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Passing Game

TABLE OF CONTENTS
Philosophy Offensive Goals Personnel Mechanics of the Offense Personnel Groups Huddle Procedures Formations and Alignments Motions Run Game Mechanics WR Blocking Rules Zone/Stretch OL Footwork QB/RB Mesh Points Running Game Passing Game Pass Protections Route Names Sprint-Out Passing Game Quick Passing Game Drop Back Passing Game Play Action Pass Game Screen Game

18/19 is our sprint out pass protection. PST & PSG will REACH. C, BSG, and BST will ZIP-GATE. Protection Rules
Playside G, & T: Reach rules, but DO NOT work up field to 2nd level. Keep Shoulders Square to Line of Scrimmage as much as possible. If you see the linebacker walk up that you and your teammate are to combo to, make Man call. PST, if your man attacks very wide, lockon and run him to the sideline. Backside C, G, & T: Zip-Gate. Zip step (6-12) inside to take away slant, if there is a threat, lock on and work body into a reach block. Hinge open 90 degrees to pick up backside rush. -- MAX Call, tells the Tight End to the call side to stay in and block. TB: Step to call side. Arc out to be able to seal off any outside pressure. Look to cut outside leg of pressure. You are the QBs body guard!

Backside Receiver Rules (Optional)


Backside #1 receiver will always run a pipe. Backside #2 receiver will always run a drag. Backside #3 receiver will always run a shallow

18/19 Protection
W E
LT

M T
LG C

S T
RG RT

E
Y

E
LT

M T
LG C

S T
RG RT

SS

E
Y

W E T
LT LG C

M N
RG

T
RT

E
Y

E
LT

M T
LG

S N
C RG

T
RT

E
Y

W E
LT

M T
LG C

S N
RG

M T
RT

S N T
RT

E
Y

W
X

E
LT

T
LG C

E
Y

RG

These protections are HALF slide quick protections.


Ringo call ~ man side is on the right, T goes right. Lucky call ~ man side is on the left, T goes left. QB will make call away from the blitz on 90 passes (T is worst pass blocker, send him away from the blitz). QB will make call away from the side he wants to throw (get T out of the way) PST, PSG, and C will slide if Center is uncovered (even front). PST, PSG, C, and BSG will slide if C is covered (odd front).

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

Rules
Gap Side (away from call) O-Lineman will have the same rules and mentality as Zone blocking from the run game. Keep Shoulders Square to Line of Scrimmage as much as possible, follow double team rules in zone blocking scheme.

Man Side (to call side) O-lineman will use best pass blocking technique to pick up man over. (kick-slide, cut, punch cut) TB:
Goes AWAY from call side. Checks ILB to OLB opposite of the call side. If the ILB walks up late and shows blitz, BST will make FIRE call alerting T to attack inside leg of the DE.

80 Half Slide Quick Protection


W M T
LT LG C

T
RG RT

E
Y

E
LT

M T
LG C

S T
RG RT

E
Y

Ringo
T-1
T T

Ringo
T-1

T-2

T
LT LG C

N
RG

T
RT

E
Y

E
LT

M T
LG

T-2

N
C RG

T
RT

E
Y

Ringo

Lucky

T W E
LT LG

M N
C RG

S E
RT

$ E
Y
LT

M T
LG

S T
RG RT

Shows blitz late.

Ringo
T

Lucky with a Fire call by the RT


T

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

900
Same rules as the 80/90, just more aggressive and we want to sell run. We cannot go down field to block linebackers, but we want to make sure we come off the ball low and hard. Helmet level LOW! QB will make Lucky/Ringo call the direction the play action fake will be going, (for example, 922 is a ringo call, 925 would be a lucky call) TB: SELL THE FAKE. You have done your job if you get tackled.

Boot/Play Action Protection


W M T
LT LG C

T
RG RT

E
Y

E
LT

M T
LG C

S T
RG RT

E
Y

22 Boot
T-1
T T

22 Boot
T-1

T-2

T
LT LG C

N
RG

T
RT

E
Y

E
LT

M T
LG

T-2

N
C RG

T
RT

E
Y

22 Boot

23 Boot
T

T W E
LT LG

M N
C RG

S E
RT

T-1

$ W
Y X

M E
LT

S T
LG C

T-2

N
RG

T
RT

E
Y

22 Boot
T T

23 Boot

Quick Game (1 Step in Pistol)


Stop Slant Fade

3 steps

3 steps

4 steps

Vertical release at defender working to his outside. Plant outside foot on 5th step. QB will deliver ball to the shoulder away from defender. Only work back to the ball if you have to.

