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QUARTERBACK SCHOOL 2006 TRINITY FOOTBALL QBS Goals/Responsibilites QBS Goals/Responsibilites Qualities of a Trinity QB Qualities of a Trinity QB Defense.

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Presentation on theme: "QUARTERBACK SCHOOL 2006 TRINITY FOOTBALL QBS Goals/Responsibilites QBS Goals/Responsibilites Qualities of a Trinity QB Qualities of a Trinity QB Defense."— Presentation transcript:

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2 QUARTERBACK SCHOOL 2006 TRINITY FOOTBALL QBS Goals/Responsibilites QBS Goals/Responsibilites Qualities of a Trinity QB Qualities of a Trinity QB Defense ID: Fronts Defense ID: Fronts Defense ID: Coverage Defense ID: Coverage Run Check Terms Run Check Terms Pass Pre-Snap Terms Pass Pre-Snap Terms Passing Game Reads Passing Game Reads Pass Post-Snap Terms Pass Post-Snap Terms Throws/Ball Placement Throws/Ball Placement Six Second Rule Six Second Rule Drop Summary Drop Summary Run/Pass Calls Run/Pass Calls Numbers Game Overview Numbers Game Overview Uncovered Checks Uncovered Checks Blitz Procedure Blitz Procedure Route Packages Route Packages 2:00 Offense: Red Ball2:00 Offense: Red Ball 2:00 Offense: Red Ball Glossary/Terminology Pg Glossary/Terminology Pg Structures of Routes Structures of Routes Slot Def. Slot Def.

3 GOALS QBS Gain a foundational understanding of the components of our offense Procedures – Terminology – Defenses – Run game – Protections – Routes 2.Understand the WHY behind the WHAT 3.Begin to visualize the game – Get lots of mental reps – Slow the game down 4.Put yourself in a position by end of summer to: 1.Understand and absorb things quicker the second time through 2.Fully show your physical skills because the learning part isnt slowing you down 3.Establish leadership by being able to help teammates know what to do. 5.Learn how to get the most out of watching film 6.Establish a good foundation of footwork skills With greater sophistication comes greater CONTROL. –Sun Tzu Main Menu Main Menu

4 YOUR RESPONSIBILITY QBS Be active and engaged in the learning process 1.Ask questions 2.Make sure you know the why behind the what 3.Checkers: Learn from the other guys reps…rep it as if its yours 2.Review for :15 within 24 hours of our meetingsstore in long-term memory 3.Approach the information as though youve never heard it before Main Menu Main Menu

5 QUALITIES OF A TRINITY QUARTERBACK QBS 2006 *MENTAL (includes intangible) is to PHYSICAL as 4 is to 1 *The game is largely played from the waist down and the neck up *When your best player is also your best guy, you have something special. AREAS IN WHICH YOU WILL BE EVALUATED 1.Intangibles (Be the right kind of person and teammate) 2.Understanding (Grasps offensive concepts & opposing defenses) 3.Decision-making (Pre- and Post-snap) 4.Footwork & ball-handling 5.Body position & pocket presence 6.Throws (Ball placement, choosing the correct velocity & trajectory) Main Menu Main Menu

6 QUALITIES OF A TRINITY QUARTERBACK *Someone who has the INTANGIBLES we look for is: THE MAN:Wants the responsibility, wants to be a guy people looks to A DETAIL PERSON:Cares about/pays attention to the smallest parts of his game A LEADER BY EXAMPLE/:Hardest worker, most visible, embodies what we want GREAT PRACTICE HABITS on & off the field, takes initative, goes above and beyond MENTALLY TOUGH:Handles frustration, responds to adversity FORCES himself to always display POSITIVE body language! COACHABLE:Doesnt think he has all the answers UNSELFISH:Actively takes interest in his teammates, puts them first A GAME MANAGER:Understands situations, is savvy, avoids mistakes that get his team beat BEST IN THE CLUTCH:Wants the ball when the game is tight, not afraid to make the big throw TAKES BLAME/GIVES CREDIT: When things go bad offensively, shields his teammates from criticism by accepting blame. When things go well, deflects praise to his linemen, backs, and receivers. Main Menu Main Menu QBS 2006

7 QUALITIES OF A TRINITY QUARTERBACK *Someone who has the UNDERSTANDING we look for: Is EAGER TO LEARNThrives on the game, looks at the classroom/film room as a chance to gain an edge KNOWS ALL 11 JOBSSees each play as a picture and how everyone fits into that picture. Can establish himself as a leader because he helps other positions learn their jobs KNOWS the WHYNot only knows WHAT to do, but WHY we do things. Allows him to make adjustments in the heat of the game when things dont show up exactly like they did in practice UNDERSTANDS DEFENSESSo he can attack and manipulate them using the tools available to him, and thus CONTROL the FIELD Main Menu Main Menu The smarter you are, the more you want to learn. If you want to be a great one, you cant just think about this stuff while youre at the facility. LLOYD CARR – UNIVERSITY of MICHIGAN QBS 2006

8 QUALITIES OF A TRINITY QUARTERBACK *Someone who is the DECISION-MAKER we look for: VISUALIZESRehearses plays and situations in his mind throughout the week, slows the game down for himself TRUSTS the SYSTEM…Doesnt think hes above the rules of the system, because it helps him account for what will happen on the field in an organized fashion and protects him. TRUST of the SYSTEM keeps you from FORCING MISTAKES …but ISNT A ROBOTIs savvy and confident enough to make plays beyond (not against) the system when its time to make a play. USES THE :06 RULE Is DECISIVEMakes YES/NO decisions and does it quickly, without second-guessing himself. Doesnt hesitate. THROWS ON TIMERelated to decisiveness and trust. Throws WHEN the read TELLS him to, not when he sees a receiver open. SITUATIONALLY SMARTKnows when to: Take a sack – throw ball away – etc. Main Menu Main Menu QBS 2006

9 QUALITIES OF A TRINITY QUARTERBACK *Components of great FOOTWORK and BALL-HANDLING: 1.Pushes ball deep to RB in the running game; makes them RB quickly 2.Angle, mesh, and tempo of runs look exactly same as they do on PLAY ACTION 3.Carries out fake with 5 full-speed steps after every run 4.DROPS are consistent and disciplined, serving the following purposes: 1.Get you where youre supposed to be: Each protection and route has a specific depth and angle that you need to get to for the linemen to do their job and for you to get the separation you need from the L.O.S. 2.Get you there when youre supposed to be there: Along with that, each route has a specific TIME when you must be ready to throw! SPEED of the drop is critical! 3.Get your body in a position to deliver the ball when the read tells you to Main Menu Main Menu QBS 2006

10 QUALITIES OF A TRINITY QUARTERBACK *Components of great BODY POSITION: 1.On straight dropbacks: Front shoulder tent pegged & closed to target – Ball loaded – Instep pointed to target – Everything compact 2.On movement passes: Ball loaded – Feet chopping – Shoulder tent-pegged *Components of great POCKET PRESENCE: 1.FEELS the rush, doesnt LOOK at it (eyes stay downfield) 2.Skilled at ANTICIPATING and AVOIDING rushers with quick foot adjustments, getting quickly back to a ready throwing position 3.Willing to stand in and deliver the ball at the last moment – tough & doesnt flee prematurely 4.Secure with the ball (front hand pressure) 5.Knows when and how to scramble Main Menu Main Menu QBS 2006

11 QUALITIES OF A TRINITY QUARTERBACK *Components of great THROWS: 1.ACCURACY:Ball placed correct shoulder for R.A.C. or Gut shot to protect rec. 2.VELOCITY:Thrown at the correct velocity needed for the throw/situation 3.TRAJECTORY:1, 2, or 3 ball appropriate to the throw and the defense Main Menu Main Menu QBS 2006

12 SIX SECOND RULE 1.Find the :25 clock 1.Less than :12 – Take motion/shifts off 2.Less than :10 – Take all checks off; call a play out immediately 3.Less than :08 – Time out (in key situations, especially 3 rd down) 2.Find JACK – Need to know right now if youre in Zero Safety mode! 3.Right to left scan: Coverage 1.Are they lined up right? (Uncovered receivers, etc.) 2.Number of safeties 4.Left to right: Front – are they lined up right? (2 uncovered OL, 1 & 9 tech, etc.) 5.Pre-snap cues as dictated by play (find the 3 tech, Premium/non-premium, etc.) PREPARED PLAYERS PLAY FAST. *The most important :06 of any play are the moments AFTER the play has been called, but BEFORE the snap. The Six Second rule is a simple checklist that allows you to make the most of that time, allowing you to be prepared and play fast. Main Menu Main Menu QBS 2006

13 IDENTIFYING DEFENSES: FRONTS 0 Technique -0 Technique - Head up on the Center 0 Cheat or Shade -0 Cheat or Shade - Aligned on one of Cs shoulders 2i Technique -2i Technique - Inside shoulder of Guard 2 Technique -2 Technique - Head up on a Guard 3 Technique -3 Technique - Outside shoulder of a Guard 4i Technique -4i Technique - Inside shoulder of Tackle 4 Technique -4 Technique - Head up on a Tackle 5 Technique -5 Technique - Outside shoulder of tackle 6i Technique -6i Technique - Inside shoulder of Tight End 6 Technique -6 Technique - Head up on a Tight End 9 Technique -9 Technique - Outside shoulder of a Tight End 8 Technique -8 Technique - Head up on a Wing player i2i4i4i 6i 6i Shade Shade *Special note: Defenders aligned in a linebacker position have a 0 added as a second digit to their technique. For example, a linebacker aligned 4-5 yds deep over a guard would be called a 20 technique, or a Deep 2 DEFENSIVE LINE Techniques When identifying the location individuals in the defensive front, we describe them in terms of the technique theyre playing. Understanding these locations, or techniques is critical because: *It provides a very strong clue as to what gap a man is responsible for, as well as the defenders around him *Often, it determines which way well check a play to insure the best chances of success! Main Menu Main Menu Front Dir Front Dir QBS 2006

14 IDENTIFYING DEFENSES: FRONTS DEFENSIVE CORES The next step in identifying defenses is to classify the front structure in terms of its core. The core refers to the how defenders are aligned within the A and B gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense is being played around it & how we want to block! They are named / IDed as follows: -Center has a down lineman on him (0 or Shade) -Either one or both of the guards does NOT have a DL on him. -TWO LB are in the core Core is ODD V VV -Center has a down lineman on him (0 or Shade) -Either one or both of the guards does NOT have a DL on him. -ONE LB is in the core Core is STACK V V Cores with 1 DL BASE DEFENSE FOR: X (Lou) CHANGE-UP FOR: Eastern, X (Cincy), Ballard, Seneca, Manual BASE DEFENSE FOR: Ballard, Eastern, X (Cincy) CHANGE-UP FOR: X (Lou), Seneca, Southen Main Menu Main Menu Front Dir Front Dir QBS 2006

15 IDENTIFYING DEFENSES: FRONTS DEFENSIVE CORES The next step in identifying defenses is to classify the front structure in terms of its core. The core refers to the how defenders are aligned within the A and B gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense is being played around it & how we want to block! They are named / IDed as follows: -Center does not have a DL on him (possible shade), but Guards do -TWO players at LB depth are in B gap to B gap area Core is SPLIT V VV -Center does not have a DL on him (possible Shade), but Guards to -ONE player at LB depth in the B gap to B gap area Core is EVEN V V Cores with 2 DL BASE DEFENSE FOR: X (Lou), Manual CHANGE-UP FOR: Shelby Co., Seneca, Male BASE DEFENSE FOR: Southern, X (Lou), Shelby Co. CHANGE-UP FOR: Fern Creek V V Main Menu Main Menu Front Dir Front Dir QBS 2006

16 IDENTIFYING DEFENSES: FRONTS DEFENSIVE CORES The next step in identifying defenses is to classify the front structure in terms of its core. The core refers to the how defenders are aligned within the A and B gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense is being played around it & how we want to block! They are named / IDed as follows: -Center has a DL on him (0 or Shade),as do both Guards (usually 3, sometimes 2s) -NO LB players are in the B gap to B gap core -Usually, 2 of them will be C gap players Core is BEAR ZERO V V -Center has a DL on him (0 or Shade), as do both Guards (usually 3, sometimes 2s) -ONE player at LB depth in the B gap to B gap area Core is BEAR ONE V V Cores with 3 DL BASE DEFENSE FOR: -- CHANGE-UP FOR: -- BASE DEFENSE FOR: Oldham County, Fern Creek, Male CHANGE-UP FOR: Ballard, Henry Clay VV V Main Menu Main Menu Front Dir Front Dir QBS 2006

