ath 263 - passing game

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T H X Y Z 1 2 3 Offensive Playbook Lincoln Football 2010

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Page 1: ATH 263 - Passing Game

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Offensive PlaybookLincoln Football 2010

Page 2: ATH 263 - Passing Game

Passing Zones

53 1/3 Yard - 160 ft

3

02

04

05

01

04

0

3

02

04

05

01

04

0

Line of Scrimmage

Hook Curl Flat

HoleSeam

HookCurlFlat

Seam

Hole

53 1/3 Yard - 160 ft

12Yard

s

Deep as the Field

~9 yds

Deep Zones may be collapsed without vertical stretching by routes.

Under Zones may be stretched by receiver action.

~9 yds

Page 3: ATH 263 - Passing Game

QB Pre-Snap ProcessThe 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

Number of Safeties

Coverage Call to the Backs & Receivers:“Trio-Trio”

“Deuce-Deuce”

“Zero-Zero

Step 2

Read the D.E.L.

Read the

D – Depth of Corners

E – Eyes of Corners

L – Leverage of Corners

for Man/Zone Indicators

Step 3

Check for UncoveredCheck for any receivers that have been left uncovered by the defense.

“Green”I/S Uncovered

“Gold”O/S Uncovered

Step 4

Where’s Number

4?Pressure Beaters:

1. Sprint Pass2. Screen3. Quick Pass4. Run

Page 4: ATH 263 - Passing Game

Number of Safeties

Trio Call – Three Shell Defense

Zero Call – Expect Pressure

Deuce Call – Two Shell Defense

CC

FS

SS

CC

FS

SS CC FS

Page 5: ATH 263 - Passing Game

Throwing Inside Uncovered

CLGLT RG RT

QB

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“Green-Green”

I/S Uncovered

H W M S

E N T $

FR

C

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.

Page 6: ATH 263 - Passing Game

Throwing Outside Uncovered

CLGLT RG RT

QB

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“Gold-Gold”O/S

Uncovered

H

W M S

E N T $

FR

C

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.

Page 7: ATH 263 - Passing Game

Progression Read System

Is He Open?First Read

Second Read

Third Read

On Time Hitch to #2 Hitch to #3QB makes a

decision on his primary read

when his 5th step hits the ground.

Is He Open?

If #1 is not open, push up in the pocket and find the 2nd read.

Make a decision.

Is He Open?

If #2 is not open, push up in the pocket and find the 3rd read.

Make a decision.

Is He Open?

If #3 is covered, time to get out…Escape out the front of the pocket!!!

Page 8: ATH 263 - Passing Game

Free Access Concept

C

WR

Hitch

Slant

Fade

Bend

“Free Access” means that the receiver will run the best quick route for the situation (Hitch/Slant/Bend/Fade) and the QB will be free to go to that route any time he is single covered. The route is a slant, unless communicated by the QB, or tagged in the play call.

Anytime a WR is alone on the backside of a three receiver route (Call side in 64/65 Protection), we will run a “Free Access” route.

Page 9: ATH 263 - Passing Game

Safety Control ConceptAny 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 – Widest Safety

Control

Dos – #2 Safety Control

Tres - #3 Safety Control

Page 10: ATH 263 - Passing Game

Scramble Rules

The Art of Running Routes

A.K.A. Sit in Zone, Run from Man

A receiver who sits a route down and finds himself

closely covered should KEEP MOVING.

A curl could end up becoming a dig.

An option route could become a drag.

A receiver who makes a cut and finds himself already in

a hole in the zone should STOP MOVING.

A dig could become a curl.

If you’re open, stay open –

If you’re not, get open!!

Deep – Stay Deep

Short – Come Back to the

QB

Backs Swing

Page 11: ATH 263 - Passing Game

O/S Receiver Route Tree - Quicks

RouteName

Steps/Technique

Hitch

3 Steps – Gather Cut on Outside

FootCome back to

the ball!

Slant

3 Steps – Speed Cut on Outside

FootGet eyes and

hands around on the cut

Bend

3 Steps – Roll cut to the

outside on 3rd step

Chair3+2 – Bend

route, two steps and wheel

Fade 3 Steps – Widen as you go deep!

