quarterback school 2006
DESCRIPTION
QBS Goals/Responsibilites. Qualities of a Trinity QB. Six Second Rule. Slot Def. Defense ID: Fronts. QUARTERBACK SCHOOL 2006. Defense ID: Coverage. Run Check Terms. Pass Pre-Snap Terms. Passing Game Reads. Pass Post-Snap Terms. Throws/Ball Placement. Drop Summary. TRINITY FOOTBALL. - PowerPoint PPT PresentationTRANSCRIPT
QUARTERBACK SCHOOL QUARTERBACK SCHOOL 20062006
TRINITY FOOTBALLTRINITY FOOTBALL
QBS Goals/Responsibilites
Qualities of a Trinity QB
Defense ID: Fronts
Defense ID: Coverage
Run Check Terms
Pass Pre-Snap Terms
Passing Game Reads
Pass Post-Snap Terms
Throws/Ball Placement
Six Second Rule
Drop Summary
“Run/Pass” Calls
Numbers Game Overview
Uncovered Checks
Blitz Procedure
Route Packages
2:00 Offense: “Red Ball”
Glossary/Terminology Pg
“Structures” of Routes
SlotSlotDef.Def.
GOALSGOALS
QBS 2006QBS 2006
1.1. Gain a foundational understanding of the components of our offenseGain a foundational understanding of the components of our offenseProcedures – Terminology – Defenses – Run game – Protections – RoutesProcedures – Terminology – Defenses – Run game – Protections – Routes
2.2. Understand the “WHY” behind the “WHAT”Understand the “WHY” behind the “WHAT”
3.3. Begin to visualize the game – Get lots of mental reps – Slow the game downBegin to visualize the game – Get lots of mental reps – Slow the game down
4.4. Put yourself in a position by end of summer to:Put yourself in a position by end of summer to:1.1. Understand and absorb things quicker the second time throughUnderstand and absorb things quicker the second time through2.2. Fully show your physical skills because the learning part isn’t slowing you Fully show your physical skills because the learning part isn’t slowing you
downdown3.3. Establish leadership by being able to help teammates know what to do.Establish leadership by being able to help teammates know what to do.
5.5. Learn how to get the most out of watching filmLearn how to get the most out of watching film
6.6. Establish a good foundation of footwork skillsEstablish a good foundation of footwork skills
““With greater sophistication comes greater CONTROL.” –Sun TzuWith greater sophistication comes greater CONTROL.” –Sun Tzu
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YOUR RESPONSIBILITYYOUR RESPONSIBILITY
QBS 2006QBS 2006
1.1. Be active and engaged in the learning processBe active and engaged in the learning process1.1. Ask questionsAsk questions2.2. Make sure you know the “why” behind the “what”Make sure you know the “why” behind the “what”3.3. Checkers: Learn from the other guy’s reps…rep it as if it’s yoursCheckers: Learn from the other guy’s reps…rep it as if it’s yours
2.2. Review for :15 within 24 hours of our meetings—store in long-term memoryReview for :15 within 24 hours of our meetings—store in long-term memory
3.3. Approach the information as though you’ve never heard it beforeApproach the information as though you’ve never heard it before
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QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK
QBS 2006QBS 2006
*MENTAL (includes intangible) is to PHYSICAL as 4 is to 1*”The game is largely played from the waist down and the neck up”*”When your best player is also your best guy, you have something special.”
AREAS IN WHICH YOU WILL BE EVALUATEDAREAS IN WHICH YOU WILL BE EVALUATED
1.1. Intangibles (Be the right kind of person and teammate)Intangibles (Be the right kind of person and teammate)
2.2. Understanding (Grasps offensive concepts & opposing defenses)Understanding (Grasps offensive concepts & opposing defenses)
3.3. Decision-making (Pre- and Post-snap)Decision-making (Pre- and Post-snap)
4.4. Footwork & ball-handlingFootwork & ball-handling
5.5. Body position & pocket presenceBody position & pocket presence
6.6. Throws (Ball placement, choosing the correct velocity & trajectory)Throws (Ball placement, choosing the correct velocity & trajectory)
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QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK*Someone who has the INTANGIBLES we look for is:*Someone who has the INTANGIBLES we look for is:
THE MAN:THE MAN: Wants the responsibility, wants to be a guy people looks toWants the responsibility, wants to be a guy people looks to
A DETAIL PERSON:A DETAIL PERSON: Cares about/pays attention to the smallest parts of his gameCares about/pays attention to the smallest parts of his game
A LEADER BY EXAMPLE/:A LEADER BY EXAMPLE/: Hardest worker, most visible, embodies what we wantHardest worker, most visible, embodies what we wantGREAT PRACTICE HABITSGREAT PRACTICE HABITS on & off the field, takes initative, goes above and beyondon & off the field, takes initative, goes above and beyond
MENTALLY TOUGH:MENTALLY TOUGH: Handles frustration, responds to adversityHandles frustration, responds to adversityFORCES himself to always display POSITIVE body FORCES himself to always display POSITIVE body
language!language!
COACHABLE:COACHABLE: Doesn’t think he has all the answersDoesn’t think he has all the answers
UNSELFISH:UNSELFISH: Actively takes interest in his teammates, puts them firstActively takes interest in his teammates, puts them first
A GAME MANAGER:A GAME MANAGER: Understands situations, is savvy, avoids mistakes thatUnderstands situations, is savvy, avoids mistakes thatget his team beatget his team beat
BEST IN THE CLUTCH:BEST IN THE CLUTCH: WantsWants the ball when the game is tight, not afraid to make the ball when the game is tight, not afraid to make the big throwthe big throw
TAKES BLAME/GIVES CREDIT:TAKES BLAME/GIVES CREDIT: When things go bad offensively, shields his teammates When things go bad offensively, shields his teammates fromfrom
criticism by accepting blame. When things go well, criticism by accepting blame. When things go well, deflects praise to his linemen, backs, and receivers.deflects praise to his linemen, backs, and receivers.
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QBS 2006QBS 2006
QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK
*Someone who has the UNDERSTANDING we look for:*Someone who has the UNDERSTANDING we look for:
Is EAGER TO LEARNIs EAGER TO LEARN Thrives on the game, looks at the classroom/film room as Thrives on the game, looks at the classroom/film room as a chance to gain an edgea chance to gain an edge
KNOWS ALL 11 JOBSKNOWS ALL 11 JOBS Sees each play as a “picture” and how everyone fits intoSees each play as a “picture” and how everyone fits intothat picture. Can establish himself as a leader because hethat picture. Can establish himself as a leader because hehelps other positions learn their jobshelps other positions learn their jobs
KNOWS the “WHY”KNOWS the “WHY” Not only knows WHAT to do, but WHY we do things. AllowsNot only knows WHAT to do, but WHY we do things. Allowshim to make adjustments in the heat of the game when thingshim to make adjustments in the heat of the game when thingsdon’t show up exactly like they did in practicedon’t show up exactly like they did in practice
UNDERSTANDS DEFENSESUNDERSTANDS DEFENSES So he can attack and manipulate them using the “tools”So he can attack and manipulate them using the “tools”available to him, and thus CONTROL the FIELDavailable to him, and thus CONTROL the FIELD
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““The The smartersmarter you are, the you are, the moremore you want to you want to learnlearn.”.”““If you want to be a If you want to be a great onegreat one, you can’t just think about this stuff , you can’t just think about this stuff
while you’re at the facility.”while you’re at the facility.”LLOYD CARR – UNIVERSITY of MICHIGANLLOYD CARR – UNIVERSITY of MICHIGAN
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QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK
*Someone who is the DECISION-MAKER we look for:*Someone who is the DECISION-MAKER we look for:
VISUALIZESVISUALIZES Rehearses plays and situations in his mind throughoutRehearses plays and situations in his mind throughoutthe week, “slows the game down” for himselfthe week, “slows the game down” for himself
TRUSTS the SYSTEM…TRUSTS the SYSTEM… Doesn’t think he’s above the rules of the system, because Doesn’t think he’s above the rules of the system, because itit
helps him account for what will happen on the field in anhelps him account for what will happen on the field in anorganized fashion and organized fashion and protectsprotects him. him.TRUST of the SYSTEM keeps you from FORCING TRUST of the SYSTEM keeps you from FORCING
MISTAKESMISTAKES
……but ISN’T A ROBOTbut ISN’T A ROBOT Is savvy and confident enough to make plays Is savvy and confident enough to make plays beyondbeyond (not (not againstagainst) the system when it’s time to ) the system when it’s time to make a playmake a play..
USES THE :06 RULEUSES THE :06 RULE
Is DECISIVEIs DECISIVE Makes YES/NO decisions and does it quickly, withoutMakes YES/NO decisions and does it quickly, withoutsecond-guessing himself. Doesn’t hesitate.second-guessing himself. Doesn’t hesitate.
THROWS ON TIMETHROWS ON TIME Related to decisiveness and trust. Throws WHEN the Related to decisiveness and trust. Throws WHEN the read TELLS him to, read TELLS him to, notnot when he sees a receiver open. when he sees a receiver open.
SITUATIONALLY SMARTSITUATIONALLY SMART Knows when to: Take a sack – throw ball away – etc.Knows when to: Take a sack – throw ball away – etc.
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QBS 2006QBS 2006
QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK
*Components of great FOOTWORK and BALL-HANDLING:*Components of great FOOTWORK and BALL-HANDLING:
1.1. Pushes ball deep to RB in the running game; makes them RB quicklyPushes ball deep to RB in the running game; makes them RB quickly
2.2. Angle, mesh, and tempo of runs look exactly same as they do on PLAY ACTIONAngle, mesh, and tempo of runs look exactly same as they do on PLAY ACTION
3.3. Carries out fake with 5 full-speed steps after every runCarries out fake with 5 full-speed steps after every run
4.4. DROPS are consistent and disciplined, serving the following purposes:DROPS are consistent and disciplined, serving the following purposes:
1.1. Get you where you’re supposed to beGet you where you’re supposed to be: Each protection and route has a specific : Each protection and route has a specific depth and angle that you need to get to for the linemen to do their job and for depth and angle that you need to get to for the linemen to do their job and for you to get the separation you need from the L.O.S.you to get the separation you need from the L.O.S.
2.2. Get you there when you’re supposed to be thereGet you there when you’re supposed to be there: Along with that, each route has : Along with that, each route has a specific TIME when you must be ready to throw! SPEED of the drop is critical!a specific TIME when you must be ready to throw! SPEED of the drop is critical!
3.3. Get your body in a position to deliver the ball when the read tells you toGet your body in a position to deliver the ball when the read tells you to
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QBS 2006QBS 2006
QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK
*Components of great BODY POSITION:*Components of great BODY POSITION:
1.1. On straight dropbacks:On straight dropbacks:Front shoulder “tent pegged” & closed to target – Ball loaded –Front shoulder “tent pegged” & closed to target – Ball loaded –Instep pointed to target – Everything compactInstep pointed to target – Everything compact
2.2. On movement passes:On movement passes:Ball loaded – Feet chopping – Shoulder “tent-pegged”Ball loaded – Feet chopping – Shoulder “tent-pegged”
*Components of great POCKET PRESENCE:*Components of great POCKET PRESENCE:
1.1. FEELS the rush, doesn’t LOOK at it (eyes stay downfield)FEELS the rush, doesn’t LOOK at it (eyes stay downfield)
2.2. Skilled at ANTICIPATING and AVOIDING rushers with quick foot adjustments, getting Skilled at ANTICIPATING and AVOIDING rushers with quick foot adjustments, getting quickly back to a ready throwing positionquickly back to a ready throwing position
3.3. Willing to stand in and deliver the ball at the last moment – tough & doesn’t “flee” Willing to stand in and deliver the ball at the last moment – tough & doesn’t “flee” prematurelyprematurely
4.4. Secure with the ball (front hand pressure)Secure with the ball (front hand pressure)
5.5. Knows when and how to scrambleKnows when and how to scramble
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QBS 2006QBS 2006
QUALITIES OF A QUALITIES OF A TRINITYTRINITY QUARTERBACKQUARTERBACK
*Components of great THROWS:*Components of great THROWS:
1.1. ACCURACY:ACCURACY: Ball placed correct shoulder for R.A.C. or “Gut shot” to protect rec.Ball placed correct shoulder for R.A.C. or “Gut shot” to protect rec.
2.2. VELOCITY:VELOCITY: Thrown at the correct velocity needed for the throw/situationThrown at the correct velocity needed for the throw/situation
3.3. TRAJECTORY:TRAJECTORY: 1, 2, or 3 ball appropriate to the throw and the defense1, 2, or 3 ball appropriate to the throw and the defense
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SIX SECOND RULESIX SECOND RULE
1.1. Find the :25 clockFind the :25 clock1.1. Less than :12 – Take motion/shifts offLess than :12 – Take motion/shifts off2.2. Less than :10 – Take all checks off; call a play out immediatelyLess than :10 – Take all checks off; call a play out immediately3.3. Less than :08 – Time out (in key situations, especially 3Less than :08 – Time out (in key situations, especially 3rdrd down) down)
2.2. Find JACK – Need to know Find JACK – Need to know right nowright now if you’re in Zero Safety mode! if you’re in Zero Safety mode!3.3. Right to left scan: CoverageRight to left scan: Coverage
1.1. Are they lined up right? (Uncovered receivers, etc.)Are they lined up right? (Uncovered receivers, etc.)2.2. Number of safetiesNumber of safeties
4.4. Left to right: Front – are they lined up right? Left to right: Front – are they lined up right? (2 uncovered OL, 1 & 9 tech, etc.)(2 uncovered OL, 1 & 9 tech, etc.)5.5. Pre-snap cues as dictated by play Pre-snap cues as dictated by play (find the 3 tech, Premium/non-premium, etc.)(find the 3 tech, Premium/non-premium, etc.)
““PREPARED PLAYERS PLAY PREPARED PLAYERS PLAY FASTFAST.”.”*The most important :06 of any play are the moments AFTER the play has been called,
but BEFORE the snap.
The “Six Second rule” is a simple checklist that allows you to make the most of that time, allowing you to be prepared and play fast.
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QBS 2006QBS 2006
IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: FRONTSFRONTS
““00” Technique -” Technique - Head up on the Center
““0 Cheat0 Cheat” or “” or “ShadeShade” -” - Aligned on one of C’s shoulders
““2i2i” Technique -” Technique - Inside shoulder of Guard
““22” Technique -” Technique - Head up on a Guard
““33” Technique -” Technique - Outside shoulder of a Guard
““4i4i” Technique -” Technique - Inside shoulder of Tackle
““44” Technique -” Technique - Head up on a Tackle
““55” Technique -” Technique - Outside shoulder of tackle
““6i6i” Technique -” Technique - Inside shoulder of Tight End
““66” Technique -” Technique - Head up on a Tight End
““99” Technique -” Technique - Outside shoulder of a Tight End
““88” Technique -” Technique - Head up on a Wing player
““0”0”““2”2” ““2”2”““6”6” ““6”6”
““8”8” ““8”8”
““4”4” ““4”4”
““2i”2i” ““2i”2i”““4i”4i” ““4i”4i”““6i6i”” ““6i6i””
““ShadeShade””““3”3” ““3”3”““5”5” ““5”5”““9”9” ““9”9”
*Special note: Defenders aligned in a linebacker position have a “0” added as a
second digit to their technique. For example, a linebacker aligned 4-5 yds
deep over a guard would be called a “20” technique, or a “Deep 2”
DEFENSIVE LINE “Techniques”DEFENSIVE LINE “Techniques”When identifying the location individuals in the defensive front, we describe them in terms of the “technique” they’re playing. Understanding these locations, or “techniques” is critical because: *It provides a very strong clue as to what gap a man is responsible for, as well as the defenders around him
*Often, it determines which way we’ll “check” a play to insure the best chances of success!
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: FRONTSFRONTSDEFENSIVE “CORES”DEFENSIVE “CORES”
The next step in identifying defenses is to classify the front structure in terms of its “core.” The “core” refers to the how defenders are aligned within the “A” and “B” gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense
is being played around it & how we want to block! They are named / IDed as follows:
-Center has a down lineman on him (0 or Shade)-Either one or both of the guards does NOT have a
DL on him.-TWO LB are in the core--------------------------------
Core is Core is “ODD”“ODD”
VVVVVV
-Center has a down lineman on him (0 or Shade)-Either one or both of the guards does NOT have
a DL on him. -ONE LB is in the core--------------------------------
Core is Core is ““STACKSTACK””
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Cores with 1 DLCores with 1 DL
BASE DEFENSE FORBASE DEFENSE FOR: X (Lou): X (Lou)CHANGE-UP FORCHANGE-UP FOR: : Eastern, X (Cincy), Ballard, Seneca, ManualEastern, X (Cincy), Ballard, Seneca, Manual
BASE DEFENSE FORBASE DEFENSE FOR: Ballard, Eastern, X (Cincy): Ballard, Eastern, X (Cincy)CHANGE-UP FORCHANGE-UP FOR: X (Lou), Seneca, Southen: X (Lou), Seneca, Southen
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: FRONTSFRONTSDEFENSIVE “CORES”DEFENSIVE “CORES”
The next step in identifying defenses is to classify the front structure in terms of its “core.” The “core” refers to the how defenders are aligned within the “A” and “B” gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense
is being played around it & how we want to block! They are named / IDed as follows:
-Center does not have a DL on him (possible shade), but Guards do
-TWO players at LB depth are in B gap to B gap area
--------------------------------
Core is Core is ““SPLITSPLIT””
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-Center does not have a DL on him (possible Shade), but Guards to
-ONE player at LB depth in the B gap to B gap area
--------------------------------
Core is Core is ““EVENEVEN””
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Cores with 2 DLCores with 2 DL
BASE DEFENSE FORBASE DEFENSE FOR: X (Lou), Manual: X (Lou), ManualCHANGE-UP FORCHANGE-UP FOR: Shelby Co., Seneca, Male: Shelby Co., Seneca, Male
BASE DEFENSE FORBASE DEFENSE FOR: Southern, X (Lou), Shelby Co. : Southern, X (Lou), Shelby Co. CHANGE-UP FORCHANGE-UP FOR: Fern Creek: Fern Creek
VV VV
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QBS 2006QBS 2006
IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: FRONTSFRONTSDEFENSIVE “CORES”DEFENSIVE “CORES”
The next step in identifying defenses is to classify the front structure in terms of its “core.” The “core” refers to the how defenders are aligned within the “A” and “B” gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense
is being played around it & how we want to block! They are named / IDed as follows:
-Center has a DL on him (0 or Shade) ,as doboth Guards (usually 3, sometimes 2s)
-NO LB players are in the B gap to B gap ‘core’-Usually, 2 of them will be C gap players
--------------------------------
Core is Core is “BEAR ZERO”“BEAR ZERO”
VV VV
-Center has a DL on him (0 or Shade), as doboth Guards (usually 3, sometimes 2s)
-ONE player at LB depth in the B gap to B gap area
--------------------------------
Core is Core is ““BEAR ONEBEAR ONE””
VVVV
Cores with 3 DLCores with 3 DL
BASE DEFENSE FORBASE DEFENSE FOR: --: --CHANGE-UP FORCHANGE-UP FOR: --: --
BASE DEFENSE FORBASE DEFENSE FOR: Oldham County, Fern Creek, Male: Oldham County, Fern Creek, MaleCHANGE-UP FORCHANGE-UP FOR: Ballard, Henry Clay: Ballard, Henry Clay
VV VV VV
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IDENTIFYING DEFENSES: SLOT IDENTIFYING DEFENSES: SLOT DEFENDERSDEFENDERS
One of the areas in which we will see the most variety is the One of the areas in which we will see the most variety is the manner in which defenses align their Outside LB/Nickel Players manner in which defenses align their Outside LB/Nickel Players
related to our Slot or Slot receivers.related to our Slot or Slot receivers.