17 IDENTIFYING DEFENSES: SLOT DEFENDERS One of the areas in which we will see the most variety is the manner in which defenses align their Outside LB/Nickel Players related to our Slot or Slot receivers. These players will tell us much about: 1.Checking run versus pass, 2. Uncovered checks (whether we are uncovered and which type to use), 3. Our screen game, and 4. Pressure / Protection checks. Because this information is vital to our being able to control the field, we need a great way to communicate all the things we can see very quickly. Our system of labelling the different alignments we see follows. Main Menu Main Menu Coverage Dir Coverage Dir QBS 2006

18 IDENTIFYING DEFENSES: SLOT DEFENDERS Main Menu Main Menu Coverage Dir Coverage Dir QBS 2006 Two receiver side V V V V V V TUCKTUCK Inside the Tackle HIP ITIT Between Inside rec and Tackle IKEIKE Head up on Inside rec OLLIEOLLIE Outside shade or leverage on widest slot IKE SHADE

19 IDENTIFYING DEFENSES: SLOT DEFENDERS Main Menu Main Menu Coverage Dir Coverage Dir QBS 2006 Three receiver side V V VV V TUCKTUCK Inside the Tackle HIP ITIT Between Inside rec and Tackle IKEIKE Head up on Inside rec OLLIEOLLIE Outside shade or leverage on widest slot V MOEMOE Head up on Middle rec V MILTMILT Between Middle and Inside rec

20 IDENTIFYING DEFENSES: COVERAGE STEP 1: COVERAGE FAMILIES Coverages are grouped in families according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense s overall philosophy, numbers against the run, and ability to blitz. ? Main Menu Main Menu Coverage Dir Coverage Dir QBS 2006

21 IDENTIFYING DEFENSES: COVERAGE STEP 1: COVERAGE FAMILIES Coverages are grouped in families according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defenses overall philosophy, numbers against the run, and ability to blitz. 0 Safety Family *No one in the hash area (8 yds or deeper, between or within 2 yds of the hash) *MAN coverage family *Run defenders: Def +2 *Pass rushers: Def +1 *JACK tells you where were outnumbered *COVERAGES: 0, 0 Str, 0 Weak, 0 Press 1 Safety Family *1 player in the hash area (Jack) *MAN or ZONE coverage family *Run defenders: Def +1 *Pass rushers: Even *CB D.E.L. will tell you the actual coverage *COVERAGES: 1, 1 Press, 3, 3 Fire, 3 Cloud, 5 2 Safety Family *2 players on/near hash area *MAN or ZONE coverage family *Run defenders: Even *Pass rushers: Off +1 *Safeties relationship to hash will change when ball is on the hash! *CB D.E.L. & Safety align will tell you actual coverage *COVERAGES: 2, 2 Man, 4, 8, 8 Press, 28 Main Menu Main Menu Coverage Dir Coverage Dir QBS 2006

22 IDENTIFYING DEFENSES: COVERAGE STEP 1: COVERAGE FAMILIES Coverages are grouped in families according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defenses overall philosophy, numbers against the run, and ability to blitz. 0 Safety Family *No one in the hash area (8 yds or deeper, between or within 2 yds of the hash) *MAN coverage family *Run defenders: Def +2 *Pass rushers: Def +1 *JACK tells you where were outnumbered *COVERAGES: 0, 0 Str, 0 Weak, 0 Press V VV V Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

23 IDENTIFYING DEFENSES: COVERAGE STEP 1: COVERAGE FAMILIES Coverages are grouped in families according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defenses overall philosophy, numbers against the run, and ability to blitz. V V V V 1 Safety Family *1 player in the hash area (Jack) *MAN or ZONE coverage family *Run defenders: Def +1 *Pass rushers: Even *CB D.E.L. will tell you the actual coverage *COVERAGES: 1, 1 Press, 3, 3 Fire, 3 Cloud, 5 Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

24 IDENTIFYING DEFENSES: COVERAGE STEP 1: COVERAGE FAMILIES Coverages are grouped in families according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defenses overall philosophy, numbers against the run, and ability to blitz. V V V V 2 Safety Family *2 players on/near hash area *MAN or ZONE coverage family *Run defenders: Even *Pass rushers: Off +1 *Safeties relationship to hash will change when ball is on the hash! *CB D.E.L. & Safety align will tell you actual coverage *COVERAGES: 2, 2 Man, 4, 8, 8 Press, 28 Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

25 IDENTIFYING DEFENSES: COVERAGE STEP 2: CORNERBACK D.E.L. In situations where you need to know more than the coverage family, you next look to the CB to clue you in. You ll get what you need by finding their DEL – Depth, Eyes, Leverage MAN Corner C C ZONE Corner DEPTH *Usually deeper than man *Generally 6 or deeper EYES *Looks inside/at you *Can see STRIPE on his helmet LEVERAGE *Outside DEPTH *Tighter in general *Mostly 5 or tighter EYES *Looks at receiver *Cannot see stripe LEVERAGE *Inside; occasionally head up **Note: The term PRESS is tagged to describe a CB or a coverage in which CB are less than 5 yards deep. It can be applied to Man (Inside) or Zone (Outside) technique. Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

26 IDENTIFYING DEFENSES: COVERAGE STEP 3: SAFETY ALIGNMENT Against two-safety defenses, you can often anticipate the behavior of safeties and, as a result, other players in the coverage, by looking at the safeties depth and relationship to the hash. Generally, hash safeties are either defending a QUARTERS of the field, a HALVES of the field, or are SUPPORT players who will become quarters or man players once they read pass.VV *10-12 yds deep, loose or outside the hash: HALVES (Cov 2) VV *10-12 yds deep, tight to or on the hash: QUARTERS (Cov 4) VV *10 yds or tighter, tight to or on the hash: SUPPORT (Cov 8) **You will also see COMBINATION coverages; one safety in Halves alignment & one in Quarters or Support alignment (Cover 28, 24, etc.) Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

27 IDENTIFYING DEFENSES: COVERAGES COVER 0 FAMILY: 0 Safety CORNER D.E.L.:Man Why used: Pressure – to free up rushers to outnumber protection and the run game. For some teams, a Red Zone/GL coverage only. Weaknesses/Thoughts of attack: 1.Individual matchup routes based on CB/Safety depth 2.Undefended deep hole in the middle 3.Crossing routes w/ stairstep technique 4.Rub routes 5.Alley Screens 6.Timed breakout routes to inside receivers against inside leverage LB or safeties (4 route, 5 route, Bronco) VV VV BASE DEFENSE FOR: -- CHANGE-UP FOR: Southern, X (Cincy), Ballard Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

28 IDENTIFYING DEFENSES: COVERAGES COVER 0 PRESS FAMILY: 0 Safety CORNER D.E.L.:Man PRESS Why used: Pressure – to free up rushers to outnumber protection and the run game. Played consistently, it is a statement of arrogance about their DBs athleticism compared to our WR; a challenge. For some teams, a Red Zone/GL coverage only. Weaknesses/Thoughts of attack: 1.Same as Cover 0, but especially FIRE routes to inside receivers and DOUBLE MOVES (Utah, Horn, Takeoff) V V VV BASE DEFENSE FOR: Male, Fern Creek CHANGE-UP FOR: -- Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

29 IDENTIFYING DEFENSES: COVERAGES COVER 1 FAMILY: 1 Safety CORNER D.E.L.:Man Why used: To defend the run and create some pressure without the risk of emptying the deep middle. Can be a Red Zone change-up Weaknesses/Thoughts of attack: 1.Individual matchup routes based on CB/Safety depth 2.Sneak & Crossing routes w/ stairstep technique 3.Rub routes 4.Alley Screens 5.Timed breakout routes to inside receivers against inside leverage LB or safeties (4 route, 5 route, Bronco) BASE DEFENSE FOR: Fern Creek, Oldham Co. CHANGE-UP FOR: Male, Henry Clay, X (Cincy) V V VVV Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

30 IDENTIFYING DEFENSES: COVERAGES COVER 1 PRESS FAMILY: 1 Safety CORNER D.E.L.:Man Press Why used: To defend the run and create some pressure without the risk of emptying the deep middle. Can be a Red Zone change-up Weaknesses/Thoughts of attack: 1.Same as Cover 1, with special emphasis on FIRE routes inside and DOUBLE MOVES outside. BASE DEFENSE FOR: Fern Creek CHANGE-UP FOR: Male VVVV V Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

31 IDENTIFYING DEFENSES: COVERAGES COVER 3 FAMILY: 1 Safety CORNER D.E.L.:Zone Why used: Allows for fronts that outnumber the run, while providing safe pass coverage that limits big plays and forces offense to execute underneath. Weaknesses/Thoughts of attack: 1.Short outside throws – Now, Quick Out, Stop, Hitch, Comeback, Orbit 2.Areas between the 4 underneath defenders: Spacing, especially 3.Creating 2 on 1 situations agianst the Jack safety in the middle with vertical routes on the hashes: BOX 4.Creating 2 on 1 situation on the flat defender: Bronco, Flood BASE DEFENSE FOR: X (Lou), X (Cincy), Seneca, Ballard, Eastern CHANGE-UP FOR: Oldham Co., Shelby Co. VV V V V V V Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

32 IDENTIFYING DEFENSES: COVERAGES COVER 2 FAMILY: 2 Safeties CORNER D.E.L.:Zone, possibly press SAFETY ALIGN:Halves (Wide) Why used: To be physical against the outside run with CB support and constrict short passing lanes with 5 defenders underneath Weaknesses/Thoughts of attack: 1.Holes at the second level: Deep middle and pocket areas on the outside; Box, Corner, Pocket 2.Routes that put CB in a bind with receivers in front & behind: 2, 4, E/W 3.Routes that wall off OLB and work in crease inside QB: Spacing, Slick BASE DEFENSE FOR: X (Cincy) CHANGE-UP FOR: X (Lou), Southern VVVV V V V Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

33 IDENTIFYING DEFENSES: COVERAGES COVER 2 MAN FAMILY: 2 Safety CORNER D.E.L.:Man Press SAFETY ALIGN:Halves Why used: Heavy pass coverage on obvious pass downs or two minute situations to allow underneath defenders to be aggressive, knowing they have help over the top. Weaknesses/Thoughts of attack: 1.Matchup: MLB on the back 2.QB run/Option/Scramble/Run support on edges 3.Same underneath route concepts as Cover 1 and 0 Press (Rubs, Crosses, Out-breaking routes to Inside rec.) BASE DEFENSE FOR: -- CHANGE-UP FOR: Male VVVV VV V Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

34 IDENTIFYING DEFENSES: COVERAGES COVER 4 FAMILY: 2 Safeties CORNER D.E.L.:Zone SAFETY ALIGN:Quarters (tight) Why used: To eliminate deep, vertical throws Weaknesses/Thoughts of attack: 1.Short outside throws – Now, Quick Out, Stop, Hitch, Comeback, Orbit 2.SHORT areas between the 4 underneath defenders: Spacing, especially 3.Intermediate areas in front of safeties behind LB: Over, Curl 4.4 route! 5.Creating 2 on 1 situation on the flat defender: Bronco, Flood BASE DEFENSE FOR: X (Lou), Southern CHANGE-UP FOR: Ballard, Eastern VV V V V V V Main Menu Main Menu Note: J safety will typically Cross key #3 receiver in a Trips set & lock on him if he runs a Hole, Slash, or Vertical- type route QBS 2006 Coverage Dir Coverage Dir

35 IDENTIFYING DEFENSES: COVERAGES COVER 8 FAMILY: 2 Safeties CORNER D.E.L.:Loose Man SAFETY ALIGN:Support Why used: To maintain a form of 4-deep coverage while adding two safeties to the run support equation. Weaknesses/Thoughts of attack: 1.Safeties have two jobs: Must use effective PLAY ACTION to exploit this ( , ) 2.Otherwise, same types of throws we use against Cover 4 BASE DEFENSE FOR: Southern CHANGE-UP FOR: X (Lou) VV V V V V V Main Menu Main Menu Note: J safety will typically Cross key #3 receiver in a Trips set & lock on him if he runs a Hole, Slash, or Vertical- type route QBS 2006 Coverage Dir Coverage Dir

36 IDENTIFYING DEFENSES: COVERAGES COVER 3 f/ 2-SAFETY LOOK: Cover 3 Sky Rotation FAMILY: 1 Safety CORNER D.E.L.:Zone SAFETY ALIGN:Creeps Why used: To disguise intentions, add run defender to box or adjust to formations/motion *Doesnt necessarily affect us other than Box conversions & recognition in Key defender throws. LOVE Box away from rotation! BASE DEFENSE FOR: X (Lou), X (Cincy), Southern CHANGE-UP FOR: VV VV V V V *Will recognize week to week by certain players cheating off normal 2-saf alignment OR use Quick Frosty to get them to Creep Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

