mustang pistol 3 of 3 passing game

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    Passing Game

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    TABLE OF CONTENTS

    Philosophy Offensive Goals

    Personnel

    Mechanics of the Offense

    Personnel Groups

    Huddle Procedures Formations and Alignments

    Motions

    Run Game Mechanics

    WR Blocking Rules

    Zone/Stretch OL Footwork

    QB/RB Mesh Points

    Running Game

    Passing GamePass Protections

    Route Names

    Sprint-Out Passing Game

    Quick Passing Game

    Drop Back Passing GamePlay Action Pass Game

    Screen Game

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    18/19 is our sprint out pass protection.

    PST & PSG will REACH. C, BSG, and BST will ZIP-GATE. Protection Rules

    Playside G, & T: Reach rules, but DO NOT work up field to 2nd level. Keep Shoulders Square to Line of Scrimmage as much as possible. If you see the linebacker walk up that you and your teammate are to combo to,

    make Man call. PST, if your man attacks very wide, lockon and run him to the sideline.

    Backside C, G, & T: Zip-Gate. Zip step (6-12) inside to take away slant, if there is a threat, lock on and work body

    into a reach block. Hinge open 90 degrees to pick up backside rush.

    -- MAX Call, tells the Tight End to the call side to stay in and block.

    TB: Step to call side. Arc out to be able to seal off any outside pressure. Look to cut outside leg of pressure. You are the QBs body guard!

    Backside Receiver Rules (Optional) Backside #1 receiver will always run a pipe.

    Backside #2 receiver will always run a drag. Backside #3 receiver will always run a shallow

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    LT LG RG RTC

    T T

    SM

    E E

    W

    LT LG RG RTC

    T T

    SM

    EE

    W

    LT LG RG RT

    C

    T T

    SM

    EE

    LT LG RG RTC

    T T

    SM

    E E

    LT LG RG RTC

    T T

    SM

    EE

    LT LG RG RTC

    TT N

    M

    E E

    W

    Y Y

    SS

    Y Y

    N

    Y

    N

    YX

    NW

    18/19 Protection

    T

    T

    T

    T

    T

    T

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    These protections are HALF slide quick protections.

    Ringo call ~ man side is on the right, T goes right. Lucky call ~ man side is on the left, T goes left. QB will make call away from the blitz on 90 passes (T is worst pass blocker, send

    him away from the blitz). QB will make call away from the side he wants to throw (get T out of the way) PST, PSG, and C will slide if Center is uncovered (even front). PST, PSG, C, and

    BSG will slide if C is covered (odd front).

    BSG and BST will be blocking man over vs a 4 man front. BST will beblocking man over vs a 3 man front.

    Rules Gap Side (away from call) O-Lineman will have the same rules and mentality as Zone

    blocking from the run game. Keep Shoulders Square to Line of Scrimmage as much aspossible, follow double team rules in zone blocking scheme.

    Man Side (to call side) O-lineman will use best pass blocking technique to pickup man over. (kick-slide, cut, punch cut)

    TB: Goes AWAY from call side. Checks ILB to OLB opposite of the call side. If the ILB walks up late and shows blitz, BST will make FIRE call alerting T to attack

    inside leg of the DE.

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    LT LG RG RTC

    T T

    SM

    E E

    W

    T T

    LT LG RG RTC

    T T

    SM

    EE

    LT LG RG RTC

    T TSM

    E E

    LT LG RG RTC

    LT LG RG RTC

    TT N

    M

    E E

    W

    Y Y

    Y Y

    N

    Y

    T

    80 Half Slide Quick Protection

    T

    TT

    T

    T-1

    T-2

    T-1

    T-2

    Ringo Ringo

    Ringo

    LT LG RG RTC

    SM

    EE

    W

    Y

    N

    T

    $B

    Ringo

    Lucky

    Lucky with a Fire

    call by the RT

    T TSM

    EE

    Shows blitzlate.

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    Boot If any running play number is tagged with boot, that indicates the fake weare booting off of. For example, 22 Boot is boot leg off of 22 Zone. 26 Bootwill be the boot off of 26 Counter. O-line blocks all boots just like the runplay called, just do not go down field!

