Beruflich Dokumente
Kultur Dokumente
PART I
1 65
IF/THEN
58 41 61 14 5 69 50 29 45 54
26
66
46
42
AUDIBLES 34
9
62
BLITZ PICKUP 53 57
40 4
38 18
SITE ADJUSTMENTS
15
ROUTE CONVERSIONS 8 64
68 52 16
PROTECTION CALLS
63 19 59 51
47
55
11
SIGHT ADJUSTMENTS
28 7
HOT ROUTES
24 48
60 44
12
PASS PLAY
35
IF/THEN
PASS PLAY
IMPLICIT
EXPLICIT
LOCK OUT
PASS PLAY
INFORMED
EXPLICIT
FEEL
IMPLICIT
CONCEPT COVERAGE NON NEGOTIABLES 1. ELIMINATE VERTICAL THREATS 2. MAN ADVANTAGE 3. PRESSURE QB
C
CUSHION
F
COLLISION
$$ C
CROSSOVER COLLISION CUSHION
W E T
S N E
THE FIELD
C
CUSHION
F
CROSSOVER COLLISION
$$ C
COLLISION CUSHION
W E T
S N E
THE FIELD
$$ C W E T M S N E
COVER 0 DEEP
COVER 1 AWAY
COVER 3 WEAK
COVER 4 FLAT
CONCEPT COVERAGE NON NEGOTIABLES 1. ELIMINATE VERTICAL THREATS 2. MAN ADVANTAGE 3. PRESSURE QB
MAN ADVANTAGE
ALIGNMENT
PREVENT QUICK OR HOT THROWS FORCE QB TO GO QUICKER INTO HIS READS PROVIDE SOUND ALIGNMENT FOR THE RUSH
MAN ADVANTAGE
ALIGNMENT
PREVENT QUICK OR HOT THROWS FORCE QB TO GO QUICKER INTO HIS READS PROVIDE SOUND ALIGNMENT FOR THE RUSH
MAN ADVANTAGE
ALIGNMENT
MIRRORED ROUTES
MAN ADVANTAGE
ALIGNMENT
MAN ADVANTAGE
ALIGNMENT
3 WAYS TO NEUTRALIZE :
BRING ROUTE ATTACKING THE CENTERLINE PLAY ACTION TO ATTACK DUAL READ DEFENDER LOOK OFF BY THE QBS EYES
3 WAYS TO NEUTRALIZE :
BRING ROUTE ATTACKING THE CENTERLINE PLAY ACTION TO ATTACK DUAL READ DEFENDER LOOK OFF BY THE QBS EYES
3 WAYS TO NEUTRALIZE :
BRING ROUTE ATTACKING THE CENTERLINE PLAY ACTION TO ATTACK DUAL READ DEFENDER LOOK OFF BY THE QBS EYES
ADVANTAGE OFFENSE +1
BRING ROUTE ATTACKING THE CENTERLINE PLAY ACTION TO ATTACK DUAL READ DEFENDER LOOK OFF BY THE QBS EYES
CONCEPT COVERAGE
CUSHION
COLLISION
CAP
PRESSURE THE QB
WEAPONS
CAP
CAP
CAP
CAP
CAP
CUSHION
COLLISION
CROSSOVER COLLISION
CUSHION
ACCELERATORS
TO DELAY & DISRUPT UNTIL QB IS SACKED:
CUSHION
PART II
CUSHION
C
CUSHION
F
COLLISION
$$ C
CROSSOVER COLLISION CUSHION
W E T
M N E
CONCEPT PASSING
CUSHION
ACCELERATORS
0
S N A P
CONFIRMATION
1.5 1.8 2.2 2.6 3
QB TIMELINE
QB RELEASE TIME MUST BE UNDER .40 SEC. ONCE MOTION STARTS QB CAN BUY 1 MORE SECOND OF TIME BY ESCAPING A DEFENDER
CUSHION
COLLISION
CLOSURE
RHYTHM
1.5
1.8
2.2
2.6
QB DROP TIME
ROUTE TIMELINE-RHYTHM
RHYTHM ROUTES FADE SEAM POST CORNER SPEED OUT CROSS SPOT
1.5
1.8
2.2
2.6
QB DROP TIME
CUSHION
COLLISION
CLOSURE
RHYTHM
READ
1.5
1.8
2.2
2.6
QB DROP TIME
ROUTE TIMELINE-READ
READ ROUTES DIG CURL COMEBACK BURST CORNER CORNER POST DRAG PIVOT
1.5
1.8
2.2
2.6
QB DROP TIME
ROUTE TIMELINE-READ
2ND ROUTE IN PROGRESSION ROUTES THROWN OFF HITCH/SHUFFLE STEP BREAKS IN 2.2-2.6 SECONDS DOUBLE MOVE OR DECELERATING ROUTE ZONE BEATER, CHAIN MOVER
CUSHION
COLLISION
CLOSURE
RHYTHM
READ
RUSH
1.5
1.8
2.2
2.6
QB DROP TIME
ROUTE TIMELINE-RUSH
RUSH OPTION 3
1.5
1.8
2.2
2.6
QB DROP TIME
ROUTE TIMELINE-RUSH
3rd OPTION IN PROGRESSION THROWN OFF ANY STEP IN DROP BREAKS UNDER 5 YARDS 1 STEM ROUTE CAN BE A HOT ROUTE OR CHECKDOWN
CUSHION
COLLISION
CLOSURE
RHYTHM
READ
RUSH
RELEASE
RELEASE ESCAPES
1.5
S N A P
1.8
2.2
2.6
QB DROP TIME
ROUTE TIMELINE-RELEASE
RELEASE A A GAP B GAP C GAP D GAP
B C
READ
CURL
RUSH
FLAT
RELEASE
ESCAPE
C W M E T S N E $$
2-READ
HITCH/ SHUFFLE
3-RUSH
HITCH/ SHUFFLE
4-RELEASE
ESCAPE/ THROW AWAY
READ
CURL
RUSH
FLAT
RELEASE
ESCAPE
C W
M E T
S N E
C $$
2-READ
HITCH/ SHUFFLE
3-RUSH
HITCH/ SHUFFLE
4-RELEASE
ESCAPE/ THROW AWAY
R4 CUTUPS