER
F $ F $

C W M W M S
S C C C
E T N E E N T E

887-T VS STEELER 887-T VS RIFLE

F $ F
$

C W M C
W M C C
S
E T N E E T N E S

RIFLE/DENT

“ POSSIBLE BUMP BY
OC BACK TO BST”

887-T VS ODD 887-T VS ODD DBL RIFLE


$
F
F $
C B W M C
N
N C W M C
T E
B T N E N

887-T VS BEAR 887-T VS CHOP


F $
$ F
C M S
C
N T E W M S
W E C
C E
E T N
“BACK”

RAKE
RIFLE
POSSIBLE SIGHT VS.
STATIC OR SQUEEZE
END
600/601 (300/301)

· 6 MAN PROTECTION
· OL GAPS AWAY FROM CALL
· TB HANDLES CALLSIDE C-GAP THREAT

POS RULES/CALLS TECHNIQUE COACHING POINT


- BLOCK THE B GAP - BLACKSIDE = POWER SET DOWN - STAY SQUARE IN GAP.
HARD TO INSIDE NUMBER OF B GAP - DO NOT VACATE IMMEDIATELY
DEFENDER. IF NO B GAP THREAT.
- WHITESIDE = SET AN EDGE WITH
PST CALLSIDE HAND, DO NOT VACATE TO
- FEATHER BUT DO NOT CHASE
NO B GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON FACE TO C GAP. YOU ARE
B GAP DEFENDER. PROTECTED BY THE TB.

- BLOCK THE A GAP - BLACKSIDE = SET AN EDGE WITH - STAY SQUARE IN GAP.
CALLSIDE HAND, DO NOT VACATE TO - DO NOT VACATE IMMEDIATELY
NO A GAP DEFENDER. IF NO A GAP THREAT.
PSG - WHITESIDE = POWER SET DOWN HARD
- FEATHER BUT DO NOT CHASE
TO INSIDE NUMBER LEVERAGE OF
A GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON A FACE TO B GAP. YOU ARE
GAP DEFENDER. PROTECTED BY THE PST.

- BLOCK THE BS A GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF A GAP
- DO NOT VACATE IMMEDIATELY
DEFENDER.
- WHITESIDE = GET UPRIGHT GIVING
IF NO A GAP THREAT.
C HELP WITH CALL SIDE HAND TO PSG. - FEATHER BUT DO NOT CHASE
DO NOT VACATE TO NO A GAP MOVEMENT ACROSS YOUR
DEFENDER. FACE TO A GAP. YOU ARE
- KEEP INSIDE NUMBER LEVERAGE ON PROTECTED BY THE PSG.
A GAP DEFENDER.

- BLOCK THE BS B GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF B GAP - DO NOT VACATE IMMEDIATELY
DEFENDER. IF NO B GAP THREAT.
BSG - WHITESIDE = GET UPRIGHT GIVING
- FEATHER BUT DO NOT CHASE
HELP WITH CALL SIDE HAND TO OC.
DO NOT VACATE TO NO B GAP MOVEMENT ACROSS YOUR
DEFENDER. FACE TO BSA GAP. YOU ARE
- KEEP INSIDE NUMBER LEVERAGE ON PROTECTED BY THE OC.
B GAP DEFENDER.

- BLOCK THE BS C GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF C GAP - FEATHER BUT DO NOT CHASE
DEFENDER. MOVEMENT ACROSS YOUR
- WHITESIDE = ANGLE SET TO FACE TO BSB GAP. YOU ARE
BST INSIDE NUMBER LEVERAGE OF C GAP
PROTECTED BY THE BSG.
DEFENDER.