    900 Same rules as the 80/90, just more aggressive and we want to sell run. We

    cannot go down field to block linebackers, but we want to make sure wecome off the ball low and hard. Helmet level LOW!

    QB will make Lucky/Ringo call the direction the play action fake will begoing, (for example, 922 is a ringo call, 925 would be a lucky call)

    TB: SELL THE FAKE. You have done your job if you get tackled.

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    LT LG RG RTC

    T T

    SM

    E E

    W

    T T

    LT LG RG RTC

    T T

    SM

    EE

    LT LG RG RTC

    T TSM

    E E

    LT LG RG RTC

    T T

    SM

    EE

    LT LG RG RTC

    TT N

    M

    E E

    W

    Y Y

    Y Y

    N

    YX

    NW

    T

    Boot/Play Action Protection

    T

    TT

    T

    T-1

    T-2

    T-1

    T-2

    T-1

    T-2

    22 Boot 22 Boot

    22 Boot

    LT LG RG RTC

    SM

    EE

    W

    Y

    N

    T

    $B

    22 Boot

    23 Boot

    23 Boot

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    Stop Slant Fade

    Vertical release at defender

    working to his outside. Plantoutside foot on 5th step. QB

    will deliver ball to the

    shoulder away from defender.

    Only work back to the ball if

    you have to.

    3 steps 3 steps

    Quick release vertically 3

    steps, plant outside foot andmake cut to open grass.

    Anticipate ball at the break.

    Get up field immediately to

    avoid inside defenders.

    Anticipate contact.

    4 steps

    Vertical push towards inside

    shoulder of defender. Onforth step shift gears as you

    break outside. Maintain 4-5

    yards from sidelines, look

    over inside shoulder and

    follow ball in with your eyes.

    Quick Game (1 Step in Pistol)

    The first 3 steps of these routes should look identical.This is crucial to the quick games success.

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    Spot

    5 steps like a hitch, but inside.

    Ball will be delivered to theoutside shoulder.

    5 steps

    Quick Game (1 Step in Pistol)

    5 yard out. Round it off and

    get there as fast as you can.2nd step begins the turn, have

    eyes around for ball at 4th

    step.

    Speed Out

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    Hugo (Hitch & G0) Slugo (Slant & G0) Stick

    Execute the HITCH route,

    flash hands to QB as if tocatch the ball. Pivot to the

    outside to avoid contact and

    get vertical and leave 4-5

    yards from sideline for QB to

    drop ball in over outside

    shoulder.

    5 steps 3 steps

    Execute 3 step SLANT route.

    Sell slant move and on 4th and5th steps hit the breaks, quick

    swim the defender and plant

    and get vertical. Avoid

    contact. Great vs Man

    Coverage.

    5 steps

    Take best release and run 5

    step hitch route and workback outside and sit in the

    open grass. Vs. man keep

    working to the sidelines.

    Outside Receivers will sit in

    open windows and not work

    outside.

    Quick Game

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    Corner Seam Seam (outside receiver)

    Best release 5 steps, give little

    head fake inside like youreabout to sit on a stick route.

    Run to open grass. Split the

    difference between the safety

    and cornerback.

    5 steps

    Best release and push vertical

    staying on the hash vs. a 1safety look. Vs a 2 safety look

    split the safeties.

    Shorten split and use inside

    release to the near hash. Youwant to to be full speed as

    soon as the TE breaks for the

    corner.

    Quick Game

    Vs. 2 safety

    Vs. 1 safety

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    Arrow Flair

    Release outside. If you would

    run the route all the way tothe sideline you would never

    be deeper than 3 yards. Look

    over outside shoulder for ball.

    This is often paired with a

    slant.

    Loose a close to 2-3 yards

    depth. Continue to get widthto original WR position.

    Quick Game

    Bubble

    Do not lose any ground.

    Aiming point is alignment ofoutside receiver. Get head

    turned around and catch the

    ball going forward. Stay

    outside and get to down the

    sidelines.

    ( )

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    Curl Out Dig

    Work best release and make

    it look like a fade pushing to adepth of 12 yards. Plant

    outside foot and turn inside

    by pulling back on inside

    elbow. Work inside to find a

    window or open grass.

