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Offensive Playbook

Lincoln Football 2010

Y H X Z

T
Passing Zones

0
Deep Zones may be collapsed without vertical

4
0
stretching by routes.
Deep 0Hole Sea Sea Hole
5
as the m m

5
0
Field
Under Zones may be stretched by
0
4
receiver action.

4
0
12 Flat Curl Hook Hook Curl Flat
0
3

Yard

3
0
s ~9 ~9
yds Line of yds
0
2

2
0
Scrimmage
0
1

1
0
53
53 1/3
1/3Yard
Yard- -
160 160
ft ft
QB Pre-Snap Process
The Quarterback has a four step process to identify
the defense on each play. This process should take
seconds as the QB walks to the LOS.
Step 1 Step 2 Step 3 Step 4
Number of Read the Check for Wheres
Safeties D.E.L. Uncovered Number
Coverage Call Read the Check for any 4?
to the Backs receivers that
& Receivers:
D Depth of have been left
Pressure
Corners uncovered by Beaters:
Trio-Trio
Deuce- E Eyes of the defense. 1. Sprint
Corners Pass
Deuce Green
2. Screen
Zero-Zero L Leverage of I/S Uncovered
Corners 3. Quick
Gold Pass
for Man/Zone
O/S Uncovered 4. Run
Indicators
Number of Safeties
FS
C C
Trio Call Three Shell Defense

SS FS

C C
Deuce Call Two Shell Defense

Zero Call Expect Pressure C SS FS C


Throwing Inside
R
Uncovered
F
H
W M S
C
E N T $
C
X LT LG RG RT Y
Z
J QB
Green-
Green
T I/S
Uncovered

Any time we have an inside


uncovered, the QB will make
a Green call in the
cadence, and one step the
ball to the uncovered man.
Throwing Outside
Uncovered
R F

W M S
C
H E N T $
C
X LT LG RG RT Y
Z
J QB

Gold-Gold
O/S T
Uncovered
Any time we have an outside
uncovered, the QB will make
a Gold call in the
cadence, and one step the
ball to the uncovered man.
Progression Read System

Is He Open?
First Second Third
Read Read Read
On Time Hitch to #2 Hitch to #3
QB makes a If #1 is not open, If #2 is not open,
decision on his push up in the push up in the
primary read pocket and find pocket and find
when his 5th step the 2nd read. the 3rd read.
hits the ground. Make a decision. Make a decision.
Is He
If #3 Is He
is covered, Is He
time to get out
Open? Open? Open?
scape out the front of the pocket!
Free Access Concept
Free Access means
that the receiver will
run the best quick
route for the situation
(Hitch/Slant/Bend/Fade Fad
) and the QB will be Slan e
free to go to that route t
any time he is single
covered. The route is a
slant, unless
communicated by the
QB, or tagged in the Hitc
play call. Ben
h d
Anytime a WR is alone C

WR
on the backside of a
three receiver route
(Call side in 64/65
Protection), we will run
Safety Control Concept
Any time we call a double route to a formation with
more than the required receivers, the extra receiver
will run Safety Control. This means that he
should run directly at the chest of the nearest
deep safety.
Uno/Dos/Tres will be used if we need to tell a
particular receiver to safety control. Uno talks to the
widest receiver, Dos to the second receiver, and Tres
to the third receiver..

C C C

C C C C C C

Uno Dos #2 Tres - #3


Widest Safety Safety
Safety Control Control
Scramble Rules
Deep Stay The Art of Running
Deep Routes
A.K.A. Sit in Zone, Run
from Man
A receiver who sits a route

Short Come down and finds himself


closely covered should KEEP
MOVING.
Back to the A curl could end up becoming
a dig.

QB An option route could become a


drag.

A receiver who makes a cut


and finds himself already in

Backs Swing a hole in the zone should


STOP MOVING.
A dig could become a curl.