- BLOCK THE PS C GAP


TB

- FULL GAP PROTECTION WITH THE TB HANDLING THE CALLSIDE C-GAP. QB - OPPOSITE THE PASS PROTECTION YOU ARE GOOD BECAUSE OF
SHOULD UNDERSTAND WHERE THE SLIDE IS TAKING PLACE. THE STRENGTH THE FULL SLIDE.
OF THE PASS PROTECTION IS OPPOSITE THE PASS PROTECTION CALL. THE
WEAKNESS OF THE PASS PROTECTION IS TO THE CALL.
- IT TAKES 2 DEFENDERS OUTSIDE OF THE CALL SIDE TACKLE TO CREATE A
QB HOT SITUATION FOR THE QB.
600/601 (300/301)

601 VS OVER 601 VS UNDER


$
F $
F
C W M S
C
C W M C
E N T E S
E T N E

601 VS STEELER 601 VS BNDY RIFLE OR BULLET

F $
F $
C C M
W M C W S C
S
E T N E E N T E

“OUT”

601 VS ODD 601 VS DBL A PLUG


$
F $
F

C B W M C
N
N C W M S
E E C
E N T E
700/701

· 7 MAN PROTECTION
· OL GAPS AWAY FROM CALL
· TB HANDLES CALLSIDE C-GAP TO D-GAP THREAT

POS RULES/CALLS TECHNIQUE COACHING POINT


- BLOCK THE B GAP - BLACKSIDE = POWER SET DOWN - STAY SQUARE IN GAP.
HARD TO INSIDE NUMBER OF B GAP - DO NOT VACATE IMMEDIATELY
DEFENDER. IF NO B GAP THREAT.
- WHITESIDE = SET AND EDGE WITH
PST CALLSIDE HAND, DO NOT VACATE TO
- FEATHER BUT DO NOT CHASE
NO B GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON FACE TO C GAP. YOU ARE
B GAP DEFENDER. PROTECTED BY THE RB.

- BLOCK THE A GAP - BLACKSIDE = SET AN EDGE WITH - STAY SQUARE IN GAP.
CALLSIDE HAND, DO NOT VACATE TO - DO NOT VACATE IMMEDIATELY
NO A GAP DEFENDER. IF NO A GAP THREAT.
PSG - WHITESIDE = POWER SET DOWN HARD
- FEATHER BUT DO NOT CHASE
TO INSIDE NUMBER LEVERAGE OF
A GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON A FACE TO B GAP. YOU ARE
GAP DEFENDER. PROTECTED BY THE PST.

- BLOCK THE BS A GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF A GAP
- DO NOT VACATE IMMEDIATELY
DEFENDER.
- WHITESIDE = GET UPRIGHT GIVING
IF NO A GAP THREAT.
C HELP WITH CALL SIDE HAND TO PSG. - FEATHER BUT DO NOT CHASE
DO NOT VACATE TO NO A GAP MOVEMENT ACROSS YOUR
DEFENDER. FACE TO A GAP. YOU ARE
- KEEP INSIDE NUMBER LEVERAGE ON PROTECTED BY THE PSG.
A GAP DEFENDER.

- BLOCK THE BS B GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF B GAP - DO NOT VACATE IMMEDIATELY
DEFENDER. IF NO B GAP THREAT.
BSG - WHITESIDE = GET UPRIGHT GIVING
- FEATHER BUT DO NOT CHASE
HELP WITH CALL SIDE HAND TO OC.
DO NOT VACATE TO NO B GAP MOVEMENT ACROSS YOUR
DEFENDER. FACE TO BSA GAP. YOU ARE
- KEEP INSIDE NUMBER LEVERAGE ON PROTECTED BY THE OC.
B GAP DEFENDER.

- BLOCK THE BS C GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF C GAP - FEATHER BUT DO NOT CHASE
DEFENDER. MOVEMENT ACROSS YOUR
- WHITESIDE = ANGLE SET TO FACE TO BSB GAP. YOU ARE
BST INSIDE NUMBER LEVERAGE OF C GAP
PROTECTED BY THE BSG.
DEFENDER.