FadeChai

r

Bend

Slant

Hitch

Page 12: ATH 263 - Passing Game

O/S Route Tree – Deep RoutesRoute

Name Steps/Technique

Curl7 Step Inside Stem

Gather cut on Outside Foot

Come back to the ball!

Out6 Step – Gather cut on

Inside FootCome downhill to the

ball.

Post7 Step – Speed cut on

Outside Foot – Get eyes & Hands around on cut

Dig7+2 – Post route, Speed

cut on2nd step of post –

Stay flat across the field

Seam Read

Inside stem to hash, Decision at 12 yards

Hash presence – Broken Arrow

No hash presence – Stay Vertical

Seam Read

Dig

Post

Out

Curl

Page 13: ATH 263 - Passing Game

I/S Receiver – Route TreeWheel

BubbleFlat

Out

Curl

Dig/Seam Read

Seam Flag

Drag

Drive

Route

Name

Steps/TechniqueRouteName Steps/Technique

Flat 3 Steps - Roll cut to the outside on 3rd stepSeam Read

Vertical stem to hash. Hash presence – Broken Arrow

No hash presence – Stay Vertical

Wheel 3+2 steps - Bend route & run fade5 yds from sideline Post 7 Steps - Speed cut on Outside Foot

Expect ball immediately on cut

Curl 7 Step Stem - Gather cut on Outside FootCome back to the ball! Flag 6 Steps - Speed cut on Inside Foot

45 deg angle to sideline

Bubble

Drop step 45 deg with outside footSnap eyes around & run parallel to the

LOS for 4 stepsOut 6 Steps - Gather cut on Inside Foot

Come downhill to the ball.

Drive 4 yard Shallow Cross - Aim for toes of ILB’s Drag 8-10 yard Shallow Cross - Work to get

behind LB’s

Post

Page 14: ATH 263 - Passing Game

Option Route

Inside Receiver

Outside 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 fly.

Great option routes are run with feel, not with speed

Page 15: ATH 263 - Passing Game

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

Page 16: ATH 263 - Passing Game

Quick Passing ConceptsQuick Passing Concepts

Route Name

Outside

Receiver

Inside Receiver

Hand Signal

Hitch Hitch Option Hand to head

Hitch & Go

Hitch & Go Option Grab facemask

Slant Slant FlatHand to shoulder

Sluggo Sluggo Flat Wipe shirt

Bend Bend Option Hand to elbow

Chair Chair OptionShaken open

handFade Fade Flat Hand to hip

Stop StopBlock Most Dangerous

Two-handed push

Change Option Wheel Read

Scat Slant SlantCat ears to

helmet

Stutter Stutter FlatUnderhand punched fist

Page 17: ATH 263 - Passing Game

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11 – Right 81 Slant

2 x 2 Variations

12 – Right 80 Change

12 – Liz H Strong 81 Scat

Max

21 – Right Minus 80 Fade

Page 18: ATH 263 - Passing Game

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11 – Right J Pro

81 Bend Tres

3 x 1 Variations

12 – Rip 80 Chair Dos

12 – Liz H Weak

80 Sluggo Dos

21 – Right Plus 81 Slant Dos

TE runs a Flag route anytime he is “solo” on the backside of a

route.

TE runs a Flag route anytime he is “solo” on the backside of a

route.

Page 19: ATH 263 - Passing Game

Quick Game Video

Page 20: ATH 263 - Passing Game

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

Page 21: ATH 263 - Passing Game

Vertical GameThe 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 receiver’s 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

Route Name

PlaysideWidest

Playside #2/

Backside #3

Backside #2

BacksideWidest

Hand Signal

( ) Spike (Flip)

Fade Comebac

k(Free

Access if needed)

Drive(If PS #2)Drive Flip(If BS #3)

Spike(Tagged Route)

Fade Comebac

k

Fist to Helmet

( ) Spear (Flip)

DriveFlag

(Only runwith PS #2)

Spike (Tagged Route)

Fade Comebac

k

Fist to Palm

Page 22: ATH 263 - Passing Game

Passing Game CoordinationFour Vertical Package

Route Name PlaysideWidest

Playside#2

Backside #2/

Playside #3

Backside

Widest

Hand Signa

l

( ) Quad Fade Comeback

Seam Read(Tagged Route)