If youre open, stay


open
O/S Receiver Route Tree -
Quicks
Route Steps/Techniqu
Name e Fade
3 Steps Gather Chai
Cut on Outside r
Slan
Hitch Foot t
Come back to
the ball!
3 Steps Speed Hitc
Cut on Outside h
Ben
Foot d
Slant Get eyes and
hands around on
the cut
3 Steps Roll
cut to the
Bend outside on 3rd
step
O/S Route Tree Deep
Route Routes
Steps/Technique
Name Post
7 Step Inside Stem Out
Gather cut on Outside
Curl Foot Dig
Come back to the ball!
6 Step Gather cut on
Inside Foot Cur
Out Come downhill to the Seam l
ball. Read
7 Step Speed cut on
Post Outside Foot Get eyes
& Hands around on cut
7+2 Post route, Speed
cut on
Dig 2nd step of post
Stay flat across the field
Inside stem to hash,
Decision at 12 yards
Seam Hash presence Broken
I/S Receiver
Sea
Route Tree
Post m Flag
Wheel
Dig/
Seam Read

Out

Drag Curl

Bubble
Drive Flat

Rout
e Route
Steps/Technique Steps/Technique
Nam Name
e
Vertical stem to hash. Hash presence
Seam
Flat 3 Steps - Roll cut to the outside on 3rd step Broken Arrow
Read No hash presence Stay Vertical
3+2 steps - Bend route & run fade 7 Steps - Speed cut on Outside Foot
Wheel 5 yds from sideline
Post Expect ball immediately on cut
7 Step Stem - Gather cut on Outside Foot 6 Steps - Speed cut on Inside Foot
Curl Come back to the ball!
Flag 45 deg angle to sideline
Option Route
Inside Outside
Receiver Receiver

Should be run between the Hook defender


and the Curl defender in all 3 Shell
coverages.
Run against the Curl defender in all 2 Shell
coverages
Receiver must identify curl dropper on the
Passing Game
Coordination
Quick Game

All thrown with three step drop footwork by the


QB
Should be executed with the precision of a long
handoff
All routes can be changed using QB/WR hand
signal at the snap based on depth and alignment
of the defense
Quick routes can be run to a single, double, or
trip receiver alignment
Quick Passing Concepts
Quick Passing Concepts
Outsid
Route e Inside
Hand Signal
Name Receiv Receiver
er
Hitch Hitch Option Hand to head
Hitch & Hitch &
Option Grab facemask
Go Go
Hand to
Slant Slant Flat
shoulder
Sluggo Sluggo Flat Wipe shirt
Bend Bend Option Hand to elbow
Shaken open
Chair Chair Option
hand
Fade Fade Flat Hand to hip
Block Most Two-handed
2 x 2 Variations

X Y H Y
J Z X Z
11 Right 81 12 Right 80
Slant Change
T T

X Y X Y
Z H Z
12 Liz H F 21 Right
Strong 81 Scat Minus
Max
T T 80 Fade
3 x 1 Variations

X Y Y H
J Z TE runs a Flag X Z
11 Right J route anytime he
is solo on the 12 Rip 80 Chair
Pro
backside of a
Dos
81 Bend Tres T route. T

X Y X Y
Z H Z
TE runs a Flag
12 Liz H route anytime he F
is solo on the 21 Right Plus
Weak
80 Sluggo Dos T backside of a T 81 Slant Dos
route.
Quick Game Video
Passing Game
Coordination
Vertical Concepts

All of our vertical concepts are full field concepts,


that is they tell every receiver on the field which
route to run
Vertical concepts can only be thrown from the
pocket, using 6 man protection (60/61), because the
back is need in the concept
Each concept has a different read progression,
which makes these routes the most difficult for
young QBs
Each route must have a Tagged receiver that
allows for variation in the route
Vertical Game
The Vertical Game is a HORIZONTAL stretch of the deep portion of the
secondary using three or four vertical routes. Each route requires an on the fly
read to be successful against multiple coverage types.

Like with the Bunch Package, understanding which route to run depends on the
receivers horizontal alignment in the formation. These route concepts are Full
Field concepts, which means that they can attack anywhere across the field.
Each of these routes must be thrown from the pocket. They should be thrown
with five step timing. We divide the vertical game in to Four Vertical, and
Three Vertical packages for teaching purposes.