37 IDENTIFYING DEFENSES: COVERAGES COVER 3 f/ 2-SAFETY LOOK: Cover 3 Cloud Rotation FAMILY: 1 Safety CORNER D.E.L.:Zone SAFETY ALIGN:Creeps Why used: To disguise intentions, squeeze the Pocket area, constrict strongside throws *Will continue to key CB in 2-safety throws, but MUST be careful in the pocket area. BASE DEFENSE FOR: Manual CHANGE-UP FOR: -- VV VV V V V *Will recognize week to week by certain players cheating off normal 2-saf alignment OR use Quick Frosty to get them to Creep Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

38 IDENTIFYING DEFENSES: COVERAGES COVER 2 CONCEPT f/1 SAFETY LOOK: Cover 5 FAMILY: 1 Safety CORNER D.E.L.: Zone weak; Man str Why used: Tries to outnumber 3 receiver & unbalanced sets by overrotating J strong over the strong receivers, and playing aggressively on #1 and #2. Becomes a form of Cover 2, but with no jam CB weakside. Weaknesses/Thoughts of attack: 1.Box area between hashes, deep. (7 Hole, E-W Hole, Bronco Ollie) 2.Solo flight routes of any kind back to weakside BASE DEFENSE FOR: Henderson CHANGE-UP FOR: -- VV V VV V V Main Menu Main Menu QBS 2006 Coverage Dir Coverage Dir

39 RUNNING GAME: Check with me terms WIDEST TECHNIQUE Side of the ball where 1 st DL is furthest from the Center. 0 technique does not count; Shades do VVVVV EXAMPLE 1: 3 on left, 2i on right *Left side has WIDEST TECHNIQUE EXAMPLE 2: 0 over C (doesnt count), 4i on left, 5 on right *Right side has WIDEST TECHNIQUE RUNS COMMONLY CHECKED TO WIDEST TECHNIQUE: Slice, Trey Main Menu Main Menu QBS 2006 Terms Page Terms Page

40 RUNNING GAME: Check with me terms TIGHTEST TECHNIQUE Side of the ball where 1 st DL is closest to the Center. 0 technique does not count; Shades do VVVVV EXAMPLE 1: 2 on left, 2i on right *Right side has TIGHTEST TECHNIQUE EXAMPLE 2: Shade on left, 3 on right *Left side has TIGHTEST TECHNIQUE RUNS COMMONLY CHECKED TO TIGHTEST TECHNIQUE: Zone, Counter, Casino Main Menu Main Menu QBS 2006 Terms Page Terms Page

41 RUNNING GAME: Check with me terms LIGHTEST SURFACE Side of the ball that has the fewest DL compared to the number of blockers. Usually used in balanced, two TE formations. 0 Nose counts as ½ lineman for each side. VVV EXAMPLE 1: 3 DL v. 3 blockers on left; 2 DL v. 3 on right *Right side has LIGHTEST SURFACE EXAMPLE 2: 2 DL v. 3 blockers on left; 2 DL v. 2 on right *Left side has LIGHTEST TECHNIQUE VVVV V V VVV EXAMPLE 3: 2 ½ DL v. 3 blockers on left; 2 ½ DL v. 3 on right *Neither would be considered a LIGHTEST SURFACE VV Main Menu Main Menu QBS 2006 Terms Page Terms Page

42 RUNNING GAME: Check with me terms OVERHANG Standing DE or LB outside the box for whom we do not have a receiver & cannot block. Most often, we want to check AWAY from Overhang players, especially 0 series runs. VV EXAMPLE 1: Player B is an overhang; no blocker available VV VV B VV EXAMPLE 2: Player B is not an overhang; a blocker is available VV VV B VV EXAMPLE 3: B is not an overhang; a blocker is available VV VV B VV EXAMPLE 4: B is an overhang; no blocker is available VV VV B Main Menu Main Menu QBS 2006 Terms Page Terms Page Slot Def. Terms Slot Def. Terms

43 PASSING GAME: Pre-snap decision terms COVERED DOWN / UNCOVERED Terms that indicate whether a defense has honored our receivers. If an inside receiver has no one within 5 yards of him, he is uncovered. If 2 inside receivers have only 1 short defender over them, they, together, are considered uncovered If an outside receiver to the short side has no CB within 7 yards, or an outside receiver to the wide field has no CB within 10 yards, he is uncovered. B EXAMPLE 1: H is Covered down by B H B EXAMPLE 2: H is Uncovered H B EXAMPLE 3: H & Y are Uncovered HY Main Menu Main Menu QBS 2006 Terms Page Terms Page

44 PASSING GAME: Pre-snap decision terms PREMIUM / NON-PREMIUM Words that describe a side of a formation; specifically, whether there is a defender in the Alley (area between the tackle & receiver to a depth of 7 yards) who can provide help against a single receivers route. Premium means no defender is in the alley and the receiver is 1-on-1; Non-Premium means an overhang LB or safety is in the alley in position to help. V EXAMPLE 1: No one in alley: Premium V V V EXAMPLE 2: Overhang LB in alley: Non-Premium V VV EXAMPLE 3: Support safety in alley: Non-Premium V V V Main Menu Main Menu QBS 2006 Terms Page Terms Page

45 PASSING GAME: Pre-snap decision terms ACCESS: Free/Hard Limited/No Subcategories of Premium/Non-Premium that further describe a side by indicating the depth of the CB within a Premium or Non-Premium side. *A side that is Premium & has a Loose CB deeper than 6 yds is called FREE ACCESS *A side that is Premium, but has a Tight CB 6 yards or closer is called HARD ACCESS *A side that is Non-Premium with a Loose CB is called LIMITED ACCESS *A side that is Non-Premium with a Tight CB is NO ACCESS Main Menu Main Menu QBS 2006 Terms Page Terms Page

46 PASSING GAME: Pre-snap decision terms ACCESS: Free/Hard Limited/No EXAMPLE 1 VVVV Premium + Loose CB =FREE ACCESS EXAMPLE 2 VVVV Premium + Tight CB =HARD ACCESS Main Menu Main Menu QBS 2006 Terms Page Terms Page

47 PASSING GAME: Pre-snap decision terms ACCESS: Free/Hard Limited/No EXAMPLE 3 VVV V Non-Premium + Loose CB =LIMITED ACCESS EXAMPLE 4 V Non-Premium + Tight CB =NO ACCESSVVV Main Menu Main Menu QBS 2006 Terms Page Terms Page

48 PASSING GAME: Types of Reads AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT PLAY AT TRINITY. 1.Progression: 1 – 2 – 3 Checklist a.Across the Board 2.Key defender: Look at a defender, throw opposite his reaction 3.Object receiver:Read an area: *Throw to object receiver if not invaded *If invaded, throw to area vacated by invader Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

49 PASSING GAME: Types of Reads PROGRESSION Example: Eastern v. 1 safety look. Progression is Pin Arrow to Over to Comeback to Run V VV V VV V VVV V KEYS 1.Pre-snap homework: Understand where threats are to each guy in the progression 2.Checklist is a series of SNAPSHOTS…Yes/No right now, then move on 3.FEET follow the EYES, then the FEET will tell you if its open (rhythm) Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

50 PASSING GAME: Types of Reads PROGRESSION: ACROSS THE BOARD *Type of progression that starts on one side and works laterally across the formation V VV V VV V VVV V KEYS 1.BIG SCREEN – See defender in front of each receiver 2.FEET follow the EYES, then the FEET will tell you if its open (rhythm) Example: 91 X Slant Y Space. Work Across the board Slant to Space to Mini to Arrow 4 Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

51 PASSING GAME: Types of Reads KEY DEFENDER V VV V VVV V VVV 1 1 KEYS 1.FOCUS on the FEET of a CB if hes the key, the SHOULDERS of a LB or Safety 2.Be READY (body position) and WILLING (decisiveness) to throw IMMEDIATELY upon seeing his reaction. NO HESITATION. Example: 62 v. 2 safeties. Key CB, Smash or Corner route V Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

52 PASSING GAME: Types of Reads OBJECT RECEIVER V VV V VV V VVV V 2 2 KEYS 1.Pre-snap: Know who can invade, & likelihood that they will by alignment. Influence them not to in certain situations 2.BIG SCREEN. See at least 4 yards on either side of object receivers break point. FEEL invaders. Example: 81. Object the Mini-Curl…Space if invaded inside-out, Arrow if invaded outside-in OBJ Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

53 PASSING GAME: Post-snap decision terms AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT PLAY AT TRINITY. Read Player:The person you read in a Key defender read *Usually the CB v. 2 safeties, Alley Player v. 1 safety V VV V VV V VVV V V VV V VV V V VVV V V Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

54 PASSING GAME: Post-snap decision terms Danger Player:Defender not accounted for in your read that can intercept if not accounted for…often inside or in front of your read *Often the ILB on Quick throws and/or in 1 safety defenses; *Often the safety on throws and/or in 2 safety defenses AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT PLAY AT TRINITY. V VV V VV V VVV V READV DANGER Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

55 PASSING GAME: Post-snap decision terms Q Receiver:Receiver whose route should be open early & be available if protection breaks down *Examples: Arrow, Swing,, Flat, Orbit *Is NOT an answer to blitz or being outnumbered AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT PLAY AT TRINITY. Outlet:Receiver whom you look to late if basic progression is not open *Receiver is generally STATIONARY and has freedom to work open! *HE will tell you if hes open with EYE CONTACT. Do NOT give him the ball UNLESS he gives you EYE contact *Examples: Spacing sit, Trace, Over, Drag, Under Main Menu Main Menu QB Thought Summ QB Thought Summ QBS 2006 Terms Page Terms Page

56 PASSING GAME: Post-snap decision terms Deke:Subtle shoulder & head movement by QB within the rhythm of his drop to influence a zone defender to move a certain direction or react to a certain route. *Can be used to keep object area open or move a key defender *Example: Deke the alley player to the Arrow to get the Mini-Curl AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT PLAY AT TRINITY. Pump:Pump fake by QB to influence the movement of a defender; mostly a safety or CB *SHORT PUMP: Within rhythm of drop, short separation of hands and lift of elbow; immediately reload *LONG PUMP: Full arm motion, reset for depth and reload Main Menu Main Menu Terms Page Terms Page QB Thought Summ QB Thought Summ QBS 2006

57 PASSING GAME: Types of Throws BALL: 1 BALL: Thrown on a direct line to receiver; Used on short throws, medium throws with no one between you and target 2 BALL: 2 BALL: Enough trajectory to get ball over goalpost (10 apex), snap of wrist to bring it down on a receiver in front of people; Used on medium throws that you cant get there on a straight line or deep/medium throws with safety help over top. 3 BALL: 3 BALL: High, lofted pass, using lifted front shoulder & sometimes a javelin step; Used on deep balls with no safety help over top to allow receiver to run under it Main Menu Main Menu QBS 2006

58 PASSING GAME: Ball Placement On throws to a receiver who is facing us (Mini Curl, Sit, Orbit, Curl, Now, Hitch, etc.), we will maximize yards after catch by making Triangle throws. The Triangle refers to the three spots where a receiver can catch the ball without slowing down or locking up his hips: The right shoulder, the left shoulder, and his facemask. ACCURATE THROWS CREATE RUN AFTER CATCH YARDS (50% rule) The best Triangle throws are those thrown ON THE SHOULDER AWAY FROM DEFENSIVE PRESSURE. If the nearest defender is outside, put the ball on the inside shoulder. If the nearest defender is inside, put the ball on the outside shoulder If a defender from behind is an IMMEDIATE THREAT to knock the ball away, we throw a GUT SHOT into the receivers stomach so that he can protect himself and give the defender no path to the ball. Main Menu Main Menu QBS 2006

59 DROP Summary QBS 2006 Most of your success or failure as a passer will happen because of what goes from from the waist down. Disciplined, consistent drops serve the following purposes: 1.Get you where youre supposed to be 2.Get you there when youre supposed to be there 3.Get your body in a position to deliver the ball when the read tells you to Main Menu Main Menu Drops Menu Drops Menu

60 DROP Summary: , Part I QBS step Catch & Shoot UNDER CENTER GUN 1a.1 STEP: Throwing side foot steps at 45° angle to target, sit & drive off it 1b.CATCH/SHOOT:To throwing side – Double play turn into hinged pos. as ball arrives, push off & throw without a step Opp. throwing side – SIT on throwing leg, HINGE off leg, push off, no step USED FOR:Color screens, Slant, Now (Under C only), Fade +8 (Under C only) Main Menu Main Menu Drops Menu Drops Menu

61 DROP Summary: , Part II QBS quick Rocker UNDER CENTER GUN 3 big Rock & Hitch Flash P 2a.3 QUICK: 1 big, 2 quick, anchor and hinge on last step 2b.ROCKER:Push off opposite foot, rock back onto throwing foot, anchor & hinge USED FOR:Hitch, Quick Out, Arrow, Fade (outside the 8) 3a.3 BIG: 2 big, 1 quick, 75 percent tempo, anchor and hinge on last step 3b.ROCK & HITCH:Rock to back foot, bend on back knee, 1 hitch step forward USED FOR:Mini-Curl, Sit, Turn, Trail 4a.FLASH: Extend ball on 1 st /2 nd steps on course on way to drop. Used with 3 quick or 3 big; feet & rhythm dont change 4b.P:Drop with off foot, lunge & extend w/ throwing foot, Rock back. Can be used with Anchor or Hitch at end depending on route. Main Menu Main Menu Drops Menu Drops Menu