Quick release vertically 3 steps, plant outside foot and make cut to open grass. Anticipate ball at the break. Get up field immediately to avoid inside defenders. Anticipate contact.

Vertical push towards inside shoulder of defender. On forth step shift gears as you break outside. Maintain 4-5 yards from sidelines, look over inside shoulder and follow ball in with your eyes.

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

Quick Game (1 Step in Pistol)


Spot Speed Out

5 steps

5 steps like a hitch, but inside. Ball will be delivered to the outside shoulder.

5 yard out. Round it off and get there as fast as you can. 2nd step begins the turn, have eyes around for ball at 4th step.

Quick Game
Hugo
(Hitch & G0)

Slugo

(Slant & G0)

Stick

5 steps

3 steps

5 steps

Execute the HITCH route, flash hands to QB as if to catch the ball. Pivot to the outside to avoid contact and get vertical and leave 4-5 yards from sideline for QB to drop ball in over outside shoulder.

Execute 3 step SLANT route. Sell slant move and on 4th and 5th steps hit the breaks, quick swim the defender and plant and get vertical. Avoid contact. Great vs Man Coverage.

Take best release and run 5 step hitch route and work back outside and sit in the open grass. Vs. man keep working to the sidelines.

Outside Receivers will sit in open windows and not work outside.

Quick Game
Corner Seam Seam
(outside receiver)

Vs. 2 safety Vs. 1 safety

5 steps

Best release 5 steps, give little head fake inside like youre about to sit on a stick route. Run to open grass. Split the difference between the safety and cornerback.

Best release and push vertical staying on the hash vs. a 1 safety look. Vs a 2 safety look split the safeties.

Shorten split and use inside release to the near hash. You want to to be full speed as soon as the TE breaks for the corner.

Quick Game
Arrow Flair Bubble

Release outside. If you would run the route all the way to the sideline you would never be deeper than 3 yards. Look over outside shoulder for ball. This is often paired with a slant.

Loose a close to 2-3 yards depth. Continue to get width to original WR position.

Do not lose any ground. Aiming point is alignment of outside receiver. Get head turned around and catch the ball going forward. Stay outside and get to down the sidelines.

Dropback (3) Step Pass Game


Curl Out Dig

12 yards

10 Yards

10 Yards

Work best release and make it look like a fade pushing to a depth of 12 yards. Plant outside foot and turn inside by pulling back on inside elbow. Work inside to find a window or open grass.

Vertical push towards inside shoulder of defender. At 10 yards plant inside foot and work out.

Inside release, push vertical 10 yards and break inside. Find the open window or grass and settle vs zone or continue to run across the field vs. man.

Dropback (3) Step Pass Game


Shallow Under Post/Corner

Heels depth

5 yards

10 yards

Inside release and stay at heels depth of the defensive line. Work across the field.

Inside release for 3-4 yards gaining depth and work across the field under the linebacker drops no deeper than 5 yards.

Vertical release to a depth of 10 yards. Plant outside foot make a post move for 1-2 steps and then break to the deep outside finding open grass. Locate ball and adjust.

Dropback (3) Step Pass Game


Wheel Mini-Curl Pivot

6 yards

3 steps

Quick outside release and sell the arrow route. Once you get to 5-6 yards from the sidelines, turn downfield pressing vertically and maintain 4-5 yards from sidelines so QB can drop ball in over outside shoulder.

Inside release and sit under the linebacker drops. Find open grass and square up to QB. You must try and stay over the ball between the guards.

Sell the slant, plant outside foot and pivot back flat to the outside accelerating to the sidelines.

Dropback (3) Step Pass Game


Drag Mesh Post
Vs 1 Safety Vs 2 Safeties

6 yards

Inside release and avoid linebackers. Work to 6-8 yards and gradually gain depth working into the opposite hook to curl area. Be at 10 yards deep by the time you reach the other side of the field.

TE sets the depth of the mesh at 6 yards and X or H make the Mesh happen. Key the defender on the opposite man crossing to see if its man or zone. Vs. zone find a window or open grass once the mesh has occurred. Vs. man keep running gradually gaining depth.

Vertical release to a depth of 10 yards. Make cornerback think corner route by leaning to outside shoulder before you plant and break inside to post. Split FS & CB vs 1 Safety. Split the safeties vs 2 safeties

Dropback (3) Step Pass Game


Pipe Crook Smash
Vs 1 Safety

Vs 2 Safeties

Inside release and run straight at the middle of the field goal post. This will be ran on the backside of boots and sprintouts by the outside receiver.