Three Vertical Package


Playside
Route Playside #2/ Backside Backside Hand
Name Widest Backside #2 Widest Signal
#3
Fade
( ) Comebac Drive Fade
(If PS #2)
Spike Fist to
Spike k (Tagged Comebac
(Free Drive Flip Helmet
(Flip) Route) k
Access (If BS #3)
if needed)
( ) Flag Spike Fade
Fist to
Passing Game
Coordination
Four Vertical Package
Backside Backsid Hand
Playside Playside
Route Name Widest #2
#2/ e Signa
Playside #3 Widest l
Seam Read Seam Fade
Fade Parallel
( ) Quad Comeback
(Tagged (Backside Comebac Hands
Route) #2) k
Seam Read Fade
( ) Quad Fade Nasty
(Tagged Comebac
Nasty Comeback (Playside #3)
Route) k
Seam Read Seam Fade Crosse
( ) Switch (Tagged Wheel (Backside Comebac d
Route) #2) k Hands
Seam Read Fade
( ) Switch Nasty
(Tagged Wheel Climb Comebac
Nasty Route)
(Playside #3)
k
Seam Read Seam Fade Climbi
( ) Switch
(Tagged Wheel Climb (Backside Comebac ng
Climb Route) #2) k Ladder
Dig Seam Fade Spoon
( ) Dig (Tagged Seam (Backside Comebac to
Route) #2) k Mouth
Read Progressions in the
FourVertical
Vertical ReadGame
Progressions
Route First Second Third Fourth
Name Read Read Read Read
All 4 Vert
PS Fade TB
Routes BS Seam PS Seam
Comeback Checkdown
vs. 3 Shell
All 4 Vert PS Seam PS Fade TB
Routes (Broken Comebac Checkdow None
vs. 2 Shell Arrow) k n
Three Vertical Read Progressions
Second Third
Route Name First Read
Read Read
( ) Spike BS Fade
Spike Drive
(Flip) Comeback
( ) Spear BS Fade
Spike Drive
(Flip) Comeback
Quad Examples 2 x 2
3 Quad vs. 3 Quad vs. 2
Shell 2 Shell
2 1
1

4 3

X Y X Y
J Z J Z
11 Right 61 11 Right 61
J Quad T T J Quad

3 2
1 2
1

4 3

K Z K Z
J X J X

10 Rip 60 X 10 Rip 60 X
Quad T T Quad
Quad Examples 3 x 1
Quad Nasty vs. 3 Quad Nasty vs. 2
3 Shell Shell
2
2 1
1

4 3

Y X Y X
Z J Z J
11 Left J 11 Left J
Con 61 J Con 61 J
Quad Nasty T T Quad Nasty
3 2
1 2
1

4 3

K Z K Z
J X J X
10 Rip J 10 Rip J
Strong 60 X Strong 60 X
Quad Nasty T T Quad Nasty
Switch Examples 2 x 2
3 Switch vs. 3 Switch vs. 2
Shell 2 Shell
2 1
1

4 3

X Y X Y
J Z J Z
11 Right 61 11 Right 61
X Switch T T X Switch

3 2
1 2
1

K Z K Z
J X J X

10 Rip 60 Z 10 Rip 60 Z
Switch T T Switch
Switch Nasty Examples
3x1
Switch Nasty vs. Switch Nasty vs.
3 3 Shell 2 Shell
2
2 1
1

4 3

Y X Y X
Z J Z J
11 Left J 11 Left J
Con 61 Z Con 61 Z
Switch Nasty T T Switch Nasty
3 2
1 2
1

4 3

K Z K Z
J X J X
10 Rip J 10 Rip J
Strong 60 Z Strong 60 Z
Switch Nasty T T Switch Nasty
Switch Climb Examples 2
x2
3 Switch Climb vs. 3 Switch Climb vs. 2
Shell 2 Shell
2 1
1

4 3

X Y X Y
J Z J Z
11 Right 61 11 Right 61
X Switch X Switch
Climb T T Climb
3 2
1 2
1

K Z K Z
J X J X

10 Rip 60 Z 10 Rip 60 Z
Switch Climb T T Switch Climb
Dig Examples 2 x 2
Dig vs. 3 Dig vs. 2
Shell Shell
2 1 1
3 2

4 3

X Y X Y
J Z J Z
11 Right 61 11 Right 61
X Dig T T X Dig

2 1
1
2
3

4 3

K Z K Z
J X J X

10 Rip 60 Z 10 Rip 60 Z
Dig T T Dig
Dig Nasty vs. 3
Passing Game Dig Nasty vs. 2

3
Shell
2 Coordination
1
2
1 Shell

4 3

Y X Y X
Z J Z J
11 Left J 11 Left J
Con Con
61 Z Dig 61 Z Dig
T T
Nasty Nasty
2 1
1

3 2

4
3

K Z K Z
J X J X
10 Rip J 10 Rip J
Strong Strong
60 Z Dig T T 60 Z Dig
Nasty Nasty
Spike Examples 2 x 2
Spike vs. 3 Spike vs. 2
Shell 2 Shell 2
1
1
F.A. F.A.