62 DROP Summary: QBS quick UNDER CENTER GUN 5 big (Hitch) 2a.5 QUICK: 5 quickest steps you can take, anchor and hinge last step, no hitch up 2b.3 QUICK:1 big – 2 quick – anchor & hinge last step, no hitch up, just like 3 qk f/under USED FOR:Stop, Glance, Box 3a.5 BIG: 3 big, 2 quick, 100 percent tempo, 1 Hitch up & throw on rhythm 3b.3 & HITCH:Just like Gun 3 quick, with a Hitch up USED FOR:Bronco, Big Space 3 quick 3 & Hitch Main Menu Main Menu Drops Menu Drops Menu

63 DROP Summary: QBS 2006 Angle 5 (Kickback) UNDER CENTER GUN Dash 2a.ANGLE 5: 5 qk steps,45 ° angle, to inside leg of tackle, possible kick back (Mini-drop) 2b.ANGLE 3:1 big +2 quick, 45 ° angle, to inside leg of tackle– anchor or hitch, poss. kick USED FOR:3 route, 6 route 3.DASH: 3 quick (under C) / Mini-drop (Gun) & Spin, explode for width & depth USED FOR:5 route, Balloon Angle 3 (Anchor or Hitch) (Possible kickbk) Dash Tight U 1.TIGHT U: Reach to 5 or 7 oclock opposite, toe downhill on 2d step, drumroll to target USED FOR:2 route, 4 route Main Menu Main Menu Drops Menu Drops Menu

64 RUN-PASS Calls QBS 2006 NOW – BINGO – GREEN/GOLD A Run-Pass call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: 24 NOW, or 26 BINGO, or 23 GREEN 1. NOW means that your outside receivers are running NOW routes. If either side has a CB that allows you to throw it (7+ to bnd, 10 + to field), stand up and throw to that side. Otherwise, execute the run as called. NOW is always an under center throw. 2. BINGO gives backside receivers away from the run BIG SLANTS (3 or 4 steps). If you have free access or limited access with an unusually wide alley LB that you think the Slant will get inside, throw the Bingo. Footwork for Bingo will be to execute the run 2 steps (extend early), anchor on the 3 rd and throw. Otherwise, execute the run. BINGO is always under center as well. 3. GREEN/GOLD gives the frontside receivers Green (right) or Gold bubble screen responsibilities. If you have an uncovered situation to their side, throw Green/Gold off normal footwork. Otherwise, execute the run. We can do this under center or gun, but prefer it from gun. Main Menu Main Menu R/P Menu R/P Menu

65 RUN-PASS Calls QBS 2006 NOW – BINGO – GREEN/GOLD A Run-Pass call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: 24 NOW, or 26 BINGO, or 23 GREEN C EXAMPLE 1a: Ace Rt 26 NOW C Left CBs depth tells you to throw NOW to the left C EXAMPLE 1b: Ace Rt 26 NOW C CB depth tells you to hand off Main Menu Main Menu R/P Menu R/P Menu

66 RUN-PASS Calls QBS 2006 NOW – BINGO – GREEN/GOLD A Run-Pass call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: 24 NOW, or 26 BINGO, or 23 GREEN C EXAMPLE 2a: Rip Plus 24 BINGO B CBs inside leverage tells you to hand off C EXAMPLE 2b: Rip Plus 24 BINGO B Free access tells you to throw Slant on 3d step Main Menu Main Menu R/P Menu R/P Menu

67 RUN-PASS Calls QBS 2006 NOW – BINGO – GREEN/GOLD A Run-Pass call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: 24 NOW, or 26 BINGO, or 23 GREEN EXAMPLE 3a: Larry First 23 GREEN 3 over 3 to Green side (NOT Uncovered) tells you to execute the RUN (including read) EXAMPLE 3b: Larry First 23 GREEN 2 over 3 (UNCOVERED) tells you to throw GREEN C RBC R B Main Menu Main Menu R/P Menu R/P Menu

68 RUN-PASS Calls QBS 2006 Main Menu Main Menu R/P Menu R/P MenuUNCLE Uncle is combines some of the thoughts from Run-Pass calls and Uncovered throws. It is a term tied to the end of a RUN call that involves motion, often Sink motion by R. What it means to you and the receivers is that were planning to send a player in motion and execute a run, but are on HIGH ALERT for the possibility of an UNCOVERED (Uncle) check which would take the motion off and put us into uncovered throw mode with no motion. Uncle means you can check any normal uncovered throwGreen/Gold, Orange/Olive, , , as well as NOW to either outside receiver. Heres what it sounds like: Huddle call: Zero Sink, 24 Uncle. At the line: No uncovered available – George, George (lift heel for motion) – 45, 45 – SetHit. Uncovered available – you want to check GOLD – Give stop sign to motion man – Gold, Gold – 21, 21 – SetHit. Uncovered available – you want to check 99 – Stop sign to motion man – Alan, Alan99, 99 - Uncov Dir Uncov Dir

69 RUN-PASS Calls QBS 2006 EXAMPLE 3a: Larry First 23 GREEN 3 over 3 to Green side (NOT Uncovered) tells you to execute the RUN (including read) EXAMPLE 3b: Larry First 23 GREEN 2 over 3 (UNCOVERED) tells you to throw GREEN C RBC R B Main Menu Main Menu R/P Menu R/P MenuUNCLE Uncle is combines some of the thoughts from Run-Pass calls and Uncovered throws. It is a term tied to the end of a RUN call that involves motion, often Sink motion by R. What it means to you and the receivers is that were planning to send a player in motion and execute a run, but are on HIGH ALERT for the possibility of an UNCOVERED (Uncle) check which would take the motion off and put us into uncovered throw mode with no motion. Uncov Dir Uncov Dir

70 PASSING GAME: Indivdiual Routes QBS 2006 ROUTEDESCRIPTIONDROPUSE vs.GET OUT vs.BALL Quick Out4 step Speed Out cut3 qk (Rocker)Off CB to bndAny press1 through shldr pad Hitch4 step timed Hitch3 qk (Rocker)Off CB to fieldAny press1; Triangle throw Now1 step Hitch – Uncovered1 stepCB >7(B) >9 (F)Any press1; Upfield shoulder Slant1 ½-2 step Skinny Slant1 stepOuts pressWide alley or1; take him to grass Inside lev CB bk shldr in traffic Glance4 step Skinny Post5 qk (3 qk)Wide open alleys Inside lev OR2; on hash Qtrs/Supt Saf Stop10-11 yd timed Fade Stop5 qk (3 qk)Most looksHard outs lev.1; time off WR butt drop FadeBasic Fade3 qk/Rocker*Head up-Ins PrsAnything else3 to MOE v. 1 saf; 1 step +82 to Pocket v. 2 saf The following Individual Routes may be used against LIMITED ACCESS (Non-Premium): 1.Quick Out2. Now3. Stop (sometimes) *All others are OFF v. Limited Access. Work the other side or check to a run *NO individual routes may be used against NO ACCESS Main Menu Main Menu Route Dir Route Dir

71 PASSING GAME: Double Indy QBS PREFERRED ROUTE IS CALLED FOR YOUE.g., 80 Double Quick Out A. Danger in the Alley: 1. If one side has a defender in the alley (Overhang) who can take away your route, go opposite 2. If BOTH sides have problem players in the alley, check to a run B. Side whose CB alignment best fits the profile you want with route called *For example, if Double Quick Out was called, youd want the softest CB C. Shortest throw (Field width) 2. GENERIC DOUBLE INDY CALLEDE.g., 90 Double Indy A. Choose the side you want to work 1. If you have ONE Premium side and one non-premium, work the Premium side 2. If you have TWO Premium sides, choose the side according to: a. Best matchup (if we have a GUY) b. Shortest throw (field width) 3. If you have NO Premium sides, check run or Alley Screen B. Pick a route that best attacks the CB to your chosen side *SIGNAL to BOTH receivers, varying the order of who you signal FIRST. ***Once you choose a side to work and start the play, you do NOT go back on Indys! Main Menu Main Menu Route Dir Route Dir QB Thought Summ QB Thought Summ

72 PASSING GAME: Double Indy QBS INDY IS INCLUDED WITH A RUN CHECKE.g., Chase Check Indy *Will vary a little from week to week, but we will generally choose run or pass based on: A. One safety / Two safety (INDY v. One safety, RUN v. Two safety) OR B. Is there a Free Access side? (INDY if yes, RUN if not) *If your criteria takes you to Indy use your normal procedure in choosing/signaling the Individual route Main Menu Main Menu Route Dir Route Dir QB Thought Summ QB Thought Summ

73 PASSING GAME: Route Summary QBS 2006 Main Menu Main Menu Route Dir Route Dir QB Thought Summ QB Thought Summ

74 BLITZ, UNCOVERED, & THE NUMBERS GAME QBS 2006 As long as the defense has at least ONE safety deep, AND COVERS DOWN all of our receivers, we will always have enough pass protectors to get a hat on a hat. …for 6 available blockers (5 OL + 1 RB) defenders committed to coverage… (4 for our 4 receivers + 1 safety deep) …leaves 6 available to rush the passer (5+6=11)… = 6 Main Menu Main Menu defenders committed to coverage… (4 for our 4 receivers + 1 safety deep)

75 BLITZ, UNCOVERED, & THE NUMBERS GAME QBS 2006 They can outnumber our protection in one of two ways. The first is IF WE ALLOW THEM to leave a receiver uncovered …for 6 available blockers (5 OL + 1 RB) With only 4 now committed to coverage… 7 rushers are now available = 6 7 7> You Get Hit Main Menu Main Menu

76 BLITZ, UNCOVERED, & THE NUMBERS GAME QBS 2006 The other way they can outnumber our protection is to take the JACK safety out of the middle to either be the extra rusher, or to cover one of our receivers so that someone else can rush …for 6 available blockers (5 OL + 1 RB) With only 4 now committed to coverage… 7 rushers are now available = 6 7 7> Know The Plan Main Menu Main Menu

77 WINNING THE NUMBERS GAME Pt I: Uncovered QBS 2006 CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME. Failure to do so will be considered an M.A. More importantly, failure to do so will severely limit every other part of our offense. The only exceptions to this rule, the only times when you do NOT want to change to an uncovered check when these situations present themselves, are as follows: 1.3 rd and 7 or more 2.Backed up offense 3.4-minute offense (sometimes) 4.3 rd and 1 or less (sometimes) IF youre presented with an uncovered look by the defense in one of these situations, generally, you must add PROTECTION to the uncovered side Main Menu Main Menu Uncov Dir Uncov Dir

78 WINNING THE NUMBERS GAME Pt I: Uncovered QBS 2006 CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME. There are FOUR options available to you to attack Uncovered situations: QUICK PERIMETER SCREENS A.Green (Rt)Gold (Lt) A.Green (Rt) / Gold (Lt) – Bubble Screen to Inside receiver [Gun or Under] B.Orange (Rt)Olive (Lt) B.Orange (Rt) / Olive (Lt) – Mini-Alley Screen to Outside receiver [Gun or Under] GAME A HItch A HItch – All Hitches with possible TRAIL tag [Best from Gun] B Look B Look – All Slants [Under only] Main Menu Main Menu Uncov Dir Uncov Dir

79 WINNING THE NUMBERS GAME Pt I: Uncovered QBS 2006 CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME. QUICK SCREENS These are the quickest, highest percentage ways to exploit uncovered. Which you choose depends on the technique of the CB. Check to these simply by replacing the name in your cadence with the appropriate color (Olive, Olive…19, 19…SetHit) Against a soft corner, we generally like GREEN (shown) and GOLD to get a moving receiver outside to a blocked perimeter B J C Vs. a Hard Corner, we want to get to the void INSIDE the CB and then back out, using a miniature Alley Screen (1 step timing) called ORANGE & OLIVE R C B Main Menu Main Menu Uncov Dir Uncov Dir

80 WINNING THE NUMBERS GAME Pt I: Uncovered QBS 2006 CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME THROWS Two of our passes are particularly well-suited to quickly get guys into areas voided by defenders who arent covering down. Use a live name and the number to check to them ALL HITCH *All-purpose check: 2 or 3 receiver side, best from Gun *Hitches spaced out laterally. Cheat LB cant get to them. *Pre-snap alert for Tilt, possible Trail call BS. ID most uncovered & object him. Drop is Rocker step (3 qk f/Under), B J C LOOK *Usually to 2 receiver side, always under C *Inside Slant holds non-walked out LB where he is, creates lane for Outside Slant *1-step drop, Outside Slant on rhythm *Pre-snap can Trail BS if worried about disguise B R C Main Menu Main Menu Uncov Dir Uncov Dir