- MAKE TE WHOLE. BLOCK C-GAP IF TE - LEAD STEP TO LANDMARK. SPEED TO - WATCH COMMUNICATION OF TE
- TE SLAPS HIP HE IS BASING D-END TO D-
BLOCKS OUT ON D-GAP DEFENDER. POWER WITH INSIDE STAGGER FOOT. GAP (TAKE TRACK TO INSIDE HIP OF TACKLE)
TB BLOCK D-GAP IF TE BLOCKS DOWN - NO SLAP = TE TAKING C-GAP (TAKE TRACK
TO INSIDE HIP OF TE)
ON C-GAP DEFENDER - IF NO WORK, HELP TE

- MAN DE - FIRM SET, AGGRESSIVE AND DO NOT - COMMUNICATE WITH BACK ON


- IF C-GAP THREAT BLOCK C-GAP ALLOW INSIDE PENETRATION C-GAP / D-GAP RULES

TE
700/701

701 VS OVER 701 VS UNDER


$
F $
F
C W M S
C
C W M C
E T N E S
E N T E

701 VS STEELER 701 VS BNDY RIFLE OR BULLET

F $
F $
C C M
W M C W S C
S
E T N E E N T E

“OUT”

701 VS ODD 701 VS DBL A PLUG


$
F $
F

C B W M C
N
N C W M S
E E C
E N T E
800/801
· 6 MAN PROTECTION
· OL GAPS AWAY FROM CALL
· RB QUICK FAKE AND CUTS THE E.M.O.L.
· QB HANDLES CALLSIDE RIFLE

POS RULES/CALLS TECHNIQUE COACHING POINT


- BLOCK THE B GAP - BLACKSIDE = POWER SET DOWN - STAY SQUARE IN GAP.
HARD TO INSIDE NUMBER OF B GAP - DO NOT VACATE IMMEDIATELY
DEFENDER. IF NO B GAP THREAT.
- WHITESIDE = SET AND EDGE WITH
PST CALLSIDE HAND, DO NOT VACATE TO
- FEATHER BUT DO NOT CHASE
NO B GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON FACE TO C GAP. YOU ARE
B GAP DEFENDER. PROTECTED BY THE RB.

- BLOCK THE A GAP - BLACKSIDE = SET AN EDGE WITH - STAY SQUARE IN GAP.
CALLSIDE HAND, DO NOT VACATE TO - DO NOT VACATE IMMEDIATELY
NO A GAP DEFENDER. IF NO A GAP THREAT.
PSG - WHITESIDE = POWER SET DOWN HARD
- FEATHER BUT DO NOT CHASE
TO INSIDE NUMBER LEVERAGE OF
A GAP DEFENDER. MOVEMENT ACROSS YOUR
- KEEP INSIDE NUMBER LEVERAGE ON A FACE TO B GAP. YOU ARE
GAP DEFENDER. PROTECTED BY THE PST.

- BLOCK THE BS A GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF A GAP
- DO NOT VACATE IMMEDIATELY
DEFENDER.
- WHITESIDE = GET UPRIGHT GIVING
IF NO A GAP THREAT.
C HELP WITH CALL SIDE HAND TO PSG. - FEATHER BUT DO NOT CHASE
DO NOT VACATE TO NO A GAP MOVEMENT ACROSS YOUR
DEFENDER. FACE TO A GAP. YOU ARE
- KEEP INSIDE NUMBER LEVERAGE ON PROTECTED BY THE PSG.
A GAP DEFENDER.

- BLOCK THE BS B GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF B GAP - DO NOT VACATE IMMEDIATELY
DEFENDER. IF NO B GAP THREAT.
BSG - WHITESIDE = GET UPRIGHT GIVING
- FEATHER BUT DO NOT CHASE
HELP WITH CALL SIDE HAND TO OC.
DO NOT VACATE TO NO B GAP MOVEMENT ACROSS YOUR
DEFENDER. FACE TO BSA GAP. YOU ARE
- KEEP INSIDE NUMBER LEVERAGE ON PROTECTED BY THE OC.
B GAP DEFENDER.

- BLOCK THE BS C GAP - BLACKSIDE = ANGLE SET TO - STAY SQUARE IN GAP.