    12 yards

    Vertical push towards inside

    shoulder of defender. At 10yards plant inside foot and

    work out.

    10 Yards

    Inside release, push vertical

    10 yards and break inside.Find the open window or

    grass and settle vs zone or

    continue to run across the

    field vs. man.

    Dropback (3) Step Pass Game

    10 Yards

    b k ( )

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    Shallow Under Post/Corner

    Inside release and stay at

    heels depth of the defensiveline. Work across the field.

    Heels depth 5 yards

    Inside release for 3-4 yards

    gaining depth and work acrossthe field under the linebacker

    drops no deeper than 5 yards.

    10 yards

    Vertical release to a depth of

    10 yards. Plant outside footmake a post move for 1-2

    steps and then break to the

    deep outside finding open

    grass. Locate ball and adjust.

    Dropback (3) Step Pass Game

    D b k (3) S P G

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    Wheel Mini-Curl Pivot

    Quick outside release and sell

    the arrow route. Once youget to 5-6 yards from the

    sidelines, turn downfield

    pressing vertically and

    maintain 4-5 yards from

    sidelines so QB can drop ball

    in over outside shoulder.

    6 yards

    Inside release and sit under

    the linebacker drops. Findopen grass and square up to

    QB. You must try and stay

    over the ball between the

    guards.

    3 steps

    Sell the slant, plant outside

    foot and pivot back flat tothe outside accelerating to

    the sidelines.

    Dropback (3) Step Pass Game

    D b k (3) S P G

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    Drag Mesh

    Inside release and avoid

    linebackers. Work to 6-8yards and gradually gain

    depth working into the

    opposite hook to curl area. Be

    at 10 yards deep by the time

    you reach the other side of

    the field.

    TE sets the depth of the mesh at 6

    yards and X or H make the Mesh

    happen. Key the defender on theopposite man crossing to see if its

    man or zone. Vs. zone find a window

    or open grass once the mesh has

    occurred. Vs. man keep running

    gradually gaining depth.

    6 yards

    Post

    Vertical release to a depth

    of 10 yards. Make

    cornerback think cornerroute by leaning to

    outside shoulder before

    you plant and break inside

    to post. Split FS & CB vs 1

    Safety. Split the safeties vs

    2 safeties

    Dropback (3) Step Pass Game

    Vs 1 Safety

    Vs 2 Safeties

    D b k (3) St P G

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    Pipe

    Inside release and run

    straight at the middle of thefield goal post. This will be

    ran on the backside of boots

    and sprintouts by the outside

    receiver.

    Crook Smash

    Open up really wide and push

    to 7 yards deep and shut itdown. You should wind up at

    7 yards deep and 2 yards

    from the sideline. It is

    important that be at 7x2 for

    spacing.

    Push straight to 10 yards then

    break at a deep angletowards the back pylon of the

    end zone. Deep vs 1 High.

    Bend shallow vs 2 High.

    Dropback (3) Step Pass Game

    Vs 1 Safety

    Vs 2 Safeties

    5 St P i G

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    Comeback

    Sell the GO hard. Motor down

    at 17 and burst back to 15yards deep towards the

    sideline. This is a timing route

    and must be ran extremely

    hard. We like to tag this on

    bootlegs or sprint outs away

    from the 3 receiver side.

    5 Step Passing Game

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    80/81 Stick

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    QB: Pre-snap Read ~Check backside for alley

    player. If the defense does not have an alley

    player throw Slant or tagged route to X. Ifdefense has an alley player then work 3 man

    side. Key Outside linebacker (inside/outside

    read)

    Rt Slip 80 Stick

    Z: Fade

    Y: Stick Route

    H: Arrow Route

    X: Slant (can tag any quick route or double moveroute)

    80/81 Stick Variations

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    80/81 Stick Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    HQ

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rt Whop Hop4 80 Stick Rt King 80 Stick

    Rip Sling Zip8 80 Stick Rex Sling 80 Stick

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    80/81 Spot

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    QB: Pre-snap Read ~Check backside for alley

    player. If the defense does not have an alley

    player throw Hitch or tagged route to X. If

    defense has an alley player then work 3 manside. Key Outside linebacker (inside/outside

    read)

    Rt Slot 80 Spot

    Z: Stick Route (Work inside and find open grass.