3 3

X Y X Y
J Z J Z
11 Right 11 Right
65 Y Spike 65 Y Spike
T T
2 2
1
1 F.A
. F.A.

3 3

K Z K Z
J X J X

10 Rip 64 J 10 Rip 64 J
Spike T T Spike
Spike Examples 3 x 1
Spike Flip vs. 3 Spike Flip vs. 2
2 Shell 2 Shell
1
1
F.A
F.A.
.

3 3

Y X Y X
Z J Z J
11 Left J 11 Left J
Con Con
64 Y Spike 64 Y Spike
T T
Flip Flip
2 1
2

F.A. 1 F.A.

3 3

K Z K Z
J X J X
10 Rip J 10 Rip J
Strong Strong
65 J Spike T T 65 J Spike
Spear Examples 2 x 2
Spear vs. 3 Spear vs. 2
Shell 2 Shell 2

1 1

3 3

X Y X Y
J Z J Z
11 Right 11 Right
65 Y Spear T T 65 Y Spear

2 2
1
1

3 3

K Z K Z
J X J X

10 Rip 64 J 10 Rip 64 J
Spear T No Spear from 3 x 1 T Spear
sets
Passing Game
Coordination
Combination Concepts

Combination routes are defined as two route, used in


combination, to attack one defender
Each combination route is designed to be best against
a particular style of coverage, or defensive shell
Combination routes are designed to be thrown to a 2
receiver side, but we will also throw them to a 3
receiver side using the safety control concept
We will also pair combination routes in 2 x 2
formations (Choice Smash, Bench Under)
We will throw combination routes with 5 step timing
from the pocket, and also from our sprint out passing
Combination Routes
Quarterbacks should use their progression concept to read a
combination route but they should also understand that each
route concept is designed to attack one single defender. This
understanding will allow them some freedom within the
system. For example, we define the choice route progression
as one flat, two curl, three checkdown/option. Once the
QB understands the route concept, he will be able to read curl
2
to flat essentially
3 simultaneously.
1

X
J
Choice Choice Y
T Option
3 2

Y
J Z
Reading Combination
Routes
Combination
Inside
Routes
Route Outside
Receiv Best Vs. Hand Signal
Name Receiver
er
Choice Curl Flat 3 Shell Hand into a C
Choice
Curl Wheel 3 Shell Swinging circle
Wheel
Smash Hitch Flag 2 Shell Fist over fist
Smash 2 Shell
Whip Flag Whipping motion
Whip Man
Two hand
House
Pivot Bench Pivot 3 Shell Fingertips
together
Hand sliding over
Bench Bench Corner 3 Shell other hand
Crossing waving
Corner Corner Bench 2 Shell hands
Reading Combination
Routes
Combination Read Progressions
Route First Second Third Read
Tagged Route/Back
Name Read Read
Choice Flat Curl Option/Checkdown
Choice Option/Checkdown
Curl Wheel
Wheel
Smash Flag Hitch Option/Checkdown
Smash Option/Checkdown
Flag Whip
Whip
Pivot Bench Pivot Option/Checkdown
Bench Flag Bench Option/Checkdown
Corner Corner Bench Option/Checkdown
Over Post Dig Flat/Checkdown
Under Post Dig Flat/Checkdown
Reading Sprint Routes
When we move the pocket, the QBs
thought process changes slightly.
He must understand that the
movement of the pocket has several
affects on his thought process.
1. He is well protected on the front
side.
2. He is poorly protected on the
backside Dont stop moving!
3. There are only two reads
QB run is the #3 option.
4. The defense will move with him,
and the field is smaller No
cross body throws!
Moving the launch
We will run Bench, Corner, Choice point helps protect
Wheel, and Scissor almost the QB
exclusively from Sprint protection.
2 x 2 Variations

X Y H Y
J Z X Z
11 Right 60 12 Right 60
Choice Smash Bench Corner
T T

X Y X Y
Z H Z

12 Liz H
F 21 Right Minus
Strong 61 Pivot 61 Choice Smash
Shake
T T Whip
The single
receiver side is 3 x 1 Variations
a free access
route just
like a bunch
route. TE runs a Flag
route anytime
he is solo on
the backside of
a route.