These players will tell us much about:These players will tell us much about:1.1.Checking run versus pass, Checking run versus pass,
2. Uncovered checks (whether we 2. Uncovered checks (whether we areare uncovered and which type to use), uncovered and which type to use),
3. Our screen game, and 3. Our screen game, and
4. Pressure / Protection checks.4. Pressure / Protection checks.
Because this information is vital to our being able to “control Because this information is vital to our being able to “control the field”, we need a great way to communicate all the things we the field”, we need a great way to communicate all the things we
can see very quickly. Our system of labelling the different can see very quickly. Our system of labelling the different alignments we see follows.alignments we see follows.
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CoverageCoverageDirDir
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IDENTIFYING DEFENSES: SLOT IDENTIFYING DEFENSES: SLOT DEFENDERSDEFENDERS
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CoverageCoverageDirDir
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Two receiver sideTwo receiver side
VV VV VVVVVV VV““TTUCK”UCK”
Inside theInside theTTackleackle
““HIP”HIP”
““ITIT””
BetweenBetweenIInside recnside rec
andandTTackleackle
““IIKE”KE”
Head upHead upon on
IInside recnside rec
““OOLLIE”LLIE”
OOutsideutsideshade orshade orleverageleverage
on widest sloton widest slot
““IKE SHADE”IKE SHADE”
IDENTIFYING DEFENSES: SLOT IDENTIFYING DEFENSES: SLOT DEFENDERSDEFENDERS
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Three receiver sideThree receiver side
VV VV VVVV VV““TTUCK”UCK”
Inside theInside theTTackleackle
““HIP”HIP”
““ITIT””
BetweenBetweenIInside recnside rec
andandTTackleackle
““IIKE”KE”
Head upHead upon on
IInside recnside rec
““OOLLIE”LLIE”
OOutsideutsideshade orshade orleverageleverage
on widest sloton widest slot
VV““MMOE”OE”
Head upHead upon on
MMiddle reciddle rec
VV““MIMILT”LT”
BetweenBetweenMMiddleiddle
andandIInside recnside rec
IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 1: COVERAGE “FAMILIES”STEP 1: COVERAGE “FAMILIES”
Coverages are grouped in ‘families’ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes.
By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense’s overall philosophy, numbers against the run, and ability to blitz.
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 1: COVERAGE “FAMILIES”STEP 1: COVERAGE “FAMILIES”
Coverages are grouped in ‘families’ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes.
By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense’s overall philosophy, numbers against the run, and ability to blitz.
0 Safety Family0 Safety Family*No one in the hash area*No one in the hash area
(8 yds or deeper, between(8 yds or deeper, betweenor within 2 yds of the hash)or within 2 yds of the hash)
*MAN coverage family*MAN coverage family
*Run defenders: Def +2*Run defenders: Def +2
*Pass rushers: Def +1*Pass rushers: Def +1
*JACK tells you where we’re*JACK tells you where we’reoutnumberedoutnumbered
*COVERAGES:*COVERAGES:0, 0 Str, 0 Weak, 0 Press0, 0 Str, 0 Weak, 0 Press
1 Safety Family1 Safety Family*1 player in the hash area (Jack)*1 player in the hash area (Jack)
*MAN or ZONE coverage family*MAN or ZONE coverage family
*Run defenders: Def +1*Run defenders: Def +1
*Pass rushers: Even*Pass rushers: Even
*CB “D.E.L.” will tell you the*CB “D.E.L.” will tell you theactual coverageactual coverage
*COVERAGES:*COVERAGES:1, 1 Press, 3, 3 Fire, 3 Cloud, 51, 1 Press, 3, 3 Fire, 3 Cloud, 5
2 Safety Family2 Safety Family*2 players on/near hash area*2 players on/near hash area
*MAN or ZONE coverage family*MAN or ZONE coverage family*Run defenders: Even*Run defenders: Even*Pass rushers: Off +1*Pass rushers: Off +1
*Safeties’ relationship to hash*Safeties’ relationship to hashwill change when ball iswill change when ball is
on the hash!on the hash!*CB D.E.L. & Safety align*CB D.E.L. & Safety align
will tell you actual coveragewill tell you actual coverage*COVERAGES:*COVERAGES:
2, 2 Man, 4, 8, 8 Press, 282, 2 Man, 4, 8, 8 Press, 28
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 1: COVERAGE “FAMILIES”STEP 1: COVERAGE “FAMILIES”
Coverages are grouped in ‘families’ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes.
By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense’s overall philosophy, numbers against the run, and ability to blitz.
0 Safety Family0 Safety Family*No one in the hash area*No one in the hash area
(8 yds or deeper, between(8 yds or deeper, betweenor within 2 yds of the hash)or within 2 yds of the hash)
*MAN coverage family*MAN coverage family
*Run defenders: Def +2*Run defenders: Def +2
*Pass rushers: Def +1*Pass rushers: Def +1
*JACK tells you where we’re*JACK tells you where we’reoutnumberedoutnumbered
*COVERAGES:*COVERAGES:0, 0 Str, 0 Weak, 0 Press0, 0 Str, 0 Weak, 0 Press
VVVV VV
VV
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CoverageDir
IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 1: COVERAGE “FAMILIES”STEP 1: COVERAGE “FAMILIES”
Coverages are grouped in ‘families’ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes.
By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense’s overall philosophy, numbers against the run, and ability to blitz.
VVVV
VV
VV
1 Safety Family1 Safety Family*1 player in the hash area (Jack)*1 player in the hash area (Jack)
*MAN or ZONE coverage family*MAN or ZONE coverage family
*Run defenders: Def +1*Run defenders: Def +1
*Pass rushers: Even*Pass rushers: Even
*CB “D.E.L.” will tell you the*CB “D.E.L.” will tell you theactual coverageactual coverage
*COVERAGES:*COVERAGES:1, 1 Press, 3, 3 Fire, 3 Cloud, 51, 1 Press, 3, 3 Fire, 3 Cloud, 5
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CoverageDir
IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 1: COVERAGE “FAMILIES”STEP 1: COVERAGE “FAMILIES”
Coverages are grouped in ‘families’ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes.
By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense’s overall philosophy, numbers against the run, and ability to blitz.
VV
VV
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VV2 Safety Family2 Safety Family
*2 players on/near hash area*2 players on/near hash area*MAN or ZONE coverage family*MAN or ZONE coverage family
*Run defenders: Even*Run defenders: Even*Pass rushers: Off +1*Pass rushers: Off +1
*Safeties’ relationship to hash*Safeties’ relationship to hashwill change when ball iswill change when ball is
on the hash!on the hash!*CB D.E.L. & Safety align*CB D.E.L. & Safety align
will tell you actual coveragewill tell you actual coverage*COVERAGES:*COVERAGES:
2, 2 Man, 4, 8, 8 Press, 282, 2 Man, 4, 8, 8 Press, 28
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 2: CORNERBACK “D.E.L.”STEP 2: CORNERBACK “D.E.L.”
In situations where you need to know more than the coverage family, you next look to the CB to clue you in. You’ll get what you need by finding their “DEL” – Depth, Eyes, Leverage
MAN CornerMAN Corner
CCCC
ZONE CornerZONE Corner
DEPTHDEPTH*Usually deeper than man*Generally 6 or deeper
EYESEYES*Looks inside/at you*Can see STRIPE on his helmet
LEVERAGELEVERAGE*Outside
DEPTHDEPTH*Tighter in general*Mostly 5 or tighter
EYESEYES*Looks at receiver*Cannot see stripe
LEVERAGELEVERAGE*Inside;
occasionally head up**Note: The term “PRESS” is tagged to describe a **Note: The term “PRESS” is tagged to describe a
CB or a coverage in which CB are CB or a coverage in which CB are less thanless than 5 yards 5 yards deep. It can be applied to Man (Inside) or Zone deep. It can be applied to Man (Inside) or Zone
(Outside) technique. (Outside) technique.
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGECOVERAGESTEP 3: SAFETY ALIGNMENTSTEP 3: SAFETY ALIGNMENT
Against two-safety defenses, you can often anticipate the behavior of safeties and, as a result, other players in the coverage, by looking at the safeties’ depth and relationship to the hash.
Generally, hash safeties are either defending a QUARTERS of the field, a HALVES of the field, or are SUPPORT players who will become quarters or man players once they read pass.
VV VV*10-12 yds deep, loose or outside *10-12 yds deep, loose or outside
the hash: the hash: HALVESHALVES (Cov 2) (Cov 2) VV VV
*10-12 yds deep, tight to or on the *10-12 yds deep, tight to or on the hash: hash: QUARTERSQUARTERS (Cov 4) (Cov 4)
VV VV
*10 yds or tighter, tight to or on *10 yds or tighter, tight to or on the hash: the hash: SUPPORTSUPPORT (Cov 8) (Cov 8)
**You will also see **You will also see COMBINATIONCOMBINATION coverages; one safety in coverages; one safety in HalvesHalves alignment & one in alignment & one in QuartersQuarters or or
SupportSupport alignment (Cover 28, 24, etc.) alignment (Cover 28, 24, etc.)
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 0COVER 0
FAMILY: FAMILY: 0 Safety0 SafetyCORNER D.E.L.:CORNER D.E.L.: ManMan
Why used:Why used:Pressure – to free up rushers to outnumber Pressure – to free up rushers to outnumber protection and the run game. For some protection and the run game. For some teams, a Red Zone/GL coverage only.teams, a Red Zone/GL coverage only.
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Individual matchup routes based on Individual matchup routes based on
CB/Safety depthCB/Safety depth2.2. Undefended deep hole in the middleUndefended deep hole in the middle3.3. Crossing routes w/ stairstep techniqueCrossing routes w/ stairstep technique4.4. ““Rub” routesRub” routes5.5. Alley ScreensAlley Screens6.6. Timed breakout routes to inside Timed breakout routes to inside
receivers against inside leverage LB or receivers against inside leverage LB or safeties (4 route, 5 route, Bronco)safeties (4 route, 5 route, Bronco)
VV VVVV VV
BASE DEFENSE FORBASE DEFENSE FOR: --: --
CHANGE-UP FORCHANGE-UP FOR: Southern, X (Cincy), Ballard: Southern, X (Cincy), Ballard
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 0 PRESSCOVER 0 PRESS
FAMILY: FAMILY: 0 Safety0 SafetyCORNER D.E.L.:CORNER D.E.L.: Man PRESSMan PRESS
Why used:Why used:Pressure – to free up rushers to outnumber Pressure – to free up rushers to outnumber protection and the run game. Played protection and the run game. Played consistently, it is a statement of arrogance consistently, it is a statement of arrogance about their DB’s athleticism compared to about their DB’s athleticism compared to our WR; a challenge. For some teams, a our WR; a challenge. For some teams, a Red Zone/GL coverage only.Red Zone/GL coverage only.
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Same as Cover 0, but especially FIRE Same as Cover 0, but especially FIRE
routes to inside receivers and DOUBLE routes to inside receivers and DOUBLE MOVES (Utah, Horn, Takeoff)MOVES (Utah, Horn, Takeoff)
VV VVVV VV
BASE DEFENSE FORBASE DEFENSE FOR: Male, Fern Creek: Male, Fern Creek
CHANGE-UP FORCHANGE-UP FOR: --: --
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 1COVER 1
FAMILY: FAMILY: 1 Safety1 SafetyCORNER D.E.L.:CORNER D.E.L.: ManMan
Why used:Why used:To defend the run and create some To defend the run and create some pressure without the risk of emptying the pressure without the risk of emptying the deep middle. Can be a Red Zone change-updeep middle. Can be a Red Zone change-up
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Individual matchup routes based on Individual matchup routes based on
CB/Safety depthCB/Safety depth2.2. Sneak & Crossing routes w/ stairstep Sneak & Crossing routes w/ stairstep
techniquetechnique3.3. ““Rub” routesRub” routes4.4. Alley ScreensAlley Screens5.5. Timed breakout routes to inside Timed breakout routes to inside
receivers against inside leverage LB or receivers against inside leverage LB or safeties (4 route, 5 route, Bronco)safeties (4 route, 5 route, Bronco)
BASE DEFENSE FORBASE DEFENSE FOR: Fern Creek, Oldham Co.: Fern Creek, Oldham Co.
CHANGE-UP FORCHANGE-UP FOR: Male, Henry Clay, X (Cincy): Male, Henry Clay, X (Cincy)
VV VVVV VV
VV
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 1 PRESSCOVER 1 PRESS
FAMILY: FAMILY: 1 Safety1 SafetyCORNER D.E.L.:CORNER D.E.L.: Man PressMan Press
Why used:Why used:To defend the run and create some To defend the run and create some pressure without the risk of emptying the pressure without the risk of emptying the deep middle. Can be a Red Zone change-updeep middle. Can be a Red Zone change-up
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Same as Cover 1, with special Same as Cover 1, with special
emphasis on FIRE routes inside and emphasis on FIRE routes inside and DOUBLE MOVES outside.DOUBLE MOVES outside.
BASE DEFENSE FORBASE DEFENSE FOR: Fern Creek: Fern Creek
CHANGE-UP FORCHANGE-UP FOR: Male: Male
VV VVVV VV
VV
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 3COVER 3
FAMILY: FAMILY: 1 Safety1 SafetyCORNER D.E.L.:CORNER D.E.L.: ZoneZone
Why used:Why used:Allows for fronts that outnumber the run, Allows for fronts that outnumber the run, while providing safe pass coverage that while providing safe pass coverage that limits big plays and forces offense to limits big plays and forces offense to execute underneath.execute underneath.
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Short outside throws – Now, Quick Out, Short outside throws – Now, Quick Out,
Stop, Hitch, Comeback, OrbitStop, Hitch, Comeback, Orbit2.2. Areas between the 4 underneath Areas between the 4 underneath
defenders: Spacing, especiallydefenders: Spacing, especially3.3. Creating 2 on 1 situations agianst the Creating 2 on 1 situations agianst the
Jack safety in the middle with vertical Jack safety in the middle with vertical routes on the hashes: BOXroutes on the hashes: BOX
4.4. Creating 2 on 1 situation on the flat Creating 2 on 1 situation on the flat defender: Bronco, Flooddefender: Bronco, Flood
BASE DEFENSE FORBASE DEFENSE FOR: : X (Lou), X (Cincy), Seneca, Ballard, EasternX (Lou), X (Cincy), Seneca, Ballard, Eastern
CHANGE-UP FORCHANGE-UP FOR: Oldham Co., Shelby Co.: Oldham Co., Shelby Co.
VV VV
VV
VV
VV
VV
VV
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 2COVER 2
FAMILY: FAMILY: 2 Safeties2 SafetiesCORNER D.E.L.:CORNER D.E.L.: Zone,Zone,
possibly press possibly pressSAFETY ALIGN:SAFETY ALIGN: Halves (Wide)Halves (Wide)
Why used:Why used:To be physical against the outside run with To be physical against the outside run with CB support and constrict short passing CB support and constrict short passing lanes with 5 defenders underneathlanes with 5 defenders underneath
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Holes at the second level: Deep middle Holes at the second level: Deep middle
and “pocket” areas on the outside;and “pocket” areas on the outside;Box, Corner, PocketBox, Corner, Pocket
2.2. Routes that put CB in a bind with Routes that put CB in a bind with receivers in front & behind: 2, 4, E/Wreceivers in front & behind: 2, 4, E/W
3.3. Routes that wall off OLB and work in Routes that wall off OLB and work in crease inside QB: Spacing, Slickcrease inside QB: Spacing, Slick
BASE DEFENSE FORBASE DEFENSE FOR: : X (Cincy) X (Cincy)
CHANGE-UP FORCHANGE-UP FOR: X (Lou), Southern: X (Lou), Southern
VV VVVV VV
VV
VV
VV
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 2 MANCOVER 2 MAN
FAMILY: FAMILY: 2 Safety2 SafetyCORNER D.E.L.:CORNER D.E.L.: Man PressMan PressSAFETY ALIGN:SAFETY ALIGN: HalvesHalves
Why used:Why used:Heavy pass coverage on obvious pass Heavy pass coverage on obvious pass downs or two minute situations to allow downs or two minute situations to allow underneath defenders to be aggressive, underneath defenders to be aggressive, knowing they have help over the top.knowing they have help over the top.
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Matchup: MLB on the backMatchup: MLB on the back2.2. QB run/Option/Scramble/Run support QB run/Option/Scramble/Run support
on edgeson edges3.3. Same underneath route concepts as Same underneath route concepts as
Cover 1 and 0 Press (Rubs, Crosses, Cover 1 and 0 Press (Rubs, Crosses, Out-breaking routes to Inside rec.)Out-breaking routes to Inside rec.)
BASE DEFENSE FORBASE DEFENSE FOR: --: --
CHANGE-UP FORCHANGE-UP FOR: Male: Male
VV VVVV VV
VVVV
VV
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 4COVER 4FAMILY: FAMILY: 2 Safeties2 SafetiesCORNER D.E.L.:CORNER D.E.L.: ZoneZoneSAFETY ALIGN:SAFETY ALIGN: Quarters (tight)Quarters (tight)
Why used:Why used:To eliminate deep, vertical throwsTo eliminate deep, vertical throws
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Short outside throws – Now, Quick Out, Short outside throws – Now, Quick Out,
Stop, Hitch, Comeback, OrbitStop, Hitch, Comeback, Orbit2.2. SHORT areas between the 4 underneath SHORT areas between the 4 underneath
defenders: Spacing, especiallydefenders: Spacing, especially3.3. Intermediate areas in front of safeties Intermediate areas in front of safeties
behind LB: Over, Curlbehind LB: Over, Curl4.4. 4 route!4 route!5.5. Creating 2 on 1 situation on the flat Creating 2 on 1 situation on the flat
defender: Bronco, Flooddefender: Bronco, Flood
BASE DEFENSE FORBASE DEFENSE FOR: X (Lou), Southern: X (Lou), Southern
CHANGE-UP FORCHANGE-UP FOR: Ballard, Eastern: Ballard, Eastern
VV VV
VV VV
VV
VV
VV
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Note: J safety willNote: J safety willtypically “Cross key”typically “Cross key”
#3 receiver in a Trips set#3 receiver in a Trips set& lock on him if he runs& lock on him if he runs
a Hole, Slash, or Vertical-a Hole, Slash, or Vertical-type routetype route
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 8COVER 8
FAMILY: FAMILY: 2 Safeties2 SafetiesCORNER D.E.L.:CORNER D.E.L.: Loose ManLoose ManSAFETY ALIGN:SAFETY ALIGN: SupportSupport
Why used:Why used:To maintain a form of 4-deep coverage To maintain a form of 4-deep coverage while adding two safeties to the run while adding two safeties to the run support equation.support equation.
