Play Packaging

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    CONCEPTS forCONCEPTS for

    PLAY PACKAGINGPLAY PACKAGINGAndrew Coverdale Assistant Football Coach Trinity High [email protected]

    http://savefile.com/projects/808596579 (donkey2)

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    ZONE&REACH BLOCKING

    PHILOSOPHYPHILOSOPHY

    1.1. Field General!Field General!

    2.2. Why behind the what connect players toWhy behind the what connect players to whywhy

    3.3. Play downhillPlay downhill

    4.4. Limit the number of things each play practicedLimit the number of things each play practiced

    againstagainst

    5.5. Answers defensive unpredictability and changeAnswers defensive unpredictability and change

    6.6. Frees up/allows for multiplicity, in turn leading toFrees up/allows for multiplicity, in turn leading to

    vanillavanilla

    7.7. Percentages Heavy first down emphasisPercentages Heavy first down emphasis8.8. Allows you to have good plays while you get aAllows you to have good plays while you get a

    sense of what the opposing DCs thoughts aresense of what the opposing DCs thoughts are

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    OVERVIEWOVERVIEW

    A.A. Run/Run ChecksRun/Run Checks

    B.B. Run/Run Motion checksRun/Run Motion checks

    C.C. Run with built-in JUKERun with built-in JUKE

    D.D. Run/Quick gameRun/Quick gameE.E. Basic CheckBasic Check

    I. MODES of PLAY PACKAGINGI. MODES of PLAY PACKAGING

    II. TOOLS to DO THE JOBII. TOOLS to DO THE JOB

    A.A. CheckersCheckersB.B. CadenceCadence

    C.C. MovementMovement

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    ZONE&REACH BLOCKING

    RUN/RUN CHECKSRUN/RUN CHECKS

    A.A. Attitude plays: Find a way to run it!Attitude plays: Find a way to run it!

    B.B. Allows you to never run at an overhangAllows you to never run at an overhang

    C.C. Can get directed away from best blockers, intoCan get directed away from best blockers, into

    boundary, etc.boundary, etc.

    D.D. A Side/B Side drivenA Side/B Side driven

    I. Dictate theI. Dictate the play

    play choose a choose a sideside

    II. Dictate theII. Dictate the sideside choose the choose the play

    play

    A.A. Fits more multiple running gamesFits more multiple running gamesB.B. Allows you to run behind your best peopleAllows you to run behind your best people

    C.C. Can be forced into running at overhangsCan be forced into running at overhangs

    D.D. Edge drivenEdge driven

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    DEFINING OVERHANGDEFINING OVERHANGStanding DE or LB outside the box for whom we do not haveStanding DE or LB outside the box for whom we do not have

    a receiver & cannot block.a receiver & cannot block.

    Most often, we want to check AWAY from OverhangMost often, we want to check AWAY from Overhangplayers.players.

    VVVV

    EXAMPLE 1EXAMPLE 1::

    Player BPlayer B isis an overhang;an overhang;no blocker availableno blocker available

    VVVV

    VVVVBB

    VVVV

    EXAMPLE 2EXAMPLE 2::

    Player BPlayer B is notis not an overhang;an overhang;a blocker is availablea blocker is available

    VVVV

    VVVVBB

    VVVV

    EXAMPLE 3EXAMPLE 3::

    BB is notis not an overhang;an overhang;a blocker is availablea blocker is available

    VVVV

    VVVV

    BB

    VVVV

    EXAMPLE 4EXAMPLE 4::

    BB isis an overhang;an overhang;no blocker is availableno blocker is available

    VVVV

    VVVV

    BB

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    ZONE&REACH BLOCKING

    DEFINING OVERHANGDEFINING OVERHANGSafety rotationSafety

    rotation to a particular side is considered theto a particular side is considered the

    samesame

    as an Overhang aligning to that side!as an Overhang aligning to that side!

    VVVVVVVV

    VVVV

    SS

    VVVVVV

    SS

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    DEFINING A and B SIDESDEFINING A and B SIDESBB SIDESIDE

    Side of the ball where there is a DLSide of the ball where there is a DL withinwithin half a manhalf a man ofofthe B gap;the B gap;

    in other words, a DL in a 2, 3, 4, or 4i.in other words, a DL in a 2, 3, 4, or 4i.