Seam(Backside

#2)

Fade Comebac

k

Parallel Hands

( ) Quad Nasty

Fade Comeback

Seam Read(Tagged Route)

Nasty(Playside #3)

Fade Comebac

k

( ) SwitchSeam Read

(Tagged Route)

WheelSeam

(Backside #2)

Fade Comebac

k

Crossed

Hands

( ) Switch Nasty

Seam Read(Tagged Route)

Wheel Climb Nasty(Playside #3)

Fade Comebac

k

( ) Switch Climb

Seam Read(Tagged Route)

Wheel ClimbSeam

(Backside #2)

Fade Comebac

k

Climbing

Ladder

( ) DigDig

(Tagged Route)

SeamSeam

(Backside #2)

Fade Comebac

k

Spoon to

Mouth

( ) Dig Nasty

Dig(Tagged Route)

Seam Nasty(Playside #3)

Fade Comebac

k

Page 23: ATH 263 - Passing Game

Read Progressions in the Vertical GameFour Vertical Read Progressions

Route Name

First Read

Second Read

Third Read

Fourth Read

All 4 Vert Routes

vs. 3 ShellBS Seam PS Seam

PS Fade Comeback

TB Checkdown

All 4 Vert Routes

vs. 2 Shell

PS Seam(Broken Arrow)

PS Fade Comebac

k

TB Checkdow

nNone

Three Vertical Read Progressions

Route Name First ReadSecond Read

Third Read

( ) Spike (Flip)

Spike BS Fade

Comeback Drive

( ) Spear (Flip)