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Safeties have two jobs: Must use Safeties have two jobs: Must use
effective PLAY ACTION to exploit this effective PLAY ACTION to exploit this (216-217, 226-227)(216-217, 226-227)
2.2. Otherwise, same types of throws we Otherwise, same types of throws we use against Cover 4use against Cover 4
BASE DEFENSE FORBASE DEFENSE FOR: : Southern Southern
CHANGE-UP FORCHANGE-UP FOR: X (Lou): X (Lou)
VV VV
VV VVVV
VV
VV
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Note: J safety willNote: J safety willtypically “Cross key”typically “Cross key”
#3 receiver in a Trips set#3 receiver in a Trips set& lock on him if he runs& lock on him if he runs
a Hole, Slash, or Vertical-a Hole, Slash, or Vertical-type routetype route
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 3 f/ 2-SAFETY LOOK:COVER 3 f/ 2-SAFETY LOOK:Cover 3 “Sky” Rotation Cover 3 “Sky” Rotation
FAMILY: FAMILY: 1 Safety1 SafetyCORNER D.E.L.:CORNER D.E.L.: ZoneZoneSAFETY ALIGN:SAFETY ALIGN: “Creeps”“Creeps”
Why used:Why used:To disguise intentions, add run defender to To disguise intentions, add run defender to “box” or adjust to formations/motion“box” or adjust to formations/motion
*Doesn’t necessarily affect us other than *Doesn’t necessarily affect us other than Box conversions & recognition in Key Box conversions & recognition in Key defender throws. LOVE Box away from defender throws. LOVE Box away from rotation!rotation!
BASE DEFENSE FORBASE DEFENSE FOR: X (Lou), X (Cincy), Southern: X (Lou), X (Cincy), Southern
CHANGE-UP FORCHANGE-UP FOR: :
VV VVVV VV
VV
VV
VV
*Will recognize week to week by certain *Will recognize week to week by certain players cheating off normal 2-saf players cheating off normal 2-saf alignment OR use Quick Frosty to get alignment OR use Quick Frosty to get them to “Creep”them to “Creep”
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 3 f/ 2-SAFETY LOOK:COVER 3 f/ 2-SAFETY LOOK:Cover 3 “Cloud” Rotation Cover 3 “Cloud” Rotation
FAMILY: FAMILY: 1 Safety1 SafetyCORNER D.E.L.:CORNER D.E.L.: ZoneZoneSAFETY ALIGN:SAFETY ALIGN: “Creeps”“Creeps”
Why used:Why used:To disguise intentions, squeeze the To disguise intentions, squeeze the “Pocket” area, constrict strongside throws“Pocket” area, constrict strongside throws
*Will continue to key CB in 2-safety throws, *Will continue to key CB in 2-safety throws, but MUST be careful in the pocket area.but MUST be careful in the pocket area.
BASE DEFENSE FORBASE DEFENSE FOR: Manual : Manual
CHANGE-UP FORCHANGE-UP FOR: --: --
VV VVVV VV
VV
VV
VV
*Will recognize week to week by certain *Will recognize week to week by certain players cheating off normal 2-saf players cheating off normal 2-saf alignment OR use Quick Frosty to get alignment OR use Quick Frosty to get them to “Creep”them to “Creep”
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IDENTIFYING DEFENSES: IDENTIFYING DEFENSES: COVERAGESCOVERAGES
COVER 2 CONCEPT f/1 COVER 2 CONCEPT f/1 SAFETY LOOK:SAFETY LOOK:
“Cover 5”“Cover 5”
FAMILY: FAMILY: 1 Safety1 SafetyCORNER D.E.L.:CORNER D.E.L.: Zone weak; Man strZone weak; Man str
Why used:Why used:Tries to outnumber 3 receiver & Tries to outnumber 3 receiver & unbalanced sets by overrotating J strong unbalanced sets by overrotating J strong over the strong receivers, and playing over the strong receivers, and playing aggressively on #1 and #2. Becomes a aggressively on #1 and #2. Becomes a form of Cover 2, but with no jam CB form of Cover 2, but with no jam CB weakside.weakside.
Weaknesses/Thoughts of attack:Weaknesses/Thoughts of attack:1.1. Box area between hashes, deep. Box area between hashes, deep.
(7 Hole, E-W Hole, Bronco “Ollie”)(7 Hole, E-W Hole, Bronco “Ollie”)2.2. ““Solo” flight routes of any kind back Solo” flight routes of any kind back
to weaksideto weakside
BASE DEFENSE FORBASE DEFENSE FOR: : HendersonHenderson
CHANGE-UP FORCHANGE-UP FOR: --: --
VV VV
VV
VV VVVV
VV
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RUNNING GAME: Check with RUNNING GAME: Check with me termsme terms““WIDEST TECHNIQUE” WIDEST TECHNIQUE”
Side of the ball where 1Side of the ball where 1stst DL is DL is furthestfurthest from the Center. 0 technique does not count; Shades do from the Center. 0 technique does not count; Shades do
VVVV VVVV VV
EXAMPLE 1EXAMPLE 1::3 on left, 2i on right3 on left, 2i on right
*Left side has “WIDEST TECHNIQUE” *Left side has “WIDEST TECHNIQUE”
EXAMPLE 2EXAMPLE 2::0 over C (doesn’t count),0 over C (doesn’t count),
4i on left, 5 on right4i on left, 5 on right*Right side has “WIDEST TECHNIQUE” *Right side has “WIDEST TECHNIQUE”
RUNS COMMONLY CHECKED TO “WIDEST TECHNIQUE”:RUNS COMMONLY CHECKED TO “WIDEST TECHNIQUE”: 40-41 Slice, 16-17 Trey40-41 Slice, 16-17 Trey
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RUNNING GAME: Check with RUNNING GAME: Check with me termsme terms““TIGHTEST TECHNIQUE” TIGHTEST TECHNIQUE”
Side of the ball where 1Side of the ball where 1stst DL is DL is closestclosest to the Center. 0 technique does not count; Shades do to the Center. 0 technique does not count; Shades do
VV VV VVVV VV
EXAMPLE 1EXAMPLE 1::2 on left, 2i on right2 on left, 2i on right
*Right side has “TIGHTEST TECHNIQUE” *Right side has “TIGHTEST TECHNIQUE”
EXAMPLE 2EXAMPLE 2::Shade on left, 3 on rightShade on left, 3 on right
*Left side has “TIGHTEST TECHNIQUE” *Left side has “TIGHTEST TECHNIQUE”
RUNS COMMONLY CHECKED TO “TIGHTEST TECHNIQUE”:RUNS COMMONLY CHECKED TO “TIGHTEST TECHNIQUE”: 42-43 Zone, 46-47 Counter,42-43 Zone, 46-47 Counter,14-15 Casino14-15 Casino
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RUNNING GAME: Check with RUNNING GAME: Check with me termsme terms““LIGHTEST SURFACE” LIGHTEST SURFACE”
Side of the ball that has the fewest DL compared to the number of blockers. Usually used in Side of the ball that has the fewest DL compared to the number of blockers. Usually used in balanced, two TE formations. 0 Nose counts as ½ lineman for each side.balanced, two TE formations. 0 Nose counts as ½ lineman for each side.
VVVV VV
EXAMPLE 1EXAMPLE 1::3 DL v. 3 blockers on left; 2 DL v. 3 on right 3 DL v. 3 blockers on left; 2 DL v. 3 on right
*Right side has “LIGHTEST SURFACE” *Right side has “LIGHTEST SURFACE”
EXAMPLE 2EXAMPLE 2::2 DL v. 3 blockers on left; 2 DL v. 2 on right2 DL v. 3 blockers on left; 2 DL v. 2 on right
*Left side has “LIGHTEST TECHNIQUE” *Left side has “LIGHTEST TECHNIQUE”
VVVV VV VVVV VV
VVVV VV
EXAMPLE 3EXAMPLE 3::2 ½ DL v. 3 blockers on left; 2 ½ DL v. 3 on right 2 ½ DL v. 3 blockers on left; 2 ½ DL v. 3 on right
*Neither would be considered a “LIGHTEST SURFACE” *Neither would be considered a “LIGHTEST SURFACE”
VVVV
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RUNNING GAME: Check with RUNNING GAME: Check with me termsme terms““OVERHANG” OVERHANG”
Standing DE or LB outside the box for whom we do not have a receiver & cannot block. Standing DE or LB outside the box for whom we do not have a receiver & cannot block. Most often, we want to check AWAY from Overhang players, especially 0 series runs. Most often, we want to check AWAY from Overhang players, especially 0 series runs.
VVVV
EXAMPLE 1EXAMPLE 1::Player B Player B isis an overhang; no blocker available an overhang; no blocker available
VVVV
VVVVBB
VVVV
EXAMPLE 2EXAMPLE 2::Player B Player B is notis not an overhang; a blocker is available an overhang; a blocker is available
VVVV
VVVVBB
VVVV
EXAMPLE 3EXAMPLE 3::B B is notis not an overhang; a blocker is available an overhang; a blocker is available
VVVV
VVVV
BB
VVVV
EXAMPLE 4EXAMPLE 4::B B isis an overhang; no blocker is available an overhang; no blocker is available
VVVV
VVVV
BB
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Terms PageSlotSlotDef.Def.
TermsTerms
PASSING GAME: PASSING GAME: Pre-snap Pre-snap decision termsdecision termsCOVERED DOWN / UNCOVERED COVERED DOWN / UNCOVERED
Terms that indicate whether a defense has honored our receivers.Terms that indicate whether a defense has honored our receivers.If an inside receiver has no one within 5 yards of him, he is “uncovered.”If an inside receiver has no one within 5 yards of him, he is “uncovered.”
If If 22 inside receivers have only inside receivers have only 11 short defender over them, they, together, are considered “uncovered” short defender over them, they, together, are considered “uncovered”
If an outside receiver to the short side has no CB within 7 yards, or an outside receiver to the wide If an outside receiver to the short side has no CB within 7 yards, or an outside receiver to the wide field has no CB within 10 yards, he is “uncovered.”field has no CB within 10 yards, he is “uncovered.”
BB
EXAMPLE 1EXAMPLE 1::H is “H is “Covered downCovered down” by “B” ” by “B”
HH
BB
EXAMPLE 2EXAMPLE 2::H is “H is “UncoveredUncovered””
HH
BB
EXAMPLE 3EXAMPLE 3::H & Y are “H & Y are “UncoveredUncovered””
HH YY
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PASSING GAME: PASSING GAME: Pre-snap Pre-snap decision termsdecision terms
PREMIUM / NON-PREMIUM PREMIUM / NON-PREMIUM Words that describe a side of a formation;Words that describe a side of a formation;
specifically, whether there is a defender in the “Alley” (area between the tackle & receiver to a specifically, whether there is a defender in the “Alley” (area between the tackle & receiver to a depth of 7 yards) who can provide help against a single receiver’s route.depth of 7 yards) who can provide help against a single receiver’s route.
““Premium” means no defender is in the alley and the receiver is 1-on-1;Premium” means no defender is in the alley and the receiver is 1-on-1;“Non-Premium” means an overhang LB or safety is in the alley in position to help.“Non-Premium” means an overhang LB or safety is in the alley in position to help.
VV
EXAMPLE 1EXAMPLE 1::No one in alley: “Premium” No one in alley: “Premium”
VV VV
VV
EXAMPLE 2EXAMPLE 2::Overhang LB in alley: Overhang LB in alley:
“Non-Premium” “Non-Premium”
VV
VVVV
EXAMPLE 3EXAMPLE 3::Support safety in alley: Support safety in alley:
“Non-Premium” “Non-Premium”
VVVV
VV
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PASSING GAME: PASSING GAME: Pre-snap Pre-snap decision termsdecision terms
““ACCESS”: Free/Hard Limited/No ACCESS”: Free/Hard Limited/No Subcategories of “Premium/Non-Premium” that further describe a side by indicating the depth of the Subcategories of “Premium/Non-Premium” that further describe a side by indicating the depth of the
CB within a Premium or Non-Premium side.CB within a Premium or Non-Premium side.
*A side that is “Premium” & has a “Loose” CB deeper than 6 yds is called *A side that is “Premium” & has a “Loose” CB deeper than 6 yds is called FREE ACCESSFREE ACCESS
*A side that is “Premium”, but has a “Tight” CB 6 yards or closer is called *A side that is “Premium”, but has a “Tight” CB 6 yards or closer is called HARD ACCESSHARD ACCESS
*A side that is “Non-Premium” with a “Loose” CB is called *A side that is “Non-Premium” with a “Loose” CB is called LIMITED ACCESSLIMITED ACCESS
*A side that is “Non-Premium” with a “Tight” CB is *A side that is “Non-Premium” with a “Tight” CB is NO ACCESSNO ACCESS
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PASSING GAME: PASSING GAME: Pre-snap Pre-snap decision termsdecision terms
““ACCESS”: Free/Hard Limited/No ACCESS”: Free/Hard Limited/No
EXAMPLE 1EXAMPLE 1
VVVV
VV VV
PremiumPremium + Loose CB+ Loose CB
==FREEFREE ACCESS ACCESS
EXAMPLE 2EXAMPLE 2
VV
VV
VV VV
PremiumPremium + Tight CB+ Tight CB
==HARDHARD ACCESS ACCESS
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PASSING GAME: PASSING GAME: Pre-snap Pre-snap decision termsdecision terms
““ACCESS”: Free/Hard Limited/No ACCESS”: Free/Hard Limited/No
EXAMPLE 3EXAMPLE 3
VVVV
VVVV
Non-PremiumNon-Premium + Loose CB+ Loose CB
==LIMITEDLIMITED ACCESS ACCESS
EXAMPLE 4EXAMPLE 4
VV
Non-PremiumNon-Premium + Tight CB+ Tight CB
==NONO ACCESS ACCESS
VV
VV VV
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PASSING GAME: PASSING GAME: Types of Types of ReadsReads
““AN INDECISIVE QUARTERBACKAN INDECISIVE QUARTERBACK
IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.” IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”
1.1. ProgressionProgression: : 1 – 2 – 3 “Checklist”1 – 2 – 3 “Checklist”
a.a. ““Across the Board”Across the Board”
2.2. Key defenderKey defender: : Look at a defender, throw opposite his reactionLook at a defender, throw opposite his reaction
3.3. Object receiverObject receiver:: Read an area:Read an area: *Throw to object receiver if not invaded *Throw to object receiver if not invaded *If invaded, throw to area vacated by “invader” *If invaded, throw to area vacated by “invader”
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QBS QBS 20062006
Terms Page
PASSING GAME: PASSING GAME: Types of Types of ReadsReads
PROGRESSION PROGRESSION ExampleExample: Eastern v. 1 safety look. Progression is Pin Arrow to Over to Comeback to Run: Eastern v. 1 safety look. Progression is Pin Arrow to Over to Comeback to Run
VV VV VV
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VVVV
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KEYSKEYS
1.1. Pre-snap homework: Pre-snap homework: Understand where Understand where threats are to each guy in threats are to each guy in the progressionthe progression
2.2. Checklist is a series of Checklist is a series of SNAPSHOTS…Yes/No SNAPSHOTS…Yes/No right nowright now, then move on, then move on
3.3. FEET follow the EYES, FEET follow the EYES, then the FEET will tell then the FEET will tell you if it’s open (rhythm)you if it’s open (rhythm)
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QBS QBS 20062006
Terms Page
PASSING GAME: PASSING GAME: Types of Types of ReadsReads
PROGRESSION: ACROSS THE BOARD PROGRESSION: ACROSS THE BOARD *Type of progression that starts on one side and works laterally across the formation*Type of progression that starts on one side and works laterally across the formation
VV VV VV
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VVVV
VV
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VV11
22
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KEYSKEYS
1.1. BIG SCREEN – See BIG SCREEN – See defender in front of each defender in front of each receiverreceiver
2.2. FEET follow the EYES, FEET follow the EYES, then the FEET will tell then the FEET will tell you if it’s open (rhythm)you if it’s open (rhythm)
ExampleExample: 91 X Slant Y Space. Work “Across the board” Slant to Space to Mini to Arrow: 91 X Slant Y Space. Work “Across the board” Slant to Space to Mini to Arrow
44
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Terms Page
PASSING GAME: PASSING GAME: Types of Types of ReadsReads
KEY DEFENDER KEY DEFENDER
VV VV VV
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KEYSKEYS
1.1. FOCUS on the FEET of a FOCUS on the FEET of a CB if he’s the key, the CB if he’s the key, the SHOULDERS of a LB or SHOULDERS of a LB or SafetySafety
2.2. Be READY (body Be READY (body position) and WILLING position) and WILLING (decisiveness) to throw (decisiveness) to throw IMMEDIATELY upon IMMEDIATELY upon seeing his reaction. NO seeing his reaction. NO HESITATION.HESITATION.
ExampleExample: 62 v. 2 safeties. Key : 62 v. 2 safeties. Key CBCB, Smash or Corner route, Smash or Corner route
VV
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Terms Page
PASSING GAME: PASSING GAME: Types of Types of ReadsReads
OBJECT RECEIVER OBJECT RECEIVER
VV VV VV
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VVVV
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VV
VV22
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KEYSKEYS
1.1. Pre-snap: Know who can Pre-snap: Know who can invade, & likelihood that invade, & likelihood that they will by alignment. they will by alignment. “Influence” them not to “Influence” them not to in certain situationsin certain situations
2.2. BIG SCREEN. See at BIG SCREEN. See at least 4 yards on either least 4 yards on either side of object receiver’s side of object receiver’s break point. FEEL break point. FEEL invaders.invaders.