    Called B side because DL closest to the Center onCalled B side because DL closest to the Center on

    that side is likely responsible for B gap.that side is likely responsible for B gap.

    VVVV VVVV VV

    EXAMPLE 1EXAMPLE 1::

    3 on left, 2i on right3 on left, 2i on right

    tt side is a B side, Right side isntside is a B side, Right side isnt

    EXAMPLE 2EXAMPLE 2::

    5 on left, 4i on right5 on left, 4i on right

    **RightRight side is a B side, Left sideside is a B side, Left side

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    DEFINING A and B SIDESDEFINING A and B SIDESAA SIDESIDE

    Side of the ball where there isSide of the ball where there is nono DL within half a manDL within half a manof the B gap;of the B gap;

    in other words, it is NOT a B side, there is NO 2, 3,in other words, it is NOT a B side, there is NO 2, 3,

    4i, or 4.4i, or 4.

    It is called A because the DL nearest the Center toIt is called A because the DL nearest the Center to

    that side is likely anthat side is likely anA gap defender.A gap defender.

    VV VV VVVV VV

    EXAMPLE 1EXAMPLE 1::4i on left, 5 on right4i on left, 5 on right

    *Right side is an *Right side is an AA side, side,Left side is Left side is BB

    EXAMPLE 2EXAMPLE 2::2i & 6i on left, 3 on right2i & 6i on left, 3 on right

    *Left side is an *Left side is an AA side, side,Right side is a Right side is a BB

    VV

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    ZONE&REACH BLOCKING

    A/B SIDE: TYPICAL PREFERENCESA/B SIDE: TYPICAL PREFERENCES

    Runs typicallyRuns typically

    preferred to Apreferred to ASIDESIDEInside ZoneInside Zone

    (Under center)(Under center)

    Dart (TackleDart (Tackle

    Wrap)Wrap)

    Inside VeerInside Veer

    Long TrapLong Trap

    Runs typicallyRuns typically

    preferred to Bpreferred to BSIDESIDEInside Zone (Gun)Inside Zone (Gun)

    Power OPower O

    MidlineMidlineInside TrapInside Trap

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    A/B SIDE: TYPICAL PREFERENCESA/B SIDE: TYPICAL PREFERENCES

    Runs typicallyRuns typically

    preferred to Apreferred to ASIDESIDEInside ZoneInside Zone

    (Under center)(Under center)

    Dart (TackleDart (Tackle

    Wrap)Wrap)

    Inside VeerInside Veer

    Long TrapLong Trap

    ExampleExample::

    INSIDE ZONE to an A SideINSIDE ZONE to an A Side

    Creates two double teamsCreates two double teams

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    A/B SIDE: TYPICAL PREFERENCESA/B SIDE: TYPICAL PREFERENCES

    Runs typicallyRuns typically

    preferred to Bpreferred to BSIDESIDEInside Zone (Gun)Inside Zone (Gun)

    Power OPower O

    MidlineMidlineInside TrapInside Trap

    ExampleExample::

    POWER to B Side POWER to B Side

    Double team at P.O.A.Double team at P.O.A.

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    DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE

    A WIDE EDGEA WIDE EDGE

    refers to a side ofrefers to a side of

    a defense wherea defense where

    the widest playerthe widest player

    on the Line ofon the Line of

    Scrimmage is in anScrimmage is in anoutside shadeoutside shade (5 or(5 or

    9 technique)9 technique)

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    DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE

    ....

