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Urban Meyer's Playbook

Urban Meyer's Playbook

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05/09/2014

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Urban Meyer’s

Utah Spread Offense

Please Read
Each play in this presentation was taken from actual game footage from the 2003 and 2004 seasons and recreated as diagramed images. Each play is merely my interpretation of the actual play and therefore the actual images contained in this presentation are not stated to be actual plays from the Utah System. These plays are consistent with plays ran from the tapes and all blocking assignments and pass routes are accurate. The images contained in this presentation have been submitted to the U.S. Copyright Office as copyrighted visual arts documents. Any attempt to duplicate these images will be in direct violation of U.S. Copyright protection laws. ©

Presentation Breakdown
1. 3. 5. 7. 9. System Explanation Formations and Positions Keys and Reads in the Passing Game Basic Running Game Pass Protection Schemes

11. Run Plays 13. Pass Plays

Explanation of System
The verbiage used in this presentation has been created using some actual terms and position symbols used in the Utah system. Other terms and/or symbols are those which have been compiled by research of other high school programs who run a spread oriented offense.

Information on the following pages will serve as a reference to better understand the diagrams of this presentation.

Formations
Solo Solo

Trey

Trio

Thunder

Thunder

Trick

Trigger

Formations
Empty Bunch

Ace

Doubles

Over Wing-Slot

Wing-slot

Pro I

Twins I

= Motion

= Pitch or Pass

= Set up to Throw after Fake or Boot

= Key or Read on Option, Pass, or Blocking Assignment

= Ball Carrier or Potential Carrier

= Drop Step for Option Relationship

Player Personnel
X E J R Z

Utah’s Player Personnel Symbols

X H Z F

Y

Player Personnel Symbols with Regard to the Remainder of Presentation

Motion Types
• • • Across – motion from one side of the formation to the other Back – motion back into a running back or pitch position Test – motion across until the plane of the center is broken and then back again to starting position, used to detect coverage Jet – motion across ¾ to full speed either directly in front of or behind QB depending on whether in shotgun or under center, will either fake or take handoff. Right/Left – motion for back to leave back field either right or left In – motion in towards formation without going across

• •

Motion will be tagged at the end of the play preceded by the personnel symbol of the player who will be going into motion. The player will maintain his route after motion. (ex. Solo 9827 Z across)

Route Determination
When calling routes for pass plays a number tree will be used. The number tree consists of (10) different numbers which represent a given route. When a pass play is called, it will be in a form of (3) to (5) numbers. All numbers will be read from left to right and be designated to each eligible non-back field receiver. If a route is desired for a back field receiver it will be tagged at the end of the route sequence, which he will carryout to the side which he is positioned. If back is not in the back field then he will receive a number in sequence depending on his position in the formation. (ex. Solo 6556 F Flare) ( ex. Empty R 92298) Call routes will be used to place routes which are not included in the number tree into a pass pattern. These routes will be tagged at the beginning of the numbers sequence and the number sequence will contain (1) less number. If two receivers are to run call routes then both tags will be called before the numbers sequence. If two are to run the same route then the symbols of each will be called together and then the route will be named.
(ex. Solo Z shallow 579) (ex. Empty Z shallow H Choice 868) (ex. Empty Z H Shallow 878)

8 Fade/Go 9 Post

6 Post-Corner

7 Dig 4 Deep Out 5 Curl

2 Speed Out 3 Hitch 1 Slant 0 Oblique

Examples of Call Routes
• • • • • • • • • • Fade Zip Out and Up Stick China Bubble Shallow Come Back Wheel Pivot

Keys and Reads in the Short and Intermediate Passing Game
2. Front Identification and Significance 4. Coverage Identification and Significance 6. How to Beat What

Front Identification and Number of Defensive Backs in Defense
B E T B T E E T B T E

4-2 (5 DB’s)
M E T N T E B E B T B E

4-1 (6 DB’s)

B

5-1 (5 DB’s)
B E T M T B E B E M T B E

3-4 (4 DB’s)

4-3 (4 DB’s)
B E T B E E B T B E

3-3 (5 DB’s)

B

3-2 (6 DB’s)

3-3 Eagle(5 DB’s)

