cuero (tx) attacking defenses with multiple formations

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CCUERO OFFENSIVE PRIORITIES 11.   BALANCE & BALL CONTROL OFFENSE

 2.   CREATE CONFUSION & MISMATCHES WITH MULTIPLE FORMATIONS

 3.   HAVE A POWER RUNNING GAME VS A READING DEFENSE AND A FINESS RUNNING GAME VS AN ATTACKING

DEFENSE

 4.   MAKE A LIVING ON THE SHORT PASSING GAME 5.   KEEP RUN BLOCK SCHEMES & PROTECTION PACKAGE

SIMPLE 6.   BE A GREAT SCREEN TEAM 

77.   IDENTIFY AND BEAT THE BLITZ 8.   PACKAGE PLAYS TO GIVE US THE BEST CHANCE FOR

SUCCESS

ATTACKING DEFENSES

WITH FORMATIONS

X

C

E

FS

SS

C

SM

7 MAN FRONT – 1 SS – BALANCED FORMATION –PACKAGE PLAYS – GO AWAY FROM SS – SET SS & STEM “TO” FORMATION

W

T T E

X

C

E

FS

SS

C

SM

8 MAN FRONT – 2 SS’S – EVEN DEFENSE – OVERLOAD FORMATION – RUN & PASS TO STRENGTH, USE BALANCED SETS

WT T E

X

CE

FS

SS

C

SM

ATTACKING A TEAM THAT FLIPS STRENGTH PLAYERSTO STRENGTH OF YOUR FORMATION – 3,7,8 –

NOSE SHADE, 5,9 – JUMP TE, FB – SET STRENGTH PLAYERS & GO OPPOSITE – EVEN FORMATION –

PACKAGE PLAYS

T N T E

6 TWINS LT “JUMP”

X

C CFS

SSW SM

ATTACKING TEAMS THAT FLIP CORNERS OVER TO TRIPS OR TWINS – USE “BOUNCE”, “SHIFT”,

“MOVE”, OR “TO” TO GET BEST SECONDARY MATCHUPS

E T T E

TWINS LT “SHIFT”

TB

X

C CFS

SSW SM

E T T E

“BOUNCE” VS CORNERS OVER

J TW LT “BOUNCE”

Z

TB

X

C CFS

SSESM

T N T E

“TO” VS. CORNERS OVER

TWINS LT “TO” 8 RT T

AB

TB

X

C C

FS

SS

T

SM

E T T E

“BOUNCE VS 0 COVERAGE CORNERS OVER”

X

Z

FB

TB

TWINS LT “DOUBLE BOUNCE”

X

CC

FS

SSW

S

M

E T T E

ATTACKING DEFENSES THAT DON’T FLIP STRENGTH PLAYERS – GOBBLER (4 MAN SIDE) & UNBALANCED – PUT OUR BEST VS THEIR WORST

4 GOBBLER RT

CTR SERIES

CTR, DOUBLE CTR, CTR Y, CTR Y BOSS, CTR Y PITCH, CTR NAKED

1. NEED FOR PLAY - WK SIDE OFFENSE AWAY FROM STRENGTH AND THE OFF SET I.

2. COMPLIMENTS OUR TOSS, BELLY, AND ISO GAME.

3. DIFFERENCES FROM GT OR CTR TREY A. DRAW BLOCK B. FB OR TE IS A BETTER ATHLETE THAN OUR TACKLE C. NO PENETRATION OR BACKSIDE PURSUIT D. ABILITY TO RUN THIS PLAY FROM DIFFERENT FORMATIONS

COUNTER RULES

TE - TO – TACKLE COVERED = TREY TO BS LB. TACKLE UNCOVERED = POP UP AND IF NO 70 STUNT BLOCK OUT ON FORCE AWAY – HIM

PST - DEUCE TO BS LB. IF COVERED AND GUARD IS NOT TREY TO BS LB.

PSG – IF COVERED DEUCE TO BACK SIDE LB. IF UNCOVERED, ACE NOSE TO BS LB

C - IF BEAR FRONT MAKE HELP CALL . IF COVERED AND BACK SIDE GUARD IS UNCOVERED, ACE THE NOSE TO BS LB, IF UNCOVERED BS A GAP FILL FOR PULLING GUARD

BSG – PULL AND KICK OUT PS DEF END

BST - B TO C GAP

QB – COWBOY STEP OPPOSITE PS, TAKE 2 ½ STEPS, HANDOFF TO TB, BOOT OUT OPPOSITE

FB – PULL AND LEAD BLOCK ON PLAYSIDE LB

TB – JAB STEP OPPOSITE PLAYSIDE, BRING FEET TOGETHER AND TAKE HANDOFF. AIMING POINT IS OFF TACKLE, FOLLOW THE FB

C

WS

FS

SS

C

R M

COUNTER RT VS EVEN FRONT

E T T E

C

WS

FS

SS

C

R M

COUNTER RT VS EVEN FRONT

E T T E

C T

FS SS

C

R M

COUNTER RT VS ODD FRONT

E N T E

C T

FS SS

C

R M

COUNTER RT VS ODD FRONT

E N T E

COUNTER Y RULES

TE - TO –SAME AS COUNTER AWAY – PULL AND LEAD BLOCK ON PLAYSIDE LB

PST - SAME

PSG – SAME

C –SAME

BSG – SAME

BST - SAME

QB – SAME

FB – BLOCK BACKSIDE DE BOSS = BLOCK 1ST MAN OUTSIDE PS DE; “BACK ON STRONG SAFETY”

TB – SAME

C

SS

FS

WS

C

R M

COUNTER Y RT VS EVEN FRONT

E T T E

C

SS

FS

WS

C

R M

COUNTER Y RT VS EVEN FRONT

E T T E

C

SS

FS

WS

C

R M

COUNTER Y RT “BOSS”