    ExampleExample::

    COUNTER TREY to WIDE EDGECOUNTER TREY to WIDE EDGE

    Easier kick-out angle for BSGEasier kick-out angle for BSG

    A WIDE EDGEA WIDE EDGE

    refers to a side ofrefers to a side of

    a defense wherea defense where

    the widest playerthe widest player

    on the Line ofon the Line of

    Scrimmage is in anScrimmage is in anoutside shadeoutside shade (5 or(5 or

    9 technique)9 technique)

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    DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE

    A TIGHT EDGE refersA TIGHT EDGE refers

    to a side of ato a side of a

    defense where thedefense where the

    widest player on thewidest player on the

    Line of ScrimmageLine of Scrimmage

    is in ais in a head-uphead-up ororinsideinside technique (4-technique (4-

    4i / 6-6i)4i / 6-6i)

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    DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE

    A TIGHT EDGE refersA TIGHT EDGE refers

    to a side of ato a side of a

    defense where thedefense where the

    widest player on thewidest player on the

    Line of ScrimmageLine of Scrimmage

    is in ais in a head-uphead-up ororinsideinside technique (4-technique (4-

    4i / 6-6i)4i / 6-6i)

    ExampleExample::

    STRETCH to TIGHT EDGE STRETCH to TIGHT EDGE

    Easier Reach angle atEasier Reach angle at

    Point of Attack for T/TEPoint of Attack for T/TE

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    EDGES: TYPICAL PREFERENCESEDGES: TYPICAL PREFERENCES

    Runs typicallyRuns typically

    preferred to WIDEpreferred to WIDEEDGESEDGESGap runsGap runs

    (Counters, Power)(Counters, Power)

    Interior Zone runsInterior Zone runs

    G Scheme runsG Scheme runs

    Runs typicallyRuns typically

    preferred to TIGHTpreferred to TIGHTEDGESEDGESOutsideOutside

    Zone/StretchZone/Stretch

    Perimeter OptionsPerimeter Options

    Tosses/SweepsTosses/Sweeps

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    MOTION CHECKS: IF MotionMOTION CHECKS: IF Motion

    IF tells tagged receiver to motion acrossIF tells tagged receiver to motion across

    formation and block Overhangformation and block Overhang ififan overhangan overhangexists to call sideQB will trigger by liftingexists to call sideQB will trigger by lifting

    heel. Otherwise, block normal backside rules.heel. Otherwise, block normal backside rules.

    H

    ExampleExample: Call is H IF 4 Power Solid: Call is H IF 4 Power Solid

    QB Sees Safety rotation strong,QB Sees Safety rotation strong,

    thus an Overhang strongthus an Overhang strong

    Lifts heel to Motion H over to block rotatingLifts heel to Motion H over to block rotating

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    ZONE&REACH BLOCKING

    MOTION CHECKS: SKATE CheckMOTION CHECKS: SKATE Check

    From I formation, tells FB to Skate intoFrom I formation, tells FB to Skate into

    position needed to do his basic job on the playposition needed to do his basic job on the playbased on where QB checks the playbased on where QB checks the play

    ExampleExample: Call is : Call is SkateSkate

    Check 24/25Check 24/25

    FBs job on 24/25 InsideFBs job on 24/25 Inside

    Zone is to CHIP backsideZone is to CHIP backside

    ExampleExample: Call is : Call is SkateSkate

    Check 18/19Check 18/19

    FBs job on 18/19 Stretch isFBs job on 18/19 Stretch is

    to LEAD to the Overhangto LEAD to the Overhang

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    MOTION CHECKS: BOUNCE CheckMOTION CHECKS: BOUNCE Check

    From a balanced formation, used to put TEFrom a balanced formation, used to put TE

    or inside receivers on alert that the oneor inside receivers on alert that the oneawayaway from the checked call will motionfrom the checked call will motion totothe call will motion across the formation tothe call will motion across the formation to

    be a kickout or bonus blocker.be a kickout or bonus blocker.

    Typically used against defenses that do notTypically used against defenses that do not

    make a major adjustment to motion,make a major adjustment to motion,

    allowing us to Gain numbers at the pointallowing us to Gain numbers at the point

    of attack.of attack.Runs typically used in conjunction withRuns typically used in conjunction withBounce check areBounce check arePower and StretchPower and Stretch

    QB makes check based on normalQB makes check based on normal

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    ZONE&REACH BLOCKING

    MOTION CHECKS: BOUNCE CheckMOTION CHECKS: BOUNCE CheckFrom a balanced formation, used to put TE orFrom a balanced formation, used to put TE or

    inside receivers on alert that the oneinside receivers on alert that the one awayawayfrom the checked call will motionfrom the checked call will motion toto the callthe call

    ExampleExample::

    Call is Call is Bounce Check 4/5Bounce Check 4/5

    PowerPower

    QB checks play to B SideQB checks play to B Side

    (4) (4) TE on left ste s off on cue

    TE

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    ZONE&REACH BLOCKING

    MOTION CHECKS: PEEL CheckMOTION CHECKS: PEEL Check

    From a balanced formation, used to put TEFrom a balanced formation, used to put TE

    or inside receivers on alert that the oneor inside receivers on alert that the oneawayaway from the checked call will motionfrom the checked call will motion totothe call will motion across the formationthe call will motion across the formation

    and back to seal the backside edge.and back to seal the backside edge.