ExampleExample: 81. “Object” the Mini-Curl…Space if invaded inside-out, Arrow if invaded outside-in: 81. “Object” the Mini-Curl…Space if invaded inside-out, Arrow if invaded outside-in
OBJOBJ
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Terms Page
PASSING GAME: PASSING GAME: Post-snap Post-snap decision termsdecision terms““AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.” AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”
Read PlayerRead Player:: The person you read in a “Key defender” readThe person you read in a “Key defender” read*Usually the CB v. 2 safeties, “Alley Player” v. 1 safety*Usually the CB v. 2 safeties, “Alley Player” v. 1 safety
VV VV VV
VVVVVV
VVVV
VV
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VV
VV VV VV
VVVVVV
VVVV
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VV
MainMenuQBThoughtSumm
QBS QBS 20062006
Terms Page
PASSING GAME: PASSING GAME: Post-snap Post-snap decision termsdecision terms
Danger Player:Danger Player: Defender not accounted for in your read that can Defender not accounted for in your read that can intercept if not accounted for…often intercept if not accounted for…often insideinside or or in front ofin front of your read your read *Often the ILB on Quick throws and/or in 1 safety defenses;*Often the ILB on Quick throws and/or in 1 safety defenses;*Often the safety on 60-70 throws and/or in 2 safety defenses*Often the safety on 60-70 throws and/or in 2 safety defenses
““AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.” AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”
VV VV VV
VVVVVV
VVVV
VV
VV
VV READREADVV
DANGERDANGER
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Terms Page
PASSING GAME: PASSING GAME: Post-snap Post-snap decision termsdecision terms
‘‘Q’ Receiver:Q’ Receiver: Receiver whose route should be open early &Receiver whose route should be open early &be available if protection breaks downbe available if protection breaks down*Examples: Arrow, Swing, , Flat, Orbit*Examples: Arrow, Swing, , Flat, Orbit*Is NOT an answer to blitz or being outnumbered*Is NOT an answer to blitz or being outnumbered
““AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.” AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”
Outlet:Outlet: Receiver whom you look to late if basic progression Receiver whom you look to late if basic progression is not openis not open*Receiver is generally STATIONARY and has freedom to work *Receiver is generally STATIONARY and has freedom to work
open!open! *HE will tell you if he’s open with EYE CONTACT. Do NOT *HE will tell you if he’s open with EYE CONTACT. Do NOT give him the ball UNLESS he gives you EYE contact give him the ball UNLESS he gives you EYE contact
*Examples: Spacing sit, Trace, Over, Drag, Under*Examples: Spacing sit, Trace, Over, Drag, Under
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Terms Page
PASSING GAME: PASSING GAME: Post-snap Post-snap decision termsdecision terms
‘‘Deke’:Deke’: Subtle shoulder & head movement by QB Subtle shoulder & head movement by QB within thewithin the rhythm of his droprhythm of his drop to influence a zone defender to influence a zone defender to move a certain direction or react to a certain route. to move a certain direction or react to a certain route.
*Can be used to keep ‘object area’ open or move a key defender*Can be used to keep ‘object area’ open or move a key defender*Example: Deke the alley player to the Arrow to get the Mini-Curl*Example: Deke the alley player to the Arrow to get the Mini-Curl
““AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.” AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON’T PLAY AT TRINITY.”
‘‘Pump’:Pump’: Pump fake by QB to influence the movement of a Pump fake by QB to influence the movement of a defender; mostly a safety or CB defender; mostly a safety or CB
*SHORT PUMP: Within rhythm of drop, short separation of *SHORT PUMP: Within rhythm of drop, short separation of handshands
and lift of elbow; immediately reload and lift of elbow; immediately reload*LONG PUMP: Full arm motion, “reset for depth” and reload *LONG PUMP: Full arm motion, “reset for depth” and reload
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QBS QBS 20062006
PASSING GAME: PASSING GAME: Types of Types of ThrowsThrows
112233
1 BALL1 BALL:: Thrown on a direct line to receiver;Used on short throws, medium throws with no one between you and target
2 BALL2 BALL:: Enough trajectory to get ball over goalpost (10’ apex), snap of wrist to bring it down ona receiver in front of people; Used on medium throws that you can’t get there on astraight line or deep/medium throws with safety help over top.
3 BALL3 BALL:: High, lofted pass, using lifted front shoulder & sometimes a javelin step;Used on deep balls with no safety help over top to allow receiver to run under it
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QBS QBS 20062006
PASSING GAME: PASSING GAME: Ball Ball PlacementPlacement
On throws to a receiver who is facing us (Mini Curl, Sit, Orbit, Curl, Now, Hitch, etc.), we will maximize yards after catch by making “Triangle” throws. The “Triangle” refers to the three spots
where a receiver can catch the ball without slowing down or locking up his hips: The right shoulder, the left shoulder, and his facemask.
““ACCURATE THROWS CREATE ACCURATE THROWS CREATE RRUN UN AAFTER FTER CCATCH YARDS” (50% rule) ATCH YARDS” (50% rule)
The best Triangle throws are those thrown ON THE SHOULDER AWAY FROM DEFENSIVE PRESSURE. If the nearest defender is outside, put the ball on the inside shoulder. If the nearest
defender is inside, put the ball on the outside shoulderIf a defender from behind is an IMMEDIATE THREAT to knock the ball away, we throw a
“GUT SHOT” into the receiver’s stomach so that he can protect himself and give the defender no path to the ball.
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DROP SummaryDROP Summary
QBS 2006QBS 2006
Most of your success or failure as a passer will happen because of what goes from from Most of your success or failure as a passer will happen because of what goes from from the waist down. Disciplined, consistent drops serve the following purposes:the waist down. Disciplined, consistent drops serve the following purposes:
1.1. Get you where you’re supposed to beGet you where you’re supposed to be
2.2. Get you there when you’re supposed to be thereGet you there when you’re supposed to be there
3.3. Get your body in a position to deliver the ball when the read tells you toGet your body in a position to deliver the ball when the read tells you to
MainMenuDropsMenu
DROP Summary: 90-190, DROP Summary: 90-190, Part IPart I
QBS 2006QBS 2006
1 step1 step
Catch & ShootCatch & Shoot
UNDER CENTERUNDER CENTER GUNGUN
1a.1a. 1 STEP: 1 STEP: Throwing side foot steps at 45° angle to target, sit & drive off itThrowing side foot steps at 45° angle to target, sit & drive off it1b.1b. CATCH/SHOOT:CATCH/SHOOT: ToTo throwing side – Double play turn into throwing side – Double play turn into hingedhinged pos. as ball arrives, push pos. as ball arrives, push
off & throw without a stepoff & throw without a stepOppOpp. throwing side – SIT on throwing leg, HINGE off leg, push off, no step. throwing side – SIT on throwing leg, HINGE off leg, push off, no step
USED FOR:USED FOR: “Color” screens, Slant, Now (Under C only), Fade +8 (Under C only)“Color” screens, Slant, Now (Under C only), Fade +8 (Under C only)
MainMenuDropsMenu
DROP Summary: 90-190, DROP Summary: 90-190, Part IIPart II
QBS 2006QBS 2006
3 quick3 quick RockerRocker
UNDER CENTERUNDER CENTER GUNGUN
3 big3 big Rock Rock & Hitch& Hitch
FlashFlash ““P”P”
2a.2a. 3 QUICK: 3 QUICK: 1 big, 2 quick, 1 big, 2 quick, anchoranchor and and hingehinge on last step on last step2b.2b. ROCKER:ROCKER: Push off opposite foot, “rock” back onto throwing foot, anchor & hingePush off opposite foot, “rock” back onto throwing foot, anchor & hinge
USED FOR:USED FOR: Hitch, Quick Out, Arrow, Fade (outside the 8)Hitch, Quick Out, Arrow, Fade (outside the 8)3a.3a. 3 BIG: 3 BIG: 2 big, 1 quick, 75 percent tempo, 2 big, 1 quick, 75 percent tempo, anchoranchor and and hingehinge on last step on last step3b.3b. ROCK & HITCH:ROCK & HITCH: Rock to back foot, bend on back knee, 1 hitch step forwardRock to back foot, bend on back knee, 1 hitch step forward
USED FOR:USED FOR: Mini-Curl, Sit, Turn, TrailMini-Curl, Sit, Turn, Trail4a.4a. FLASH: FLASH: Extend ball on 1Extend ball on 1stst/2/2ndnd steps on 24-25 course on way to drop. Used with steps on 24-25 course on way to drop. Used with
3 quick or 3 big; feet & rhythm don’t change3 quick or 3 big; feet & rhythm don’t change4b.4b. “P”:“P”: Drop with off foot, lunge & extend w/ throwing foot, Rock back. Can beDrop with off foot, lunge & extend w/ throwing foot, Rock back. Can be
used with Anchor or Hitch at end depending on route.used with Anchor or Hitch at end depending on route.
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DROP Summary: 40-50DROP Summary: 40-50QBS 2006QBS 2006
5 quick5 quick
UNDER CENTERUNDER CENTER GUNGUN
5 big 5 big (Hitch)(Hitch)
2a.2a. 5 QUICK: 5 QUICK: 5 quickest steps you can take, anchor and hinge last step, no hitch up5 quickest steps you can take, anchor and hinge last step, no hitch up2b.2b. 3 QUICK:3 QUICK: 1 big – 2 quick – anchor & hinge last step, no hitch up, just like 3 qk f/under1 big – 2 quick – anchor & hinge last step, no hitch up, just like 3 qk f/under
USED FOR:USED FOR: Stop, Glance, BoxStop, Glance, Box3a.3a. 5 BIG: 5 BIG: 3 big, 2 quick, 100 percent tempo, 1 Hitch up & throw on rhythm3 big, 2 quick, 100 percent tempo, 1 Hitch up & throw on rhythm3b.3b. 3 & HITCH:3 & HITCH: Just like Gun 3 quick, with a Hitch upJust like Gun 3 quick, with a Hitch up
USED FOR:USED FOR: Bronco, Big SpaceBronco, Big Space
3 quick3 quick3 & 3 & HitchHitch
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DROP Summary: 60-70DROP Summary: 60-70QBS 2006QBS 2006
Angle 5Angle 5(Kickback)(Kickback)
UNDER CENTERUNDER CENTER GUNGUN
DashDash
2a.2a. ANGLE 5: ANGLE 5: 5 qk steps ,45 ° angle, to inside leg of tackle, possible kick back (Mini-drop) 5 qk steps ,45 ° angle, to inside leg of tackle, possible kick back (Mini-drop) 2b.2b. ANGLE 3:ANGLE 3: 1 big +2 quick, 45 ° angle, to inside leg of tackle– anchor or hitch, poss. kick 1 big +2 quick, 45 ° angle, to inside leg of tackle– anchor or hitch, poss. kick
USED FOR:USED FOR: 3 route, 6 route3 route, 6 route3.3. DASH: DASH: 3 quick (under C) / Mini-drop (Gun) & Spin, explode for width & depth3 quick (under C) / Mini-drop (Gun) & Spin, explode for width & depth
USED FOR:USED FOR: 5 route, Balloon5 route, Balloon
Angle 3Angle 3(Anchor or Hitch)(Anchor or Hitch)(Possible kickbk)(Possible kickbk)
DashDash
Tight UTight U
Tight UTight U
1.1. TIGHT U: TIGHT U: Reach to 5 or 7 o’clock opposite, toe downhill on 2d step, drumroll to targetReach to 5 or 7 o’clock opposite, toe downhill on 2d step, drumroll to targetUSED FOR:USED FOR: 2 route, 4 route2 route, 4 route
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‘‘RUN-PASS’ CallsRUN-PASS’ Calls
QBS 2006QBS 2006
NOW – BINGO – GREEN/GOLDNOW – BINGO – GREEN/GOLDA ‘Run-Pass’ call is one in which we call both a run and a pass at the same time. All or some A ‘Run-Pass’ call is one in which we call both a run and a pass at the same time. All or some
receivers will execute the route or pass indicated, the OL and backs will execute the run.receivers will execute the route or pass indicated, the OL and backs will execute the run.NO VERBAL CHECK IS GIVEN. NO VERBAL CHECK IS GIVEN.
You simply decide, based on certain criteria, whether to hand it or throw it.You simply decide, based on certain criteria, whether to hand it or throw it.Calls will sound like this: “24 Calls will sound like this: “24 NOWNOW,” or “26 ,” or “26 BINGOBINGO,” or “23 ,” or “23 GREENGREEN” ”
1. 1. NOWNOW means that your outside receivers are running “NOW” routes. If either side has a CB that means that your outside receivers are running “NOW” routes. If either side has a CB that allows you to throw it (7+ to bnd, 10 + to field), stand up and throw to that side. Otherwise, execute allows you to throw it (7+ to bnd, 10 + to field), stand up and throw to that side. Otherwise, execute the run as called. NOW is always an under center throw.the run as called. NOW is always an under center throw.
2. 2. BINGOBINGO gives backside receivers away from the run “BIG SLANTS (3 or 4 steps)”. If you have gives backside receivers away from the run “BIG SLANTS (3 or 4 steps)”. If you have free access or limited access with an unusually wide alley LB that you think the Slant will get inside, free access or limited access with an unusually wide alley LB that you think the Slant will get inside, throw the Bingo. Footwork for “Bingo” will be to execute the run 2 steps (extend throw the Bingo. Footwork for “Bingo” will be to execute the run 2 steps (extend earlyearly), anchor on ), anchor on the 3the 3rdrd and throw. Otherwise, execute the run. BINGO is always under center as well. and throw. Otherwise, execute the run. BINGO is always under center as well.
3. 3. GREEN/GOLDGREEN/GOLD gives the frontside receivers “Green” (right) or “Gold” bubble screen gives the frontside receivers “Green” (right) or “Gold” bubble screen responsibilities. If you have an responsibilities. If you have an uncovereduncovered situation to their side, throw Green/Gold off normal situation to their side, throw Green/Gold off normal footwork. Otherwise, execute the run. We can do this under center or gun, but prefer it from footwork. Otherwise, execute the run. We can do this under center or gun, but prefer it from gungun..
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‘‘RUN-PASS’ CallsRUN-PASS’ Calls
QBS 2006QBS 2006
NOW – BINGO – GREEN/GOLDNOW – BINGO – GREEN/GOLDA ‘Run-Pass’ call is one in which we call both a run and a pass at the same time. All or some
receivers will execute the route or pass indicated, the OL and backs will execute the run.NO VERBAL CHECK IS GIVEN.
You simply decide, based on certain criteria, whether to hand it or throw it.Calls will sound like this: “24 NOW,” or “26 BINGO,” or “23 GREEN”
CC
EXAMPLE 1aEXAMPLE 1a: “Ace Rt 26 NOW”: “Ace Rt 26 NOW”
CC
Left CB’s depth tells you toLeft CB’s depth tells you tothrow NOW to the left throw NOW to the left
CC
EXAMPLE 1bEXAMPLE 1b: “Ace Rt 26 NOW”: “Ace Rt 26 NOW”
CC
CB depth tells you to hand off CB depth tells you to hand off
MainMenuR/PMenu
‘‘RUN-PASS’ CallsRUN-PASS’ Calls
QBS 2006QBS 2006
NOW – BINGO – GREEN/GOLDNOW – BINGO – GREEN/GOLDA ‘Run-Pass’ call is one in which we call both a run and a pass at the same time. All or some
receivers will execute the route or pass indicated, the OL and backs will execute the run.NO VERBAL CHECK IS GIVEN.
You simply decide, based on certain criteria, whether to hand it or throw it.Calls will sound like this: “24 NOW,” or “26 BINGO,” or “23 GREEN”
CC
EXAMPLE 2aEXAMPLE 2a: “Rip Plus 24 BINGO”: “Rip Plus 24 BINGO”
BB
CB’s inside leverage tells you to hand off CB’s inside leverage tells you to hand off
CC
EXAMPLE 2bEXAMPLE 2b: “Rip Plus 24 BINGO”: “Rip Plus 24 BINGO”
BB
Free access tells you to throw Slant on 3d step Free access tells you to throw Slant on 3d step
MainMenuR/PMenu
‘‘RUN-PASS’ CallsRUN-PASS’ Calls
QBS 2006QBS 2006
NOW – BINGO – GREEN/GOLDNOW – BINGO – GREEN/GOLDA ‘Run-Pass’ call is one in which we call both a run and a pass at the same time. All or some
receivers will execute the route or pass indicated, the OL and backs will execute the run.NO VERBAL CHECK IS GIVEN.
You simply decide, based on certain criteria, whether to hand it or throw it.Calls will sound like this: “24 NOW,” or “26 BINGO,” or “23 GREEN”
EXAMPLE 3aEXAMPLE 3a: “Larry First 23 GREEN”: “Larry First 23 GREEN”3 over 3 to Green side (NOT Uncovered)3 over 3 to Green side (NOT Uncovered)
tells you to execute the RUN (including read) tells you to execute the RUN (including read)
EXAMPLE 3bEXAMPLE 3b: “Larry First 23 GREEN”: “Larry First 23 GREEN”2 over 3 (UNCOVERED) tells you to throw GREEN 2 over 3 (UNCOVERED) tells you to throw GREEN
CCRRBB CC
RR
BB
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‘‘RUN-PASS’ CallsRUN-PASS’ Calls
QBS 2006QBS 2006MainMenuR/PMenu
““UNCLE”UNCLE”““Uncle” is combines some of the thoughts from Run-Pass calls and Uncovered throws. Uncle” is combines some of the thoughts from Run-Pass calls and Uncovered throws.
It is a term tied to the end of a RUN call that involves motion, often ‘Sink’ motion by R.It is a term tied to the end of a RUN call that involves motion, often ‘Sink’ motion by R.What it means to you and the receivers is that we’re What it means to you and the receivers is that we’re planningplanning to send a player in motion and execute to send a player in motion and execute
a run, but are on HIGH ALERT for the possibility of an UNCOVERED (“Uncle”) check a run, but are on HIGH ALERT for the possibility of an UNCOVERED (“Uncle”) check which would take the motion off and put us into uncovered throw mode with no motion.which would take the motion off and put us into uncovered throw mode with no motion.
““Uncle” means you can check any normal uncovered throw—Green/Gold, Orange/Olive, 92-192, 89-Uncle” means you can check any normal uncovered throw—Green/Gold, Orange/Olive, 92-192, 89-99, 99, as well asas well as NOW to either outside receiver. NOW to either outside receiver.
Here’s what it sounds like:Here’s what it sounds like:Huddle call: “Zero Sink, 24 Uncle.”Huddle call: “Zero Sink, 24 Uncle.”
At the line:At the line:No uncovered available – “George, George (lift heel for motion) – 45, 45 – SetHit.” No uncovered available – “George, George (lift heel for motion) – 45, 45 – SetHit.” Uncovered available – you want to check GOLD – Give ‘stop sign’ to motion man –Uncovered available – you want to check GOLD – Give ‘stop sign’ to motion man –
“Gold, Gold – 21, 21 – SetHit.”“Gold, Gold – 21, 21 – SetHit.”Uncovered available – you want to check 99 – ‘Stop sign’ to motion man – “Alan, Alan—99, 99 - Uncovered available – you want to check 99 – ‘Stop sign’ to motion man – “Alan, Alan—99, 99 -
UncovDir
‘‘RUN-PASS’ CallsRUN-PASS’ Calls
QBS 2006QBS 2006
EXAMPLE 3aEXAMPLE 3a: “Larry First 23 GREEN”: “Larry First 23 GREEN”3 over 3 to Green side (NOT Uncovered)3 over 3 to Green side (NOT Uncovered)
tells you to execute the RUN (including read) tells you to execute the RUN (including read)
EXAMPLE 3bEXAMPLE 3b: “Larry First 23 GREEN”: “Larry First 23 GREEN”2 over 3 (UNCOVERED) tells you to throw GREEN 2 over 3 (UNCOVERED) tells you to throw GREEN
CCRRBB CC
RR
BB
MainMenuR/PMenu
““UNCLE”UNCLE”““Uncle” is combines some of the thoughts from Run-Pass calls and Uncovered throws. Uncle” is combines some of the thoughts from Run-Pass calls and Uncovered throws.