    Y: Corner Route to open grass. Split difference on

    safety and cornerback.

    X: Stop

    H: Flair Route

    80/81 Spot Variations

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    80/81 Spot Variations

    T

    H

    Q

    YX

    Z

    T

    HQ

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rt King 80 Yale Rt Whop Hop6 80 Yale

    Rt Sling Zip8 80 Yale Rex Sling 80 Yale

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    80/81 Hitch

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Rt Whop 80 Hitch

    Z & X: Hitch Route @ 6 yards

    Y: Seam

    H: Seam

    QB: Pre-Snap read which corner is

    playing the loosest.

    80/81 Hitch Variations

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    80/81 Hitch Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rt Wing 80 Hitch Right Queen 80 Hitch

    Rex Whop 80 Hitch Right Sling Hop7 80 Hitch

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    80/81 All Hitch

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Rex Whop 80 Hitch

    Z & X: Hitch Route @ 6 yards

    Y: Seam

    H: Seam

    QB: Pre-Snap read which corner is

    playing the loosest.

    80/81 Hitch Variations

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    80/81 Hitch Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rt Whip MAX 80 Hitch Rex Sling 80 Hitch

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    80/81 Slant

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Rex Whop 80 Slant

    Z & X: Slant @ 3 steps, do not run yourself covered.

    Y: Arrow

    H: Arrow

    QB: Pre-Snap read side is loose or

    in man. Read the flat defender if

    in zone.

    80/81 Slant Variations

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    80/81 Slant Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YXZ

    T

    H

    Q

    YX

    Z

    Rt Wing MAX 80 Slant Rex Slot 80 Slant

    Rex Whop 80 All Slant

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    80/81 Fade

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: Fade (can tag shallow or out)

    Y: Speed Out

    X: Fade (can tag shallow or out)

    H: Speed Out

    QB:

    80/81 Chair Variations

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    80/81 Chair Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rex Whop 80 Fade Rt Slot 80 Fade

    Rex Sling 80 Fade

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    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: Corner Route at 10 yards

    Y: Crossing route at 6 yards. You set the depth of themesh. Settle vs Zone and keep running vs man.

    X: Shorten alignment ~ Crossing route under the TE.

    You make the mesh happen. Settle vs Zone and keep

    running vs man.

    H: Arrow, turn into wheel when you hit sidelines. If

    you have a corner route by Z or X on your side, you

    cannot run wheel.TB: Check Release Flair away from H.

    QB: Take a peak at the Z then to both Mesh receivers and last read is the

    tailback on the swing.

    90/91 Raider

    90/91 Raider Variations

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    90/91 Raider Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    HQ

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rt Whop 90 Aggie XH Swap Rex King 90 Aggie Z Post

    Rip Whop 90 Aggie XZ Swap Rt Wing 90 Aggie Z Dig

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    90/91 Spartan

    RTLG RGLT C

    T

    H

    Q

    YX

    ZZ: Post (can tag out)

    Y: Shallow (stay at heels depth of defensive line.

    Cannot settle on this route~keep running.

    X: Fade/Comeback Choice

    H: Dig (Push to the outside shoulder of the defender.

    If you find open grass settle, keep running vs man.

    TB: Check Arrow to the same side as the shallow.

    QB: Read Post to Dig to Shallow. If blitzed, dump it to the Shallow or TB.

    90/91 Spartan Variations

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    90/91 Spartan Variations

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rt Slot 90 Spartan Rip Whop 90 Spartan HZ Swap

    Rex Whop 90 Spartan XZ Out Rex Sling 90 Spartan

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    90/91 Aggie

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: 10 yard square in, settle in a window if possible.

    Y: Push up the seam and press inside of a 2 high

    safety.

    X: Curl at 12. If ball is not thrown on time, work

    inside and find a window.

    H: Arrow (can tag wheel)

    TB: Check release Arrow away from H.

    QB: Pre- Snap read: Go to X/H Side vs 1 safety,

    Go to Y/Z side vs 2 safeties.