    Runs typically used in conjunction withRuns typically used in conjunction withBounce check areBounce check areInside Zone and Counter TreyInside Zone and Counter Trey

    QB makes check based on normalQB makes check based on normalA Side / B Side criteria for those playsA Side / B Side criteria for those plays

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    ZONE&REACH BLOCKING

    BASE RUNS with JUKEBASE RUNS with JUKETag telling BS receiver to run a 1-stepTag telling BS receiver to run a 1-step

    JUKE route.JUKE route.QB has option to abort the run without aQB has option to abort the run without a

    check and throw the Juke if CB is 7check and throw the Juke if CB is 7

    yards or deeper in alignment.yards or deeper in alignment.

    (May check protection if run involves a(May check protection if run involves apuller)puller)

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    ZONE&REACH BLOCKING

    BASE RUNS with JUKEBASE RUNS with JUKETag telling BS receiver to run a 1-step JUKETag telling BS receiver to run a 1-step JUKE

    route.route.

    ExampleExample: Call is : Call is 25 JUKE25 JUKE

    Outside WR on right runs JukeOutside WR on right runs Juke

    Inside Zone play (25) proceeds as normal if CB 6 orInside Zone play (25) proceeds as normal if CB 6 or

    tightertighter

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    ZONE&REACH BLOCKING

    RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Individual quick throw.Individual quick throw.CRITERIA for QBs DECISION can be:CRITERIA for QBs DECISION can be:

    1.1. 1 safety (Throw) or 2 safety (Run)1 safety (Throw) or 2 safety (Run)

    2.2. Off Corners (Throw) or Press/CloudOff Corners (Throw) or Press/CloudCorners (Run)Corners (Run)

    3.3. Overhang player width:Overhang player width:Throw v. Tight / Run v. Walked offThrow v. Tight / Run v. Walked off

    (Generally used against known 1-safety(Generally used against known 1-safetydefenses)defenses)

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    RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Individual quick throw.Individual quick throw.INDIVIDUAL ROUTES can be:INDIVIDUAL ROUTES can be:

    1)1) Dictated by the coach in the callDictated by the coach in the call

    2)2) Initiated by the coach with freedom toInitiated by the coach with freedom to

    hand signalhand signal3)3)Just called as Indy, requiring a handJust called as Indy, requiring a hand

    signal by QB/WRsignal by QB/WRRUNS can be:RUNS can be:

    1)1) Dictated by the coach in the callDictated by the coach in the call2)2) Built in as their own Check, telling theBuilt in as their own Check, telling the

    QB to use hisQB to use hisA Side/B Side criteria, should theA Side/B Side criteria, should the

    defensive structure direct him to rundefensive structure direct him to run

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    ZONE&REACH BLOCKING

    RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Individual quick throw.Individual quick throw.PROCEDURALLY, can:PROCEDURALLY, can:

    1)1) Assume run with an option to checkAssume run with an option to checkthrowthrow

    (24 Check Indy)(24 Check Indy)

    (Zone Check Indy)(Zone Check Indy)

    2)2) Assume pass with an option to check to aAssume pass with an option to check to aknown runknown run

    (80 Double Quick Out Check 24)(80 Double Quick Out Check 24)(80 Double Hitch Check Zone)(80 Double Hitch Check Zone)(80 Double Indy Check Zone)(80 Double Indy Check Zone)

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    ZONE&REACH BLOCKING

    RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Individual quick throw.Individual quick throw.

