Primary Concept: HI-LO TAG: SHORTY Pass Pro Sceme: ! "AN# ! PLAY ACTION Formations: $%& Base Assi'nment(s) FS *& Glance FS *+ Swing BS *& Hitch BS *+ Short Post BS *$ Rush Drag ,B Base ,-arter.ac/ Rea0 1eys Pro'ression: Glance Cushion / Short Post Collision 1.Look to throw to Route Side Space. 2.! Rh"th# is Capped$ recei%er should snap the route o!!. &.! "ou !eel the rush$ throw the rush. &2 Rytm: Glance / Short Post +2 Rea0: ' /( $2 R-s: Rush Drag / Hitch / Swing 32 Re4ease ,B Coacin' Points: Pre-snap Progression: Sa!et" Co%erage) *+,C or *+,+- CBs) Depth$ ."es$ / Le%erage- LBs) Drop or (wa". 0our Pre1snap progression will indicate the t"pe o! de!ense we are !acing. Pre-Snap Read: Locate potential C(P on the Rh"th# Route and choose the 2est a%aila2le 3'C(PP.D Rh"th# Route. (ssess the Cushion on the Read Route to understand what his post1snap route will 2eco#e. Pick the Progression 2ased on pre1Snap Read) Rytm: Glance / Short Post Rea0: ' /( R-s: Rush Drag / Hitch / Swing Re4ease: Release Post-Snap Read: Sta" with "our progression !or an" C(PP.D Route will ser%e as a look o!!. 3se the R4 (ccelerators) Rytm: Glance / Short Post 1 ! C+LLS+' or C(PP.D then R.(D Route. Rea0: '/( 1 ! C(PP.D then Hinge step to R3SH Route. R-s: Rush Drag / Hitch / Swing 1 ! C(PP.D then Release. Re#e#2er$ 5,eel the R3SH$ throw the R3SH.6 Re4ease: Release. -&-