81 WINNING THE NUMBERS GAME Pt II: Blitz QBS 2006 ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY! RECOGNIZE IT – PROTECT IT – ATTACK IT RECOGNIZE 1.SEE that theres no Jack in your :06 rule 2.KNOW which side the extra rusher is on (Jacks side) 3.KNOW whether the CB are pressed or off 4.UNDERSTAND the situation & how it relates to potential answers 5.KNOW what you the play called says to do v. blitz Main Menu Main Menu

82 WINNING THE NUMBERS GAME Pt II: Blitz QBS 2006 ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY! RECOGNIZE IT – PROTECT IT – ATTACK IT PROTECT 1.Point & motion in a protector (90-190, Hot , 40-50, ), OR 2.Add Stay (Eastern/Western) OR 3.Stud or Slug the back (60-70) OR 4.Check out of what youre in to OR 5.Beat the pressure with a quick throw (advanced) Main Menu Main Menu

83 WINNING THE NUMBERS GAME Pt II: Blitz QBS 2006 ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY! RECOGNIZE IT – PROTECT IT – ATTACK IT ATTACK 1.Number one answer is to check to whatever ALLEY SCREEN is available to you in the formation youre in: 1.Oakland/Oxford to 2-receiver side2. Denver/Dallas to 3 rec. 2.Second failsafe answer is to check or If you stay in: – a. FIRE or BOX to inside rec. v. Press b. INDY to outside rec. v. Off c Slick v. Off 2.Eastern/Western – STAY call, think OVER route to Comeback Main Menu Main Menu

84 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir Every pass pattern we use is set up with a certain thought in mind, a certain way of attacking a defense and putting defenders in positions where they cant cover everyone. These different ways of attacking are called structures. In other words, although different plays may use different routes to get guys to different places, many of them will have in common the same basic thought process, and are trying to do similar things to break the defense down…they have the same Structure. You will speed up your learning if you first understand the structures we use, and will be more organized in your thinking by associating certain plays with certain structures, rather than just memorizing everything. WITHIN A GIVEN STRUCTURE, your reads are very often the same. In other words, if one play thats in a certain structure uses a Progression, its highly likely that most if not all the other plays in that structure do also. Again, this simplifies and organizes your thinking as you master all the things you have to know. Struc Menu Struc Menu

85 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES 1.SOLO FLIGHT WITH HELP 2.HIGH-LOW ON THE EDGE 3.HORIZONTAL STRETCH 4.VERTICAL ATTACK Struc Menu Struc Menu QB Thought Summ QB Thought Summ

86 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir Structure #1: Solo Flight with Help Idea : Win a 1-on-1 matchup on one side, bring help toward it in the form of Spacing or some kind of stationary routes from the other side Thought process : Pre-snap look at potential threats to 1-on-1; is generally a Progression (often across the board) starting with the 1-on-1 matchup Routes that are Solo Flights: Spacing, Double move routes (Utah, Horn), Fake Screens (Up, Replace) EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Struc Menu Struc Menu QB Thought Summ QB Thought Summ

87 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Structure #1: Solo Flight with Help Spacing Up and Replace Utah and Horn V V V Struc Menu Struc Menu QB Thought Summ QB Thought Summ Bush

88 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir Structure #2: High-Low on the Edge Idea : Put CB in a bind by putting a receiver in front of him and a receiver behind him, bringing an outlet from the backside toward the route, usually in the form of some kind of crossing pattern. These are generally movement throws – Sprint, Bootleg, etc. Thought process : Versus 1 safety: Progression or Object receiver read, starting with the shorter, quicker route Versus 2 safety: Key defender off CBs feet Routes that are High-Low on the Edge: 62-72, 64-74; Basic East-West, East-West Whip, East-West Sneak EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Struc Menu Struc Menu QB Thought Summ QB Thought Summ

89 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Structure #2: High-Low on the Edge C E-W (Basic) E-W Whip E-W Sneak Struc Menu Struc Menu QB Thought Summ QB Thought Summ

90 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir Structure #3: Horizontal Stretch Idea : Space two receivers out laterally at similar depths to create a 2-on-1 on an alley defender Thought process : Usually works as a Progression, most often starting outside in or frontside to backside Sometimes is an Object receiver read, beginning with the guy we dont think the alley player will cover ( Mirror, Floods) Routes that are Horizontal Stretches: 3 routes ( and all Flood routes); 65-75; Mirror, , East-West Stay, East-West Hole EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Struc Menu Struc Menu QB Thought Summ QB Thought Summ

91 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Structure #3: Horizontal Stretch V C Mirror E-W Stay E-W Hole 3 routes; All Floods Struc Menu Struc Menu QB Thought Summ QB Thought Summ

92 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir Structure #4: Vertical Attack Idea : Outnumber and/or beat safety coverage in the area between the hashes with adjustable Seam routes Thought process : Pre-snap: Identify safety or safeties and location relative to the hash or rest of the field, choose a Primary Seam Post-snap: Look at safety, influence him where you want him to go, throw to Primary if he stays; Hit other Seam if he doesnt do what you want; reset to outside receiver if you cant get a clean look. Routes that are part of the Vertical Attack: Any 7 route: , Hole, Slash EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Struc Menu Struc Menu QB Thought Summ QB Thought Summ Route Summ Route Summ

93 ORGANIZING the PASSING GAME: PASS STRUCTURES QBS 2006 Main Menu Main Menu Route Dir Route Dir EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC STRUCTURES Structure #4: Vertical Attack V Hole Slash Struc Menu Struc Menu QB Thought Summ QB Thought Summ Route Summ Route Summ Sluggo

94 QB THOUGHT PROCESS SUMMARY I QBS 2006 Main Menu Main Menu Route Dir Route Dir #NameStrucPre-snapBlitzQOutletRead Object Prog Prog Prog Object SpaceSoloPrem-Non-Prem; AccessFire, Indy or Chk OutArrowSitObject Mini-Curl (Non-prem) SlantSoloPrem-Non-Prem; AccessSlant, Fire, Chk OutSlantSitProg Across the Board BushSoloPrem-Non-Prem; CB man ?Stay with! R/L protBushSitProg A.T.B. Bush-Spot-Sit-Mini GrabSoloGood look?( 2 saf w/width or Press) Stay with v. Good lookGrabSitProg A.T.B. Grab-Spot-Sit-Mini MirrorHorizSoftest CB, widest alleyCheck fire, add protArrowBS MiniObject Mini-Curl ObjKey Prog 62-72SmashHi-LoCB depth, Alley/Saf widthStay with itOrbitUnder1 saf: Obj Orbit 2 saf: Key CB UtahSoloSaf widthMAX BS if 4 wkOrbitUnderProg Utah to Under Obj FloodHorizWhos defending Sail?Stay with it. MAX BSArrowUnderObj Sail ProgKey Prog 64-74FlatHi-LoCB depth, Alley/Saf widthStay with itFlatUnder1s: Prog Flat-Undr 2s: Key C UtahSoloSaf widthMAX BS if 4 wk----UnderProg Utah-Under Prog 65-75CbkHorizCB tech, Alley widthStay with it. MAX BSNoneOverProg Outs Cbk-Ins Cbk-Ovr Prog Prog 46-56BroncoSoloPoss. Ollie, 4 ov 2 FS?Can stay with; SOLIDFlatBig SpcProg Across the Board 66-76WinSoloCB leverage on StopCan stay w/; MAX BSNoneCurlProg Stop-Curl KeyProg Prog Prog H,Y,ZVertSafety loc.; Choose PrimaryCheck OutNoneCbk1s: Key Saf 2s: Prog Box-Cbk HoleVertSame as BasicSame: 1s try to stare J to Hole SlashVertUnder cover on Slash*Keep on! Sink RSlashCbk1s: Same 2s: Prog Slash-Cbk SluggoVertSluggo access*Keep on! NoneCbkProg 1s: Slug-Box-Cbk 2s: Box-Comeback Prog HitchHoriz ID most uncov; Trail call BS OK v. Off; Fire v. PrsHitchTrailProg Across Board Prog 89-99SlickHorizCB lev.; Can Trail BSStay with! R/L protSlantsTrailProg Ins-Outs-Trail Struc Menu Struc Menu Route Summ Route Summ

95 QB THOUGHT PROCESS SUMMARY II QBS 2006 Main Menu Main Menu Route Dir Route Dir #NameStrucPre-snapBlitzQOutletRead ProgKey E-WBootHi-LoEMLOS, Alley, have Split?STAY call or CheckP.ArrowOver1s: Prog PA-Ov-Cb 2s: Key C Whip Same; WHIP serves as Pin Arrow *Poss peek at Split Sneak Same; SNEAK serves as Pin Arow MUST GET OUT Prog Prog E-WStayHorizEMLOS, CB lev, Split?Stay with itNoneOver lateProg Over-Cbk; poss. Peek HoleHoriz4 over 2? Hole likely open?STAY call to TEP. ArrowFollowProg PA-Over-Follow (Peek) Ctr PsBasicHorizJust like E-W Stay ArrowHi-LoJust like Basic E-W Boot Prog Key SnagHi-LoPress CB (Alert)On move v. 4 wkArrowSnagProg Arrow-Snag *If Alert: Key CB Arw-Corner Struc Menu Struc Menu Route Summ Route Summ

96 SPACING Thought Process QBS 2006 INDIVIDUAL SIDE *1 on 1 CONCEPT SIDE *3 on 2 Main Menu Main Menu Route Dir Route Dir

97 SPACING Thought Process QBS 2006 Pre-Snap:Premium or Non-premium? If Premium, what type of access? *Premium – Work Individual side *Non-Premium – Work Concept side v. Blitz:1) Fire, if you have one (Hot protection), v. Press 2) Individual if you have a matchup & leverage you like 3) Check out Drop:To Individual side: Drop according to the route thats on To concept side: 3 big (Rock & Hitch) Q:Arrow (Concept side only) Outlet:Spacing Sit Read: Individual side: PROGRESSION Individual to Sit with eyes Concept side: OBJECT the Mini Curl; Sit v. Inside Invasion, Arrow v. Outside *Can Deke Alley defender out of Mini-Curl lane Ball:*Triangle throw to Mini-Curl, alert Gut shot, Triangle with EYES to the Sit *Arrow is a 1 ball through the shoulder (dont lead) Main Menu Main Menu Route Dir Route Dir

98 SPACING Thought Process QBS 2006 V VV V VV V VVV V 2 2 OBJ Main Menu Main Menu Route Dir Route Dir

99 SPACING: Slant tag QBS 2006 ACROSS THE BOARD Tagging Individual side to Slant tells you to read it as a Progression ACROSS THE BOARD 1.Progression is Slant to Spacing Sit to Mini Curl to Arrow 2.Can eliminate the Slant mentally pre-snap v. NO ACCESS, but look it off on 1 st step regardless 3.Drop becomes 1 to the Slant, reset for depth to Sit/Mini Curl/Arrow 4.Remember, FEET follow your EYES, and your FEET will tell you if its open… YES/NO, natural rhythm V VV V VV V VVV V Main Menu Main Menu Route Dir Route Dir

100 SPACING: Mirror tag QBS 2006 MIRROR gives you an Arrow and a Mini-Curl on each side (Also a FS Sit in Hot protection) 1.Pre-snap choose a side using the following priorities: 1.Softest CB (Dont throw into a press CB of any kind – must check out) 2.WIDEST alley player (so we can influence him to the Arrow & hit the Mini) 3.FURTHEST Danger player (ILB) 2.Post-snap is basically the same as working a concept side: 1.3 big (Rock & Hitch) 2.Object the Mini to the side you choose, try and Deke Alley player onto the Arrow 3.Q is the same, GET OUT v. Blitz or Check Fire; 4.OUTLET is now MINI CURL away from the side you choose (MUST get EYES) Main Menu Main Menu Route Dir Route Dir

101 SPACING: Mirror tag QBS 2006 V VV V VV V VVV V PS 1 PS 2 PS 3 OBJ Main Menu Main Menu Route Dir Route Dir

102 SPACING: Bush tag QBS 2006 *BUSH stands for (Backside) Back Up Sideline. It was made famous by Reggie Bush. It really stretches a defense horizontally, and builds in a HUGE man-to-man beater with the Bush route by the back. *It puts you in across the board progression mode, starting with the Bush backside *Unless we are in a C protection, you will be in a HOT situation! You would like to keep the Back Out! R or L the protection TO the Bush side to keep it on and get protected! *The Outside receiver will Tight Split and run a Spot, will end up in the same place as a Mini-Curl *The Back is going run a course through the heels of the Outside receiver, and react to the CB. -If the CB stays high, he will hook up at about 1 yd depth where an Arrow would be -If the CB runs with the Outside receiver, he will turn up the sideline! -He is always your #1 read! SEE the CB as you start your progression! -If CB turns, think 2-ball right on RBs head; if he stays high, 1-ball triangle throw to RB *If RB isnt there, exhause your progression Spot to Sit to Mini to Arrow *Drop is Rocker Hitch to Bush or Spot, 2 nd Hitch to Sit – Mini, Quick Escape to Arrow Main Menu Main Menu Route Dir Route Dir