Defensive Front Rules
• • • • Less than 6 in box we run, unless 3rd and +5 Must know who can come and pick them up Throw Hot Throw Uncovered

Coverage Schemes and How to Recognize them
Types of Coverage
•Cover 0 – 0 Deep with Man Under. Usually bringing other 6 defenders • Cover 1 – 1 Deep with Man Under. Drop, bring, or spy with extra defender • Cover 2 – 2 Deep with Man or Zone Under. Weak zone if bring more than 4 • Cover 3 – 3 Deep with Zone Under. Weak zone if bring more than 4 • Cover 4 – 4 Deep with Zone Under. Weak zone if bring more than 3

Cover 0

C

B S E T

B T E S F

C

Cover 1

F

C

B S E T

B S T E

C

Cover 2 Man Under

F

F

C

B S E T T E S

C

Cover 2 Zone Under

F

F

C

B S E T T E S

C

Cover 3

C B S E T

F

C B S T E

Cover 4

F C B S E T T E

F C

S

How to Take Advantage of Different Coverages
1. 3. 5. 7. Cov 0- Pick Routes, Slant and Wheel, Back out of Back Field Cov 1- Pick Routes, Slant and Wheel, Play Action Cov 2 Man - Draw, Screen, Shallow Crossing Routes Cov 2 Zone - Post into 2 Deep void, 3 verticals, Uncovered Receivers with 7 man front Cov 3 - Curl/Flat, 4 verticals, Flood the underneath zones

9.

11. Cov 4 – Attack Flats and Hook Zones, Screen, Draw

The Utah Run Game
The running game is one of the strongest points of any Spread offense. The principal behind the Spread is to spread the field both vertically and horizontally. Buy doing this you force the defense to also spread out their personnel which causes their players to have to defend more space. Having to occupy and control added space helps to equalize talent levels. Over the next few pages I will go over the basic run plays in the Utah offense. I will break each play down and show blocking assignments against basic fronts.

Basic Running Plays
• • • • • • • • Zone Zone Read (Option) F Trap QB Trap Counter Counter Read (Option) Shovel Option Speed Option

Zone / Zone Read
B E T B T E

Make End Respect the Keep. If he does not then Keep. Can have option call with predetermined pitch man.

Zone vs Other Fronts
B B E M T E E T B T E

B E T

B E B

B B E T

B E

F Trap
B E T B T E

Stick tight to down blocks and look for cut off backers.

Q Trap
B E T B T E

Stick tight to down blocks and look for cut off backers.

Trap vs Other Fronts
B E M T B E E T B T E

Counter / Counter Read
B E T B T E

Make End Respect the Keep. If he does not then keep. Can have option call with predetermined pitch man.

Counter vs Other Fronts
B E M T B E E T B T E

Shovel (Crazy) Option
B E T B T E

Read end, if he sits run speed option, if he chases shuffle under him.

Speed Option
B E T B T E

Zone hard playside, do not let down linemen cross your face.

Utah Protection Schemes

Types of Protection
• • • • • • • 5 Man (Empty Formations B.O.B.) 6 Man (Back or TE in Blocking Scheme) 7 Man (Back and TE in Blocking Scheme) Slide (Gap Protection, Inside/Right/Left) Roll (Spring or Roll Out Protection) Quick (Cut or Aggressive B.O.B.) Boot (Play Action Protection

5 Man Protection
QB must make Hot Read off of outside pressure.

B

Center Must check for Backer while giving A gap support

E

T

T

E

Big On Big Cup Protection

6 Man Protection (No TE)
#1 #2

W E T

B T E

S

Big On Big Zone Side “One Man” Call Center Must Help A gap While Checking Will Backer Inside to Out and Check #1 to #2