It is a term tied to the end of a RUN call that involves motion, often ‘Sink’ motion by R.It is a term tied to the end of a RUN call that involves motion, often ‘Sink’ motion by R.What it means to you and the receivers is that we’re What it means to you and the receivers is that we’re planningplanning to send a player in motion and execute to send a player in motion and execute
a run, but are on HIGH ALERT for the possibility of an UNCOVERED (“Uncle”) check a run, but are on HIGH ALERT for the possibility of an UNCOVERED (“Uncle”) check which would take the motion off and put us into uncovered throw mode with no motion. which would take the motion off and put us into uncovered throw mode with no motion.
UncovDir
PASSING GAME: PASSING GAME: “Indivdiual” Routes“Indivdiual” Routes
QBS 2006QBS 2006
ROUTE DESCRIPTION DROP USE vs. GET OUT vs. BALLQuick Out 4 step Speed Out cut 3 qk (Rocker) Off CB to bnd Any press 1 through shldr pad
Hitch 4 step timed Hitch 3 qk (Rocker) Off CB to field Any press 1; Triangle throw
Now 1 step Hitch – Uncovered 1 step CB >7(B) >9 (F) Any press 1; Upfield shoulder
Slant 1 ½-2 step Skinny Slant 1 step Outs press Wide alley or 1; take him to grassInside lev CB bk shldr in traffic
Glance 4 step Skinny Post 5 qk (3 qk) Wide open alleys Inside lev OR 2; 18-22 on hashQtrs/Supt Saf
Stop 10-11 yd timed Fade Stop 5 qk (3 qk) Most looks Hard outs lev. 1; time off WR butt drop
Fade Basic Fade 3 qk/Rocker* Head up-Ins Prs Anything else 3 to MOE v. 1 saf;1 step +8 2 to Pocket v. 2 saf
The following Individual Routes may be used against “LIMITED ACCESS” (Non-Premium):The following Individual Routes may be used against “LIMITED ACCESS” (Non-Premium):1.1. Quick OutQuick Out 2. Now2. Now 3. Stop (sometimes)3. Stop (sometimes)
*All others are OFF v. Limited Access. Work the other side or check to a run*All others are OFF v. Limited Access. Work the other side or check to a run*NO individual routes may be used against “NO ACCESS”*NO individual routes may be used against “NO ACCESS”
MainMenuRouteDir
PASSING GAME: PASSING GAME: “Double “Double Indy”Indy”
QBS 2006QBS 2006
1. PREFERRED ROUTE IS CALLED FOR YOU E.g., “80 Double Quick Out”A. Danger in the Alley:
1. If one side has a defender in the alley (Overhang) who can take away your route, go opposite2. If BOTH sides have problem players in the alley, check to a run
B. Side whose CB alignment best fits the profile you want with route called*For example, if “Double Quick Out” was called, you’d want the softest CB
C. Shortest throw (Field width)
2. GENERIC “DOUBLE INDY” CALLED E.g., “90 Double Indy”A. Choose the side you want to work
1. If you have ONE Premium side and one non-premium, work the Premium side2. If you have TWO Premium sides, choose the side according to:
a. Best matchup (if we have a GUY) b. Shortest throw (field width)3. If you have NO Premium sides, check run or Alley Screen
B. Pick a route that best attacks the CB to your chosen side*SIGNAL to BOTH receivers, varying the order of who you signal FIRST.
***Once you choose a side to work and start the play, you do NOT go back on Indys!***Once you choose a side to work and start the play, you do NOT go back on Indys!
MainMenuRouteDirQBThoughtSumm
PASSING GAME: PASSING GAME: “Double “Double Indy”Indy”
QBS 2006QBS 2006
3. INDY IS INCLUDED WITH A RUN CHECK E.g., “Chase Check Indy”*Will vary a little from week to week, but we will generally choose run or pass based on:A. One safety / Two safety (INDY v. One safety, RUN v. Two safety) ORB. Is there a Free Access side? (INDY if yes, RUN if not)
*If your criteria takes you to “Indy” use your normal procedure in choosing/signaling the Individual route
MainMenuRouteDirQBThoughtSumm
PASSING GAME: Route PASSING GAME: Route SummarySummary
QBS 2006QBS 2006
# NAME Ins Rec Outs Rec Mid Rec 40-50 BS 60-70 BS 80-90 BS Other BS tags
1 Curl Arrow Curl Sit Mirror Under Indy/Fire Mirror, Trail2 Smash Choose Orbit Seam Mirror Under Indy/Fire
3 Flood Arrow F.O.R. Go Sail Under Indy/Fire
4 Flat Flat Go Pocket Seam Under5 Comeback Comeback Comeback Over 6 Win Stop Big Space Big Space
7 Box Seam (Hole) Pocket/Cbk Seam Mirror Mirror8 Hitches Hitch Hitch Hitch Mirror Mirror Trail9 Slick Slant Slant Slant Mirror Trail
# NAME Ins Rec Outs Rec Mid Rec 40-50 BS 60-70 BS 80-90 BS Other BS tags
1 Curl Arrow Curl Sit Mirror Under Indy/Fire Mirror, Trail2 Smash Choose Orbit Seam Mirror Under Indy/Fire
3 Flood Arrow F.O.R. Go Sail Under Indy/Fire
4 Flat Flat Go Pocket Seam Under5 Comeback Comeback Comeback Over 6 Win Stop Big Space Big Space
7 Box Seam (Hole) Pocket/Cbk Seam Mirror Mirror8 Hitches Hitch Hitch Hitch Mirror Mirror Trail9 Slick Slant Slant Slant Mirror Trail
MainMenuRouteDirQBThoughtSumm
BLITZ, UNCOVERED, & THE BLITZ, UNCOVERED, & THE NUMBERS GAMENUMBERS GAME
QBS 2006QBS 2006
As long as the defense has at least ONE safety deep, AND“COVERS DOWN” all of our receivers,
we will always have enough pass protectors to get “a hat on a hat.”
……for for 66 available blockers available blockers (5 OL + 1 RB)(5 OL + 1 RB)
11 22 33 44 55
66
11 22
33
55 44
5 defenders committed to coverage…5 defenders committed to coverage…(4 for our 4 receivers + 1 safety deep)(4 for our 4 receivers + 1 safety deep)
……leaves leaves 66 available to rush the available to rush the passer (5+6=11)…passer (5+6=11)…
11 22 33 44
55 66
66 == 66
MainMenu
11 22
33
5 defenders committed to coverage…5 defenders committed to coverage…(4 for our 4 receivers + 1 safety deep)(4 for our 4 receivers + 1 safety deep)
BLITZ, UNCOVERED, & THE BLITZ, UNCOVERED, & THE NUMBERS GAMENUMBERS GAME
QBS 2006QBS 2006
They can outnumber our protection in one of two ways.The first is IF WE ALLOW THEM to leave a receiver uncovered
……for for 66 available blockers available blockers (5 OL + 1 RB)(5 OL + 1 RB)
11 22 33 44 55
66
11 22
33
55 44
With only 4 now committed to With only 4 now committed to coverage…coverage…
77 rushers are now available rushers are now available
11 22 33 44
55 66
66 == 66
77
77 >>YouYou GetGet HitHit
MainMenu
BLITZ, UNCOVERED, & THE BLITZ, UNCOVERED, & THE NUMBERS GAMENUMBERS GAME
QBS 2006QBS 2006
The other way they can outnumber our protection is to take the “JACK” safety out of the middle to either be the extra rusher, or to cover one of our receivers so that someone else can rush
……for for 66 available blockers available blockers (5 OL + 1 RB)(5 OL + 1 RB)
11 22 33 44 55
66
11 22
33
55 44
With only 4 now committed to With only 4 now committed to coverage…coverage…
77 rushers are now available rushers are now available
11 22 33 44
55 66
66 == 6677
77 >>KnowKnow TheThe PlanPlan
MainMenu
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt I:I: UncoveredUncovered
QBS 2006QBS 2006
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.
Failure to do so will be considered an “M.A.” More importantly, failure to do so will severely limit every other part of our offense.
The only exceptions to this rule, the only times when you do NOT want to change to an uncovered check when these situations present themselves, are as follows:
1.1. 33rdrd and 7 or more and 7 or more2.2. Backed up offenseBacked up offense
3.3. 4-minute offense (sometimes)4-minute offense (sometimes)4.4. 33rdrd and 1 or less (sometimes) and 1 or less (sometimes)
IF you’re presented with an uncovered look by the defense in one of these situations,IF you’re presented with an uncovered look by the defense in one of these situations,generally, you must add PROTECTION to the uncovered sidegenerally, you must add PROTECTION to the uncovered side
MainMenuUncovDir
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt I:I: UncoveredUncovered
QBS 2006QBS 2006
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.
There are FOUR options available to you to attack “Uncovered situations”:
QUICK PERIMETER SCREENSQUICK PERIMETER SCREENS
A.A. GreenGreen (Rt) (Rt) / GoldGold (Lt) (Lt) – Bubble Screen to Inside receiver [Gun or Under]
B.B. OrangeOrange (Rt) (Rt) / OliveOlive (Lt) (Lt) – Mini-Alley Screen to Outside receiver [Gun or Under]
90-190 GAME90-190 GAME
A.A. 92-192 HItch92-192 HItch – All Hitches with possible TRAIL tag [Best from Gun]
B.B. 99-199 Look99-199 Look – All Slants [Under only]
MainMenuUncovDir
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt I:I: UncoveredUncovered
QBS 2006QBS 2006
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.
QUICK SCREENSQUICK SCREENSThese are the quickest, highest percentage ways to exploit uncovered. These are the quickest, highest percentage ways to exploit uncovered.
Which you choose depends on the technique of the CB. Check to these simply by replacing the Which you choose depends on the technique of the CB. Check to these simply by replacing the “name” in your cadence with the appropriate color (“Olive, Olive…19, 19…SetHit”)“name” in your cadence with the appropriate color (“Olive, Olive…19, 19…SetHit”)
Against a soft corner, we generally like GREEN Against a soft corner, we generally like GREEN (shown) and GOLD to get a moving receiver outside (shown) and GOLD to get a moving receiver outside
to a blocked perimeterto a blocked perimeter
BB
JJ
CC
Vs. a Hard Corner, we want to get to the void INSIDE Vs. a Hard Corner, we want to get to the void INSIDE the CB and then back out, using a miniature Alley the CB and then back out, using a miniature Alley Screen (1 step timing) called ORANGE & OLIVEScreen (1 step timing) called ORANGE & OLIVE
RR
CCBB
MainMenuUncovDir
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt I:I: UncoveredUncovered
QBS 2006QBS 2006
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.
90-190 THROWS90-190 THROWSTwo of our 90-190 passes are particularly well-suited to quickly get guys into areas voided by Two of our 90-190 passes are particularly well-suited to quickly get guys into areas voided by
defenders who aren’t covering down. Use a live name and the number to check to them.defenders who aren’t covering down. Use a live name and the number to check to them.
92-192 ALL HITCH92-192 ALL HITCH*All-purpose check: 2 or 3 receiver side, best from Gun*All-purpose check: 2 or 3 receiver side, best from Gun
*Hitches spaced out laterally. Cheat LB can’t get to them.*Hitches spaced out laterally. Cheat LB can’t get to them.*Pre-snap alert for “Tilt,” possible Trail call BS. ID most *Pre-snap alert for “Tilt,” possible Trail call BS. ID most
uncovered & object him. Drop is Rocker step (3 qk f/Under),uncovered & object him. Drop is Rocker step (3 qk f/Under),
BB
JJ
CC
99-199 LOOK99-199 LOOK*Usually to 2 receiver side, always under C*Usually to 2 receiver side, always under C
*Inside Slant holds non-walked out LB where he is, *Inside Slant holds non-walked out LB where he is, creates lane for Outside Slantcreates lane for Outside Slant
*1-step drop, Outside Slant on rhythm*1-step drop, Outside Slant on rhythm*Pre-snap can “Trail” BS if worried about disguise*Pre-snap can “Trail” BS if worried about disguise
BB
RR
CC
MainMenuUncovDir
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt II:II: BlitzBlitz
QBS 2006QBS 2006
ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY!
RECOGNIZE IT – PROTECT IT – ATTACK ITRECOGNIZE IT – PROTECT IT – ATTACK IT
RECOGNIZERECOGNIZE
1.1. SEE that there’s no Jack in your :06 ruleSEE that there’s no Jack in your :06 rule
2.2. KNOW which side the extra rusher is on (Jack’s side)KNOW which side the extra rusher is on (Jack’s side)
3.3. KNOW whether the CB are pressed or offKNOW whether the CB are pressed or off
4.4. UNDERSTAND the situation & how it relates to potential answers UNDERSTAND the situation & how it relates to potential answers
5.5. KNOW what you the play called says to do v. blitzKNOW what you the play called says to do v. blitz
MainMenu
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt II:II: BlitzBlitz
QBS 2006QBS 2006
ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY!
RECOGNIZE IT – PROTECT IT – ATTACK ITRECOGNIZE IT – PROTECT IT – ATTACK IT
PROTECTPROTECT
1.1. Point & motion in a protector (90-190, Hot 90-190, 40-50, 160-170), ORPoint & motion in a protector (90-190, Hot 90-190, 40-50, 160-170), OR
2.2. Add ‘Stay’ (Eastern/Western) ORAdd ‘Stay’ (Eastern/Western) OR
3.3. Stud or Slug the back (60-70) ORStud or Slug the back (60-70) OR
4.4. Check out of what you’re in to 60-70 ORCheck out of what you’re in to 60-70 OR
5.5. Beat the pressure with a quick throw (advanced)Beat the pressure with a quick throw (advanced)
MainMenu
WINNINGWINNING THE NUMBERS GAME Pt THE NUMBERS GAME Pt II:II: BlitzBlitz
QBS 2006QBS 2006
ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY!
RECOGNIZE IT – PROTECT IT – ATTACK ITRECOGNIZE IT – PROTECT IT – ATTACK IT
ATTACKATTACK
1.1. Number one answer is to check to whatever ALLEY SCREEN is available to you Number one answer is to check to whatever ALLEY SCREEN is available to you in the formation you’re in:in the formation you’re in:
1.1. Oakland/Oxford to 2-receiver sideOakland/Oxford to 2-receiver side 2. Denver/Dallas to 3 rec.2. Denver/Dallas to 3 rec.
2.2. Second “failsafe” answer is to check 64-74 or 62-72Second “failsafe” answer is to check 64-74 or 62-72
3.3. If you stay in:If you stay in:
1.1. 90-190 – 90-190 – a. FIRE or BOX to inside rec. v. Pressa. FIRE or BOX to inside rec. v. Pressb. INDY to outside rec. v. Offb. INDY to outside rec. v. Offc. 89-99 Slick v. Offc. 89-99 Slick v. Off
2.2. Eastern/Western – STAY call, think OVER route to ComebackEastern/Western – STAY call, think OVER route to Comeback
MainMenu
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
Every pass pattern we use is set up with a certain thought in mind,a certain way of attacking a defense and putting defenders in positions where they can’t cover
everyone.
These different ways of attacking are called “structures.”
In other words, although different plays may use different routes to get guys to different places, many of them will have in common the same basic thought process, and are trying to do similar
things to break the defense down…they have the same “Structure.”
You will speed up your learning if you first understand the “structures” we use, and will be more organized in your thinking by associating certain plays with certain structures, rather than just
memorizing everything.
WITHIN A GIVEN ‘STRUCTURE’, your reads are very often the same. In other words, if one play that’s in a certain structure uses a “Progression,” it’s highly likely that most if not all the other
plays in that structure do also. Again, this simplifies and organizes your thinking as you master all the things you have to know.
StrucMenu
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
1.1. ““SOLO FLIGHT WITH HELP”SOLO FLIGHT WITH HELP”
2.2. ““HIGH-LOW ON THE EDGE”HIGH-LOW ON THE EDGE”
3.3. ““HORIZONTAL STRETCH”HORIZONTAL STRETCH”
4.4. ““VERTICAL ATTACK”VERTICAL ATTACK”
StrucMenuQBThoughtSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
Structure #1: “Solo Flight with Help”Structure #1: “Solo Flight with Help”
Idea: Win a 1-on-1 matchup on one side, bring help toward it in the form of Spacing
or some kind of stationary routes from the other side
Thought process: Pre-snap look at potential threats to 1-on-1;
is generally a Progression (often across the board) starting with the 1-on-1 matchup
Routes that are Solo Flights:91-191 Spacing, 66-76
‘Double move’ routes (Utah, Horn), Fake Screens (Up, Replace)
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
StrucMenuQBThoughtSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
Structure #1: “Solo Flight with Help”Structure #1: “Solo Flight with Help”
91-191 Spacing91-191 Spacing
66-7666-76
‘‘Up’ and ‘Replace’Up’ and ‘Replace’
‘‘Utah’ and ‘Horn’Utah’ and ‘Horn’
VVVV
VV
StrucMenuQBThoughtSumm
91-191 ‘Bush’91-191 ‘Bush’
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
Structure #2: “High-Low on the Edge”Structure #2: “High-Low on the Edge”
Idea:Put CB in a bind by putting a receiver in front of him and a receiver behind him,
bringing an outlet from the backside toward the route, usually in the form of some kind of crossing pattern. These are generally movement throws – Sprint, Bootleg, etc.
Thought process: Versus 1 safety: Progression or Object receiver read, starting with the shorter, quicker route
Versus 2 safety: Key defender off CB’s feet
Routes that are High-Low on the Edge:62-72, 64-74;
Basic East-West, East-West ‘Whip,’ East-West ‘Sneak’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
StrucMenuQBThoughtSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
Structure #2: “High-Low on the Edge”Structure #2: “High-Low on the Edge”
CC
62-7262-72
64-7464-74
E-W (Basic)E-W (Basic)
E-W ‘Whip’E-W ‘Whip’
E-W ‘Sneak’E-W ‘Sneak’
StrucMenuQBThoughtSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
Structure #3: “Horizontal Stretch”Structure #3: “Horizontal Stretch”
Idea:Space two receivers out laterally at similar depths to create a 2-on-1 on an alley defender
Thought process: Usually works as a Progression, most often starting outside in or frontside to backside
Sometimes is an “Object receiver” read, beginning with the guy we don’t think the alley player will cover (91-191 Mirror, Floods)
Routes that are Horizontal Stretches:‘3’ routes (163-173 and all ‘Flood’ routes); 65-75; 91-191 ‘Mirror’, 92-192, 89-99
East-West ‘Stay’, East-West ‘Hole’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
StrucMenuQBThoughtSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
Structure #3: “Horizontal Stretch”Structure #3: “Horizontal Stretch”
VV
CC65-7565-75
91-191 Mirror91-191 Mirror
92-19292-192
89-9989-99
E-W ‘Stay’E-W ‘Stay’
E-W ‘Hole’E-W ‘Hole’
3 routes; All ‘Floods’3 routes; All ‘Floods’
StrucMenuQBThoughtSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
Structure #4: “Vertical Attack”Structure #4: “Vertical Attack”
Idea:Outnumber and/or beat safety coverage in the area between the hashes
with adjustable ‘Seam’ routes
Thought process: Pre-snap: Identify safety or safeties and location relative to the hash or rest of the field,
choose a ‘Primary’ SeamPost-snap: Look at safety, influence him where you want him to go, throw to ‘Primary’ if he stays; Hit
other Seam if he doesn’t do what you want; reset to outside receiver if you can’t get a clean look.