    ExampleExample: Call is : Call is 80 DOUBLE QUICK OUT CHECK 480 DOUBLE QUICK OUT CHECK 4

    Criteria for call is # of safetiesCriteria for call is # of safeties

    Two safety defense tells QB to check 4 PowerTwo safety defense tells QB to check 4 Power

    ZONE&REACH BLOCKING

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    ZONE&REACH BLOCKING

    RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Individual quick throw.Individual quick throw.

    ExampleExample: Call is : Call is ZONE CHECK INDYZONE CHECK INDY

    Criteria for call is width of Overhang playersCriteria for call is width of Overhang players

    Walked off Overhangs tell QB to check run;Walked off Overhangs tell QB to check run;

    A Side to left tells him to check 25A Side to left tells him to check 25

    ZONE&REACH BLOCKING

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    RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Individual quick throw.Individual quick throw.

    ExampleExample: Call is : Call is ZONE CHECK INDYZONE CHECK INDY

    Criteria for call is width of Overhang playersCriteria for call is width of Overhang players

    TIghtened Overhangs tell QB to check pass;TIghtened Overhangs tell QB to check pass;

    Depth & Leverage of CB tell him to signal HitchDepth & Leverage of CB tell him to signal Hitch

    ZONE&REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)

    CRITERIA for QBs DECISION can be:CRITERIA for QBs DECISION can be:

    1.1. 1 safety (Throw) or 2 safety (Run)1 safety (Throw) or 2 safety (Run)

    2.2. Safety rotationSafety rotation

    3.3. Alignment of a specific defender whoAlignment of a specific defender whomust not be allowed to defend run and amust not be allowed to defend run and a

    Quick route structureQuick route structure(most often Overhang LB/Nickel Player)(most often Overhang LB/Nickel Player)

    ZONE&REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)

    ExampleExample: Call is : Call is 80 TURN CHECK 1880 TURN CHECK 18

    Criteria for call is number of safetiesCriteria for call is number of safeties

    Single safety look tells QB to check 80 TurnSingle safety look tells QB to check 80 Turn

    ZONE&REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)

    ExampleExample: Call is : Call is 25 CHECK 80 SLANT25 CHECK 80 SLANT

    Want to run 25 to a clean surface weak;Want to run 25 to a clean surface weak;

    QB knows Slant/Arrow is his check if safety rotatesQB knows Slant/Arrow is his check if safety rotates

    ?

    ZONE&REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)

    ExampleExample: Call is : Call is 25 or 80 FADE/FLAT25 or 80 FADE/FLAT

    Make the Overhang wrong:Make the Overhang wrong:

    If he covers down the Slot, run Zone at a goodIf he covers down the Slot, run Zone at a good

    bubble underneath him;bubble underneath him;

    ?

    ZONE&REACH BLOCKING

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    RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an

    Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)

    ExampleExample: Call is : Call is 80 TURN CHECK 1880 TURN CHECK 18

    Criteria for call is number of safetiesCriteria for call is number of safeties

    Two safety look creates good leverage for theTwo safety look creates good leverage for the

    ZONE&REACH BLOCKING

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    BASIC CHECKBASIC CHECKExpansion of Run/Quick Check that addsExpansion of Run/Quick Check that adds

    the following priorities thatthe following priorities that supercedesupercede aaRun or a Quick:Run or a Quick:

    1.1. Check to a Bubble Screen versus anCheck to a Bubble Screen versus anUncovered lookUncovered look

    2.2. Check to an Alley Screen v. 0 Safety orCheck to an Alley Screen v. 0 Safety orpossibly 5-man pressure lookspossibly 5-man pressure looks

    (depending on game plan)(depending on game plan)If neither of those present themselves, QBIf neither of those present themselves, QBgoes through Run/Quick thought processgoes through Run/Quick thought process

    based on whatever criteria he wouldbased on whatever criteria he would

    normally use (# of safeties / CB leverage /normally use (# of safeties / CB leverage /Overhang)Overhang)