SpikeBS Fade

Comeback Drive

Page 24: ATH 263 - Passing Game

Quad Examples – 2 x 2

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Quad – vs. 2 Shell

Quad – vs. 3 Shell

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11 – Right 61 J Quad

1

3

2

4

11 – Right 61 J Quad

1

3

2

10 – Rip 60 X Quad

23

1

4

10 – Rip 60 X Quad

1

3

2

Page 25: ATH 263 - Passing Game

Quad Examples – 3 x 1Quad Nasty – vs. 2

ShellQuad Nasty – vs. 3

Shell

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YZ J X

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11 – Left J Con 61 J

Quad Nasty

1

3

2

4

11 – Left J Con 61 J

Quad Nasty

1

3

2

10 – Rip J Strong 60 X Quad Nasty

23

1

4

10 – Rip J Strong 60 X Quad Nasty

1

3

2

Page 26: ATH 263 - Passing Game

Switch Examples – 2 x 2

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Switch – vs. 2 Shell

Switch – vs. 3 Shell

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J

11 – Right 61 X Switch

1

3

2

4

11 – Right 61 X Switch

1

3

2

10 – Rip 60 Z Switch

23

1

4

10 – Rip 60 Z Switch

1

3

2

Page 27: ATH 263 - Passing Game

Switch Nasty Examples – 3 x 1

Switch Nasty – vs. 2 Shell

Switch Nasty – vs. 3 Shell

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YZ J X

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KX

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11 – Left J Con 61 Z

Switch Nasty

1

3

2

4

11 – Left J Con 61 Z

Switch Nasty

1

3

2

10 – Rip J Strong 60 Z Switch Nasty

23

1

4

10 – Rip J Strong 60 Z Switch Nasty

1

3

2

Page 28: ATH 263 - Passing Game

Switch Climb Examples 2 x 2

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KX Z

J

Switch Climb – vs. 2 Shell

Switch Climb – vs. 3 Shell

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J

11 – Right 61 X Switch

Climb

1

3

2

4

11 – Right 61 X Switch

Climb

1

3

2

10 – Rip 60 Z Switch Climb

23

1

4

10 – Rip 60 Z Switch Climb

1

3

2

Page 29: ATH 263 - Passing Game

Dig Examples – 2 x 2

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Dig – vs. 2 Shell

Dig – vs. 3 Shell

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KX Z

J

11 – Right 61 X Dig

1

3

2

4

11 – Right 61 X Dig

1

3

2

10 – Rip 60 Z Dig

2

3

1

4

10 – Rip 60 Z Dig

1

3

2

Page 30: ATH 263 - Passing Game

Passing Game Coordination

Dig Nasty – vs. 2 Shell

Dig Nasty – vs. 3 Shell

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YZ J X

T

KX

ZJ

T

KX

ZJ

11 – Left J Con

61 Z Dig Nasty

1

32

4

11 – Left J Con

61 Z Dig Nasty

1

3

2

10 – Rip J Strong 60 Z Dig

Nasty

2

3

1

4

10 – Rip J Strong 60 Z Dig

Nasty

1

3

2

Page 31: ATH 263 - Passing Game

Spike Examples – 2 x 2

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KX

ZJ

Spike – vs. 3 Shell

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KX Z

J

11 – Right 65 Y Spike

1

3

2

11 – Right 65 Y Spike

10 – Rip 64 J Spike

2

3

1

10 – Rip 64 J Spike

F.A. F.A.

Spike – vs. 2 Shell

2

3

1

F.A.F.A.

1

3

2

Page 32: ATH 263 - Passing Game

Spike Examples – 3 x 1Spike Flip – vs. 3

Shell

T

YZ J X

T

YZ J X

T

KX

ZJ

T

KX

ZJ

11 – Left J Con

64 Y Spike Flip

11 – Left J Con

64 Y Spike Flip

10 – Rip J Strong

65 J Spike Flip

10 – Rip J Strong

65 J Spike Flip

F.A.F.A.

1

3

2

2

3

1

2

3

1

Spike Flip – vs. 2 Shell

3

2

1

F.A. F.A.

Page 33: ATH 263 - Passing Game

Spear Examples – 2 x 2

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KX

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Spear – vs. 3 Shell

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11 – Right 65 Y Spear

1

3

2

11 – Right 65 Y Spear

10 – Rip 64 J Spear

2

3

1

10 – Rip 64 J Spear

Spear – vs. 2 Shell

2

3

1

No “Spear” from 3 x 1 sets

1

3

2

Page 34: ATH 263 - Passing Game

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

Page 35: ATH 263 - Passing Game

Combination RoutesQuarterbacks 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 to flat essentially simultaneously.

T

JX

Choice

YJ Z

Choice Y Option

2

13

2

1

3

Page 36: ATH 263 - Passing Game

Reading Combination RoutesCombination Routes

Route Name

OutsideReceiver

InsideReceiv

erBest Vs. Hand Signal

Choice Curl Flat 3 Shell Hand into a “C”

Choice Wheel

Curl Wheel 3 Shell Swinging circle

Smash Hitch Flag 2 Shell Fist over fist

Smash Whip

Whip Flag 2 Shell Man

Whipping motion

Pivot Bench Pivot 3 Shell

Two hand “House”

Fingertips together

Bench Bench Corner 3 Shell Hand sliding over other hand

Corner Corner Bench 2 Shell Crossing waving hands

Over Post Dig 3 Shell Hand over head

Under Dig Post 2 Shell Open hand sliding palm up

Shake Post Post 2 Shell Shaking dice

Scissor Post Bench 2 Shell Two fingered scissor

Page 37: ATH 263 - Passing Game

Reading Combination Routes

Combination Read ProgressionsRoute Name

First Read

Second Read

Third ReadTagged Route/Back

Choice Flat Curl Option/Checkdown

Choice Wheel

Curl WheelOption/Checkdown

Smash Flag Hitch Option/Checkdown

Smash Whip

Flag WhipOption/Checkdown

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

Shake Post Post Flat/Checkdown

Scissor Post Bench Option/Checkdown

Page 38: ATH 263 - Passing Game

Reading Sprint RoutesWhen we move the pocket, the QB’s 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 – Don’t 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!

We will run Bench, Corner, Choice Wheel, and Scissor almost exclusively from Sprint protection. Only one route concept will be called on a sprint out combination to be run on the side that the QB is sprinting towards.

Moving the launch point helps protect

the QB

Page 39: ATH 263 - Passing Game

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11 – Right 60 Choice – Smash

2 x 2 Variations

12 – Right 60 Bench – Corner

12 – Liz H Strong 61 Pivot

– Shake

21 – Right Minus 61 Choice – Smash

Whip

Page 40: ATH 263 - Passing Game

The single receiver side is a free access route – just like a bunch

route.