Routes that are part of the Vertical Attack:Any ‘7’ route: 90-190, 90-190 ‘Hole’, 90-190 ‘Slash’
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
StrucMenuQBThoughtSummRouteSumm
ORGANIZING the PASSING ORGANIZING the PASSING GAME:GAME:
PASS ‘STRUCTURES’PASS ‘STRUCTURES’
QBS 2006QBS 2006MainMenuRouteDir
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOURFOUR BASIC “STRUCTURES” BASIC “STRUCTURES”
Structure #4: “Vertical Attack”Structure #4: “Vertical Attack”
VV90-19090-190
90-190 ‘Hole’90-190 ‘Hole’
90-190 ‘Slash’90-190 ‘Slash’
StrucMenuQBThoughtSummRouteSumm
90-190 ‘Sluggo’90-190 ‘Sluggo’
QB THOUGHT PROCESS QB THOUGHT PROCESS SUMMARY ISUMMARY I
QBS 2006QBS 2006MainMenuRouteDir
## NameName StrucStruc Pre-snapPre-snap BlitzBlitz QQ OutletOutlet ReadRead
91-191 Space Solo Prem-Non-Prem; Access Fire, Indy or Chk Out Arrow Sit ObjectObject Mini-Curl (Non-prem)Slant Solo Prem-Non-Prem; Access Slant, Fire, Chk Out Slant Sit ProgProg Across the BoardBush Solo Prem-Non-Prem; CB man ? Stay with! R/L prot Bush Sit ProgProg A.T.B. Bush-Spot-Sit-MiniGrab Solo Good look?(2 saf w/width or Press) Stay with v. Good look Grab Sit ProgProg A.T.B. Grab-Spot-Sit-MiniMirror Horiz Softest CB, widest alley Check fire, add prot Arrow BS Mini ObjectObject Mini-Curl
62-72 Smash Hi-Lo CB depth, Alley/Saf width Stay with it Orbit Under 1 saf: ObjObj Orbit 2 saf: KeyKey CBUtah Solo Saf width MAX BS if 4 wk Orbit Under Prog Prog Utah to Under
163-73 Flood Horiz Who’s defending Sail? Stay with it. MAX BS Arrow Under Obj Obj Sail
64-74 Flat Hi-Lo CB depth, Alley/Saf width Stay with it Flat Under 1s: ProgProg Flat-Undr 2s: KeyKey CUtah Solo Saf width MAX BS if 4 wk ---- Under ProgProg Utah-Under
65-75 Cbk Horiz CB tech, Alley width Stay with it. MAX BS None Over ProgProg Outs Cbk-Ins Cbk-Ovr
46-56 Bronco Solo Poss. “Ollie”, 4 ov 2 FS? Can stay with; SOLID Flat Big Spc ProgProg Across the Board66-76 Win Solo CB leverage on Stop Can stay w/; MAX BS None Curl ProgProg Stop-Curl
90-190 H,Y,Z Vert Safety loc.; Choose Primary Check Out None Cbk 1s: KeyKey Saf 2s: ProgProg Box-CbkHole Vert Same as Basic Same: 1s try to stare J to HoleSlash Vert Under cover on Slash *Keep on! Sink R Slash Cbk 1s: Same 2s: ProgProg Slash-CbkSluggo Vert Sluggo access *Keep on! None Cbk ProgProg 1s: Slug-Box-Cbk
2s: Box-Comeback
92-192 Hitch Horiz ID most uncov; ‘Trail’ call BS OK v. Off; Fire v. Prs Hitch Trail ProgProg Across Board
89-99 Slick Horiz CB lev.; Can ‘Trail’ BS Stay with! R/L prot Slants Trail ProgProg Ins-Outs-Trail
StrucMenuRouteSumm
QB THOUGHT PROCESS QB THOUGHT PROCESS SUMMARY IISUMMARY II
QBS 2006QBS 2006MainMenuRouteDir
## NameName StrucStruc Pre-snapPre-snap BlitzBlitz QQ OutletOutlet ReadRead
E-W Boot Hi-Lo EMLOS, Alley, have Split? STAY call or Check P.Arrow Over 1s: ProgProg PA-Ov-Cb 2s: KeyKey CWhip Same; ‘WHIP’ serves as Pin Arrow *Poss peek at ‘Split’Sneak Same; ‘SNEAK’ serves as Pin Arow MUST GET OUT
E-W Stay Horiz EMLOS, CB lev, Split? Stay with it None Over late ProgProg Over-Cbk; poss. PeekHole Horiz 4 over 2? Hole likely open? STAY call to TE P. Arrow Follow ProgProg PA-Over-Follow (Peek)
Ctr Ps Basic Horiz Just like E-W “Stay”Arrow Hi-Lo Just like Basic E-W “Boot”
226-27 Snag Hi-Lo Press CB (‘Alert’) On move v. 4 wk Arrow Snag ProgProg Arrow-Snag*If “Alert”: KeyKey CB Arw-Corner
StrucMenuRouteSumm
91-191 SPACING Thought 91-191 SPACING Thought ProcessProcess
QBS 2006QBS 2006
INDIVIDUAL SIDEINDIVIDUAL SIDE*1 on 1*1 on 1
CONCEPT SIDECONCEPT SIDE*3 on 2*3 on 2
MainMenuRouteDir
91-191 SPACING Thought 91-191 SPACING Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: Premium or Non-premium? If Premium, what type of access?*Premium – Work Individual side*Non-Premium – Work Concept side
v. Blitz: 1) Fire, if you have one (“Hot” protection), v. Press2) Individual if you have a matchup & leverage you like3) Check out
Drop: To Individual side: Drop according to the route that’s on
To concept side: 3 big (Rock & Hitch)
‘Q’: Arrow (Concept side only)
Outlet: Spacing Sit
Read:Individual side: PROGRESSION Individual to Sit with eyes
Concept side: OBJECT the Mini Curl; Sit v. Inside Invasion, Arrow v. Outside*Can ‘Deke’ Alley defender out of Mini-Curl lane
Ball: *Triangle throw to Mini-Curl, alert Gut shot, Triangle with EYES to the Sit*Arrow is a 1 ball through the shoulder (don’t lead)
MainMenuRouteDir
91-191 SPACING Thought 91-191 SPACING Thought ProcessProcess
QBS 2006QBS 2006
VV VV VV
VVVVVV
VVVV
VV
VV
VV22
22
OBJOBJ
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91-191 SPACING: “Slant” 91-191 SPACING: “Slant” tagtag
QBS 2006QBS 2006
Tagging Individual side to “Slant” tells you to read it as a Progression ACROSS THE BOARDACROSS THE BOARD
1. Progression is Slant to Spacing Sit to Mini Curl to Arrow
2. Can eliminate the Slant mentally pre-snap v. NO ACCESS, but look it off on 1st step regardless
3. Drop becomes 1 to the Slant, reset for depth to Sit/Mini Curl/Arrow
4. Remember, FEET follow your EYES, and your FEET will tell you if it’s open…YES/NO, natural rhythm
VV VV VV
VVVVVV
VVVV
VV
VV
VV11
22
3344
MainMenuRouteDir
91-191 SPACING: 91-191 SPACING: “Mirror” tag“Mirror” tag
QBS 2006QBS 2006
“MIRROR” gives you an Arrow and a Mini-Curl on each side (Also a FS Sit in “Hot” protection)
1. Pre-snap choose a side using the following priorities:
1. Softest CB (Don’t throw into a press CB of any kind – must check out)
2. WIDEST alley player (so we can influence him to the Arrow & hit the Mini)
3. FURTHEST Danger player (ILB)
2. Post-snap is basically the same as working a concept side:
1. 3 big (Rock & Hitch)
2. Object the Mini to the side you choose, try and Deke Alley player onto the Arrow
3. ‘Q’ is the same, GET OUT v. Blitz or Check Fire;
4. OUTLET is now MINI CURL away from the side you choose (MUST get EYES)
MainMenuRouteDir
91-191 SPACING: 91-191 SPACING: “Mirror” tag“Mirror” tag
QBS 2006QBS 2006
VV VV VV
VVVVVV
VVVV
VV
VV
VV
PS 1PS 1 PS 1PS 1
PS 2PS 2 PS 2PS 2PS 3PS 3
OBJOBJ
MainMenuRouteDir
91-191 SPACING: “Bush” 91-191 SPACING: “Bush” tagtag
QBS 2006QBS 2006
*“BUSH” stands for (Backside) Back Up Sideline. It was made famous by Reggie Bush. It really stretches a defense horizontally, and builds in a HUGE man-to-man beater with the “Bush” route by the back.
*It puts you in across the board progression mode, starting with the “Bush” backside
*Unless we are in a “C” protection, you will be in a HOT situation! You would like to keep the Back Out! ‘R’ or ‘L’ the protection TO the Bush side to keep it on and get protected!
*The Outside receiver will Tight Split and run a Spot, will end up in the same place as a Mini-Curl
*The Back is going run a course through the heels of the Outside receiver, and react to the CB.
-If the CB stays high, he will hook up at about 1 yd depth where an Arrow would be
-If the CB runs with the Outside receiver, he will turn up the sideline!
-He is always your #1 read! SEE the CB as you start your progression!
-If CB turns, think 2-ball right on RB’s head; if he stays high, 1-ball triangle throw to RB
*If RB isn’t there, exhause your progression Spot to Sit to Mini to Arrow
*Drop is Rocker Hitch to Bush or Spot, 2nd Hitch to Sit – Mini, Quick Escape to Arrow
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91-191 SPACING: “Bush” 91-191 SPACING: “Bush” tagtag
QBS 2006QBS 2006MainMenuRouteDir
VVVV
2233
44
VV VV
VVVV
VVVV
VV
VV
VV
55 11
91-191 SPACING: “Grab” 91-191 SPACING: “Grab” tagtag
QBS 2006QBS 2006
*“Grab” takes Spacing with “Slant” to the next level by initially featuring your backside Inside receiver as the starting point for the across the board read. We want to use this “Grab” man on a Box Bend versus wide 2-safety looks or a Fire versus press man to win, and then exhaust the Spacing progression if he doesn’t. The backside outside receiver (‘Grab’ route) is being used to control underneath coverage to give your ‘Grab’ the best possible chance!
*If you know pre-snap that your Grab can’t win, you can put the outside man back on an individual with a hand signal and work it as an across the board progression (Individual to Sit to Mini to Arrow) OR eliminate a side pre-snap like you would on basic 91-191. ‘Grab’ man will run a Fire, as on his normal backside 90-190 rules.
*What would eliminate ‘Grab’ pre-snap and trigger you to signal an Individual? Remember that ‘Grab’ is for 2-safety looks with wide safeties or any kind of Press man (1 safety or 0 safety).So, if you are certain that you don’t have any of those looks, you would want to put the Individual back on.Looks that would make you do this include: 2-safety look with safeties hugging the hash/inside the Grab, 1 safety look with off CB, etc.
*Protection will generally be HOT or CHECK. You would LIKE to keep it on and win big the Grab against Cover 0, so SINK the back if it all possible to get protected!
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91-191 SPACING: “Grab” 91-191 SPACING: “Grab” tagtag
QBS 2006QBS 2006MainMenuRouteDir
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SCENARIO #1: v. 2 safeties with widthSCENARIO #1: v. 2 safeties with width1. Pre-snap: 2-safety look, I feel like Grab has a chance to win against his safety…
2. Rocker & Hitch: Bending Grab to Sit, 2nd Hitch to Mini-Curl, Quick Escape to Arrow
3. (Advanced): If the Box is taken because the Alley player “zones him off,” you can triangle ball the ‘Grab’ route off your hitch instead
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91-191 SPACING: “Grab” 91-191 SPACING: “Grab” tagtag
QBS 2006QBS 2006MainMenuRouteDir
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SCENARIO #2: v. Press ManSCENARIO #2: v. Press Man1. Pre-snap: Press man look means I love my Grab, now as a “Fire” route
2. Rocker with look-off: 3 ball to Fire, save it to Sit off a Hitch if he gets handled
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91-191 SPACING: “Grab” 91-191 SPACING: “Grab” tagtag
QBS 2006QBS 2006MainMenuRouteDir
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SCENARIO #3: v. Bad lookSCENARIO #3: v. Bad look1. Pre-snap: Don’t think the Grab can win with either option—in this case, because Saf is too tight2. Signal Individual you want to BS Outs—if you think he’s clean—and work him to Sit to Mini to
Arrow Across the board. If you don’t like any individuals, go straight to Object reading the Mini FS.
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92-192 HITCH Thought 92-192 HITCH Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: 1) Which side has the least underneath coverage?a) To that side, which receiver is MOST uncovered?b) To the opposite side, make a “TRAIL” call
v. Blitz: 1) Can stay with it v. OFF coverage, know who’s coming free, possible prot. redirect2) Individual if you have a matchup & leverage you like3) Check out
Drop: 3 quick (Rocker)
‘Q’: All receivers
Outlet: “Trail” side in Windows 1, 2, possibly 3
Read:PROGRESSION, ACROSS THE BOARD, starting with “Most uncovered,” working back to Trail side.
Ball: Triangle throws. EYES to all Trail-side receivers.
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92-192 HITCH Thought 92-192 HITCH Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #1SCENARIO #1
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1. Left side has fewest short defenders. Will start there. To right side, call “TRAIL RIGHT” 2. MIDDLE receiver on left is “most uncovered.” Start ACROSS THE BOARD
progressionwith him, work backward. No “Tilt” should be called against this look by receivers.
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92-192 HITCH Thought 92-192 HITCH Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #2SCENARIO #2
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1. Right side has fewest short defenders. Will start there. To Left side, call “TRAIL LEFT”
2. INSIDE receiver on left is “most uncovered.” Start ACROSS THE BOARD progressionwith him, work backward. Pressed CB outside him will cause “Tilt” call.
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62-72 SMASH Thought 62-72 SMASH Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: 1) Likelihood of Orbit being covereda) Cornerback depth b) Alley player width
2) Likelihood of Corner “Choosing”a) Cornerback depth b) Safety (2 saf) width
v. Blitz: 1) Can stay with it: ORBIT v. Off man, CORNER to UNDER v. Press
2) Alert #4 weak to stay on move in your drop
Drop: Tight U
‘Q’: Orbit
Outlet: Under
Read:1 safety: OBJECT the Orbit…CORNER if invaded from top, CHOOSE if from inside
2 safety: KEY DEFENDER the CB’s feet…Orbit if they back up,CORNER or CHOOSE if they squat
Ball: Triangle throw to the Orbit, alert gut shot; Choose is an outside shoulder 1 ball Corner route is 2-ball against any 2-safety look; 3 ball against 1 safety or 0 safety;
“flatten” him to the open air along the sideline
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62-72 SMASH Thought 62-72 SMASH Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #1SCENARIO #1
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1. Single safety look; is an OBJECT RECEIVER read off the Orbit 2. Let it rip on your 3rd step if Orbit is not invaded, Triangle throw…
3. ‘Choose’ to outside shoulder if invaded from inside out…4. Corner with a 3 ball (since only 1 safety) if invaded from top down
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62-72 SMASH Thought 62-72 SMASH Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #2SCENARIO #2
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1. Two safety look; becomes a KEY DEFENDER read off the CB’s feet 2. If his feet back up, hit the Orbit in rhythm off 3d step with a triangle throw…3. If his feet stop or close up, hit the inside receiver on his Corner or Choose
4. Under to run is your Outlet
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64-74 FLAT Thought 64-74 FLAT Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: 1) Leverage on the Flat route (Do I need help?)a) Head-up or outside alley defender w/ soft CB: Ask for “GL” f/ Outside rec.b) HARD press CB (3 or less) & don’t want to throw Pocket: Burst Corner (because of Dn/Dist or Safety width or possible Cover 3 Cloud)
v. Blitz: 1) Can stay with it: think FLAT, use help from outside receiver
2) Alert #4 weak to stay on move in your drop
Drop: Tight U
‘Q’: Flat
Outlet: Under
Read:1 safety: PROGRESSION FLAT to GOALLINE (should have one) to UNDER
2 safety: KEY DEFENDER the CB’s feet…Flat if they back up,POCKET if they squat
Ball: Flat must be thrown through the shoulder , ON TIME (don’t lead him);Pocket is a 2 ball with width; Goalline is an outside shoulder throw
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64-74 FLAT Thought 64-74 FLAT Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #1SCENARIO #1
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1. Two safety look; KEY DEFENDER the CB’s feet 2. Rip the Flat through the shoulder pad on your 3d step if feet back up at all…
3. 2 ball to the pocket if his feet come up, widen him away from the safety to a spot 18-204. Under to run is your outlet
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64-74 FLAT Thought 64-74 FLAT Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #2SCENARIO #2
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1. Soft corner + alley player with good leverage on the Flat; call “GOALLINE” to help Flat2. 1 safety defense: PROGRESSION – Flat to Goalline to Under to Run
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EAST/WEST Thought EAST/WEST Thought Process (Basic)Process (Basic)
QBS 2006QBS 2006
Pre-Snap: 1) EMOL & Potential edge rush, anticipate pull-up if big width2) Potential threats to Pin Arrow (Alley OLB, Press CB)3) Do I have a ‘Clear’ (2 deployed rec.) and what are his chances (nosy support Saf.)?
v. Blitz: STAY call if you want to run it, or check out
Drop: Bootleg
‘Q’: Pin Arrow
Outlet: Over or Comeback to Run*Must ATTACK L.O.S. as you get to Outlet stage, “Run the Over open”
Read:*Peek at Clear if 1st 10/2d S; look for a hand
1 safety: PROGRESSION PIN ARROW to OVER to COMEBACK
2 safety: KEY DEFENDER the CB’s feet…PIN ARROW if they back up,POCKET if they squat…Comeback or Over if basic read breaks down
Ball: Ball must be loaded out of fake to deliver Pin Arrow through the shoulder NOW;Pocket & Over are 2 balls; do not try to throw Comeback over anyone’s head
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EAST/WEST Thought EAST/WEST Thought Process (Basic)Process (Basic)
QBS 2006QBS 2006
SCENARIO #1SCENARIO #1
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1. Pre-snap: EMOL is tight (Good chance to break contain); I have no clear (only 1 deployed receiver); OLB in alley has some leverage on P. Arrow
2. 1 safety defense: PROGRESSION – Pin Arrow to Over to Comeback to Run
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EAST/WEST Thought EAST/WEST Thought Process (Basic)Process (Basic)
QBS 2006QBS 2006
SCENARIO #2SCENARIO #2
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1. Pre-snap: EMOL is wide (Alert for pull-up); I have a clear (only 2 deployed rec.), safety in a support position means I will peek at him;
No other alley presence makes me feel good about the Pin Arrow’s chances2. 2 safety defense: KEY DEFENDER CB’s feet –
Pin Arrow if he backs up, Pocket if he squeezes; Over, poss. Comeback, as outlets
PeekPeek
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EAST/WEST Thought EAST/WEST Thought Process “Whip”Process “Whip”
QBS 2006QBS 2006
**Same as “Basic” East/West or Eastern/Western, WHIP replaces Pin Arrow, should be in same place at same time
VV VVVV
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EAST/WEST Thought EAST/WEST Thought Process “Sneak”Process “Sneak”
QBS 2006QBS 2006
**Same as “Basic” East/West or Eastern/Western, EXCEPT:1) Sped up footwork: Normal 1-2-3, no chopping feet on 4-5, just step for depth & snap out2) Versus Blitz, GET OUT (No Stay call)3) “Sneak” replaces Pin Arrow in your thought process
VV VVVV
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EASTEAST//WEST Thought WEST Thought Process Process ““StayStay””
QBS 2006QBS 2006
Pre-Snap: 1) EMOL & Potential edge rush, anticipate pull-up if big width2) CB’s leverage on the Comeback (only pressed outside CB concerns us)3) The Alley: OLB or nosy support safeties who could rob the Over4) Do I have a Clear, and what chance does he have to win?
v. Blitz: Can stay with it
Drop: Bootleg
‘Q’: None
Outlet: Run
Read:PROGRESSION Over to Comeback…be patient & work it
Ball: Over is a 2 ball; neither route should be thrown OVER TOP of underneath defenders.
