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ILLUSTRATIONS/EXAMPLES (All versions)
Base Route
INTRODUCTION/PHILOSOPHY
INSTRUCTIONAL
“YOU DRAW IT”
VIDEO 1
VIDEO 2
Main Summary
Menu Table
VIDEO VIDEO
1
Philosop
hy
1 Route:
“CURL”
•The 1 Route is our basic Curl/Arrow combination that
allows us to put pressure on the flat defender in a zone
defense!
•The basic idea behind the play is to widen the flat defender
with an “Arrow” route from the inside, then throw to the
outside receiver, who gets into the void left by that defender
with a “Post Curl” route. A “Corner” route can be inserted
into the middle to create a “triangle” and keep the
cornerback off the back of the Post Curl!
•The built-in Switch rule on the backside gives us an important outlet, as well as a big
play possibility should any safeties over-commit!
•We will use this route heavily in conjunction with Play Action, to hold linebackers
underneath, influence the safety, and open voids for vertical receivers to run in!
•The 0 Route can be used anywhere, but is particularly effective as a Play Action route
on first down, and an excellent all-around call on the outer edge of the Red Zone!
KEYS to a successful play: TAGS/VARIATIONS
•Post Curl creating space with a good, wide split! •“Utah”
•The Arrow route getting width quickly to force the flat defender to •Squeeze/Bunch Concept
make a decision! •26-27-42-43 Play Action
•The Post Curl must make great breaks and work himself back to
the QB through an open lane!
- t o M A I N D I R E C T O R Y -- t o I N S T R U C T I O N A L -
1
Ins
tru
cti
on
al
1 ROUTE: CURL
## S S
12 yd
CLEAN 4 yd Speed
break to 12
break!
MUST see LB in
C front of Post Curl!
Danger player!
10
SPRINT
V to 8!
J
J
C M S R C C S R
C W
W E T T E E T N T E
J
R J
C M Z C C C
R M S W
DE N
N E E T T E
“UTAH” tag
J
C
•Tells inside receiver on the frontside to fake his normal route and break up
the sideline after showing his hands.
•Also tells all frontside receivers middle or outside to run a Thin Post, IF
their normal route would get in the way of the Utah!
•If your normal frontside route wouldn’t get in the way of the ‘Utah’ up the
deep sideline, don’t change anything!
- C l I c k h e r e t o r e t u r n t o M A I N
1 ROUTE ILLUSTRATIONS
-T o 1 R o u t e M A I N D I R E C T O R Y -
BASE RO UT E “ UT AH”
3. Base 61 VA RI ATI ON
4. Strong H Crazy 61 3. Base 61 Utah
5. Right Out 61 4. Stud 61 Utah
6. Ace 61 5. Trips Right 61 Utah
7. Trips Right 61 6. Right Wide 61 Utah
8. Right Wide 61 7. Right Out 71 Utah
9. Base 71 8. Larry Over 71 Utah
10. Right Out 71 9. Trips Left 71 Utah
11. Ace 71 10. Ron 71 Utah Peg
12. Right Slot Flip 71 90 -19 0 VA RI ATI ONS
13. Right Out Slip Hot 71 3. Base 91
Q
14. Right Out 71 Dagger 4. Rack 191
15. Trips Left 71 Slow 5. Bunch Right 91
MAX
16. Slug 71 Slow
ARROW 4
X Z
H Y
•#s - 2 •Bot #s
•1/2way •1/2way -1
R
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 STRONG H CRAZY 61
0 Turn up if you don’
GO READ SEAM have ball when you’
1 yd past numbers
READ
1 # #
5 POST CURL
# # 1
8 2
1 -10
0 8
Burst release
v. Press
5
ARROW 4
X Z
H Y
•#s - 2 •Bot #s
•1/2way -1
Hash +3
R
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 RIGHT OUT 61
0 Turn up if you don’
GO READ SEAM have ball when you’
1 yd past numbers
READ
1 # #
5 POST CURL
# #1
8 2
1 -10
0 8
Burst release
v. Press
5
ARROW 4
X Y
H Z
•#s - 2
•1/2way •Bot #s
R
Hash +3
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 ACE 61
0 Turn up if you don’
GO READ SEAM have ball when you’
1 yd past numbers
READ
1 # #
5 POST CURL
# #1
8 2
1 -10
0 8
Burst release
v. Press
5
ARROW 4
X Y
H Z
•#s - 2 •Bot #s
R Hash +3
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 TRIPS RIGHT 61
0
SEAM
READ
1 # #
5
# CORNER #1
POST
1 2
CURL
1 2
0 8
Burst
release
5
v.
