You are on page 1of 36

“7” Route Directory PREVIOUS

SLIDE
ILLUSTRATIONS/EXAMPLES (All versions)

Base Route
INTRODUCTION/PHILOSOPHY
INSTRUCTIONAL
“YOU DRAW IT”

VIDEO 1 VIDEO 2 VIDEO 3

90-190 Version “Horn” Variation


INSTRUCTIONAL INSTRUCTIONAL

VIDEO

Main Summary
Menu Table
7 Philosophy

7 Route:
“OUT”
•This route gives us an excellent way to attack the edges of
the field by putting one man in front of the CB (an Out route)
and another behind him (Corner route).
•This is one of the best ways we have to attack man
coverage, because both frontside routes are difficult to
cover, and we can create mismatches by formation!

•This is a great 3rd and Long package, and an excellent scoring route in the Red Zone
all the way down to approximately the 10 yard line!

KEYS to a successful play: TAGS/VARIATIONS


• Smart splits by the Out and the Corner. •67-77 “Horn”
• Correct TYPE of break by both frontside receivers!. •67-77 “Mirror” (+R Split)
• Correct spacing by the frontside receivers so that the CB •97-197
cannot be allowed to play both of them!
• Smart assessment by the QB and a throw on time!
- t o MAIN DIRECTORY - -t o I NSTRUCTIONAL - -t o 97/197 I NSTRUCTIONAL -
7 Instructional

7 ROUTE: OUT

If safety crosses

## S S your face, cross


his!

12 yd
Misdirection break if chased,
Nod if not.

C
STARE the safety down! C 10 yds
Potential DANGER! •Drumroll
(If no middle receiver) if pressed
Must gain outside leverage V •Speed brk
if CB off
on the man over you! •Add 2 yds
if opposite
O QB’s hand
O
•Split top of #s (Hash)
I I M •Must attack outside
•Read the CB on your 1st three steps… eye on release
‘POINT MAN’
•Drill the Out on your 5th if CB is retreating at Take best release, avoid jam!
“67” Shown •all, alert for danger… •If CB is squatting or has good leverage, eye him down
If flat cov widens, work Backside & hit the Corner in the void behind, then backside.
BS OUTS: SEAM READ. READ. Normal odd-numbered backside rules. Pre-read safety, attack and be decisive!
BS INS: GO READ.
READ. Normal odd-numbered backside rules. Be decisive, NEVER come inside the hash!
FS INS:
INS: CORNER.
CORNER. MUST release outside. Push to a depth of 12, stare at nearest safety. NOD break to Corner if not being
chased, 3-step MISDIRECTION break to Post if a guy is on your him. Angle 1/2way between C & S. If a Seam is outside you,
‘hiccup’ a half step before releasing to let him get ahead of you…you want to break off his hip.
FS MID: SEAM/THIN.
SEAM/THIN. You are the ‘Point Man’ and must get out clean--outside release is ideal, but take whatever keeps you
clean. SPRINT up the seam & wall off the safety. If he over-rotates past you, cross his face on a THIN angle & expect the ball!
FS OUTS: OUT.OUT. Split top of #s, or on hash if on far hash. Use ‘Flat’ or ‘4’ route technique: Attack CB’s outside eye,
straighten, and break at 10. If he’s off, speed break. If he’s hip to hip & running, drumroll, lean, and stick him!
QB: 5 angle quick…Key defender read off CB. Pre-snap read flat coverage to know if he presents a threat. If CB retreats at all, hit Out off
an anchor step through his shoulder pad. If CB closes up, pop-up with 2- or 3-ball to Corner. Go BS if danger player invades the Out.
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
7 You Draw It

Rex Over Z Short 67-42 v. Cov 0 Trump Bunch 77 v. Cov 1

J
J
C M S R C C M C
N
W E T T E E T N T R E

J
R J
C C
M Z C W M N
C R
D N
E N E E T T E

Ray Over Y9 77 v. Cov 2 Rt Wide Soft 67-46 v. Cov 3


- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
Horn Instructional

“HORN” tag

J J
C
C
V V V

“77 Horn” Shown “62 Horn” Shown

•Tells outside receiver on the frontside (or both sides in a mirrored 90/190)
to fake his normal route and break up the sideline, showing his hands.
•Also tells all frontside receivers middle or outside to run a Thin Post to
hold the near safety.
•Technique notes:
a) Use same technique as Fade on deep part of route--get to his outside hip, straighten if he’s
running with you, expect to fade to the ball
b) ANTICIPATE that a beaten defender will try to grab/buddy arm/collision you as you pass
him! Use an aggressive escape technique (Rip, Swim, Chop) on the move!

- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
97-197 Instructional

7 ROUTE from 90 SERIES

6-7 yd
Clean break!
Get over top of the CB!
C
5 yd
Potential DANGER!

Must gain outside leverage V


on the man over you!

O O
Must cut split, attack outside
I I
leg, and push vertical 1-2 steps
before your break!
•Thorough pre-snap look, 3 step drop… •If CB is squatting or has good leverage, shuffle up and
“97” Shown •Drill the Out through shoulder pads off 3d step throw the Corner behind him. Trajectory depends on
(no Hitch) if CB retreats at all, alert for danger... coverage.
FS/BS INS:
INS: QUICK CORNER.
CORNER. MUST gain outside leverage on the man over you. Once you’ve done this, push vertical to a
6-7 yds, locking eyes with any hash safety. Fast NOD (no misdirection), clean break at 7 yds, take an angle that will get you
halfway between CB & Safety.
FS/BS OUTS: QUICK OUT. OUT. Split Top #s/Hash, unless into boundary v. Press CB (then split Sideline-5). Attack CB’s outside
leg right now. Straighten,work vertical to a depth of 6, 7 if opposite QB’s throwing hand.. Use SPEED break v. Off CB,
DRUMROLL v. Press…on either, SNAP head & elbow around off break. Ball should be right on top of you, have your hands
ready! Try to lose depth back to QB on break!
QB: Most important part of play is pre-snap. First, ID coverage. If CBs are soft, choose the side with the least threatening
danger player (1st short defender). If CBs are tight and head up to inside, go to the side where the safety help is furthest
away, wide side of field if in doubt. If the CBs are tight and outside (Cover 2), work the short side unless you have a
compelling reason to do otherwise.
Drop is normal 90 drop, three steps. Read is CB regardless of coverage. If he backs up, hit Quick Out on 3d step without a
Hitch up. If CB closes/sits, hitch up and hit Corner behind him. Throw will be FIRM v. 2 or 4, LOFTED against 0, 1, 3.
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
7 ROUTE
ILLUSTRATIONS
-T o 7 R o u t e M A I N D I R E C T O R Y -

BAS E R OU TE FRO M TRI PS S ET S


1. Base 77
2. Base 67 2. Slug 77 2. Zoo Rex Ov Squz
3. Stud 67 3. Right Out 77
4. Ray Under 67 4. Right Out Slug 77 67
5. Right Wide Flip 3.
90-190
77 Bruin Bunch Hot 77
5. H Crazy 67
6. Right Out 67 6. Larry Over 77 VA RI ATI ONS
7. Right Wide Flip7.67Ace 77 3. Base 97 (197)
8. Ace 67 8. Right Out H9 77 4. -R- Slug 197
9. Lex 9. Base 77 Peg 5. Right Out 197
Under H8 67 10. Slug 77 Peg “ HO RN ” C AL L
10. Stud 67 Slow 11. Base 77 Dagger
11. Right Out 67 Peg
12. Lou 67 Dagger 2. Ray Under 67 Horn