11 – Right J Pro 65 Shake J Flat

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YZ

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T

YX

F

Z

3 x 1 Variations

12 – Rip 65 Bench H Go

12 – Liz H Weak 64 Smash Tres

21 – Right Plus 65 Under F Flat

TE runs a Flag route anytime he is “solo” on the backside of

a route.

Page 41: ATH 263 - Passing Game

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)

Page 42: ATH 263 - Passing Game

Bunch PackageBunch 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

Route Name

Tagged

Route

Outside

Receiver

InsideReceive

rHand Signal

( ) Snag

Option Flag Flat

Hook a finger inside facemask

( ) Space

Spot Option FlatTwo open hands moving

apart( )

CrossDrag Dig Flat

Touch shoulder to shoulder

( ) Follow

Dig Drive FlatTwo fingers moved

sideways

( ) PopOptio

n Post Wheel Drinking motion

Spot & Mesh are in the bunch package, but taught differently because they are usually run from 2 x 2 sets. They can both

also be run from 3 x 1 sets.In each of these routes, the TB runs an immediate flat route

(does not check the protection), and is the primary read.RouteName

Tagged Receiver

Playside Receiver

Backside Receiver

Remaining Receiver Hand Signal

( ) Spot Spot Option Option Post Point to open hand

( ) Mesh Drag Banana Post Drag/Wheel Interlocked fingers over head

Page 43: ATH 263 - Passing Game

Reading Progressions in the Bunch

Bunch Package ProgressionsRoute Name

First Read

Second Read

Third Read

( ) Snag Flag Flat Option

( ) Space

Spot Option Flat

( ) Cross

Drag Dig Flat

( ) Follow

Drive Dig Flat

( ) Pop Post Wheel Option

( ) Spot TB Flat Option Spot

( ) Mesh

TB Flat Banana Drag

Page 44: ATH 263 - Passing Game

Snag Variations

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HX

YZ

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T

YX

F

Z

11 – Right J Pro

65 Z Snag12 – Rip 65 Z

Snag

12 – Liz H Weak

64 Z Snag

21 – Right Plus 65 Z Snag

1

3

2

F.A.

1

3

2

1

3

2

1

23

F.A.

Page 45: ATH 263 - Passing Game

Space Variations

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T

HX

YZ

T

YXZ H

T

YX

F

Z

11 – Right J Pro

65 Y Space12 – Rip 65 H

Space

12 – Liz H Weak

64 H Space

21 – Right Plus 65 Y Space

1 2

3

F.A.

12

3

32

11

2

3

F.A.

Page 46: ATH 263 - Passing Game

Follow Variations

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T

HX

YZ

T

YXZ H

T

YX

F

Z

11 – Right J Pro

65 Y Follow

12 – Rip 65 H Follow

12 – Liz H Weak

64 X Follow

21 – Right Plus 65 Y Follow

1

2

3

F.A. 1

2

3

1

2

3

1

2

3

F.A.

Page 47: ATH 263 - Passing Game

Cross Variations

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T

HX

YZ

T

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T

YX

F

Z

11 – Right J Pro Zip Strong

65 Y Cross

12 – Rip Zip Strong 65 H

Cross

12 – Liz H Weak Zip Weak 64 X

Cross

21 – Right Plus Zip Strong 65 Y

Cross

1

2

3

F.A.

1

2

3

1

2

3 1

2

3

F.A.

Page 48: ATH 263 - Passing Game

Pop Variations

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HX

YZ

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YX

F

Z

11 – Right J Pro

65 Y Pop12 – Rip 65 H

Pop

12 – Liz H Weak

64 H Pop

21 – Right Plus 65 Y Pop

1 2

3

F.A.

12

3

12

3

1

2

3F.A.