    90/91 Aggie Variations

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    / gg

    T

    H

    Q

    YX

    Z

    T

    H Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    HQ

    YX

    Z

    Rt Queen 90 Aggie Rt Sling 90 Aggie

    Rex Sling 90 Aggie

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    90/91 Vermont

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Vs. 2 Safety

    Z: Fade (can tag shallow or out)

    Y: Seam (split the safeties vs. 2 hi-safeties)

    X: Fade (can tag shallow or out)

    H: Seam (dig vs 2 hi-safeties)

    TB: Check Release Out away from H.

    QB:

    90/91 Vermont Variations

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    /

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    Rex Whop 90 Vermont Rt Slot 90 Vermont H Dig

    Rex Sling 90 Vermont Y Dig Rt Whop 90 Vermont (X) or (Z) Under

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    90 Smash

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: Crook

    Y: Corner, 1 safety take route deep (outrun the CB),vs 2 safety bend towards sideline.

    X: Crook

    H: Corner, 1 safety take route deep (outrun the

    CB), vs 2 safety bend towards sideline.

    TB: 90 Protection, unless we tag T GO

    QB: Read Smash Route to Crook. Pre-snap read 1 or 2 safeties.

    T

    T Go

    If a receiver is alone on the backside, convert

    route to a fade.

    Vs 2

    Safeties

    Vs 1 Safety Vs 2

    Safeties

    Vs 1 Safety

    90/91 Smash Variations

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    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    H

    Q

    YXZ

    T

    H

    Q

    YX

    Z

    Rex Sling 90 Smash H Post Rt Slot 90 Smash Y Post

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    / l d

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    18/19 Flood

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: Fade (can tag shallow or out)

    Y: Seam (split the safeties vs. 2 hi-safeties)

    X: Fade (can tag shallow or out)

    H: Seam (dig vs 2 hi-safeties)

    TB: Check Release Out away from H.

    QB:

    19 S h

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    19 Smash

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: Fade (can tag shallow or out)

    Y: Seam (split the safeties vs. 2 hi-safeties)

    X: Fade (can tag shallow or out)

    H: Seam (dig vs 2 hi-safeties)

    TB: Check Release Out away from H.

    QB:

    18 Comeback

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    18 Comeback

    RTLG RGLT C

    T

    H

    Q

    Y X

    Z

    Z: Backside #1, Pipe

    Y: Backside #3, Shallow

    X: Comeback

    H: Backside #2, Drag

    18 Bandit

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    18 Bandit

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    Z: Fade (can tag shallow or out)

    Y: Seam (split the safeties vs. 2 hi-safeties)

    X: Fade (can tag shallow or out)

    H: Seam (dig vs 2 hi-safeties)

    TB: Check Release Out away from H.

    QB:

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    23 B t

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    23 Boot

    RTLG RGLT C

    T

    H

    Q

    YX

    ZZ & X: Boot to you: Fade

    Boot away from you: Pipe

    Y: Boot to you: Delay Arrow (Mary had a littleLamb) Boot away from you: Hunt Route

    H: Boot away from you: Hunt Route. Boot to

    you chip DE to Arrow. If you and TE are aligned

    on the same side we will run boot away from

    you, but you need to come across formation

    and run an Arrow route.

    23 Boot Variations

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    T

    H

    Q

    YX

    Z

    T

    HQ

    YX

    Z

    T

    H

    Q

    YX

    Z

    T

    HQ

    YX

    Z

    Rt Queen 22 Boot Rt Sling 22 Boot

    Z Throwback Tag

    922 (P t Ch i )

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    922 (Post Choice)

    RTLG RGLT C

    T

    HQ

    YX

    Z

    Z & X: QB will call the post side during thecadence. Even number means post on

    right & odd number means post on the

    left. Backside will run a dig.

    Y: Mary had a little lamb - arrow

    H: Chip DE - Arrow. If aligned on the

    backside of the formation you need to getacross and run an Arrow Route.

    QB: Presnap read the safetys alignment. During cadence you

    will call which side runs the post. Read safety to throw post or

    check it down to the dig.

    Y & H are PROTECT FIRST, route second

    thinkers on this play. The QB must havetime to throw.

    Post is skinny vs 1 safety, split 2 safeties.

    Vs 1

    safetyVs 2

    safety

    924 (P P )

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    924 (Power Pass)

    RTLG RGLT C

    T

    HQ

    YX

    Z

    Z : Run a Go route, but turn it into acomeback if the corner is bailing.