Open up really wide and push to 7 yards deep and shut it down. You should wind up at 7 yards deep and 2 yards from the sideline. It is important that be at 7x2 for spacing.

Push straight to 10 yards then break at a deep angle towards the back pylon of the end zone. Deep vs 1 High. Bend shallow vs 2 High.

5 Step Passing Game


Comeback

Sell the GO hard. Motor down at 17 and burst back to 15 yards deep towards the sideline. This is a timing route and must be ran extremely hard. We like to tag this on bootlegs or sprint outs away from the 3 receiver side.

80/81 Stick
QB: Pre-snap Read ~Check backside for alley player. If the defense does not have an alley player throw Slant or tagged route to X. If defense has an alley player then work 3 man side. Key Outside linebacker (inside/outside read)

LT

LG

RG

RT

Z: Fade

Y: Stick Route
H: Arrow Route X: Slant (can tag any quick route or double move route)

Rt Slip 80 Stick

80/81 Stick Variations


Rt Whop Hop4 80 Stick Rt King 80 Stick

X H Q

Y Z

Y Z Q H

Rip Sling Zip8 80 Stick

Rex Sling 80 Stick

X Z Q

Y H

X H Q

Y Z

80/81 Spot
QB: Pre-snap Read ~Check backside for alley player. If the defense does not have an alley player throw Hitch or tagged route to X. If defense has an alley player then work 3 man side. Key Outside linebacker (inside/outside read)

LT

LG

RG

RT

Y H Z

Z: Stick Route (Work inside and find open grass. Y: Corner Route to open grass. Split difference on safety and cornerback.

X: Stop
H: Flair Route

Rt Slot 80 Spot

80/81 Spot Variations


Rt King 80 Yale Rt Whop Hop6 80 Yale

Y Z Q H

X H Q

Y Z

Rt Sling Zip8 80 Yale

Rex Sling 80 Yale

Y H Q Z

X H Q

Y Z

80/81 Hitch
QB: Pre-Snap read which corner is playing the loosest.

LT
H

LG

RG

RT

Y Z

Z & X: Hitch Route @ 6 yards Y: Seam H: Seam

Rt Whop 80 Hitch

80/81 Hitch Variations


Rt Wing 80 Hitch

Right Queen 80 Hitch

X H Q

Y Z

Y Z H Q

Rex Whop 80 Hitch

Right Sling Hop7 80 Hitch

X H Q

Y Z

Y H Q Z

80/81 All Hitch


QB: Pre-Snap read which corner is playing the loosest.

LT
H

LG

RG

RT

Y Z

Z & X: Hitch Route @ 6 yards Y: Seam H: Seam

Rex Whop 80 Hitch

80/81 Hitch Variations


Rt Whip MAX 80 Hitch

Rex Sling 80 Hitch

X Z H Q

X H Q

Y Z

X H Q

Y Z

Y H Q Z

80/81 Slant
QB: Pre-Snap read side is loose or in man. Read the flat defender if in zone.

LT
H

LG

RG

RT

Y Z

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

Rex Whop 80 Slant

80/81 Slant Variations


Rt Wing MAX 80 Slant

Rex Slot 80 Slant

X Z H Q

X H Q

Y Z

Rex Whop 80 All Slant

X H Q

Y Z

Y H Q Z

80/81 Fade

X H

LT

LG

RG

RT

Y Z

QB:

Z: Fade (can tag shallow or out) Y: Speed Out X: Fade (can tag shallow or out) H: Speed Out
T

80/81 Chair Variations


Rex Whop 80 Fade
Rt Slot 80 Fade

X H Q

Y Z

Y H Q Z

Rex Sling 80 Fade

X H Q

Y Z

X H Q

Y Z

90/91 Raider
QB: Take a peak at the Z then to both Mesh receivers and last read is the tailback on the swing.

X H

LT

LG

RG

RT

Y Z

Z: Corner Route at 10 yards


Y: Crossing route at 6 yards. You set the depth of the mesh. Settle vs Zone and keep running vs man. X: Shorten alignment ~ Crossing route under the TE. You make the mesh happen. Settle vs Zone and keep running vs man. H: Arrow, turn into wheel when you hit sidelines. If you have a corner route by Z or X on your side, you cannot run wheel.
Q

TB: Check Release Flair away from H.