Page 49: ATH 263 - Passing Game

Spot Variations

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HX

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F

Y X

T

Z

11 – Right Gun 61 J Spot

12 – Left Gun 60 H Spot

12 – Right H Strong Gun 61

Y Spot

21 – Left Gun60 Y Spot

1

2 3

1

23

1

2 3

123

4

44

4

Page 50: ATH 263 - Passing Game

Mesh Variations

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YX

HZ

T

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F

Y X

T

Z

11 – Right Gun 61 Y Mesh

12 – Right Gun 60 H Mesh

12 – Right H Strong

61 Y Mesh

21 – Left Gun

60 Y Mesh

1

2

3

1

2

3

1

2

3

1

2

3

Page 51: ATH 263 - Passing Game

SMWC

FSSS

C

Empty Diagrams – 2 x 2 vs. Two Shell

Page 52: ATH 263 - Passing Game

SMWC

FSSS

C

Empty Diagrams – 3 x 1 vs. Two Shell

Page 53: ATH 263 - Passing Game

S M W

C FS

SS

C

Empty Diagrams – 2 x 2 vs. Three Shell

Page 54: ATH 263 - Passing Game

S M W

C FS

SS

C

Empty Diagrams – 3 x 1 vs. Three Shell

Page 55: ATH 263 - Passing Game
Page 56: ATH 263 - Passing Game

Slide Protection – 80 Series80/81 protection is our 6 man slide protection. 80 tells the TB to block

the outside gap on the right, 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 ProtectionTB First Man outside OT’s Hip

PST P/S B Gap – If no threat, help in P/S C Gap with Eyes Inside

PSG P/S A Gap – If no threat, help in P/S B Gap with Eyes Inside

C B/S A Gap – If no threat, help in P/S A Gap with Eyes Backside

BSG B/S B Gap – If no threat, help in B/S A Gap with Eyes Backside

BST B/S C Gap – If no threat, help is B/S B Gap with Eyes Backside

Page 57: ATH 263 - Passing Game

80 Protection Examples

N TE

M S

W $ N TE

M SW

$

N TE

S M

W $ N TE

M SW

$

SS

80/84 Protection

Page 58: ATH 263 - Passing Game

6 Man Protection – 60 Series60/61 Protection

TBDouble reader – Block first LB to #4 threat

PST

Covered – Block onUncovered – Block first outsideOG “Fan” Call – Block first outside

PSG

Covered – Block onUncovered – “Fan” Call – Block first outside

CCovered – Block onUncovered – Double read ILB to BS #4

BSG

Covered – Block onUncovered – Double read ILB to BS #4

BST

Covered – Block onUncovered – Block first outside

Ball Fake Protection (62/63)

Shuffle step & attack the B gap

Align away from the protection in the gun

No rules change for OL

Backside Protection (64/65) (66/67)

Alerts QB/WR that route concept is to backside of the protection

Can also be made into a ball fake protection (66/67)

Page 59: ATH 263 - Passing Game

60 Protection & Direction60

ProtectionBack Blocks

RightRoute Concept

Right5 Step Drop

62 ProtectionBack Blocks

RightRoute Concept

RightBall Fake to TB

63 ProtectionBack Blocks

LeftRoute Concept

LeftBall Fake to TB

61 ProtectionBack Blocks

LeftRoute Concept

Left5 Step Drop Route

Route Route

Route

Page 60: ATH 263 - Passing Game

60 Protection & Direction64

ProtectionBack Blocks

RightRoute Concept

Left5 Step Drop

66 ProtectionBack Blocks

RightRoute Concept

LeftBall Fake to TB

67Protection

Back Blocks Left

Route Concept Right

Ball Fake to TB

65 ProtectionBack Blocks

LeftRoute Concept

Right5 Step Drop

Route

Route

Route

Route

Page 61: ATH 263 - Passing Game

60 Protection Examples

N TE

M S

W $ N TE

M SW

$

N TE

S M

W $ N TE

M SW

$

SS

60/64 Protection

Page 62: ATH 263 - Passing Game

Sprint Protection – 90 Series

Our sprint out passing game uses 90/91 protection. In this protection, we physically attack the edge of the defense so that 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

TB Block EOL – Be physical & help the OT get the edge sealed

PST Protect On/Gap/Down – Make call like it’s Fire Rule

PSGProtect Gap/On/Most Dangerous LBIf MDLB – Pull for any edge threat (Listen for “Go” Call)

C Reach PS A Gap – If no threat, step and hinge for backside chasers

BSG Reach BS A Gap – If no threat, step and hinge for backside chasers

BST Reach BS B Gap – If no threat, step and hinge for backside chasers

Page 63: ATH 263 - Passing Game

90 Protection Examples

N TE

M S

W $ N TE

M SW

$

N TE

S M

W $ N TE

M SW

$

SS

90/94 Protection

Page 64: ATH 263 - Passing Game

Boot Protection – 98/99 ProtectionOur main play action pass is Inside Zone boot. We

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 ProtectionNamed Player

Ball fake away from play call – Block EOL

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!