103 SPACING: Bush tag QBS 2006 Main Menu Main Menu Route Dir Route DirV V V V VV V VVV V 5 1

104 SPACING: Grab tag QBS 2006 *Grab takes Spacing with Slant to the next level by initially featuring your backside Inside receiver as the starting point for the across the board read. We want to use this Grab man on a Box Bend versus wide 2-safety looks or a Fire versus press man to win, and then exhaust the Spacing progression if he doesnt. The backside outside receiver (Grab route) is being used to control underneath coverage to give your Grab the best possible chance! *If you know pre-snap that your Grab cant win, you can put the outside man back on an individual with a hand signal and work it as an across the board progression (Individual to Sit to Mini to Arrow) OR eliminate a side pre-snap like you would on basic Grab man will run a Fire, as on his normal backside rules. *What would eliminate Grab pre-snap and trigger you to signal an Individual? Remember that Grab is for 2-safety looks with wide safeties or any kind of Press man (1 safety or 0 safety). So, if you are certain that you dont have any of those looks, you would want to put the Individual back on. Looks that would make you do this include: 2-safety look with safeties hugging the hash/inside the Grab, 1 safety look with off CB, etc. *Protection will generally be HOT or CHECK. You would LIKE to keep it on and win big the Grab against Cover 0, so SINK the back if it all possible to get protected! Main Menu Main Menu Route Dir Route Dir

105 SPACING: Grab tag QBS 2006 Main Menu Main Menu Route Dir Route DirV V V V VV V V V V V 1 SCENARIO #1: v. 2 safeties with width 1. Pre-snap: 2-safety look, I feel like Grab has a chance to win against his safety… 2. Rocker & Hitch: Bending Grab to Sit, 2 nd Hitch to Mini-Curl, Quick Escape to Arrow 3. (Advanced): If the Box is taken because the Alley player zones him off, you can triangle ball the Grab route off your hitch instead 1b

106 SPACING: Grab tag QBS 2006 Main Menu Main Menu Route Dir Route DirV V 2 V V VV V V V V 1 SCENARIO #2: v. Press Man 1. Pre-snap: Press man look means I love my Grab, now as a Fire route 2. Rocker with look-off: 3 ball to Fire, save it to Sit off a Hitch if he gets handled V

107 SPACING: Grab tag QBS 2006 Main Menu Main Menu Route Dir Route DirV V 2 V V VV V V V V 1 SCENARIO #3: v. Bad look 1. Pre-snap: Dont think the Grab can win with either optionin this case, because Saf is too tight 2. Signal Individual you want to BS Outsif you think hes cleanand work him to Sit to Mini to Arrow Across the board. If you dont like any individuals, go straight to Object reading the Mini FS. 3 4 V

108 HITCH Thought Process QBS 2006 Pre-Snap:1) Which side has the least underneath coverage? a) To that side, which receiver is MOST uncovered? b) To the opposite side, make a TRAIL call v. Blitz:1) Can stay with it v. OFF coverage, know whos coming free, possible prot. redirect 2) Individual if you have a matchup & leverage you like 3) Check out Drop:3 quick (Rocker) Q:All receivers Outlet:Trail side in Windows 1, 2, possibly 3 Read:PROGRESSION, ACROSS THE BOARD, starting with Most uncovered, working back to Trail side. Ball:Triangle throws. EYES to all Trail-side receivers. Main Menu Main Menu Route Dir Route Dir

109 HITCH Thought Process QBS 2006 SCENARIO #1 V V V V VV V VVV V Left side has fewest short defenders. Will start there. To right side, call TRAIL RIGHT 2. MIDDLE receiver on left is most uncovered. Start ACROSS THE BOARD progression with him, work backward. No Tilt should be called against this look by receivers. Main Menu Main Menu Route Dir Route Dir

110 HITCH Thought Process QBS 2006 SCENARIO #2 V V V V VV V VVV V Right side has fewest short defenders. Will start there. To Left side, call TRAIL LEFT 2. INSIDE receiver on left is most uncovered. Start ACROSS THE BOARD progression with him, work backward. Pressed CB outside him will cause Tilt call. Main Menu Main Menu Route Dir Route Dir

111 62-72 SMASH Thought Process QBS 2006 Pre-Snap:1) Likelihood of Orbit being covered a) Cornerback depthb) Alley player width 2) Likelihood of Corner Choosing a) Cornerback depthb) Safety (2 saf) width v. Blitz:1) Can stay with it: ORBIT v. Off man, CORNER to UNDER v. Press 2) Alert #4 weak to stay on move in your drop Drop:Tight U Q:Orbit Outlet:Under Read:1 safety: OBJECT the Orbit…CORNER if invaded from top, CHOOSE if from inside 2 safety: KEY DEFENDER the CBs feet…Orbit if they back up, CORNER or CHOOSE if they squat Ball:Triangle throw to the Orbit, alert gut shot; Choose is an outside shoulder 1 ball Corner route is 2-ball against any 2-safety look; 3 ball against 1 safety or 0 safety; flatten him to the open air along the sideline Main Menu Main Menu Route Dir Route Dir

112 62-72 SMASH Thought Process QBS 2006 SCENARIO #1 V VVV VV V V V V V 1. Single safety look; is an OBJECT RECEIVER read off the Orbit 2. Let it rip on your 3 rd step if Orbit is not invaded, Triangle throw… 3. Choose to outside shoulder if invaded from inside out… 4. Corner with a 3 ball (since only 1 safety) if invaded from top down Main Menu Main Menu Route Dir Route Dir

113 62-72 SMASH Thought Process QBS 2006 SCENARIO #2 V VVVV V V V V V V 1. Two safety look; becomes a KEY DEFENDER read off the CBs feet 2. If his feet back up, hit the Orbit in rhythm off 3d step with a triangle throw… 3. If his feet stop or close up, hit the inside receiver on his Corner or Choose 4. Under to run is your Outlet Main Menu Main Menu Route Dir Route Dir

114 64-74 FLAT Thought Process QBS 2006 Pre-Snap:1) Leverage on the Flat route (Do I need help?) a) Head-up or outside alley defender w/ soft CB: Ask for GL f/ Outside rec. b) HARD press CB (3 or less) & dont want to throw Pocket: Burst Corner (because of Dn/Dist or Safety width or possible Cover 3 Cloud) v. Blitz:1) Can stay with it: think FLAT, use help from outside receiver 2) Alert #4 weak to stay on move in your drop Drop:Tight U Q:Flat Outlet:Under Read:1 safety: PROGRESSION FLAT to GOALLINE (should have one) to UNDER 2 safety: KEY DEFENDER the CBs feet…Flat if they back up, POCKET if they squat Ball:Flat must be thrown through the shoulder, ON TIME (dont lead him); Pocket is a 2 ball with width; Goalline is an outside shoulder throw Main Menu Main Menu Route Dir Route Dir

115 64-74 FLAT Thought Process QBS 2006 SCENARIO #1 V VVV VVV V V V V 1. Two safety look; KEY DEFENDER the CBs feet 2. Rip the Flat through the shoulder pad on your 3d step if feet back up at all… 3. 2 ball to the pocket if his feet come up, widen him away from the safety to a spot Under to run is your outlet Main Menu Main Menu Route Dir Route Dir

116 64-74 FLAT Thought Process QBS 2006 SCENARIO #2 V V V V VVV V VVV 1. Soft corner + alley player with good leverage on the Flat; call GOALLINE to help Flat 2. 1 safety defense: PROGRESSION – Flat to Goalline to Under to Run Main Menu Main Menu Route Dir Route Dir

117 EAST/WEST Thought Process (Basic) QBS 2006 Pre-Snap:1) EMOL & Potential edge rush, anticipate pull-up if big width 2) Potential threats to Pin Arrow (Alley OLB, Press CB) 3) Do I have a Clear (2 deployed rec.) and what are his chances (nosy support Saf.)? v. Blitz:STAY call if you want to run it, or check out Drop:Bootleg Q:Pin Arrow Outlet:Over or Comeback to Run *Must ATTACK L.O.S. as you get to Outlet stage, Run the Over open Read:*Peek at Clear if 1 st 10/2d S; look for a hand 1 safety: PROGRESSION PIN ARROW to OVER to COMEBACK 2 safety: KEY DEFENDER the CBs feet…PIN ARROW if they back up, POCKET if they squat…Comeback or Over if basic read breaks down Ball:Ball must be loaded out of fake to deliver Pin Arrow through the shoulder NOW; Pocket & Over are 2 balls; do not try to throw Comeback over anyones head Main Menu Main Menu Route Dir Route Dir

118 EAST/WEST Thought Process (Basic) QBS 2006 SCENARIO #1 V V V V VVV V V V V 1. Pre-snap: EMOL is tight (Good chance to break contain); I have no clear (only 1 deployed receiver); OLB in alley has some leverage on P. Arrow 2. 1 safety defense: PROGRESSION – Pin Arrow to Over to Comeback to Run Main Menu Main Menu Route Dir Route Dir

119 EAST/WEST Thought Process (Basic) QBS 2006 SCENARIO #2 V V V V VVV V V V V 1. Pre-snap: EMOL is wide (Alert for pull-up); I have a clear (only 2 deployed rec.), safety in a support position means I will peek at him; No other alley presence makes me feel good about the Pin Arrows chances 2. 2 safety defense: KEY DEFENDER CBs feet – Pin Arrow if he backs up, Pocket if he squeezes; Over, poss. Comeback, as outlets Peek Main Menu Main Menu Route Dir Route Dir

120 EAST/WEST Thought Process Whip QBS 2006 **Same as Basic East/West or Eastern/Western, WHIP replaces Pin Arrow, should be in same place at same time V V V V V V V VVVV Main Menu Main Menu Route Dir Route Dir

121 EAST/WEST Thought Process Sneak QBS 2006 **Same as Basic East/West or Eastern/Western, EXCEPT: 1) Sped up footwork: Normal 1-2-3, no chopping feet on 4-5, just step for depth & snap out 2) Versus Blitz, GET OUT (No Stay call) 3) Sneak replaces Pin Arrow in your thought process V V V V V V V VVVV Main Menu Main Menu Route Dir Route Dir

122 EAST / WEST Thought Process Stay EAST / WEST Thought Process Stay QBS 2006 Pre-Snap:1) EMOL & Potential edge rush, anticipate pull-up if big width 2) CBs leverage on the Comeback (only pressed outside CB concerns us) 3) The Alley: OLB or nosy support safeties who could rob the Over 4) Do I have a Clear, and what chance does he have to win? v. Blitz:Can stay with it Drop:Bootleg Q:None Outlet:Run Read:PROGRESSION Over to Comeback…be patient & work it Ball:Over is a 2 ball; neither route should be thrown OVER TOP of underneath defenders. Main Menu Main Menu Route Dir Route Dir

123 EAST / WEST Thought Process Stay EAST / WEST Thought Process Stay QBS 2006 V V V V VV V VVVV Peek 1 2 Main Menu Main Menu Route Dir Route Dir

124 EAST/WEST Thought Process Hole QBS 2006 HOLE is a concept designed to attack defenses that over-commit or over-rotate to the 3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a Hole route which to clear a path for the Over as well as give us a possible deep look. A Follow route trails the Over to give you an additional player working into your vision as you boot. Pre-Snap:0) if there a total of 4 defenders (Saf + LB) to Boot side, check out 1) Width of EMOL, anticipating the possibility of pull-up 2) Deep safety rotation & potential for the Hole to pop open, know whether to Peek 3) Alley to the side Im booting; anyone out there that will be waiting for P. Arrow? v. Blitz:Call Stay, work Hole to Over! Great call v. Blitz! Think pull-up! Drop:Bootleg Q:Pin Arrow Outlet:Follow to Run Read:Possible Peek for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow Ball:Hole and Over are 2 balls Main Menu Main Menu Route Dir Route Dir

125 EAST/WEST Thought Process Hole QBS 2006 V V V V V V V V VVV Peek PIN ARROW HOLE OVER FOLLOW Main Menu Main Menu Route Dir Route Dir