90/91 Raider Variations


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

X H Q

Y Z

Y Z Q H

Rip Whop 90 Aggie XZ Swap

Rt Wing 90 Aggie Z Dig

X Z H

X H

Y Z Q

Q
T

90/91 Spartan
QB: Read Post to Dig to Shallow. If blitzed, dump it to the Shallow or TB.

X H

LT

LG

RG

RT

Y Z

Z: Post (can tag out)

Y: Shallow (stay at heels depth of defensive line. Cannot settle on this route~keep running.
X: Fade/Comeback Choice H: Dig (Push to the outside shoulder of the defender. If you find open grass settle, keep running vs man. TB: Check Arrow to the same side as the shallow.

90/91 Spartan Variations


Rt Slot 90 Spartan Rip Whop 90 Spartan HZ Swap

Y H Q Z

X Z H Q

Rex Whop 90 Spartan XZ Out

Rex Sling 90 Spartan

X H Q

Y Z

X H Q

Y Z

90/91 Aggie
QB: Pre- Snap read: Go to X/H Side vs 1 safety, Go to Y/Z side vs 2 safeties.

X H

LT

LG

RG

RT

Y Z

Z: 10 yard square in, settle in a window if possible. Y: Push up the seam and press inside of a 2 high safety. X: Curl at 12. If ball is not thrown on time, work inside and find a window. H: Arrow (can tag wheel) TB: Check release Arrow away from H.
T Q

90/91 Aggie Variations


Rt Queen 90 Aggie

Rt Sling 90 Aggie

Y Z H Q

H
Q

Rex Sling 90 Aggie

X H Q

Y Z

Y Z Q H

90/91 Vermont
Vs. 2 Safety

X H

LT

LG

RG

RT

Y Z

Z: Fade (can tag shallow or out) Y: Seam (split the safeties vs. 2 hi-safeties) X: Fade (can tag shallow or out) H: Seam (dig vs 2 hi-safeties)
Q

QB:

TB: Check Release Out away from H.

90/91 Vermont Variations


Rex Whop 90 Vermont
Rt Slot 90 Vermont H Dig

X H Q

Y Z

Y H Q Z

Rex Sling 90 Vermont Y Dig

Rt Whop 90 Vermont (X) or (Z) Under

X H Q

Y Z

X H Q

Y Z

90 Smash
Vs 2 Safeties Vs 1 Safety T Go Vs 1 Safety Vs 2 Safeties

X H

LT

LG

RG

RT

Y Z

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

QB: Read Smash Route to Crook. Presnap read 1 or 2 safeties.

X: Crook

H: Corner, 1 safety take route deep (outrun the CB), vs 2 safety bend towards sideline.
TB: 90 Protection, unless we tag T GO

If a receiver is alone on the backside, convert route to a fade.

90/91 Smash Variations


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

X H Q

Y Z

Y H Q Z

X H Q

Y Z

X H Q

Y Z

18/19 Flood

LT

LG

RG

RT

Y H Z

Z: Fade (can tag shallow or out)


Y: Seam (split the safeties vs. 2 hi-safeties) X: Fade (can tag shallow or out) H: Seam (dig vs 2 hi-safeties) TB: Check Release Out away from H. QB:

19 Smash

X H

LT

LG

RG

RT

Y Z

Z: Fade (can tag shallow or out) Y: Seam (split the safeties vs. 2 hi-safeties) X: Fade (can tag shallow or out)

H: Seam (dig vs 2 hi-safeties)

TB: Check Release Out away from H.


QB:

18 Comeback

Y Z H

LT

LG

RG

RT

Z: Backside #1, Pipe Y: Backside #3, Shallow X: Comeback H: Backside #2, Drag
T

18 Bandit

LT

LG

RG

RT

Y H Z

Z: Fade (can tag shallow or out)


Y: Seam (split the safeties vs. 2 hi-safeties) X: Fade (can tag shallow or out) H: Seam (dig vs 2 hi-safeties) TB: Check Release Out away from H. QB:

23 Boot

LT
H

LG

RG

RT

Y Z

Z & X: Boot to you: Fade Boot away from you: Pipe

Y: Boot to you: Delay Arrow (Mary had a little Lamb) Boot away from you: Hunt Route H: Boot away from you: Hunt Route. Boot to you chip DE to Arrow. If you and TE are aligned on the same side we will run boot away from you, but you need to come across formation and run an Arrow route.