Q
3. Base 77 Horn

MAX PAS S ME NU 7 ROUTE DI RE CT ORY


2 BASE 67
0
GO READ SEAM
READ
1 # #
5 Break
# at 12 #
CORNER w/
8 1 Lefty
1 -10 QB
OUT
0 2 1
*Drum
roll if 0
CB hip
5 to hip
MUST
*Speed
Outside release break if
off
X Z
H Y
•#s - 2 •Top #s
•1/2way •1/2way +1
Hash +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 STUD 67
0
GO READ SEAM
READ
1 # #
5 Break
# at 12 #
CORNER w/
8 1 Lefty
1 -10 QB
OUT
0 2 1
*Drum
roll if 0
CB hip
5 to hip
MUST
*Speed
Outside release break if
off
X Z
H R Y
•#s - 2 •Top #s
•1/2way •1/2way +1
Hash +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 RAY UNDER 67
0
GO READ SEAM
READ
1 # #
5 Break
# at 12 #
CORNER w/
8 1 Lefty
1 -10 QB
OUT
0 2 1
*Drum
roll if 0
CB hip
5 to hip
MUST
*Speed
Outside release break if
off
X Z
Y
•#s - 2 •Top #s
H •1/2way +1
Hash +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 H CRAZY 67
0
GO READ SEAM
READ
1 # #
5 Break
# at 12 #
CORNER w/
8 1 Lefty
1 -10 QB
OUT
0 2 1
*Drum
roll if 0
CB hip
5 to hip
MUST
*Speed
Outside release break if
off
X Z
H Y
•#s - 2 •Top #s
•1/2way +1
Hash +1
R
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 RIGHT OUT 67
0
GO READ SEAM
READ
1 #
5
# #
Break
at 12 #
8 CORNER w/
1 -10 1 Lefty
0 QB
OUT
2 1
*Drum
5 roll if 0
CB hip
MUST to hip
Outside release
*Speed
break if
X Y off
H Z
•#s - 2
•1/2way •Top #s
R Hash +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 RIGHT WIDE FLIP 67
0
GO READ SEAM
READ
1 #
5
# #
Break
at 12 #
8 CORNER w/
1 -10 1 Lefty
0 QB
OUT
2 1
*Drum
5 roll if 0
CB hip
to hip
*Speed
break if
X Y off
Z Z
•#s - 2
•1/2way •Top #s
R Hash +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 ACE 67
0
GO READ SEAM
READ
1 #
5
# #
Break
at 12 #
8 CORNER w/
1 -10 1 Lefty
0 QB
OUT
2 1
*Drum
5 roll if 0
CB hip
MUST to hip
Outside release
*Speed
break if
X Y off
H Z

•#s - 2 •Top #s
Hash +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 LEX UNDER H8 67
0
SEAM
READ
1 #
5
# #
Break
CORNER at 12 #
8 1 w/
1 -10 Lefty
0 2 QB
OUT
1
*Drum
5 roll if 0
CB hip
MUST to hip
Outside release
*Speed
break if
Y Z off
X
•1/2way •OT +7
•#s - 2 •Top #s
H
Hash +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens
2 STUD 67 SLOW
0
GO READ SEAM
READ
1 # #
5 Break
# at 12 #
CORNER w/
8 1 Lefty
1 -10 QB
OUT
0 2MUST 1
*Drum
Outside release roll if 0
“SLOW” CB hip
5 Stairstep to hip
Settle if v. Man *Speed
4- break if
runway closed
6 off
X Z
H R Y
•#s - 2 •Top #s
•1/2way •1/2way +1
Hash +1

QB THOUGHT PROCESS
Drop: 5 Angle - Quick 7 RTMENU PREVSLIDESUMM TA
Progression: Slow to Out to
2 RIGHT OUT 67 PEG
0

1 # 14
5 “SPEED”
# #
•“Run Break
DIG around the at 12 #
corner” CORNER w/
1 1 •Don’t lose 1 Lefty
0 0 speed/chop QB
OUT
feet 8 2 1
*Drum
5 PEG roll if 0
Burst 6 MUST
CB hip
release to hip
v. Press Outside release
*Speed
break if
X Y off
H Z
•Top #s
•1/2way •Top #s
R Hash +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS Dig
2 LOU 67 DAGGER
0 SEAM:
•Outside release
•Must clear safety
1 # 14 #
5 “SPEED” Break
# DIG: at 12 #
DIG •Come CORNER w/
UNDER the 1 Lefty
1 1 Seam QB
2 OUT
0 0 •“Run 1
around the *Drum
corner” roll if 0
CB hip
5 •Don’t lose to hip
Burst speed/chop MUST
feet *Speed
release Outside release break if
v. Press
off
H Z
X Y
•Hash +2 •Top #s
•Mid #s •1/2way +1
Hash +1
R
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens—
2 BASE 77
0
SEAM READ
1 # #
5
# CORNER #
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Z
H Y
•Top #s •#s - 2
• •1/2way
Hash +1 1/2way +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 SLUG 77
0
SEAM READ
1 # #
5
# CORNER #
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Z
H R Y
•Top #s •#s - 2
• •1/2way
Hash +1 1/2way +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 RIGHT OUT 77
0
SEAM READ
1 # #
5
# CORNER #
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Y
H Z
•Top #s
• •#s - 2
Hash +1 1/2way +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 RIGHT OUT SLUG 77
0
SEAM READ
1 # #
5
# CORNER #
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Y
H R Z
•Top #s
• •#s - 2
Hash +1 1/2way +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 RIGHT WIDE FLIP 77
0
SEAM READ
1 # #
5
# CORNER #
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Y
Z H
•Top #s
• •#s - 2
Hash +1 1/2way +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 LARRY OVER 77
0
SEAM READ
1 # #
5
# CORNER #
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Z
Y •#s - 2
•Top #s