INSIDE NUMBER LEVERAGE OF C GAP - FEATHER BUT DO NOT CHASE
DEFENDER. MOVEMENT ACROSS YOUR
- WHITESIDE = ANGLE SET TO FACE TO BSB GAP. YOU ARE
BST INSIDE NUMBER LEVERAGE OF C GAP
PROTECTED BY THE BSG.
DEFENDER.

- QUICK 16/17 FAKE - AIM I/S HIP OF THE TACKLE. - FLASH FAKE RUN ACTION TO
- CUT INSIDE THIGH OF 1ST DEFENDER O/S OF INFLUENCE DEFENDERS.
TB TACKLE - SHOW SHELF AND SHOW FOLD
WITH TOP ARM.

- FULL GAP PROTECTION WITH THE TB CUTTING THE EMOL TO THE CALL. QB - OPPOSITE THE PASS PROTECTION YOU ARE GOOD BECAUSE OF
SHOULD UNDERSTAND WHERE THE SLIDE IS TAKING PLACE. THE STRENGTH THE FULL SLIDE.
OF THE PASS PROTECTION IS OPPOSITE THE PASS PROTECTION CALL. THE
WEAKNESS OF THE PASS PROTECTION IS TO THE CALL.
QB - IT TAKES 2 DEFENDERS OUTSIDE OF THE CALL SIDE TACKLE TO CREATE A
HOT SITUATION FOR THE QB.

- WITH TB IN STACK, REVERSE OUT.


800/801
801 VS UNDER 801 VS OVER
F
C F
$
M C
W C S M W
$ C
S E N T E E T N E

801 801
801 VS STEELER 801 VS RAIDER
F
$ F
$
C C
M W M W
C C
S E N T E S E N T E

“RAKE”

801 801
801 VS ODD 801 VS BEAR
C F
F
$ M W B C
$ M C C
S E N E
S T N E
E W

801 801
414/415
· 5-MAN SPRINT PROTECTION
· QB BREAK CONTAIN, MOVE THE POCKET PASS

POS RULES/CALLS TECHNIQUE COACHING POINT

- REACH C GAP DEFENDER, IF NO - HARD REACH C GAP DEFENDER TO - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN B GAP. CAPTURE THE EDGE FOR QB TO MOVEMENT ACROSS FACE,
- POSSIBLE “OUT” CALL BREAK CONTAIN.
PST - IF NO C GAP THREAT ON HARD REACH
YOU ARE PROTECTED INSIDE.
- OUT TRACKS VS. RIFLE
LOOK BACK TO SECURE INSIDE GAP
LATE.
- REACH B GAP DEFENDER, IF NO - HARD REACH B GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN A GAP. - IF NO B GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE INSIDE GAP YOU ARE PROTECTED INSIDE.
PSG LATE. - OUT TRACKS VS. RIFLE

- REACH A GAP DEFENDER, IF NO - HARD REACH A GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN BS A GAP. - IF NO A GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE BS A GAP YOU ARE PROTECTED
C LATE. (WATERFALL) BACKSIDE.

- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) HURRY TO HINGE BACK.
BSG - ALERT FOR RETURN BACK TO
GAP IF UNCOVERED PLAYSIDE.

- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) HURRY TO HINGE BACK.
BST - ALERT FOR RETURN BACK TO
GAP IF UNCOVERED PLAYSIDE.