6 Man Protection (TE)
#1 #2

W E T

B T
Big On Big

S E

Zone Side “One Man” Call Center Must Help A gap While Checking Will Backer

Uncovered Linemen must help Inside to Out and Check #1 to #2

7 Man Slide Protection
W E T B T S E

Roll or Sprint Protection
W E T B T E S

Quick Protection
B E T T E

Aim high thigh to get defender’s hands down

Center Check for backer and help A gap

Boot Protection
W E T B T E

Run Plays
From Various Formation

Solo Triple Option R (Zone L Read)
F C S E T T E
Option Reads

B

B S

C

Trey Triple Option R
F C S E T T E
Option Reads

B

B S

C

Ace H Back Triple Option R
F C S E T T E
Option Reads

B

B S

C

Trio Triple Option R
F C S E T
Option Reads

B T E

B S

C

Trio Triple Option R Z Back
F C S
Option Reads

B E T

B T E S

C

Over Wing-Slot H Back Triple Option R
F C S S E
Option Reads

B T

B C T E

Thunder Shovel Option Right F Back
F C S E T T E C S

B

B

Solo Z Right QB Gut
F C S E T T E C S

B

B

Trigger QB Trap R
F C S E T T E C S

B

B

Trio Blast Left Z Back
F C S E T T E C S

B

B

Trio Power Left Z Back
F C S E C E S

B T

B T

Trio Speed Option Rev Right Z Back
F C S E T T E C S

B

B

Trio QB Counter R
F C S E T C S T E

B

B

Twins I Counter Right Z Across
F C S E T C S T E

B

B

Bunch Toss Right
F

C

S E T

B T E

B S

C

Bunch Counter Left
F

C

S E T

B T

B E S

C

Thunder Speed Option Right F Back
F C S E T T E C S

B

B

Thunder Speed Rev Left F Back
F C S E T T E C S

B

B

Twins I Power R QB R Motion
F C S E C E S

B T T

B

Pass Plays
From Various Formation

Thunder Z Shallow 9798
F C S C S E T T E

B

B

Thunder Z Shallow 5665
F C S E T T E

C S

B

B

Solo 7565 F Release
F C S E T T E C S

B

B

Trey Roll Left 5554
F C S E T T E C S

B

B

Trips X Y Shallow 95 F Curl Left Motion
F C S E T B T B S E C

Trick Y Shallow F Pivot 898
F C S E T C S T E

B

B

Thunder 57555
F C S E T T E C S

B

B

Trio Split Screen F left Motion
F C S E T T E C S

B

B

Trio Tight X Shallow 595 F Curl Left Motion
F C S E T C S T E

B

B

Ace Zone Left 8588
F C S E C S E

B T

B T

Trio 9295 F Release
F C S E T C S T E

B

B

Empty Z F Pivot 979
F C B S E T T E B S C

Thunder F Z Pivot 798
F C S E B T B T E S C

Thunder F Pivot 1598
F C S E T C S T E

B

B

Solo 7565
F C S E T T E C S

B

B

Trey 8559
F C S E T T E C S

B

B

Trick 84555
F C B S E T T E B S C

Trick 85588
F C S E T C S T E

B

B

Trick F Bubble H Choice 558
F C S E T T E C S

B

B

Trick F Bubble H Shallow 578
F C S E T T E C S

B

B

Trio L 5827 Z Action
F C S E T T E C S

B

B

Trio Zone L Fake Hitch Screen R
F C S E T C S

B T E

B

Bunch Toss R Fake Hitch Screen L
F

C

S E T

B T E

B S

C

Bunch Zone R Fake Y Hitch and Go 562
F

C S

B E T

B T E

S

C

Trio Zone R Fake Hitch Screen Left and Lateral H Back
F C S E T C S T E

B

B

Trio 7255 H Test
F C S E T C S T E

B

B

Trio 7255 F Flat H Test
F C S E T C S T E

B

B

Twins I Power Pass QB R Motion
F C S E C E S

B T

B T

Trey Y Shallow 597 F Curl Right Motion
F C S E C B T T B E S

Trigger 55528
F C S E T C S T E

B

B

Trigger Y Choice 8588
F C S E T T E C S

B

B

Trio Zone L Fake Bubble R
F C S E T C S T E

B

B

Solo Zone L Fake 8888
F C S E T T E C S

B

B

Solo 8558
F C S E C S E

B T

B T

Empty 95559
F C S E T C S T E

B

B

Trey X Choice 888 F Curl Right Motion
F C S E T T E B B S C

Trigger 24598 F In
F C S E T C S T E

B

B

Trigger F Shallow 7598 F In
F C S E T C S T E

B

B

Trips Hitch Screen QB Throw Back Right F Left Motion
F C S E T T E C B B S

Doubles Sprint Rev Right Pass
F C C S E T B B T S E

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