BSGPull and log EOL to the play call sideKick out any over aggressive technique that can’t be logged

BST Block BS B Gap – DO NOT STEP TO AIR!

Page 65: ATH 263 - Passing Game

Boot Protection Examples

N TE

M S

W $ N TE

M SW

$

N TE

S M

W $ N TE

M SW

$

SS

98 Protection

Page 66: ATH 263 - Passing Game

Drop Back Screens

Screen Names

Receivers

ZR EasyXR ExxonJR JokerKR KrazyER Eagle

TE’s

YR TyroneHR HeroRR Razor

RB’s

TB TitoFB FrankBB Bobby

Catch Area

70

Convoy

Curl Defend

er

Hook Defend

er

Our basic drop back screen is a universal system in which we can throw screen to anyone in the offense at any time. The direction of the screen (70/71) tells the offensive line which direction they are blocking the screen. We then attach the screen name of the position that we want to go to the screen area and catch the screen.

It is the QB’s responsibility to draw defenders away from the screen. We can also ball fake screen by calling 72/73, which tells the TB to ball fake before executing his assignment.

Page 67: ATH 263 - Passing Game

Drop Back Screens

Offensive Line Rules

PST Pass Set DEInvite him up the field

PSG

Bang nearest DLConvoy – Protect the catch & Block first man O/S the catch

CBang nearest DLBlock PSLB (Curl Defender)

BSGBang nearest DLBlock MLB (Hook Defender)

BST Pass Set DEInvite him up the field

If you ARE NOT the screen man…

WR/TE Sprint Vertical for 10Block Nearest Deep DB

RBSwing to the flat away from

screen,If 72/73, ball fake and run flat

route opposite

If you ARE the screen man…

RB

Align opposite the callCross the ball & get lost in the OL

Make sure to stay inside OT’s block

Make sure to catch the ball behind the LOS

TE

Pass set the nearest DLGet beat slowly – Allow the rush to turn his shoulders back to the QBMake sure to catch the ball behind

the LOS

WRTake three steps hard up the field

Sprint for the catch pointMake sure to catch the ball behind

the LOS

Page 68: ATH 263 - Passing Game

Passing Game Coordination

11 – Right 70 Easy

11 – Right J Strong 71

Exxon

12 – Right Xoom Flip 70

Tyrone

12 – Liz H Strong 71

Exxon

T

YXJ Z

T

YXJ Z

Catch Area

70Catch Area

71

YXHZ Catch

Area

71

TT

YX

HZ

Catch Area

70

Page 69: ATH 263 - Passing Game

Rocket ScreenThe 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.

Y XJZ

Z

1234

Page 70: ATH 263 - Passing Game

Rocket Screens( ) Rocket - 78/79 Rules

PS #1 Three steps vertical, climb back down stem of routeCatch screen & get inside the kickout of the PST

PS #2 Two steps vertical pushBlock #1 from sideline

PS#3 Safety control routeStep on his toes & block him

PST Three zone steps away from the screenHunt #2 from sideline – Must kickout

PSG Three zone steps away from the screenHunt #3 from sideline

C Three zone steps away from the screenHunt #4 from sideline

BSG Three zone steps away from the screenBlock most dangerous DL (End)

BST Block Slash/Blade away from screen

PSTE Block Slash/Blade away from screen

BS #2 Hunt MOF safety to far hash safety

BS #1 Hunt near hash safety to BS corner

TB Ball fake away from screen – block EOL

Page 71: ATH 263 - Passing Game

Rocket Screens

11 – Right 78 Z Rocket

11 – Right J Strong 78 K Rocket Add

12 – Right 79 X Rocket

12 – Liz H Strong

79 Z Rocket

T

YXJ Z

T

KX

J Z

YXHZ

TT

YX

HY Z

23

14

Chase DL

2

3

1

45

Chase DL

2

3

1

4

Chase DL