- QUICK MOVEMENT PASS USED TO CHANGE THE LAUNCH - FRONTSIDE - OUR OBJECTIVE IS TO CAPTURE THE
POINT OF THE QB. EDGE AND BREAK CONTAIN.
QB - UNDERSTAND THE WEAKNESS OF THE PASS PROTECTION - POSSIBLE PULL UP CAN OCCUR VS RIFLE OR ULTRA-
CALL = VS 4 WEAK YOU MUST STAY ON THE MOVE! AGGRESSIVE CONTAIN RUSHERS ON PRESSURES
414/415
414 VS OVER 414 VS ODD
F $
F $

C W M C C B M C
S W NS
E N T E E N E

414 VS UNDER 414 VS RIFLE

F $
F $
W M W M
C S C C
C S
E T N E E T N E

“OUT” CALL
494/495
· 6-MAN SPRINT PROTECTION
· QB BREAK CONTAIN, MOVE THE POCKET PASS
· RB SECURES CALLSIDE EDGE

POS RULES/CALLS TECHNIQUE COACHING POINT

- REACH C GAP DEFENDER, IF NO - HARD REACH C GAP DEFENDER TO - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN B GAP. CAPTURE THE EDGE FOR QB TO MOVEMENT ACROSS FACE,
BREAK CONTAIN. YOU ARE PROTECTED INSIDE.
PST - IF NO C GAP THREAT ON HARD REACH - IF LOOSE END – LET THE TB
LOOK BACK TO SECURE INSIDE GAP BLOCK HIM. SIGNAL TO TB.
FOR A SCRAPE LB. - TB HAS A RIFLE - GANG
- REACH B GAP DEFENDER, IF NO - HARD REACH B GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN A GAP. - IF NO B GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE INSIDE GAP YOU ARE PROTECTED INSIDE.
PSG LATE. - GANG CALL VS. INSIDE
PRESSURES.

- REACH A GAP DEFENDER, IF NO - HARD REACH A GAP DEFENDER - DO NOT TURN BACK WITH
THREAT LOOK TO HELP IN BS A GAP. - IF NO A GAP THREAT ON HARD REACH MOVEMENT ACROSS FACE,
LOOK BACK TO SECURE BS A GAP YOU ARE PROTECTED
C LATE. BACKSIDE.
- WATERFALL TECHNIQUE - GANG CALL VS. INSIDE
PRESSURES.

- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) - WATERFALL TECHNIQUE – BACK HURRY TO HINGE BACK.
BSG PEDAL INSIDE OUT PROTECTING THE - ALERT FOR RETURN BACK TO
A-GAP TO B-GAP. GAP IF UNCOVERED PLAYSIDE.
- GANG CALL VS. INSIDE
PRESSURES.

- SECURE INSIDE GAP, HINGE BACK AND - SECURE INSIDE FIRST, HINGE BACK - BE SURE TO CLEAR INSIDE
BACKPEDAL TO SECURE BACKSIDE. AND PROTECT BACKSIDE LATE. GAP FIRST, DON’T BE IN A
(WATERFALL) - WATERFALL TECHNIQUE – BACK HURRY TO HINGE BACK.
BST PEDAL INSIDE OUT PROTECTING THE - ALERT FOR RETURN BACK TO
A-GAP TO B-GAP. GAP IF UNCOVERED PLAYSIDE.

- SECURE FRONTSIDE EDGE OUTSIDE - ATTACK THE OUTSIDE SHOULDER OF - TAKE OVER DE
PST/TE. E.M.O.L. - BE ALERT FOR 2ND LEVEL
TB - CUT RIFLE CONTAIN LB.
- WORK ON THE SAME PLANE
OF OT/TE.
- QUICK MOVEMENT PASS USED TO CHANGE THE LAUNCH - FRONTSIDE - OUR OBJECTIVE IS TO CAPTURE THE
POINT OF THE QB. EDGE AND BREAK CONTAIN.
QB - UNDERSTAND THE WEAKNESS OF THE PASS PROTECTION - POSSIBLE PULL UP CAN OCCUR WITH POOR CUTS BY
CALL = VS 4 WEAK YOU MUST STAY ON THE MOVE! THE TB OR ULTRA-AGGRESSIVE CONTAIN RUSHERS
ON PRESSURES
494/495
494 VS OVER 494 VS ODD
F $
F $

C W M C C B M C
S W NS
E N T E E N E

494 VS UNDER 494 VS STEELER

$
F F $

W M S W M
C C S
C C
E T N E E T N E

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