Press 4
ARROW
X Z
Y H
•#s - 2 •Bot #s
•OT +3 •1
Hash +3
R /2wa
QB THOUGHT PROCESS y -2
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 RIGHT WIDE 61
0
SEAM
READ
1 # #
5
# CORNER # 1
POST
1 2
CURL
1 2
0 8
4
ARROW
X Y
H Z
•#s - 2
•1/2way -2 •Bot #s
R Hash +3
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 BASE 71
0 Turn up if you don’t
have ball when you’re
1 yd past numbers SEAM READ
1 # #
5
# CURL
12 POST #
GO
READ
1
0 8
Burst release
5
v. Press
4
ARROW
X Z
•Bot #s H Y
•#s - 2
•Hash +3 •1/2way-1 •1/2way
QB THOUGHT PROCESS R
4
ARROW
X Y
•Bot #s H Z
•Hash +3 •1/2way-1 •#s - 2
QB THOUGHT PROCESS R
4
ARROW
X Y
H
Z
•Bot #s
•#s - 2
•Hash +3
QB THOUGHT PROCESS R
GO
1 # READ
#
5 CORNER
1 # P
1
#
2 OST
CUR 2
1
0 8 L
Burst release
5 v. Press
4 ARROW
X Y
•Bot #s Z H
•Hash +3 •1/2way -2
R
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 71
0
SEAM READ
1 # #
5 CORNER
1 # P
1
GO #
OST READ
2 2
CUR
1
0 8 L
Burst release
v. Press
5
4 ARROW
X Y
H R Z
•Bot #s
•Hash +3 •1/2way -2•OT+5 •Top #s
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 DAGGER
0 Turn up if you don’t
SEAM:
have ball when you’re
1 yd past numbers •Outside release
•Must clear safety
1 # #
5 1
# CURL
12 POST DIG: #DIG
•Come 4
UNDER the
1 Seam 1
0 8 •“Run 0
around the
corner”
Burst release
5 •Don’t lose
v. Press Burst
speed/chop
feet release
4 v. Press
ARROW
X Y
Z
•Bot #s H
•Hash +3 •1/2way-1 •Mid #s
QB THOUGHT PROCESS R
Burst release
5 v. Press SLOW 4-
6Settle if
Stairstep v. Man
4 ARROWStairstep v. Man
runway closed
X Z
•Bot #s Y H
•#s - 2
•Hash +3 •1/2way -2•OT+3
R
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 SLUG 71 SLOW
0 Turn up if you don’t
have ball when you’re
1 yd past numbers SEAM READ
1 # #
5
# CURL
12 POST #
GO
READ
1
0 8
Burst release
5
v. Press SLOW 4-
6 Settle if
4
ARROW Stairstep v. Man runway closed
X Z
•Bot #s H R Y
•#s - 2
•Hash +3 •1/2way-1 •1/2way
QB THOUGHT PROCESS
Drop: Tight U/Kick
back
1 RTMENU PREVSLIDESUMM TA
3rd step: Arrow
2 BASE 61 UTAH Never closer
than 4 yds
0
GO READ SEAM f/ sideline!
READ
1 # #
5 POST CURL
# # 1
8 2
1 -10
0 8
Burst release
v. Press
5
UTAH Look!
Show
X Z hands!
H Y
•#s - 2 •Bot #s
•1/2way •1/2way
R
QB THOUGHT PROCESS
Drop: 5 angle quick -
PUMP
1 RTMENU PREVSLIDESUMM TA
Progression: Utah (key CB) to
2 STUD 61 UTAH Never closer
than 4 yds
0
GO READ SEAM f/ sideline!