    ZONE&REACH BLOCKING

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    BASIC CHECKBASIC CHECK

    ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK

    LB structure does not cover down to all threeLB structure does not cover down to all three

    receiversreceiversCheck Bubble Screen

    ZONE&REACH BLOCKING

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    BASIC CHECKBASIC CHECK

    ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK

    Defense shows Zero Safety, Pressure lookDefense shows Zero Safety, Pressure look

    Check Alley ScreenCheck Alley Screen

    ZONE&REACH BLOCKING

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    BASIC CHECKBASIC CHECK

    ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK

    Defense covers down, One high safetyDefense covers down, One high safety

    Check to built in Quick Concept Spacing in thisCheck to built in Quick Concept Spacing in thisexam le

    ZONE&REACH BLOCKING

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    BASIC CHECKBASIC CHECK

    ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK

    Defense covers down, Two high safetiesDefense covers down, Two high safeties

    Check to built in run Zone Read to the B SideCheck to built in run Zone Read to the B Sideleft

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    ZONE&REACH BLOCKING

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    MAKING it WORK: CADENCEMAKING it WORK: CADENCE

    HOW WE GET THE LAST WORDHOW WE GET THE LAST WORD

    Varying CADENCE serves three fundamentalVarying CADENCE serves three fundamental

    purposes for us:purposes for us:

    1.1.Creates rhythm for US,Creates rhythm for US,

    disrupts the ability for THEM to get off the ball fastdisrupts the ability for THEM to get off the ball fast

    2.2.Gather information / force defense to tip theirGather information / force defense to tip theirhand!hand!

    3.3.Draw defense offsides Get a free 5Draw defense offsides Get a free 5

    ZONE&REACH BLOCKING

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    MAKING it WORK: CADENCEMAKING it WORK: CADENCE

    OVERVIEWOVERVIEW

    HaveHave When cadenceWhen cadencePlay is onPlay is on play?play? TypeType concludesconcludes OtherOther

    NORMALNORMAL YesYes NormalNormal Run the play!Run the play! NothingNothing

    saidsaid

    FALSEFALSE NoNo Fake NormalFake Normal Check to aCheck to aplayplay

    FASTFAST YesYes QuickQuick Run the play!Run the play!

    FAST FALSEFAST FALSE NoNo Fake QuickFake Quick Check to aCheck to aplayplay

    DUMMYDUMMY YesYes Fake NormalFake Normal Allow forAllow for

    adjustmentsadjustments Check, or Were Good,,Check, or Were Good,,

    ZONE&REACH BLOCKING

    i

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    MAKING it WORK: CADENCEMAKING it WORK: CADENCE

    BEST USESBEST USES

    CadenceCadence Why / when featuredWhy / when featured

    NORMALNORMAL Create / maintain rhythm versus non-disguiseCreate / maintain rhythm versus non-disguise

    teamsteams

    FALSEFALSE Safely gather information and disrupt DLSafely gather information and disrupt DLget-offget-off

    FASTFAST Exploit simple plays versus teamsExploit simple plays versus teams thatthat showshowlate;late;

    discourage late rotations/disguises; Changediscourage late rotations/disguises; Changethe tempo;the tempo; Perimter plays and/or unusual formationsPerimter plays and/or unusual formations

    FAST FALSEFAST FALSE Safely gather info and exploit threat ofSafely gather info and exploit threat of

    Fast cadenceFast cadence

    DUMMYDUMMY To pre-call more sophisticated, wordy passTo pre-call more sophisticated, wordy pass

    ZONE&REACH BLOCKING

    MAKING i WORK MOVEMENT

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    MAKING it WORK: MOVEMENTMAKING it WORK: MOVEMENT

    Movement can also help us see things andMovement can also help us see things and

    have the final word becausehave the final word becauseA)A) Movements force adjustments, whichMovements force adjustments, which

    typically means defenders moving to theirtypically means defenders moving to theirfinal alignmentfinal alignment

    B)B) In Shotgun, our QB will flash his hands inIn Shotgun, our QB will flash his hands inthe same way he would for a snap, whichthe same way he would for a snap, whichis also, at times, a trigger for defenses tois also, at times, a trigger for defenses toshowshow

    C)C) Often, if they do not move when youOften, if they do not move when you

    move, it is just as telling:move, it is just as telling:ex: 2i & 3 tech dont flip when TE trades ex: 2i & 3 tech dont flip when TE trades

    Zone Dog to 2i side is likely!Zone Dog to 2i side is likely!