Hash +1 1/2way +1 H
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 ACE 77
0
SEAM READ
1 # #
5
# CORNER
#
OUT GO
1 1 READ
1
2*Drum Break 2
0 at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

X Y
H Z
•Top #s •#s - 2
Hash +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 RIGHT OUT H9 77
0
SEAM READ
1 # #
5
#STOP CORNER GO #
OUT READ
1 1
1
2 Break 2
0 *Drum at 10
roll if w/
CB hip Lefty
5 to hip QB
*Speed MUST
break if Outside release
off

Square X Y
up H Z
•Top #s •OT +7 •Top #s
R
Hash +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
7 RTMENU PREVSLIDESUMM TABLE Corner if CB
jumps;
2 BASE 77 PEG
0

1
1 # #
5 4
# CORNER •“Run #
“SPEED”
OUT around the DIG
1 1 corner”
1 2 •Don’t lose 1
2*Drum Break
0 at 10 speed/chop 0
roll if w/ 8 feet
CB hip Lefty PEG
5 to hip QB 6
MUST Burst
*Speed release
break if Outside release v. Press
off

X Z
H Y
•Top #s •Top #s
• •1/2way
Hash +1 1/2way +1
QB THOUGHT PROCESS R
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 SLUG 77 PEG
0

1
1 # #
5 4
# CORNER •“Run #
“SPEED”
OUT around the DIG
1 1 corner”
1 2 •Don’t lose 1
2*Drum Break
0 at 10 speed/chop 0
roll if w/ 8 feet
CB hip Lefty PEG
5 to hip QB 6
MUST Burst
*Speed release
break if Outside release v. Press
off

X Z
H R Y
•Top #s •Top #s
• •1/2way
Hash +1 1/2way +1
QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB 7 RTMENU PREVSLIDESUMM TA
jumps;
2 BASE 77 DAGGER
0 SEAM:
•Outside release
•Must clear safety
1 # #
5 1
# CORNER DIG: #DIG
OUT
1 •Come 4
1 UNDER the
1 2 Seam 1
2*Drum Break
0 at 10 •“Run 0
roll if w/ around the
CB hip Lefty corner”
5 to hip QB •Don’t lose
MUST speed/chop Burst
*Speed release
break if feet
Outside release v. Press
off

X Z
H Y
•Top #s •Mid #s
• •Hash +2
Hash +1 1/2way +1
QB THOUGHT PROCESS R

Drop: 5 Angle - Quick


Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREVSLIDESUMM TA
BS if flat cov widens—
2 HORN
0
GO READ SEAM •Never
closer
READ POST than 4
1 # To stay out of yds #
5 from
# Horn’s sandbox sideline #
,
8 1 unless Atta
1 -10 you
2 ck
0 have to
HORN
fade to DB’s
•Show ball hand
5
hands 6 s as
•Look you
back pass
briefly him
•Do not
lose
X speed!Z
Y
•#s - 2 •#s-2
H •1/2way +1
Hash
QB THOUGHT PROCESS R
Drop: 3 + Hop Angle quick.
Read: Short pump as you hit 3rd step.
Reset hips
& feet, 3 ball to outside box if 7 RTMENU PREVSLIDESUMM TA
Horn gets
2 BASE 77 HORN
0
•Never SEAM READ
closer No Thin Post
than 4 POST
1 # yds to stay out of
#
5 from
# sideline Horn’s sandbox #
,
GO
unless
1 READ
1 you 2
0 •
have toShow
hands
fade to
HORN
ball •Look
5
6 back
Attack
briefly
DB’s
hands •Do not
as lose
you speed!
pass X Z
him H Y
•#s -2 •#s - 2
• •1/2way
Hash 1/2way
QB THOUGHT PROCESS R
Drop: 3 + Hop Angle quick.
Read: Short pump as you hit 3rd step.
Reset hips
& feet, 3 ball to outside box if 7 RTMENU PREVSLIDESUMM TA
Horn gets
2 BASE 97 (197)
0