    X: Dig

    Y: 8-10 yard out, settle if you are open.

    H: Take path exactly like you will kick out

    the End, but run right by him into the flat

    no deeper than 3 yards. Expect ball quick!

    QB: Check FB to TE to Deep Ball

    BSG: Pull just like power but pick upanything rushing off the edge.

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    Rules Offensive Line

    Block the REACH scheme just like 8/9 run blocking. Work to 2nd levelquick! Cut a LBer or Safety!

    T Swing route opposite of the call. Run a good route so a Lber or safety will

    chase you. QB

    Get the ball out as fast as possible. Have the mentality of turning a doubleplay at 2nd base.

    WRs who are not getting the screen. Youre job is crucial to the success of the play! Assess what defender is the biggest threat to the play and block him. If you do not get your block, fast screens FAIL.

    9 Z BUBBLE

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    9 Z BUBBLE

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    T T

    SMC CSS

    FS

    E E

    W

    OL: O-line will block just like stretch. This is a

    run play to them.

    Can run this to the H or Z, but bubble must always

    be run to the inside receiver. When running the

    Bubble route, Do not lose any ground. Aiming

    point is alignment of outside receiver. Get head

    turned around and catch the ball going forward.

    Stay outside and get to down the sidelines

    W

    C

    X: your block is crucial on the bubble. You

    must decide if the C or W is the bigger threat

    and block him accordingly.

    9 X Hitch

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    9 X Hitch

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    T T

    SMC CSS

    FS

    E E

    W

    OL: O-line will block just like stretch. This is a

    run play to them.

    We can run this to any receiver. It will be tagged.

    Other receiver on that side must be able to

    identify first threat and block him!

    W

    C

    Z: your block is crucial on the Hitch. You must

    decide if the C or W is the bigger threat and

    block him accordingly.

    8 SWING

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    8 SWING

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    T T

    SMCCSS

    FS

    E E

    W

    OL: Swing is blocked like STRETCH.

    QB: Pump the Bubble and turn and throw

    Swing to TB. FAST!

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    X Tunnel

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    X Tunnel

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    T T

    SMCCSS

    FS

    E E

    W

    QB: Lose ground and look deep and come back to

    receiver running screen route. Throw a controlled balloff tip toes to X.

    We can run Tunnel Screen to any of the 5 eligible

    receivers (X, Z, Y, or H) Side away from receiverrunning the screen routes will run verticals and T

    will run Swing Route away from screen.

    Tunnel Screen Route:

    If your outside reciever: 1 Giant step up then run

    back under control directly back at the QB.

    If youre an inside receiver: run a bubble return(3 steps into a bubble

    OLINE: Pass Set 1001-1002 and attack your lanes finding

    first different color jersey in your lane.

    H Tunnel

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    H Tunnel

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    T T

    SMCCSS

    FS

    E E

    W

    QB: Lose ground and look deep and come

    back to receiver running screen route.

    Throw a controlled ball off tip toes to H.

    We can run Tunnel Screen to any of the 5 eligible receivers (X,

    Z, Y, or H) Side away from receiver running the screen routes

    will run verticals and T will run Swing Route away from screen.

    Tunnel Screen Route:

    If your outside reciever: 1 Giant step up then run back under

    control directly back at the QB.

    If youre an inside receiver: run a bubble return (3 steps into abubble, plant, and run back at the QB under control.

    OLINE: Pass Set 1001-1002 and attack your lanes finding

    first different color jersey in your lane.

    23 Waggle Screen

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    23 Waggle Screen

    RTLG RGLT C

    T

    H

    Q

    YX

    Z

    T- Fake zone and chip DE just like boot, circle

    around inside of the DEs rush.

    QB: Boot, get ball to T without lofting it, if

    its ugly, throw it at the Ts feet.

    *PSOT: Regular Boot Rules

    PSOG: Regular Boot Rules

    Center: 1001-1002 Boot

    rules, pull around to seal.

    *BSOG: 1001-1002, boot rules

    and pull flat for alley player.

    *BSOT: 1001-1002, boot rules

    and pull wide for kickout block.