X Y Y H
J Z X Z
11 Right J Pro 12 Rip 65
65 Shake J Flat Bench H Go
T T

X Y X Y
Z H Z
F
12 Liz H Weak 21 Right Plus
64 Smash Tres T T 65 Under F Flat
Passing Game
Coordination
Bunch Package

Bunch routes require that the formation has


three eligible receivers to one side of the
formation
Bunch formations can be created using
combinations of receivers, tight ends, and backs
Each route must have a Tagged receiver that
allows for variation in the route
Bunch concepts require 6 man pocket
protection (60/61)
Bunch Package
Bunch routes are three receiver combinations that have built in two,
three, and man beater routes. Each route is best thrown against one type
of coverage, but can be thrown against any.
These routes are best thrown from the pocket, but can be thrown with
sprint out action.
Combination Routes
Tagg Outsid
Inside
Route ed e
Receive Hand Signal
Name Rout Receiv
r
e er
( ) Optio Hook a finger inside
Flag Flat
Snag n facemask
( ) Two open hands moving
Spot Option Flat
Space
Spot & Mesh are in the bunch package, but taught apartdifferently
because
( ) they are usually run from 2 x 2Touch
sets. They can to
shoulder both
Drag alsoDigbe run Flat
from 3 x 1 sets. shoulder
Cross
In(each
) of these routes, the TB runs an Two
immediate
fingersflat route
moved
(does notDig
check Drive Flat and is the primary read.
the protection),
Follow
Route Tagged Playside Backside Remaining
sideways
Optio Hand Signal
Name Receiver Receiver Receiver Receiver
( ) Pop Post Wheel Drinking motion
( ) Spot
n
Spot Option Option Post
Point to open
hand
Interlocked fingers
Reading Progressions in the
Bunch
Bunch Package Progressions
Route First Second Third
Name Read Read Read
( ) Snag Flag Flat Option
( )
Spot Option Flat
Space
( )
Drag Dig Flat
Cross
( )
Drive Dig Flat
Follow
( ) Pop Post Wheel Option
( ) Spot TB Flat Option Spot
Snag Variations
1

F.A.
3 3

2 2

X Y Y H
J Z X Z
11 Right J
Pro 12 Rip 65 Z
65 Z Snag T T Snag

1
1

F.A.

3 3
2
2

X Y X Y
Z H Z

12 Liz H F
21 Right Plus
Weak
64 Z Snag
T T 65 Z Snag
Space Variations
F.A.

1 2 1
2
3 3

X Y Y H
J Z X Z
11 Right J
Pro 12 Rip 65 H
65 Y Space T T Space

F.A. 1
1
2 2
3
3

X Y X Y
Z H Z

12 Liz H
F
21 Right Plus
Weak T T 65 Y Space
64 H Space
Follow Variations
2 2

F.A. 1 1

3 3

X Y Y H
J Z X Z
11 Right J
12 Rip 65
Pro
H Follow
65 Y Follow T T
2 2

1
1
F.A.

3
3

X Y X Y
Z H Z

12 Liz H
F
21 Right Plus
Weak T T 65 Y Follow
64 X Follow
Cross Variations
2 2

F.A.

3
3
1
1

X Y Y H
J Z X Z
11 Right J 12 Rip Zip
Pro Zip Strong Strong 65 H
65 Y Cross T T Cross

2 2

F.A.
3 1 3
1

X Y X Y
Z H Z

12 Liz H Weak
F 21 Right Plus
Zip Weak 64 X Zip Strong 65 Y
T T
Cross Cross
Pop Variations
1 1
2 2

F.A.