126 EAST/WEST Thought Process Rail QBS 2006 HOLE is a concept designed to attack defenses that over-commit or over-rotate to the 3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a Hole route which to clear a path for the Over as well as give us a possible deep look. A Follow route trails the Over to give you an additional player working into your vision as you boot. Pre-Snap:0) if there a total of 4 defenders (Saf + LB) to Boot side, check out 1) Width of EMOL, anticipating the possibility of pull-up 2) Deep safety rotation & potential for the Hole to pop open, know whether to Peek 3) Alley to the side Im booting; anyone out there that will be waiting for P. Arrow? v. Blitz:Call Stay, work Hole to Over! Great call v. Blitz! Think pull-up! Drop:Bootleg Q:Pin Arrow Outlet:Follow to Run Read:Possible Peek for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow Ball:Hole and Over are 2 balls Main Menu Main Menu Route Dir Route Dir

127 EAST/WEST Thought Process Rail QBS 2006 V V V V VV V V V V V Peek PIN ARROW HOLE OVER FOLLOW Main Menu Main Menu Route Dir Route Dir

128 66-76 WIN QBS 2006 V V V V V V V V VVV A combination route used to create high-percentage opportunities to gain 10 to 14 yards using an isolated Stop route on the frontside to win 1-on-1, and a stationary Curl on the backside if the underneath coverage overreacts to the half-roll action. Excellent call on 3 rd and Long and in 2-minute situations. Main Menu Main Menu Route Dir Route Dir

129 66-76 WIN Thought Process QBS 2006 Pre-Snap:1) Leverage on the Stop route – what is his likelihood of winning? a) Cornerback – who and whereb) Alley player v. Blitz:1) Outnumbered strong: Can stay with it 2) Outnumbered weak: Must win with Stop (Stay on Run) or check out Drop:5 Angle (3 angle from Gun) – Quick off anchor to Stop, Kick back to Curl Q:None Outlet:Working Curl (Eyes) Read:PROGRESSION Stop to Curl. Stop is a Yes/No by the 3 rd step in your drop *On 166 or 176, you have 3 receivers BS – Work Stop to Mars to Curl Ball:Stop is thrown on time when butt drops – throw to a spot 10 x 2 Curl is a Triangle throw or Gut shot Main Menu Main Menu Route Dir Route Dir

130 66-76 WIN Thought Process QBS 2006 V V V V V V V V VVV1 2 Main Menu Main Menu Route Dir Route Dir

131 46-56 BRONCO QBS 2006 V V V V V V V V VVV SIMILAR to Win in that we are attempting to WIN on a single receiver side and work back to stationary receivers backside if we cannot. BRONCO uses a TE player on the Frontside and gives him multiple options pre- and post-snap to best defeat coverage to his side. You will generally have 3 receivers instead of 2 backside. Great medium-range pass against people to do not respect the backside of a 3-receiver set. BRONCO Main Menu Main Menu Route Dir Route Dir

132 46-56 BRONCO Thought Process QBS 2006 Pre-Snap:1) Are there 4 LB/Saf to the frontside? If so, Eliminate it from your progression 2) No safeties between Bronco man and the BSTE? If so, call Ollie, put Bronco In the Box. 3) Clues as to what the Bronco might do: a) FS ILB look like a Blitzer? b) How tight is the FS CB? v. Blitz:Check H in (Solid call) Backside. Work normal progression Drop:3 (Gun only). Anchor only to Box; 1 Hitch to other Bronco routes, 2 Hitches to BS Q:RB in the Flat Outlet:Mars or Curl (Eyes) Read:PROGRESSION ACROSS THE BOARD Bronco to Mars to Curl to Arrow Ball:Bronco Out is through the Shoulder as you see his butt drop off your 1 st Hitch up. Bronco Curl is a Triangle throw (possible Gut shot) off 1 st Hitch Bronco Box is a 2-ball off Anchor step, possibly even Rocker & Hitch rather than 3 Bronco Corner is 2-ball off Hitch Mars & Curl are Triangle throws with EYES off 2 nd Hitch up Main Menu Main Menu Route Dir Route Dir

133 46-56 BRONCO Thought Process QBS 2006 SCENARIO #1 V V V C B V V V VV J BRONCO 1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal ½ 2. Pre-snap #2: No Ollie because of Js align; C could go either way; ILB blitz not imminent 3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner… …CB backs up, telling Bronco to run OUT at 12, the lane to him is open, hit him off hitch step… 4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board Main Menu Main Menu Route Dir Route Dir

134 46-56 BRONCO Thought Process QBS 2006 SCENARIO #1 (b) V V V V V V V V VV V 1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal 2. Pre-snap #2: No Ollie because of Js align; C could go either way; ILB blitz not imminent 3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner… …ILB blitzes, even though he didnt give it away; RB yells Stunt, Bronco now Hooks into void… STUNT …seeing him open, give him a triangle throw off your first hitch step. 4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board Main Menu Main Menu Route Dir Route Dir *All letter protection adjustments (C,R,L) remove the need for the Hook adjustment off blitzing LB because were sliding the protection into the Bronco! Make sure Bronco knows this!

135 46-56 BRONCO Thought Process QBS 2006 SCENARIO #2 V V V C B V V V V VS 1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal Pre-snap #2: No Ollie because of S; C is tight; ILB blitz not imminent 3. Start progression with Bronco, expecting Corner because of CBs depth, ready to react to Out… …CB sits, opening the door to throw a 2-ball Corner off your Hitch step 4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board Main Menu Main Menu Route Dir Route Dir

136 46-56 BRONCO Thought Process QBS 2006 SCENARIO #3 V V V C B B V V V VS 1. Pre-snap #1: 4 LB/Saf to Bronco side; Bronco is dead, look off to it for a step, work Mars to Curl to Arrow Main Menu Main Menu Route Dir Route Dir

137 46-56 BRONCO Thought Process QBS 2006 SCENARIO #4 V V V C B V V V VV S 1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal Pre-snap #2: No safety between Bronco & BS TE area! Ollie call, put Bronco IN the BOX! 3. Start progression with Bronco Box, 2-ball to open area off Rock & Hitch or 3 Anchor… 4. If you feel Box invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board If you see CB in man pos. pre-snap & he covers Box outside in, can 3-ball RB up sideline Main Menu Main Menu Route Dir Route Dir

138 46-56 BRONCO Note QBS 2006 Bronco is a Cadillac route in that it has answers for everything and should be a route we can work open and complete against any coverage or team on our schedule. What makes it a Cadillac is the variety of options and the reliance on you and the Bronco to see the same thing and react the same way…this sophistication gives us control. For that reason, it is a high-investment, time-consuming process to get good at it. The key thing for you to remember is this: If anything ever goes wrong on the Bronco side (he runs a route youre not expecting, etc.), you have 3 guys backside whom you must trust to work open! WORK the Big Space if you ever have any questions…it SAVES us from BAD plays on this route. Main Menu Main Menu Route Dir Route Dir

139 FLOOD E-WFLOOD E-W QBS 2006 V V V V VV V V VV V A three-level route that overloads zones, puts particular stress on alley defenders, and gives a slot receiver freedom to get open in whatever dead spot is presented at a depth of 10 to 12 yards. Excellent 3 rd and long play from 60-70; good way to take a Chunk of the field on early downs off 200 or Bootleg action Main Menu Main Menu Route Dir Route Dir

140 FLOOD Thought Process QBS 2006 Pre-Snap:1) Do I have an Arrow to control the alley defender? 2) Who will try to defend the Sail? Alley player? Support safety? Fast ILB? v. Blitz:Can stay with if you like matchup on the Sail : STUD or SLUG R. Max v. 4 weak Drop: (Gun only): 3 & Hitch to Sail, Aborted 3 Anchor to Arrow Q:Arrow Outlet:Under Read:OBJECT RECEIVER the Sail. Abort to Arrow if you see Alley working under it; get to Under if anything else disrupts it. KNOW & FEEL what type of break Sail will make. Ball:2 ball to Sail. Lead him on a Man break, take him to dead area on a zone bend, Stop him in the hole if he presents his numbers. Main Menu Main Menu Route Dir Route Dir

141 DOUBLE COMEBACK E-WDOUBLE COMEBACK E-W QBS 2006 V V V V VV V V VV V A horizontal stretch route designed to work one of two Comeback routes open on the edge of the defense by creating a 2 on 1 on the alley defender. Consistently our best throw on 3 rd & 12+ ! Main Menu Main Menu Route Dir Route Dir

142 DBL COMEBACK Thought Process QBS 2006 Pre-Snap:1) Is CB going to be a problem for outside Comeback (Press Outside only) 2) Who is the alley player? How likely is he to get underneath outside Comeback? v. Blitz:Can stay with it. MAX the backside v. 4 weak. v. 4 Strong, STUD or SLUG R. Drop:Dash (Mini-drop & break contain) Q:None Outlet:Over Read:PROGRESSION Outside Comeback to Inside Comeback to Over (Run Over open) Ball:Triangle ball (alert gut shot) to Comeback, 2 ball to Over Main Menu Main Menu Route Dir Route Dir

143 DOUBLE COMEBACK Thought Process QBS 2006 V V V V VV V V VV V Main Menu Main Menu Route Dir Route Dir

144 BOX Thought Process QBS 2006 Pre-Snap:1) # of safeties a) If one safety: Which Seam is he closest to? b) If two safeties: Width of safeties related to hash & Seam Box c) If two safeties: CB technique…if Cover 2, Pocket shot is possible on 2d read! v. Blitz:Check out Drop:Rocker Hitch to Seam/Box inside; Second Hitch to Comebacks outside Q:None Outlet:Comeback Read:1 safety: Key Jack saf, throw Seam opposite him, save it with short side Comeback *Idea is to stare Jack onto Seam he aligned closest to pre-snap *Treat Hole just like another Seamtry to stare Jack onto him! 2 safeties: Stare safety opposite Box, Hit Box Bender in rhythm, Comeback or possible Pocket late Ball:2-ball to Seam, 2-ball to Comeback, 2-ball to Box Bend (the tighter the safety, the flatter you take him with the ball). Throwing on TIME is crucial inside! Bring the Comeback back away from the CB and keep the ball in the framework of his body! Main Menu Main Menu Route Dir Route Dir

145 BOX Thought Process QBS 2006 SCENARIO #1: Regular Box v. 1 safety V V V V V V V V VV J 1. Pre-snap: Pick the Seam to work based on which is furthest from Jack 2. Stare J onto the Seam opposite the one you chose, hit your chosen Seam on rhythm if he stays 3. If J doesnt do what you want, hit the Seam away from his movement on the same rhythm 4. If the Seam is zoned off or CB collapses hard on top of route, reset your feet to the shortest Comeback. Do NOT try to work back to the other Seam…hes DEAD to you. Main Menu Main Menu Route Dir Route Dir

146 BOX Thought Process QBS 2006 SCENARIO #2: Regular Box v. 2 safeties V V J C V V V V V R 1a. Pre-snap: See near safetys relationship to Box…the wider, the better! 2. Stare far saf onto opp. Seam as you catch/rock, snap eyes to Box on hitch, 2-ball on him if he wins… 3. If near safety jumps on Boxs back, must take a FAST picture of Comeback/Pocket & work it… 4. If Box is zoned off by LB underneath, same deal, though eliminate Pocket from your thought Main Menu Main Menu Route Dir Route Dir 1b. Pre-snap: Have a sense of whether CB will give up Pocket by coverage! Likely only in Cov 2! V

147 BOX Thought Process QBS 2006 SCENARIO #3: Hole call v. 1 safety V V V V V V V VV J 1. Pre-snap: See Jacks relationship to the Seam and the Hole 2. Idea is to stare J onto the Hole if at all possible, throw the Seam in rhythm 3. If J is overrotated pre-snap or really works to the Seam, 2-ball the Hole in the same rhythm. 4. If the Seam gets zoned off or jammed or CB collapses on top of your Seam, reset your feet to the shortest Comeback. Do NOT try to work back to the other Seam…hes DEAD to you. Main Menu Main Menu Route Dir Route Dir

148 BOX Thought Process QBS 2006 SCENARIO #4: Hole call v. 2 safeties V V J C V V V VV R 1a. Pre-snap: See near safetys relationship to Seam…the wider, the better! 2. Stare far safety onto Hole as you catch/rock, snap eyes to Bender on hitch, 2-ball on him if he wins… 3. If near safety jumps on Boxs back, must take a FAST picture of Comeback/Pocket & work it… 4. If Box is zoned off by LB underneath, same deal, though eliminate Pocket from your thought Main Menu Main Menu Route Dir Route Dir 1b. Pre-snap: Have a sense of whether CB will give up Pocket by coverage! Likely only in Cov 2! V

149 SLASH Thought Process QBS 2006 *Slash is a turbocharged version of Box in that it creates a 5 vertical attack instead of 4 by widening the landmarks of the Seams (no Bend) to pry open the deep middle for the Slash. *We will be in a HOT protection! This is a version of Box that we want to STAY IN v. Blitz coverage! Sink your RB to get protected and keep it on! *Your reads dont change much: 1 Safety – Exactly the same, work Jack safety Seam to Seam to Comeback as though Slash isnt there 2 Safety – Stare safety opposite the Slash onto Seam, hit Slash in rhythm to Cbk/Pocket Main Menu Main Menu Route Dir Route Dir