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EASTEAST//WEST Thought WEST Thought Process Process ““StayStay””
QBS 2006QBS 2006
VV VV
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EAST/WEST Thought EAST/WEST Thought Process “Hole”Process “Hole”
QBS 2006QBS 2006
•“HOLE” is a concept designed to attack defenses that over-commit or over-rotate to the 3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a “Hole” route which to clear a path for the Over as well as give us a possible deep look. A “Follow” route trails the Over to give you an additional player working into your vision as you boot.
Pre-Snap: 0) if there a total of 4 defenders (Saf + LB) to Boot side, check out1) Width of EMOL, anticipating the possibility of pull-up2) Deep safety rotation & potential for the Hole to pop open, know whether to ‘Peek’3) Alley to the side I’m booting; anyone out there that will be waiting for P. Arrow?
v. Blitz: Call “Stay”, work Hole to Over! Great call v. Blitz! Think pull-up!
Drop: Bootleg
‘Q’: Pin Arrow
Outlet: Follow to Run
Read:Possible “Peek” for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow
Ball: Hole and Over are 2 balls
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EAST/WEST Thought EAST/WEST Thought Process “Hole”Process “Hole”
QBS 2006QBS 2006
VV VV
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33PIN ARROWPIN ARROW
HOLEHOLE
OVEROVER
FOLLOWFOLLOW
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EAST/WEST Thought EAST/WEST Thought Process “Rail”Process “Rail”
QBS 2006QBS 2006
•“HOLE” is a concept designed to attack defenses that over-commit or over-rotate to the 3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a “Hole” route which to clear a path for the Over as well as give us a possible deep look. A “Follow” route trails the Over to give you an additional player working into your vision as you boot.
Pre-Snap: 0) if there a total of 4 defenders (Saf + LB) to Boot side, check out1) Width of EMOL, anticipating the possibility of pull-up2) Deep safety rotation & potential for the Hole to pop open, know whether to ‘Peek’3) Alley to the side I’m booting; anyone out there that will be waiting for P. Arrow?
v. Blitz: Call “Stay”, work Hole to Over! Great call v. Blitz! Think pull-up!
Drop: Bootleg
‘Q’: Pin Arrow
Outlet: Follow to Run
Read:Possible “Peek” for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow
Ball: Hole and Over are 2 balls
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EAST/WEST Thought EAST/WEST Thought Process “Rail”Process “Rail”
QBS 2006QBS 2006
VV VV
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PIN ARROWPIN ARROW
HOLEHOLE
OVEROVER
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66-76 “WIN”66-76 “WIN”
QBS 2006QBS 2006
VV VVVV
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A “combination” route used to create high-percentage opportunities to gain 10 to 14 yards A “combination” route used to create high-percentage opportunities to gain 10 to 14 yards using an isolated “Stop” route on the frontside to win 1-on-1, and a stationary “Curl” on the using an isolated “Stop” route on the frontside to win 1-on-1, and a stationary “Curl” on the
backside if the underneath coverage overreacts to the half-roll action. backside if the underneath coverage overreacts to the half-roll action. Excellent call on 3Excellent call on 3rdrd and Long and in 2-minute situations. and Long and in 2-minute situations.
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66-76 “WIN” Thought 66-76 “WIN” Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: 1) Leverage on the Stop route – what is his likelihood of winning?a) Cornerback – who and where b) Alley player
v. Blitz: 1) Outnumbered strong: Can stay with it
2) Outnumbered weak: Must win with Stop (Stay on Run) or check out
Drop: 5 Angle (3 angle from Gun) – Quick off anchor to Stop, Kick back to Curl
‘Q’: None
Outlet: Working Curl (Eyes)
Read:PROGRESSION Stop to Curl. Stop is a Yes/No by the 3rd step in your drop
*On “166” or “176”, you have 3 receivers BS – Work Stop to Mars to Curl
Ball: Stop is thrown on time when butt drops – throw to a spot 10 x 2Curl is a Triangle throw or Gut shot
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66-76 “WIN” Thought 66-76 “WIN” Thought ProcessProcess
QBS 2006QBS 2006
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46-56 “BRONCO”46-56 “BRONCO”QBS 2006QBS 2006
VV VVVV
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SIMILAR to 66-76 Win in that we are attempting to “WIN” on a single receiver side and work back SIMILAR to 66-76 Win in that we are attempting to “WIN” on a single receiver side and work back to stationary receivers backside if we cannot. “BRONCO” uses a TE player on the Frontside and to stationary receivers backside if we cannot. “BRONCO” uses a TE player on the Frontside and
gives him multiple options pre- and post-snap to best defeat coverage to his side. You will gives him multiple options pre- and post-snap to best defeat coverage to his side. You will generally have 3 receivers instead of 2 backside. generally have 3 receivers instead of 2 backside.
Great medium-range pass against people to do not respect the backside of a 3-receiver set.Great medium-range pass against people to do not respect the backside of a 3-receiver set.
““BRONCO”BRONCO”
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46-56 “BRONCO” 46-56 “BRONCO” Thought ProcessThought Process
QBS 2006QBS 2006
Pre-Snap: 1) Are there 4 LB/Saf to the frontside? If so, Eliminate it from your progression2) No safeties between ‘Bronco’ man and the BSTE? If so, call “Ollie,” put Bronco “In the Box.”3) Clues as to what the Bronco might do:
a) FS ILB look like a Blitzer? b) How tight is the FS CB?
v. Blitz: Check H in (“Solid” call) Backside. Work normal progression
Drop: 3 (Gun only). Anchor only to Box; 1 Hitch to other Bronco routes, 2 Hitches to BS
‘Q’: RB in the Flat
Outlet: Mars or Curl (Eyes)
Read:PROGRESSION ACROSS THE BOARD Bronco to Mars to Curl to Arrow
Ball: Bronco Out is through the Shoulder as you see his butt drop off your 1st Hitch up.Bronco Curl is a Triangle throw (possible Gut shot) off 1st HitchBronco Box is a 2-ball off Anchor step, possibly even Rocker & Hitch rather than 3Bronco Corner is 2-ball off HitchMars & Curl are Triangle throws with EYES off 2nd Hitch up
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46-56 “BRONCO” 46-56 “BRONCO” Thought ProcessThought Process
QBS 2006QBS 2006
SCENARIO #1SCENARIO #1
VV VVVV
CCBB
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JJ
““BRONCO”BRONCO”
1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal
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2. Pre-snap #2: No “Ollie” because of J’s align; C could go either way; ILB blitz not imminent3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner……CB backs up, telling Bronco to run “OUT” at 12, the lane to him is open, hit him off hitch step…4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
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46-56 “BRONCO” 46-56 “BRONCO” Thought ProcessThought Process
QBS 2006QBS 2006
SCENARIO #1 (b)SCENARIO #1 (b)
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1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal2. Pre-snap #2: No “Ollie” because of J’s align; C could go either way; ILB blitz not imminent
3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner……ILB blitzes, even though he didn’t give it away; RB yells “Stunt”, Bronco now Hooks into void…
““STUNT”STUNT”
…seeing him open, give him a triangle throw off your first hitch step.4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
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*All “letter” protection *All “letter” protection adjustments (C,R,L) remove the adjustments (C,R,L) remove the need for the “Hook” adjustment need for the “Hook” adjustment
off blitzing LB off blitzing LB becausebecause we’re we’re sliding the protection into the sliding the protection into the Bronco! Make sure Bronco Bronco! Make sure Bronco
knows this!knows this!
46-56 “BRONCO” 46-56 “BRONCO” Thought ProcessThought Process
QBS 2006QBS 2006
SCENARIO #2SCENARIO #2
VV VV
VV CCBB
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1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal
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2. Pre-snap #2: No “Ollie” because of S; C is tight; ILB blitz not imminent3. Start progression with Bronco, expecting Corner because of CB’s depth, ready to react to Out…
…CB sits, opening the door to throw a 2-ball Corner off your Hitch step4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
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46-56 “BRONCO” 46-56 “BRONCO” Thought ProcessThought Process
QBS 2006QBS 2006
SCENARIO #3SCENARIO #3
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1. Pre-snap #1: 4 LB/Saf to Bronco side; Bronco is dead, look off to it for a step, work Mars to Curl to Arrow
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46-56 “BRONCO” 46-56 “BRONCO” Thought ProcessThought Process
QBS 2006QBS 2006
SCENARIO #4SCENARIO #4
VV VV
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SS
1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal
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2. Pre-snap #2: No safety between ‘Bronco’ & BS TE area! “Ollie” call, put Bronco ‘IN the BOX’! 3. Start progression with Bronco Box, 2-ball to open area off Rock & Hitch or 3 Anchor…4. If you feel Box invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow,
look for eyes, work back across the board.
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5. If you see CB in man pos. pre-snap & he covers Box outside in, can 3-ball RB up sideline
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46-56 “BRONCO” Note46-56 “BRONCO” NoteQBS 2006QBS 2006
Bronco is a “Cadillac” route in that it has answers for everything and should be a route Bronco is a “Cadillac” route in that it has answers for everything and should be a route we can work open and complete against any coverage or team on our schedule.we can work open and complete against any coverage or team on our schedule.
What makes it a “Cadillac” is the variety of options and the reliance on you and the What makes it a “Cadillac” is the variety of options and the reliance on you and the Bronco to see the same thing and react the same way…this ‘sophistication’ gives us Bronco to see the same thing and react the same way…this ‘sophistication’ gives us
‘control.’ For that reason, it is a high-investment, time-consuming process ‘control.’ For that reason, it is a high-investment, time-consuming process to get good at it.to get good at it.
The key thing for you to remember is this: If anything ever goes wrong on the Bronco The key thing for you to remember is this: If anything ever goes wrong on the Bronco side (he runs a route you’re not expecting, etc.), you have 3 guys backside whom you side (he runs a route you’re not expecting, etc.), you have 3 guys backside whom you
must trust to work open! WORK the Big Space if you ever have any questions…it must trust to work open! WORK the Big Space if you ever have any questions…it SAVES us from BAD plays on this route.SAVES us from BAD plays on this route.
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‘‘FLOODFLOOD’ 63-73 163-173 ’ 63-73 163-173 226-227 E-W226-227 E-W
QBS 2006QBS 2006
VV VVVV
VV
VV VV
VV
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A three-level route that overloads zones, puts particular stress on alley defenders, and gives a A three-level route that overloads zones, puts particular stress on alley defenders, and gives a slot receiver freedom to get open in whatever dead spot is presented at a depth of 10 to 12 yards. slot receiver freedom to get open in whatever dead spot is presented at a depth of 10 to 12 yards. Excellent 3Excellent 3rdrd and long play from 60-70; good way to take a “Chunk” of the field on early downs off and long play from 60-70; good way to take a “Chunk” of the field on early downs off
200 or Bootleg action200 or Bootleg action
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““FLOOD” Thought FLOOD” Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: 1) Do I have an ‘Arrow’ to control the alley defender?2) Who will try to defend the ‘Sail’? Alley player? Support safety? Fast ILB?
v. Blitz: Can stay with if you like matchup on the Sail. 60-70: STUD or SLUG “R”. “Max” v. 4 weak
Drop: 60-70 160-170 (Gun only): 3 & Hitch to Sail, Aborted 3 Anchor to Arrow
‘Q’: Arrow
Outlet: Under
Read:OBJECT RECEIVER the Sail. Abort to Arrow if you see Alley working under it;get to Under if anything else disrupts it. KNOW & FEEL what type of break Sailwill make.
Ball: 2 ball to Sail. Lead him on a Man break, take him to dead area on a zone ‘bend,’ Stop him in the hole if he presents his numbers.
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‘‘DOUBLE COMEBACKDOUBLE COMEBACK’ 65-’ 65-75 E-W75 E-W
QBS 2006QBS 2006
VV VVVV
VV
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A “horizontal stretch” route designed to work one of two Comeback routes open on the edge of the A “horizontal stretch” route designed to work one of two Comeback routes open on the edge of the defense by creating a “2 on 1” on the alley defender. Consistently our best throw on 3defense by creating a “2 on 1” on the alley defender. Consistently our best throw on 3rdrd & 12+ ! & 12+ !
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““DBL COMEBACK” DBL COMEBACK” Thought ProcessThought Process
QBS 2006QBS 2006
Pre-Snap: 1) Is CB going to be a problem for outside Comeback (Press Outside only)2) Who is the alley player? How likely is he to get underneath outside Comeback?
v. Blitz: Can stay with it. ‘MAX’ the backside v. 4 weak. v. 4 Strong, STUD or SLUG “R.”
Drop: Dash (Mini-drop & break contain)
‘Q’: None
Outlet: Over
Read:PROGRESSION Outside Comeback to Inside Comeback to Over (Run Over open)
Ball: Triangle ball (alert gut shot) to Comeback, 2 ball to Over
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‘‘DOUBLE COMEBACK’ DOUBLE COMEBACK’ Thought ProcessThought Process
QBS 2006QBS 2006
VV VVVV
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90-190 “BOX” Thought 90-190 “BOX” Thought ProcessProcess
QBS 2006QBS 2006
Pre-Snap: 1) # of safetiesa) If one safety: Which Seam is he closest to?b) If two safeties: Width of safeties related to hash & Seam Boxc) If two safeties: CB technique…if Cover 2, Pocket shot is possible on 2d read!
v. Blitz: Check out
Drop: Rocker Hitch to Seam/Box inside; Second Hitch to Comebacks outside
‘Q’: None
Outlet: Comeback
Read:1 safety: Key Jack saf, throw Seam opposite him, save it with short side Comeback *Idea is to stare Jack onto Seam he aligned closest to pre-snap *Treat “Hole” just like another Seam—try to stare Jack onto him!
2 safeties: Stare safety opposite Box, Hit Box Bender in rhythm, Comeback or possible Pocket late
Ball: 2-ball to Seam, 2-ball to Comeback, 2-ball to Box Bend (the tighter the safety, theflatter you take him with the ball). Throwing on TIME is crucial inside! Bring theComeback back away from the CB and keep the ball in the framework of his body!
MainMenuRouteDir
90-190 “BOX” Thought 90-190 “BOX” Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #1: Regular Box v. 1 safetySCENARIO #1: Regular Box v. 1 safety
VV VVVV
VVVV
VVVV
VVVVVV
JJ
1. Pre-snap: Pick the Seam to work based on which is furthest from Jack2. Stare J onto the Seam opposite the one you chose, hit your chosen Seam on rhythm if he stays
3. If J doesn’t do what you want, hit the Seam away from his movement on the same rhythm4. If the Seam is zoned off or CB collapses hard on top of route, reset your feet to the shortest
Comeback. Do NOT try to work back to the other Seam…he’s DEAD to you.
MainMenuRouteDir
90-190 “BOX” Thought 90-190 “BOX” Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #2: Regular Box v. 2 safetiesSCENARIO #2: Regular Box v. 2 safeties
VV VV
JJ
CCVV
VV
VVVV VV
RR
1a. Pre-snap: See near safety’s relationship to Box…the wider, the better!
2. Stare far saf onto opp. Seam as you catch/rock, snap eyes to Box on hitch, 2-ball on him if he wins…3. If near safety jumps on Box’s back, must take a FAST picture of Comeback/Pocket & work it…4. If Box is zoned off by LB underneath, same deal, though eliminate ‘Pocket’ from your thought
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1b. Pre-snap: Have a sense of whether CB will give up ‘Pocket’ by coverage! Likely only in Cov 2!
VV
90-190 “BOX” Thought 90-190 “BOX” Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #3: “Hole” call v. 1 safetySCENARIO #3: “Hole” call v. 1 safety
VV VV VV
VVVV
VV
VVVV VV
JJ
1. Pre-snap: See Jack’s relationship to the Seam and the Hole2. Idea is to stare J onto the Hole if at all possible, throw the Seam in rhythm
3. If J is overrotated pre-snap or really works to the Seam, 2-ball the Hole in the same rhythm.4. If the Seam gets zoned off or jammed or CB collapses on top of your Seam, reset your feet to the
shortest Comeback. Do NOT try to work back to the other Seam…he’s DEAD to you.
MainMenuRouteDir
90-190 “BOX” Thought 90-190 “BOX” Thought ProcessProcess
QBS 2006QBS 2006
SCENARIO #4: “Hole” call v. 2 safetiesSCENARIO #4: “Hole” call v. 2 safeties
VV VV
JJ
CCVV
VV
VVVV VV
RR
1a. Pre-snap: See near safety’s relationship to Seam…the wider, the better!
2. Stare far safety onto Hole as you catch/rock, snap eyes to Bender on hitch, 2-ball on him if he wins…3. If near safety jumps on Box’s back, must take a FAST picture of Comeback/Pocket & work it…4. If Box is zoned off by LB underneath, same deal, though eliminate ‘Pocket’ from your thought
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1b. Pre-snap: Have a sense of whether CB will give up ‘Pocket’ by coverage! Likely only in Cov 2!
VV
90-190 “SLASH” Thought 90-190 “SLASH” Thought ProcessProcess
QBS 2006QBS 2006
*”Slash” is a turbocharged version of ‘Box’ in that it creates a 5 vertical attack instead of 4 by widening the landmarks of the Seams (no Bend) to pry open the deep middle for the ‘Slash’.