READ
1 # #
5 POST CURL
# # 1
8 2
1 -10
0 8
Burst release
v. Press
5
UTAH Look!
Show
X Z hands!
H R Y
•#s - 2 •Bot #s
•1/2way •1/2way
QB THOUGHT PROCESS
Drop: 5 angle quick -
PUMP
1 RTMENU PREVSLIDESUMM TA
Progression: Utah (key CB) to
2 UTAH Never closer
than 4 yds
0
SEAM f/ sideline!
READ POST
1 # To stay out
of Utah’s
#
5
# sandbox #1
POST
1 CURL
2
1 2
0 8
Burst
release
5
v.
Press Look!
UTAH
Show
X Z hands!
Y H
•#s - 2 •Bot #s
•OT +4 •1
Hash +3
R /2wa
QB THOUGHT PROCESS y -2
Drop: 5 angle quick -
PUMP
1 RTMENU PREVSLIDESUMM TA
Progression: Utah (key CB) to
2 UTAH Never closer
than 4 yds
0
SEAM f/ sideline!
READ POST
1 # To stay out
of Utah’s
#
5
# sandbox #1
POST
1 CURL
2
1 2
0 8
Burst
release
5
v.
Press Look!
UTAH
Show
X Y hands!
H Z
•#s - 2
•1 •Bot #s
R /2wa
Hash +3
QB THOUGHT PROCESS y -2
Drop: 5 angle quick -
PUMP
1 RTMENU PREVSLIDESUMM TA
Progression: Utah (key CB) to
2 RIGHT OUT 71 UTAH
0 Never get closer than
4 yds to sideline, unless
you have to fade to ball SEAM READ
1 # #
5
# CURL
12 POST #
GO
READ
1
0 8
Burst release
5
v. Press
Look!
Show UTAH
hands!
X Y
•Bot #s H Z
•Hash +3 •1/2way-1 •#s - 2
R
QB THOUGHT PROCESS
Drop: 5 Angle quick 1 RTMENU PREVSLIDESUMM TA
PUMP
2 UTAH
0 Never get closer than
4 yds to sideline, unless
you have to fade to ball SEAM READ
1 # #
5
# CURL
12 POST #
GO
READ
1
0 8
Burst release
5
v. Press
Look!
Show UTAH
hands!
X Z
•Bot #s Y
•Hash +3 •1/2way-1 •#s - 2
H
R
QB THOUGHT PROCESS
Drop: 5 Angle quick 1 RTMENU PREVSLIDESUMM TA
PUMP
2 TRIPS LEFT 71 UTAH
0 Never get closer than
4 yds to sideline, unless
you have to fade to ball SEAM READ
POST
1 # To stay out #
5
#
12 POST
of Utah’s
sandbox
#
CURL
1
1
0 8 2
Burst release
5
v. Press
Look!
Show UTAH
hands!
X Z
•Bot #s H Y
•Hash +3 •OT +4 •#s - 2
R
QB THOUGHT PROCESS
Drop: 5 Angle quick 1 RTMENU PREVSLIDESUMM TA
PUMP
2 RON 71 UTAH PEG
0 Never get closer than
4 yds to sideline, unless
you have to fade to ball SEAM READ
1
1 # ##
5 4
# CURL
12 POST •“Run ##
“SPEED”
around the DIG
corner”
1 •Don’t lose 1
0 8 speed/chop 0
8 feet
Burst release PEG 6
5
v. Press Burst
release
Look! v. Press
Show ARROW
hands!