1 # #
5
# #

1
0 QUICK CORNER QUICK CORNER Break QK. OUT
QK. OUT 7 at 7
7 7 w/
Break Lefty
5 at 6 *Drum QB 6
*Drum w/ MUST roll if
roll if Lefty Outside release CB hip
CB hip QB to hip
to hip
*Speed
*Speed X break if Z
break if H•1/2way +1 Y off
•Top #s
off •Top #s
Hash +1 •1/2way +1
QB THOUGHT PROCESS Hash +1
Drop: 3 Quick to Out, 3 Pop-up to R
Corner
Pre-snap: Work field side v. 1
safety; boundary v. 2 saf
Read: Read CB. Qk Out on time if he 7 RTMENU PREVSLIDESUMM TA
bails. Corner
2 -R- SLUG 197
0

1 # #
5
# #

1
0 QUICK CORNER QUICK CORNER Break QK. OUT
QK. OUT 7 at 7
7 7 w/
Break Lefty
5 *Drum at 6 *Drum QB 6
roll if w/ MUST roll if
CB hip Lefty Outside release CB hip
to hip QB to hip

*Speed X *Speed
break if break if Z
R off H Y off
•Top #s •Top #sHash +1
Hash +1•1/2way +1
R: Call QB THOUGHT PROCESS
“Just visiting”
R
Drop: 3 Quick to Out, 3 Pop-up to
Corner
Pre-snap: Work field side v. 1
safety; boundary v. 2 saf
Read:
7 RTMENU PREVSLIDESUMM TABLE Read CB. Qk Out on time if he
bails. Corner
2 RIGHT OUT 197 (97)
0

1 # #
5
# #

1
0 QUICK CORNER QUICK CORNER
QK. OUT 7 Break QK. OUT
7 7 at 7
Break w/
5 at 6 Lefty
*Drum w/ MUST *Drum
roll if Lefty Outside release
QB
roll if
6
CB hip QB CB hip
to hip to hip
*Speed X Y *Speed
break if H•1/2way +1 break ifZ
•Top #s
off off
Hash +1 •Top #s
QB THOUGHT PROCESS
R Hash +1
Drop: 3 Quick to Out, 3 Pop-up to
Corner
Pre-snap: Work field side v. 1
safety; boundary v. 2 saf
Read: Read CB. Qk Out on time if he 7 RTMENU PREVSLIDESUMM TA
bails. Corner
ZOO REX OVER SQUEEZE
2 67
0
SEAM SEAM/THIN
READ
1 #
5
# #
Break
CORNER #at 12
1
1 w/
Lefty
0 2 OUT QB
1
*Drum
5 roll if 0
CB hip
to hip
*Speed
break if
Y off
X
•OT +5
•#s - 2
Z H ‘Point man’:
BEST
QB THOUGHT PROCESS R
release
Drop: 5 Angle - Quick
Progression: Out on rhythm;
Corner if CB jumps; 7 RTMENU PREV SUMM TA
BS if flat cov widens SLIDE
2 77
0
SEAM/THIN SEAM READ
1 # #
5
# GO #
OUT CORNER READ
1 1
1
0
2
*Drum Break 2
roll if at 10
CB hip w/
to hip Lefty
5 QB
*Speed HESITATE
break if Let Seam get ahead of you
off

H Y
X R Z

•OT +4 •Top #s

QB THOUGHT PROCESS
Drop: 5 Angle - Quick
Progression: Out on rhythm;
7 RTMENU PREV SUMM TABLE Corner if CB
SLIDE
jumps;