*We will be in a HOT protection! This is a version of Box that we want to STAY IN v. Blitz coverage! Sink your RB to get protected and keep it on!
*Your reads don’t change much:1 Safety – Exactly the same, work Jack safety Seam to Seam to Comeback as though Slash isn’t there2 Safety – Stare safety opposite the Slash onto Seam, hit Slash in rhythm to Cbk/Pocket
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90-190 “SLASH” Thought 90-190 “SLASH” Thought ProcessProcess
QBS 2006QBS 2006MainMenuRouteDir
VV VVVV
VVVV
VV
VVVV
Versus 1 Safety: Read Just like normal Box, Seam to Seam to ComebackVersus 1 Safety: Read Just like normal Box, Seam to Seam to Comeback
JJ
VVVV
90-190 “SLASH” Thought 90-190 “SLASH” Thought ProcessProcess
QBS 2006QBS 2006MainMenuRouteDir
VV VVVV
VV
RR
VV
VVVV
Versus 2 Safeties: Stare safety opposite the Slash onto Seam route,Versus 2 Safeties: Stare safety opposite the Slash onto Seam route,hit Slash as he clears LB level, Comeback/Pocket as outlethit Slash as he clears LB level, Comeback/Pocket as outlet
JJ
VVVV
90-190 “SLUGGO” 90-190 “SLUGGO” Thought ProcessThought Process
QBS 2006QBS 2006
*”Sluggo” gives us a way to protect with 7 within our ‘Vertical Attack’ structure by essentially doing two jobs (Comeback to win against the CB and Seam to move or hold a safety) with one route (the ‘Sluggo’ or ‘Slant & Go’) route.
*It is also a great way to attack man coverage with a hard sell double move route in the Sluggo!
*This is a GREAT thought against pressure looks as well as 1-safety defenses! There’s nothing wrong with it against two-safety looks as long as the safeties activate and have some width!
*We will use this some as a ‘CAN’ play or a check against single high or pressure looks!
*Pre-snap read is the same as Box, including safety alignment, and CB squat likelihood in 2 saf.
*The DROP rhythm and throws are very similar to Box:Rocker (Pump to Slant as you hit your back foot), Hitch to Sluggo or Seam, 2nd Hitch to Comeback
*Sluggo is read as a PROGRESSION. Where it starts depends on the number of safeties:1 safety: PROGRESSION Sluggo (even he’s leavin’) to Seam to Comeback2 safety: PROGRESSION Seam (Bending) to Comeback
*Throw is a 3-ball to Sluggo, 2-ball to Seam, 2-ball to Comeback on his body
MainMenuRouteDir
90-190 “SLUGGO” 90-190 “SLUGGO” Thought ProcessThought Process
QBS 2006QBS 2006MainMenuRouteDir
VV VV VV
VVVV
VV
CCVV VV
JJ
11 22 33
Versus 1 Safety: 1) Sluggo if he wins and J isn’t over top 2) Seam 3) ComebackVersus 1 Safety: 1) Sluggo if he wins and J isn’t over top 2) Seam 3) Comeback
90-190 “SLUGGO” 90-190 “SLUGGO” Thought ProcessThought Process
QBS 2006QBS 2006MainMenuRouteDir
VV VV VV
VVVV
VV
RR
VVCC
JJ
PUMP onlyPUMP only 11 22
Versus 2 Safeties: 0) Sluggo is dead; Pump only 1) Seam 2) Comeback/PocketVersus 2 Safeties: 0) Sluggo is dead; Pump only 1) Seam 2) Comeback/Pocket
Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
1.1. What STARTS the clock and what STOPS the clockWhat STARTS the clock and what STOPS the clock
2.2. The difference between a CONTROL pass and a CHUNK passThe difference between a CONTROL pass and a CHUNK pass
1.1. How to know when to use eachHow to know when to use each
2.2. What CONTROL passes and CHUNK passes are available from each formationWhat CONTROL passes and CHUNK passes are available from each formation
3.3. When to use a time-outWhen to use a time-out
4.4. When and how to use the “Clock” play When and how to use the “Clock” play
WHAT YOU MUST KNOW – GENERAL KNOWLEDGEWHAT YOU MUST KNOW – GENERAL KNOWLEDGE
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Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
A.A. STOPS THE CLOCK & WE STOPS THE CLOCK & WE CANCAN HUDDLE IF WE CHOOSE (Official: “Big X” with arms”) HUDDLE IF WE CHOOSE (Official: “Big X” with arms”)
A. Official or players’ time outA. Official or players’ time out B. Player runs out of boundsB. Player runs out of boundsC. Incomplete PassC. Incomplete Pass D. InjuryD. InjuryE. Change of possession E. Change of possession
11. . CLOCK STOPPAGECLOCK STOPPAGE
B. STOPS, BUT WE WILL ALIGN ON L.O.S. B. STOPS, BUT WE WILL ALIGN ON L.O.S. (Official: “Small X” with arms - will re-start when ball is spotted for play)(Official: “Small X” with arms - will re-start when ball is spotted for play) A. After a first down (chains move)A. After a first down (chains move) B. MeasurementB. Measurement
C. PenaltyC. Penalty
C. WHAT STARTS THE CLOCK:C. WHAT STARTS THE CLOCK: A. Ball is snappedA. Ball is snapped
B. Referee indicates ball is ready for play after one of the above scenariosB. Referee indicates ball is ready for play after one of the above scenarios
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Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
A.A. ““Control” passes are shorter throw when we are “ahead of the clock” (Distance to Control” passes are shorter throw when we are “ahead of the clock” (Distance to objective is less than the number of seconds on the clock) in a Red Ball situation. It objective is less than the number of seconds on the clock) in a Red Ball situation. It is generally designed to get 5 to 8 yards, and, hopefully, out of boundsis generally designed to get 5 to 8 yards, and, hopefully, out of bounds
B.B. ““Chunk” passes are designed to get, at minimum, a first down and get us back into Chunk” passes are designed to get, at minimum, a first down and get us back into being “ahead of the clock.” The routes may or may not get us out of bounds, but being “ahead of the clock.” The routes may or may not get us out of bounds, but should stop the clock temporarily by achieving first down yardageshould stop the clock temporarily by achieving first down yardage
C.C. Some passes have both “Control” and “Chunk” throws in them. If we are behind the Some passes have both “Control” and “Chunk” throws in them. If we are behind the clock and thus in a “Chunk” situation, you must throw the ball away if the “Chunk” clock and thus in a “Chunk” situation, you must throw the ball away if the “Chunk” part of the route isn’t open. In a “Control” situation, ahead of the clock you can read part of the route isn’t open. In a “Control” situation, ahead of the clock you can read the route out as you normally would!the route out as you normally would!
D.D. Seconds to go > Yardage to our objective = CONTROL MODESeconds to go > Yardage to our objective = CONTROL MODESeconds to go < Yardage to our objective = CHUNK MODE Seconds to go < Yardage to our objective = CHUNK MODE
22. . CONTROL v. CHUNK PASSCONTROL v. CHUNK PASS
MainMenu
Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
CONTROL PASSESCONTROL PASSES
90-190 (Indy)90-190 (Indy) 91-19191-191 89-9989-99 92-19292-192 Oakland-OxfordOakland-Oxford Denver-Denver-Dallas Dallas
22. . CONTROL v. CHUNK PASSCONTROL v. CHUNK PASS
CONTROL PASSES with ‘CHUNKS’ BUILT INCONTROL PASSES with ‘CHUNKS’ BUILT IN
62-7262-72 64-74 64-74
CHUNK PASSESCHUNK PASSES
90-190 Indy (Stop)90-190 Indy (Stop) 163-173163-173 65-7565-75 66-7666-76 90-190 H / Y90-190 H / Y 90-190 90-190 Hole Hole
MainMenu
Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
1.1. After a sackAfter a sack
2.2. If we have two or three timeouts, any time in a series that the ball stays If we have two or three timeouts, any time in a series that the ball stays in bounds short of first down yardagein bounds short of first down yardage
3.3. To get field goal personnel onto the fieldTo get field goal personnel onto the field
4.4. Critical fourth down that requires discussion & conferring when we have no other Critical fourth down that requires discussion & conferring when we have no other options. options.
33. . WHEN TO USE TIME-OUTSWHEN TO USE TIME-OUTS
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Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
1.1. When we have no time-outs, it is 1When we have no time-outs, it is 1stst, 2, 2ndnd, or 3, or 3rdrd down, and we need to get field goal down, and we need to get field goal personnel onto the fieldpersonnel onto the field
2.2. When we’re behind the clock, have no timeouts, and When we’re behind the clock, have no timeouts, and FIRST DOWNFIRST DOWN play fails to get out play fails to get out of bounds beyond the chains (we do of bounds beyond the chains (we do notnot want to do it after a 2 want to do it after a 2ndnd down play and create down play and create 44thth down; we down; we must notmust not use it after a 3 use it after a 3rdrd down play and spike it on 4 down play and spike it on 4thth down! down!
44. . WHEN and HOW TO USE THE “CLOCK” PLAYWHEN and HOW TO USE THE “CLOCK” PLAY
THAT’S IT!THAT’S IT!Outside of these scenarios, you should be managing the clock by having the play called, Outside of these scenarios, you should be managing the clock by having the play called,
your team set, and ready to go as soon as the referee sets the ball ready for play!your team set, and ready to go as soon as the referee sets the ball ready for play!
PROCEDURE:PROCEDURE:Call “Clock, Clock” as soon as the previous play ends, all receivers line up in easiest Call “Clock, Clock” as soon as the previous play ends, all receivers line up in easiest
possible formation and get set QUICKLY, you double check to make sure everyone is possible formation and get set QUICKLY, you double check to make sure everyone is set, hands under center with big stagger, secure snap, step back and SEE the ball hit set, hands under center with big stagger, secure snap, step back and SEE the ball hit the ground in front of you! Remind receivers NOT to release downfield!the ground in front of you! Remind receivers NOT to release downfield!
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Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
1.1. What is our OBJECTIVE?What is our OBJECTIVE?a. a. MustMust have TD have TD b. b. MustMust have FG have FG c. c. WantWant TD, TD, mustmust have FG have FG d. Any points are a d. Any points are a bonusbonus
2.2. How many TIME-OUTS do we have?How many TIME-OUTS do we have?
3.3. Yardage needed for objective versus time remaining (in seconds)Yardage needed for objective versus time remaining (in seconds)
WHAT YOU MUST KNOW – ON THE FIELDWHAT YOU MUST KNOW – ON THE FIELD
MainMenu
Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
1.1. ALL “Red Ball” is automatically shotgun and automatically on “SetHit” (no cadence)*.ALL “Red Ball” is automatically shotgun and automatically on “SetHit” (no cadence)*.*May also use “Silent cadence” or “Center cadence”*May also use “Silent cadence” or “Center cadence”
2.2. Because of coverages people play, you must be more aware of danger players and Because of coverages people play, you must be more aware of danger players and deep linebacker drops. Underneath coverage especially does not behave as it does deep linebacker drops. Underneath coverage especially does not behave as it does in normal situations. CB are more likely to retreat. Safeties are less likely to bite on in normal situations. CB are more likely to retreat. Safeties are less likely to bite on pump fakes.pump fakes.
3.3. When we get a FIRST DOWN, IN BOUNDS, you MUST get the players aligned, set, the When we get a FIRST DOWN, IN BOUNDS, you MUST get the players aligned, set, the play called and ready BEFORE the official spots the ball. You MUST conserve clock play called and ready BEFORE the official spots the ball. You MUST conserve clock by being able to say “SetHit” as soon as the whistle blows!by being able to say “SetHit” as soon as the whistle blows!
4.4. Avoid sacks at all costs! Throw the ball away UNLESS it’s fourth downAvoid sacks at all costs! Throw the ball away UNLESS it’s fourth down
1.1. If we have one, we will ALWAYS take a time-out IMMEDIATELY after a sack!If we have one, we will ALWAYS take a time-out IMMEDIATELY after a sack!
GENERAL CONSIDERATIONSGENERAL CONSIDERATIONS
MainMenu
Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
Previous Play Ends…Previous Play Ends…
1.1. Assess:Assess:1.1. In or out of bounds?In or out of bounds? 2. First down or not?2. First down or not? 3. Updated time v. Yards to 3. Updated time v. Yards to
objectiveobjective
2.2. Immediately find coach, get signal (if not calling it your own), start calling Immediately find coach, get signal (if not calling it your own), start calling “Red Ball, Red Ball” as you do to get team on the line“Red Ball, Red Ball” as you do to get team on the line
3.3. As you move toward L.O.S., get Y and H aligned immediately (X & Z stay same side), As you move toward L.O.S., get Y and H aligned immediately (X & Z stay same side), call it 3 times to each side:call it 3 times to each side:
1.1. ““LEFT LEFT LEFT, LEFT LEFT, LEFT!”LEFT LEFT LEFT, LEFT LEFT, LEFT!” TE & H Left; ends up “Liz TE & H Left; ends up “Liz Flame”Flame”
2.2. ““RIGHT RIGHT RIGHT, RIGHT RIGHT RIGHT”RIGHT RIGHT RIGHT, RIGHT RIGHT RIGHT” TE & H right, ends up “Rip TE & H right, ends up “Rip Firm”Firm”
3.3. ““BASE BASE BASE, BASE BASE BASE”BASE BASE BASE, BASE BASE BASE” TE right, H left, ends up TE right, H left, ends up “Base”“Base”
4.4. As you get to LOS, signal route to WR on either side, get eye contact confirmation;As you get to LOS, signal route to WR on either side, get eye contact confirmation;Verbally tell OL the protection up & down the line (e.g., “60, 60, 60”, or “90, 90, 90”)Verbally tell OL the protection up & down the line (e.g., “60, 60, 60”, or “90, 90, 90”)
5.5. Make a “Ready, Ready, Ready” call as a final check, also alerting Center that “SetHit” Make a “Ready, Ready, Ready” call as a final check, also alerting Center that “SetHit” will come right after whistle. Everyone should be set, “SetHit” as soon as official will come right after whistle. Everyone should be set, “SetHit” as soon as official blows the whistle.”blows the whistle.”
PROCEDUREPROCEDURE
MainMenu
Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
MENU: “RIGHT” and “LEFT”MENU: “RIGHT” and “LEFT”Control passes in BlueControl passes in Blue – – Control with Chunk built-in in GreenControl with Chunk built-in in Green -- -- Chunk Passes in RedChunk Passes in Red
55
1010
1515
XX
ZZ
YY
HH
## ##
81818181
D-DD-D 6262 6464
163163
6565
87 Hole87 Hole 64646262
65656565
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Two Minute Offense: Two Minute Offense: “RED BALL”“RED BALL”
QBS 2006QBS 2006
MENU: “BASE”MENU: “BASE”Control passes in BlueControl passes in Blue – – Control with Chunk built-in in GreenControl with Chunk built-in in Green -- -- Chunk Passes in RedChunk Passes in Red
55
1010
1515
XX
ZZ
YY
HH
## ##
90 (Indy)90 (Indy) 80 (Indy)80 (Indy)
97 H97 H
90 (Stop)90 (Stop)
OaklandOakland OxfordOxford
9999 8989
9898 8888
87 Y87 Y
80 (Stop)80 (Stop) 66666666
MainMenu
ROUTE PACKAGES DIRECTORYROUTE PACKAGES DIRECTORY
QBS 2006QBS 2006
EAST/WEST ‘BOOTLEG’
Basic Whip Sneak Stay Hole
1 ROUTE: ‘SPACING’
Basic MirrorSlant
2 ROUTE: ‘SMASH’
MainMenu
3 ROUTE: ‘FLOOD’
4 ROUTE: ‘FLAT’
5 ROUTE: ‘COMEBACK’
6 ROUTE: ‘WIN’
Basic Bronco
7 ROUTE: ‘BOX’
8 ROUTE: ‘HITCH’
9 ROUTE: ‘SLICK’9 ROUTE: ‘SLICK’
Basic SlashHole
INDIVIDUAL
QBThoughtSummRouteSumm
Bush
Sluggo
Grab
COVERAGECOVERAGEQBS 2006QBS 2006
COVERAGE OVERVIEWCOVERAGE OVERVIEW
Understanding Coverage ‘Families’
MainMenu
Cornerback “D.E.L.”
Safety Alignment
0 SAFETY COVERAGES0 SAFETY COVERAGES
Cover 0
Cover 0 “Press”
1 SAFETY COVERAGES1 SAFETY COVERAGES
Cover 1
Cover 1 “Press”
Cover 3
2 SAFETY COVERAGES2 SAFETY COVERAGES
Cover 2
Cover 2 Man
Cover 4
Cover 8
2 SAFETY ROTATIONS2 SAFETY ROTATIONS
Sky Rotation (Cover 3 Sky)
Cloud Rotation (Cover 3 Cloud)
Cover 5
1 SAFETY ROTATIONS1 SAFETY ROTATIONS
RUN/PASS CALLSRUN/PASS CALLS
QBS 2006QBS 2006
RUN/PASS OVERVIEW
MainMenu
“NOW”
“BINGO”
“GREEN” / “GOLD”
UNCOVERED CHECKSUNCOVERED CHECKSQBS 2006QBS 2006
UNCOVERED OVERVIEW
MainMenu
‘COLOR’ SCREENS:Green/Gold Orange/Olive90 CHECKS:Hitch & Slick
DEFENSIVE FRONTSDEFENSIVE FRONTSQBS 2006QBS 2006
D LINE ‘TECHNIQUES’
MainMenu
DEFENSIVE ‘CORES’DEFENSIVE ‘CORES’
1 DL: ‘Odd’ and ‘Stack’
2 DL: ‘Split’ and ‘Even’
3 DL: ‘Bear 0’ and ‘Bear 1’
DROPSDROPSQBS 2006QBS 2006
MainMenu
DROPS OVERVIEW
40-50 SERIES DROPS
60-70 SERIES DROPS
90-190 SERIES DROPS
TERMS: Pre-Snap, Post-Snap, TERMS: Pre-Snap, Post-Snap, ReadsReads
QBS 2006QBS 2006MainMenu
RUN CHECK TERMSRUN CHECK TERMS
Widest Technique
Tightest Technique
Lightest Surface
Overhang Player
PRE-SNAP PASS TERMSPRE-SNAP PASS TERMS
Covered/Uncovered
Premium/Non-Premium
‘Access’: Free, Hard, Limited, No
POST-SNAP PASS TERMSPOST-SNAP PASS TERMS
Read Player
Danger Player
‘Q’ and ‘Outlet’ Receivers
‘Deke’ and ‘Pump’
TYPES OF READSTYPES OF READS
Overview
Progression
Progression: ‘Across the Board’
Key Defender
Object Receiver
QBThoughtSummRouteSumm
PASS PATTERN ‘STRUCTURES’PASS PATTERN ‘STRUCTURES’QBS 2006QBS 2006
STRUCTURE OVERVIEW
MainMenu
‘SOLO FLIGHT’
‘EDGE HIGH-LOW’
‘HORIZONTAL STRETCH’
RouteDir
‘VERTICAL ATTACK’
QBThoughtSummRouteSumm