X Y
H Z
•Bot #s •1/2way
•Hash +3 •1/2way-1 •Top #s
R
QB THOUGHT PROCESS
Drop: 5 Angle quick 1 RTMENU PREVSLIDESUMM TA
PUMP
2 BASE 91 (191)
0 Turn up if you don
Turn up if you don’t have ball when you
have ball when you’re 1 yd past number
1 yd past numbers
1 # #
5
# #
1
0
7 MINI-CURL: MINI-CURL: 7
2 steps upfield, 2 steps upfield,
5 Skinny angle to get you Skinny angle to get you
4 inside flat defender, inside flat defender,
ARROW Plant, snap, sit at 7 yds Plant, snap, sit at 7 yds 4
ARROW
X Z
•Top #s H Y
•Top #s
•Hash +1•1/2way +2 •1/2way +2
•Hash +1
QB THOUGHT PROCESS R
Drop: 3 step drop
Pre-snap: Widest flat def./Furthest
danger player 1 RTMENU PREVSLIDESUMM TA
Progression: Eye flat def. To Arrow;
2 RACK 191 (91)
0 Turn up if you don
Turn up if you don’t have ball when you
have ball when you’re 1 yd past number
1 yd past numbers
1 # #
5
# #
1
0
7 MINI-CURL: MINI-CURL:
2 steps upfield, 2 steps upfield,
7
5 Skinny angle to get you Skinny angle to get you
4 inside flat defender, inside flat defender,
ARROW Plant, snap, sit at 7 yds Plant, snap, sit at 7 yds 4
ARROW
X Y
Z
H
•OT +9 •Top #s
•Hash +1
QB THOUGHT PROCESS R
Drop: 3 step drop
Pre-snap: Widest flat def./Furthest
danger player 1 RTMENU PREVSLIDESUMM TA
Progression: Eye flat def. To Arrow;
2 BUNCH RIGHT 91
0
1 # #
5
# MINI-CURL:
#
•Give Corner route room
1 to maneuver (wider split, thinner angle)
0 •Pivot inside flat defender
7 MINI-CURL:
2 steps upfield, QUICK CORNER 7
5 Skinny angle to get you
inside flat defender,
Plant, snap, sit at 7 yds 4
ARROW
X H
•Hash +1
•Top #s Y Z
•OT +4 •H +4
QB THOUGHT PROCESS
Drop: 3 step pop-up, unless thinking R
Arrow now
Pre-snap: See width of flat def. &
leverage of CB; if CB
hard inside, think Arrow to 1 RTMENU PREVSLIDESUMM TA
Corner. As long
1
Ins
tru
cti
on
al
Nod break to
Corner at 7 Speed break
to 7: Get
7 inside flat
defender
SPRINT
to 4-5!
1 step, get FAST width, take V
flat defender OUT!
O O
Top #s
I I M (Hash +1)
•3-step drop, eyeball/shoulder turn flat
defender onto Arrow, throw Qk Curl in 1/2way +1
the hole off your pop-up step.
“91” Shown •If he backs up/walls, hit Arrow off anchor
FS/OUTS INS:
INS: ARROW.
ARROW. Split 1/2way +1. Goal is to attract flat defender’s attention and get him to run with you; technique is
a bit different than 61-71 in that you are emphasizing WIDTH more than DEPTH. Take one 45º step, then accelerate almost
flat to the sideline, snapping your head around on your 3rd step out of the break without slowing down. Can turn up once 5
yds from the sidelines if you don’t have the ball and there’s no Quick Corner in the deep ‘sandbox.’
FS MID: QUICK CORNER.
CORNER. Take best available release--you don’t have to always outside release as on 61-71. Get vertical,
stare at any near safety, nod break and burst to the Corner at 7 yards. Make sure your angle is high enough to get over top
of the ‘Quick Curl.’
FS OUTS: QUICK CURL. CURL. You want to get the feeling of running a semi-circle around the flat defender and getting into the
window inside him before he can react. For that reason, cut your split to Top #s (Hash +1). Use same components of Curl
route, just shorter: Sprint to 4-5, Speed break to 7, Drumroll redirect back to QB at 7 after burst/lunge. Take an angle that
gets you INSIDE the flat defender, INTO the window, then come back THROUGH it. Ball should be waiting on you. Make a
180º spin after catch, split the zone North & South. If in ‘Bunch’ split 3-4 yds outside the Middle man to give him room to
release.
QB: Pre-read side with widest flat player/furthest danger player. 3-step pop-up, move the flat defender onto the Arrow with
your eyes and shoulders, reset hips and hit Quick Curl in the window when he leaves. If he backs straight up or gets walled
by a Quick Corner, anchor step and hit the Arrow quickly. Vs. Press man or hard 2 with a wide LB, Corner becomes primary.
- C l I c k h e r e t o r e t u r n t o 1 R o u t e M A I N