3 3

X Y Y H
J Z X Z
11 Right J
Pro 12 Rip 65 H
65 Y Pop T T Pop

1 1
2
2

F.A.
3
3

X Y X Y
Z H Z

12 Liz H
F
21 Right Plus
Weak T T 65 Y Pop
64 H Pop
Spot Variations

2 4 4 2
3 3

1 1

X Y Y H
J Z X Z
11 Right Gun 12 Left Gun
61 J Spot T 60 H Spot T

2 3 4
4
3 2
1 1

X Y Y X
H Z Z
12 Right H
Strong Gun 61
T F T 21 Left Gun
60 Y Spot
Y Spot
2
Mesh Variations 2

3 3

1 1

X Y H Y
J Z X Z
11 Right Gun T 12 Right Gun T
61 Y Mesh 60 H Mesh

2 2

3 3

X Y Y X
H Z Z

12 Right H T F T 21 Left
Strong Gun
61 Y Mesh 60 Y Mesh
Empty Diagrams 2 x 2 vs.
Two Shell
S FS
S

C W M S C
Empty Diagrams 3 x 1 vs.
Two Shell
S FS
S

C W M S C
Empty Diagrams 2 x 2 vs.
Three Shell
C FS C

S S M W
S
Empty Diagrams 3 x 1 vs.
Three Shell
C FS C

S S M W
S
Slide Protection 80
80/81 protection is our 6 man slide protection. 80 tells the TB to block
the outside gap on the right, Series
and 81 tells the back to block the outside
gap on the left. The offensive line slides away from the back, and each
blocks their next gap away from the running back.

Offensive linemen do not slide to air, which means that any lineman
with no threat to his gap will stay and help with and defender over him.
In such a situation, the helping lineman must keep his eyes to the
empty gap for any LB blitz or late DL rush.

80/81 Protection
TB First Man outside OTs Hip
P/S B Gap If no threat, help in P/S C Gap with
PST Eyes Inside
P/S A Gap If no threat, help in P/S B Gap with
PSG Eyes Inside
B/S A Gap If no threat, help in P/S A Gap with
C Eyes Backside
B/S B Gap If no threat, help in B/S A Gap with
BSG Eyes Backside
80 Protection Examples
M S W M S

W E N T $ E N T $

80/84
Protection

S M W M S S
S
W E N T $ E N T $
6 Man Protection 60
60/61 Protection Series
Ball Fake Protection (62/63)
Double reader
TB Block first LB to #4
threat Shuffle step & attack the B
Covered Block on gap
Uncovered Block
PS Align away from the
first outside
T OG Fan Call protection in the gun
Block first outside No rules change for OL
Covered Block on
PS Uncovered Fan
G Call Block first Backside Protection (64/65)
outside
(66/67)
Covered Block on
Uncovered
C Double read ILB to Alerts QB/WR that route
BS #4
concept is to backside of the
Covered Block on
BS Uncovered protection
G Double read ILB to Can also be made into a ball
BS #4
60 Protection & Direction
61 60
Protection Protection
Back Blocks Back Blocks
Left Right
Route Concept Route Concept
Route
Left Route
Right
5 Step Drop
5 Step Drop

Route
Route

63 62
Protection Protection
Back Blocks Back Blocks
Left Right
60 Protection & Direction
65 64
Protection Protection
Back Blocks Back Blocks
Left Right
Route Concept Route Concept
Right Route Left
5 Step Drop 5 Step Drop
Route

Route
Route

67Protectio 66
n Protection
Back Blocks Back Blocks
Left Right
60
M
Protection
S
Examples
W M S

W E N T $ E N T $

60/64
Protection

S M W M S S
S
W E N T $ E N T $
Sprint Protection 90
Our sprint out passing game uses 90/91 protection. In this
protection, we physically attack the edge of the defense so that
Series
we can get the QB out of the pocket and move the launch point.
The offensive line rules are based on the fire rule that we use on
Stretch/Flex, and both pass and run should look the same to the
defense.
The QB can turn sprint pass into QB Stretch/Flex simply by
making a Go call when he gets to the edge. We can also tag a
backside route onto the sprint concept, by calling the protection
94/95.
90/91 Protection
Block EOL Be physical & help the OT get the edge
TB sealed
PST Protect On/Gap/Down Make call like its Fire Rule
Protect Gap/On/Most Dangerous LB
PSG If MDLB Pull for any edge threat (Listen for Go
Call)
Reach PS A Gap If no threat, step and hinge for
C backside chasers
Reach BS A Gap If no threat, step and hinge for
BSG backside chasers
90 Protection Examples
M S W M S