150 SLASH Thought Process QBS 2006 Main Menu Main Menu Route Dir Route DirV V V V V V V V Versus 1 Safety: Read Just like normal Box, Seam to Seam to Comeback J V V

151 SLASH Thought Process QBS 2006 Main Menu Main Menu Route Dir Route DirV V V V R V V V Versus 2 Safeties: Stare safety opposite the Slash onto Seam route, hit Slash as he clears LB level, Comeback/Pocket as outlet J V V

152 SLUGGO Thought Process QBS 2006 *Sluggo gives us a way to protect with 7 within our Vertical Attack structure by essentially doing two jobs (Comeback to win against the CB and Seam to move or hold a safety) with one route (the Sluggo or Slant & Go) route. *It is also a great way to attack man coverage with a hard sell double move route in the Sluggo! *This is a GREAT thought against pressure looks as well as 1-safety defenses! Theres nothing wrong with it against two-safety looks as long as the safeties activate and have some width! *We will use this some as a CAN play or a check against single high or pressure looks! *Pre-snap read is the same as Box, including safety alignment, and CB squat likelihood in 2 saf. *The DROP rhythm and throws are very similar to Box: Rocker (Pump to Slant as you hit your back foot), Hitch to Sluggo or Seam, 2 nd Hitch to Comeback *Sluggo is read as a PROGRESSION. Where it starts depends on the number of safeties: 1 safety: PROGRESSION Sluggo (even hes leavin) to Seam to Comeback 2 safety: PROGRESSION Seam (Bending) to Comeback *Throw is a 3-ball to Sluggo, 2-ball to Seam, 2-ball to Comeback on his body Main Menu Main Menu Route Dir Route Dir

153 SLUGGO Thought Process QBS 2006 Main Menu Main Menu Route Dir Route DirV V V V V V C VV J 123 Versus 1 Safety: 1) Sluggo if he wins and J isnt over top 2) Seam 3) Comeback

154 SLUGGO Thought Process QBS 2006 Main Menu Main Menu Route Dir Route DirV V V V V V R V C J PUMP only 1 2 Versus 2 Safeties: 0) Sluggo is dead; Pump only 1) Seam 2) Comeback/Pocket

155 Two Minute Offense: RED BALL QBS What STARTS the clock and what STOPS the clock 2.The difference between a CONTROL pass and a CHUNK pass 1.How to know when to use each 2.What CONTROL passes and CHUNK passes are available from each formation 3.When to use a time-out 4.When and how to use the Clock play WHAT YOU MUST KNOW – GENERAL KNOWLEDGE Main Menu Main Menu

156 Two Minute Offense: RED BALL QBS 2006 A.STOPS THE CLOCK & WE CAN HUDDLE IF WE CHOOSE (Official: Big X with arms) A. Official or players time outB. Player runs out of bounds C. Incomplete PassD. Injury E. Change of possession 1. CLOCK STOPPAGE B. STOPS, BUT WE WILL ALIGN ON L.O.S. (Official: Small X with arms - will re-start when ball is spotted for play) A. After a first down (chains move)B. Measurement C. Penalty C. WHAT STARTS THE CLOCK: A. Ball is snapped B. Referee indicates ball is ready for play after one of the above scenarios Main Menu Main Menu

157 Two Minute Offense: RED BALL QBS 2006 A.Control passes are shorter throw when we are ahead of the clock (Distance to objective is less than the number of seconds on the clock) in a Red Ball situation. It is generally designed to get 5 to 8 yards, and, hopefully, out of bounds B.Chunk passes are designed to get, at minimum, a first down and get us back into being ahead of the clock. The routes may or may not get us out of bounds, but should stop the clock temporarily by achieving first down yardage C.Some passes have both Control and Chunk throws in them. If we are behind the clock and thus in a Chunk situation, you must throw the ball away if the Chunk part of the route isnt open. In a Control situation, ahead of the clock you can read the route out as you normally would! D.Seconds to go > Yardage to our objective = CONTROL MODE Seconds to go Yardage to our objective = CONTROL MODE Seconds to go < Yardage to our objective = CHUNK MODE 2. CONTROL v. CHUNK PASS Main Menu Main Menu

158 Two Minute Offense: RED BALL QBS 2006 CONTROL PASSES (Indy) Oakland-Oxford Denver-Dallas 2. CONTROL v. CHUNK PASS CONTROL PASSES with CHUNKS BUILT IN CHUNK PASSES Indy (Stop) H / Y Hole Main Menu Main Menu

159 Two Minute Offense: RED BALL QBS After a sack 2.If we have two or three timeouts, any time in a series that the ball stays in bounds short of first down yardage 3.To get field goal personnel onto the field 4.Critical fourth down that requires discussion & conferring when we have no other options. 3. WHEN TO USE TIME-OUTS Main Menu Main Menu

160 Two Minute Offense: RED BALL QBS When we have no time-outs, it is 1 st, 2 nd, or 3 rd down, and we need to get field goal personnel onto the field 2.When were behind the clock, have no timeouts, and FIRST DOWN play fails to get out of bounds beyond the chains (we do not want to do it after a 2 nd down play and create 4 th down; we must not use it after a 3 rd down play and spike it on 4 th down! 4. WHEN and HOW TO USE THE CLOCK PLAY THATS IT! Outside of these scenarios, you should be managing the clock by having the play called, your team set, and ready to go as soon as the referee sets the ball ready for play! PROCEDURE: Call Clock, Clock as soon as the previous play ends, all receivers line up in easiest possible formation and get set QUICKLY, you double check to make sure everyone is set, hands under center with big stagger, secure snap, step back and SEE the ball hit the ground in front of you! Remind receivers NOT to release downfield! Main Menu Main Menu

161 Two Minute Offense: RED BALL QBS What is our OBJECTIVE? a. Must have TDb. Must have FGc. Want TD, must have FGd. Any points are a bonus 2.How many TIME-OUTS do we have? 3.Yardage needed for objective versus time remaining (in seconds) WHAT YOU MUST KNOW – ON THE FIELD Main Menu Main Menu

162 Two Minute Offense: RED BALL QBS ALL Red Ball is automatically shotgun and automatically on SetHit (no cadence)*. *May also use Silent cadence or Center cadence 2.Because of coverages people play, you must be more aware of danger players and deep linebacker drops. Underneath coverage especially does not behave as it does in normal situations. CB are more likely to retreat. Safeties are less likely to bite on pump fakes. 3.When we get a FIRST DOWN, IN BOUNDS, you MUST get the players aligned, set, the play called and ready BEFORE the official spots the ball. You MUST conserve clock by being able to say SetHit as soon as the whistle blows! 4.Avoid sacks at all costs! Throw the ball away UNLESS its fourth down 1.If we have one, we will ALWAYS take a time-out IMMEDIATELY after a sack! GENERAL CONSIDERATIONS Main Menu Main Menu

163 Two Minute Offense: RED BALL QBS 2006 Previous Play Ends… 1.Assess: 1.In or out of bounds?2. First down or not?3. Updated time v. Yards to objective 2.Immediately find coach, get signal (if not calling it your own), start calling Red Ball, Red Ball as you do to get team on the line 3.As you move toward L.O.S., get Y and H aligned immediately (X & Z stay same side), call it 3 times to each side: 1.LEFT LEFT LEFT, LEFT LEFT, LEFT!TE & H Left; ends up Liz Flame 2.RIGHT RIGHT RIGHT, RIGHT RIGHT RIGHTTE & H right, ends up Rip Firm 3.BASE BASE BASE, BASE BASE BASETE right, H left, ends up Base 4.As you get to LOS, signal route to WR on either side, get eye contact confirmation; Verbally tell OL the protection up & down the line (e.g., 60, 60, 60, or 90, 90, 90) 5.Make a Ready, Ready, Ready call as a final check, also alerting Center that SetHit will come right after whistle. Everyone should be set, SetHit as soon as official blows the whistle. PROCEDURE Main Menu Main Menu

164 Two Minute Offense: RED BALL QBS 2006 MENU: RIGHT and LEFT Control passes in Blue – Control with Chunk built-in in Green -- Chunk Passes in Red X Z Y H ## D-D Hole Main Menu Main Menu

165 Two Minute Offense: RED BALL QBS 2006 MENU: BASE Control passes in Blue – Control with Chunk built-in in Green -- Chunk Passes in Red X Z Y H ## 90 (Indy) 80 (Indy) 97 H 90 (Stop) Oakland Oxford Y 80 (Stop) Main Menu Main Menu

166 ROUTE PACKAGES DIRECTORY QBS 2006 EAST/WEST BOOTLEG EAST/WEST BOOTLEG Basic Whip Sneak Stay Hole 1 ROUTE: SPACING 1 ROUTE: SPACING Basic Mirror Slant 2 ROUTE: SMASH 2 ROUTE: SMASH Main Menu Main Menu 3 ROUTE: FLOOD 3 ROUTE: FLOOD 4 ROUTE: FLAT 4 ROUTE: FLAT 5 ROUTE: COMEBACK 5 ROUTE: COMEBACK 6 ROUTE: WIN 6 ROUTE: WIN Basic Bronco 7 ROUTE: BOX 7 ROUTE: BOX 8 ROUTE: HITCH 8 ROUTE: HITCH 9 ROUTE: SLICK Basic Slash Hole INDIVIDUAL QB Thought Summ QB Thought Summ Route Summ Route Summ Bush Sluggo Grab

167 COVERAGE QBS 2006 COVERAGE OVERVIEW Understanding Coverage Families Understanding Coverage Families Main Menu Main Menu Cornerback D.E.L. Cornerback D.E.L. Safety Alignment Safety Alignment 0 SAFETY COVERAGES Cover 0 Cover 0 Cover 0 Press Cover 0 Press 1 SAFETY COVERAGES Cover 1 Cover 1 Cover 1 Press Cover 1 Press Cover 3 Cover 3 2 SAFETY COVERAGES Cover 2 Cover 2 Cover 2 Man Cover 2 Man Cover 4 Cover 4 Cover 8 Cover 8 2 SAFETY ROTATIONS Sky Rotation (Cover 3 Sky) Sky Rotation (Cover 3 Sky) Cloud Rotation (Cover 3 Cloud) Cloud Rotation (Cover 3 Cloud) Cover 5 Cover 5 1 SAFETY ROTATIONS

168 RUN/PASS CALLS QBS 2006 RUN/PASS OVERVIEW RUN/PASS OVERVIEW Main Menu Main Menu NOW BINGO GREEN / GOLD GREEN / GOLD

169 UNCOVERED CHECKS QBS 2006 UNCOVERED OVERVIEW UNCOVERED OVERVIEW Main Menu Main Menu COLOR SCREENS: Green/Gold Orange/Olive COLOR SCREENS: Green/Gold Orange/Olive 90 CHECKS: Hitch & Slick 90 CHECKS: Hitch & Slick

170 DEFENSIVE FRONTS QBS 2006 D LINE TECHNIQUES D LINE TECHNIQUES Main Menu Main Menu DEFENSIVE CORES 1 DL: Odd and Stack 1 DL: Odd and Stack 2 DL: Split and Even 2 DL: Split and Even 3 DL: Bear 0 and Bear 1 3 DL: Bear 0 and Bear 1

171 DROPS QBS 2006 Main Menu Main Menu DROPS OVERVIEW DROPS OVERVIEW SERIES DROPS SERIES DROPS SERIES DROPS SERIES DROPS SERIES DROPS SERIES DROPS

172 TERMS: Pre-Snap, Post-Snap, Reads QBS 2006 Main Menu Main Menu RUN CHECK TERMS Widest Technique Widest Technique Tightest Technique Tightest Technique Lightest Surface Lightest Surface Overhang Player Overhang Player PRE-SNAP PASS TERMS Covered/Uncovered Premium/Non-Premium Access: Free, Hard, Limited, No Access: Free, Hard, Limited, No POST-SNAP PASS TERMS Read Player Read Player Danger Player Danger Player Q and Outlet Receivers Q and Outlet Receivers Deke and Pump Deke and Pump TYPES OF READS Overview Progression Progression: Across the Board Progression: Across the Board Key Defender Key Defender Object Receiver Object Receiver QB Thought Summ QB Thought Summ Route Summ Route Summ

173 PASS PATTERN STRUCTURES QBS 2006 STRUCTURE OVERVIEW STRUCTURE OVERVIEW Main Menu Main Menu SOLO FLIGHT SOLO FLIGHT EDGE HIGH-LOW EDGE HIGH-LOW HORIZONTAL STRETCH HORIZONTAL STRETCH Route Dir Route Dir VERTICAL ATTACK VERTICAL ATTACK QB Thought Summ QB Thought Summ Route Summ Route Summ


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