E T T E

C

SS

FS

WS

C

R M

COUNTER Y RT “BOSS”

E T T E

C

SS

FS

WS

C

R M

COUNTER Y RT “BOSS” (ONE BACK)

E T T E

BACKFIELD VARIATIONS

OF

CTR Y

C

T

FS

SS

CM R

COUNTER Y RT (FROM THE “I”)

E N T E

C

T

FS

SS

CM R

COUNTER Y RT (FROM THE “I”)

E N T E

C T

FSSS

CM W

COUNTER Y RT PITCH

E

S

T E

C T

FSSS

CM W

COUNTER Y RT PITCH

E

S

T E

C

T

FS

SS

CM R

QB COUNTER Y RT (UNDER CENTER)

E N T E

C

T

FS

SS

CM R

QB COUNTER Y RT (UNDER CENTER)

E N T E

C

T

FS

SS

CM R

QB COUNTER Y RT (OFF THE POP)

E T EW

C

T

FS

SS

CM R

QB COUNTER Y RT (OFF THE POP)

E T EW

ATTACKING DEFENSES BY

PAIRING PLAYS

AT THE

LINE OF SCRIMMAGE

WHY DO WE PAIR PLAYS

1. TO TAKE ADVANTAGE OF ANY OVERSHIFT BY THE DEFENSE

2. MAKE SURE WE HAVE BEST POSSIBLE PLAY CALLED VS THAT PARTICULAR DEFENSE

3. TO TAKE ADVANTAGE OF NUMBERS MISMATCH IN EITHER THE RUNNING OR PASSING GAME; DEFENSE CAN’T OVERLOAD YOU IN BOTH AT SAME TIME

4. TO HELP OUR QB LOOK FOR BLITZ IN CERTAIN SITUATIONS AND GET US INTO PROPER PLAY FOR THE BLITZ IN THAT SITUATION (EX: 3RD & LONG, 3RD & SHORT)

5. TO KEEP FROM GUESSING WITH A MULTIPLE FRONT DEFENSE

6. MAKE A GUESSING OR GAMBLING DEFENSE WRONG MORE OFTEN THAN RIGHT

7. TO RUN AWAY FROM THEIR BEST PERSONNEL

MAKING PAIRED PLAYS EASY ON THE QB IN THE RUNNING AND PASSING GAME

RUNNING GAME1. GIVE YOUR QB SOME EASY KEYS IN PLAY CALLING DECISIONS

**EXAMPLE – RUN TO THE 1 TECH., GO AWAY FROM FORCE, IS DE IN

7 OR 9 TECH, ETC2. GIVE YOUR QB A WAY TO GET US OUT OF A BAD PLAY3. DON’T OVERLOAD QB WITH TOO MUCH INFO (IRRELEVANT VARIABLES, ENTIRE FRONTS, SUBJECTIVE KEYS)

PASSING GAME1. WHAT CAN'T WE DO VERSUS BLITZ (KEEP IT LIMITED) & HAVE

BLITZ BEATER PAIRED WITH THAT PLAY2. GIVE QB SIMPLE KEY TO IDENTIFY BLITZ * EX: F/S, DB, OR LB ALIGNMENT; PRE-SNAP HABITS3. WHAT SECONDARY COVERAGE'S PRESENT A PROBLEM FOR WHAT PASS PLAYS

WHAT PLAYS DO WE PAIR UP

1. SINGLE RUN PLAY TO THE RIGHT OR LEFT (EX: TOSS CWM)

2. RUN PLAY TO RIGHT & ANOTHER RUN PLAY TO LEFT(EX: TOSS OR CTR)

3. TWO DIFFERENT RUN PLAYS GOING THE SAME DIRECTION(EX: TOSS OR G)

4. TWO DIFFERENT RUN PLAYS; CAN BE CALLED EITHER WAY(EX: TOSS OR ISO)

5. RUN OR PASS PLAY; LOOKING FOR NUMBERS GAME OR PARTICULAR COVERAGE (EX: ZONE OPT OR 71)

6. RUN PLAY RIGHT, RUN PLAY LEFT, OR PASS(EX: TOSS, CTR, OR 70)

7. TWO RUN PLAYS GOING SAME DIRECTION OR PASS(EX: TOSS, G, OR 70)

C

T

SS C

M

W

(SPEED) 9 LT -BELLY G LT OR QB CTR Y RT

E N T E

BELLY G LT

C

T

SS C

M

W

(SPEED) 9 LEFT - BELLY G LT OR QB CTR Y RT

E N T E

QB CTR Y RT

C

WS

FS

SS

C

R M

(REGULAR) 4 RIGHT OVER – TOSS OR CTR Y PITCH

E T T E

TOSS RT

C

WS

FS

SS

C

RM

(REGULAR) 4 RIGHT OVER – TOSS OR CTR Y PITCH

E T T E

CTR Y LT PITCH

C

SS

FS

WS

C

R M

(REGULAR) 5 TWINS RT – TOSS / CTR / 70

E T T E

70 (Z SCREEN)

C

SS

FS

WS

C

R M

(REGULAR) 5 TWINS RT – TOSS / CTR / 70

E T T E

TOSS LT

C

SS

FS

WS

C

R M

(REGULAR) 5 TWINS RIGHT – TOSS / CTR / 70

E T T E

CTR RT

C

TSS

FSC

RM

(SPEED) 8 RT -TOSS / BELLY G / 70

WSE T E

70 WIDE FADE

C

TSS

FSC

RM

(SPEED) 8 RT -TOSS / BELLY G / 70

WSE T E

BELLY G

C

TSS

FSC

RM

(SPEED) 8 RT -TOSS / BELLY G / 70

WSE T E

TOSS RT

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