W E N T $ E N T $

90/94
Protection
S M W M S S
S
W E N T $ E N T $
Boot Protection 98/99
Our main play action pass is Inside Zone boot. We
Protection
fake 42/43 Slash, booting toward the numbered side.
This protection is the only example in the entire
protection series that has the tailback blocking away
from the number of the protection. We will tag many
routes onto the protection.
Boot/Naked Protection
Named
Ball fake away from play call Block EOL
Player
Any RB who is not the ball fake:
Align away from call & run flat route to the call
PST Block B Gap away from play call STEP TO AIR!
PSG Block A Gap away from play call STEP TO AIR!
C Block BS A Gap STEP TO AIR!
Pull and log EOL to the play call side
BSG Kick out any over aggressive technique that cant
be logged
Boot
M
Protection
S
Examples
W M S

W E N T $ E N T $

98 Protection

S M W M S S
S
W E N T $ E N T $
Drop Back Screens Curl
Hook Defend
Defend er
er
Screen Names Conv
ZR Easy oy
Rec XR Exxon
eiv JR Joker
ers KR Krazy Catch
ER Eagle Area

TE YR Tyrone 7
Our basic drop back screen is a universal
system in which we can throw screen to

0
HR Hero
s RR Razor
anyone in the offense at any time. The
direction of the screen (70/71) tells the
offensive line which direction they are
TB Tito blocking the screen. We then attach the
RB screen name of the position that we want to go
FB Frank to the screen area and catch the screen.
s BB Bobby
It is the QBs responsibility to draw defenders
away from the screen. We can also ball fake
screen by calling 72/73, which tells the TB to
Drop Back Screens
Offensive Line If you ARE NOT the screen
man
Rules Sprint Vertical for 10
Pass Set DE
WR/TE Block Nearest Deep DB
PST Invite him up the field Swing to the flat away from
Bang nearest DL screen,
RB If 72/73, ball fake and run flat
Convoy Protect the
route opposite
PSG catch &
If you ARE the screen man
Block first man O/S
Align opposite the call
the catch
Cross the ball & get lost in the OL
Bang nearest DL Make sure to stay inside OTs
C Block PSLB (Curl RB block
Defender) Make sure to catch the ball behind
Bang nearest DL the LOS
BSG Block MLB (Hook Pass set the nearest DL
Defender) Get beat slowly Allow the rush to
Pass Set DE TE turn his shoulders back to the QB
BST Invite him up the field
Make sure to catch the ball behind
the LOS
Take three steps hard up the field
Sprint for the catch point
Passing Game
Coordination
X Y Catch X Y
J Area Z Catch
Area J Z
70 71
T T 11 Right J
11 Right 70
Strong 71
Easy
Exxon

H Y Catch X Y
X Area Z Z Catch
Area H
70 71
12 Right 12 Liz H
Xoom Flip 70 Strong 71
T T
Tyrone Exxon
Rocket Screen
The Quick Rocket screen is designed as a play-action screen that gets
the ball to the perimeter quickly. Rocket screen is thrown to the
outside receiver. It requires that every member of the offense uses a
counting system, counting defenders from the screen side.

We can also throw Rocket to a slot receiver in a trips set, by calling


Rocket Add. This tells all linemen and receivers to add one to their
number responsibility, and the second man from the sideline becomes
the screener.

4 3 2 1

Y X
Z J

Z
Rocket Screens
( ) Rocket - 78/79 Rules
PS #1 Three steps vertical, climb back
down stem of route
Catch screen & get inside the
kickout of the PST
PS #2 Two steps vertical push
Block #1 from sideline
PS#3 Safety control route
Step on his toes & block him
PST Three zone steps away from the
screen
Hunt #2 from sideline Must
kickout
PSG Three zone steps away from the
screen
Hunt #3 from sideline
C Three zone steps away from the
screen
Hunt #4 from sideline
BSG Three zone steps away from the
screen
Block most dangerous DL (End)
BST Block Slash/Blade away from
screen
Rocket Screens 5 4
1

4 3 3
2 1
2

X Y X
J Z J K Z
Chase DL Chase DL

T T 11 Right J
11 Right 78
Strong 78 K
Z Rocket
Rocket Add

3
4
2
1

H Y X Y
X Y Z Z H
Chase DL 12 Liz H
12 Right 79
Strong
T X Rocket T 79 Z Rocket

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