23 Boot Variations
Rt Queen 22 Boot Rt Sling 22 Boot

X H

Y Z Q

Y H Q Z

Z Throwback Tag

X H Q

Y Z

Y Z Q H

922 (Post Choice)


QB: Presnap read the safetys alignment. During cadence you will call which side runs the post. Read safety to throw post or check it down to the dig. Vs 2 safety Vs 1 safety

Post is skinny vs 1 safety, split 2 safeties.

LT

LG

RG

RT

Y Z

Z & X: QB will call the post side during the cadence. Even number means post on right & odd number means post on the left. Backside will run a dig. Y: Mary had a little lamb - arrow H: Chip DE - Arrow. If aligned on the backside of the formation you need to get across and run an Arrow Route.

H Q

Y & H are PROTECT FIRST, route second thinkers on this play. The QB must have time to throw.

924 (Power Pass)


QB: Check FB to TE to Deep Ball

LT

LG

RG

RT

Y Z

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

X: Dig
Y: 8-10 yard out, settle if you are open. H: Take path exactly like you will kick out the End, but run right by him into the flat no deeper than 3 yards. Expect ball quick!

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

Rules
Offensive Line Block the REACH scheme just like 8/9 run blocking. Work to 2nd level quick! Cut a LBer or Safety! T Swing route opposite of the call. Run a good route so a Lber or safety will chase you. QB Get the ball out as fast as possible. Have the mentality of turning a double play at 2nd base. WRs who are not getting the screen. Youre job is crucial to the success of the play! Assess what defender is the biggest threat to the play and block him. If you do not get your block, fast screens FAIL.

9 Z BUBBLE
X: your block is crucial on the bubble. You must decide if the C or W is the bigger threat and block him accordingly. OL: O-line will block just like stretch. This is a run play to them.

FS C C W
X Z

W E
LT

SS

T
LG

T
C
RG RT

E
Y H

Can run this to the H or Z, but bubble must always be run to the inside receiver. When running the Bubble route, Do not lose any ground. Aiming point is alignment of outside receiver. Get head turned around and catch the ball going forward. Stay outside and get to down the sidelines

9 X Hitch
Z: your block is crucial on the Hitch. You must decide if the C or W is the bigger threat and block him accordingly. OL: O-line will block just like stretch. This is a run play to them.

FS C C W M S SS C

W
X Z

E
LT

T
LG

T
C
RG RT

E
Y H

We can run this to any receiver. It will be tagged. Other receiver on that side must be able to identify first threat and block him!

8 SWING
OL: Swing is blocked like STRETCH.

FS C W E
X H

SS

T
LT LG

T
C
RG RT
Y

E
Z

QB: Pump the Bubble and turn and throw Swing to TB. FAST!

X Tunnel
OLINE: Pass Set 1001-1002 and attack your lanes finding first different color jersey in your lane.

FS C W E
X H

SS E
RT
Y Z

T
LT LG

T
C
RG

We can run Tunnel Screen to any of the 5 eligible receivers (X, Z, Y, or H) Side away from receiver running the screen routes will run verticals and T will run Swing Route away from screen. Tunnel Screen Route:

If your outside reciever: 1 Giant step up then run back under control directly back at the QB.
If youre an inside receiver: run a bubble return (3 steps into a bubble

QB: Lose ground and look deep and come back to receiver running screen route. Throw a controlled ball off tip toes to X.

H Tunnel
OLINE: Pass Set 1001-1002 and attack your lanes finding first different color jersey in your lane.

FS C W E
X

SS E
RT
Y Z

T
LT LG

T
C
RG

Q We can run Tunnel Screen to any of the 5 eligible receivers (X, Z, Y, or H) Side away from receiver running the screen routes will run verticals and T will run Swing Route away from screen. Tunnel Screen Route: If your outside reciever: 1 Giant step up then run back under control directly back at the QB. If youre an inside receiver: run a bubble return (3 steps into a bubble, plant, and run back at the QB under control. T

QB: Lose ground and look deep and come back to receiver running screen route. Throw a controlled ball off tip toes to H.

23 Waggle Screen

X H

LT

LG

RG

RT

Y Z *PSOT: Regular Boot Rules PSOG: Regular Boot Rules Center: 1001-1002 Boot rules, pull around to seal. *BSOG: 1001-1002, boot rules and pull flat for alley player. *BSOT: 1001-1002, boot rules and pull wide for kickout block.

QB: Boot, get ball to T without lofting it, if its ugly, throw it at the Ts feet. T- Fake zone and chip DE just like boot, circle around inside of the DEs rush. Z, X, Y, & H Same as Boot, except Y, stay in to block.
T