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QBS Goals/Responsibilites

Qualities of a Trinity QB
Six Second Rule
Defense ID: Fronts

TRINITY FOOTBALL

Defense ID: Coverage

Slot Def.

Run Check Terms
Pass Pre-Snap Terms Passing Game Reads Pass Post-Snap Terms Throws/Ball Placement Drop Summary ―Run/Pass‖ Calls

Numbers Game Overview
Uncovered Checks

Blitz Procedure
―Structures‖ of Routes Route Packages

2:00 Offense: ―Red Ball‖
Glossary/Terminology Pg

QUARTERBACK SCHOOL 2006

QBS 2006

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GOALS
―With greater sophistication comes greater CONTROL.‖ –Sun Tzu
1. Gain a foundational understanding of the components of our offense Procedures – Terminology – Defenses – Run game – Protections – Routes 2. Understand the ―WHY‖ behind the ―WHAT‖ 3. Begin to visualize the game – Get lots of mental reps – Slow the game down 4. Put yourself in a position by end of summer to: 1. Understand and absorb things quicker the second time through 2. Fully show your physical skills because the learning part isn‘t slowing you down 3. Establish leadership by being able to help teammates know what to do. 5. Learn how to get the most out of watching film 6. Establish a good foundation of footwork skills

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YOUR RESPONSIBILITY
1. Be active and engaged in the learning process 1. Ask questions 2. Make sure you know the ―why‖ behind the ―what‖ 3. Checkers: Learn from the other guy‘s reps…rep it as if it‘s yours 2. Review for :15 within 24 hours of our meetings—store in long-term memory
3. Approach the information as though you‘ve never heard it before

QBS 2006

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QUALITIES OF A TRINITY QUARTERBACK
*MENTAL (includes intangible) is to PHYSICAL as 4 is to 1 *‖The game is largely played from the waist down and the neck up‖ *‖When your best player is also your best guy, you have something special.‖

AREAS IN WHICH YOU WILL BE EVALUATED 1. Intangibles (Be the right kind of person and teammate) 2. Understanding (Grasps offensive concepts & opposing defenses) 3. Decision-making (Pre- and Post-snap) 4. Footwork & ball-handling 5. Body position & pocket presence 6. Throws (Ball placement, choosing the correct velocity & trajectory)

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*Someone who has the INTANGIBLES we look for is:

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QUALITIES OF A TRINITY QUARTERBACK
THE MAN: Wants the responsibility, wants to be a guy people looks to A DETAIL PERSON: Cares about/pays attention to the smallest parts of his game A LEADER BY EXAMPLE/: Hardest worker, most visible, embodies what we want GREAT PRACTICE HABITS on & off the field, takes initative, goes above and beyond MENTALLY TOUGH: Handles frustration, responds to adversity FORCES himself to always display POSITIVE body language! COACHABLE: Doesn‘t think he has all the answers UNSELFISH: Actively takes interest in his teammates, puts them first A GAME MANAGER: Understands situations, is savvy, avoids mistakes that get his team beat BEST IN THE CLUTCH: Wants the ball when the game is tight, not afraid to make the big throw TAKES BLAME/GIVES CREDIT: When things go bad offensively, shields his teammates from criticism by accepting blame. When things go well, deflects praise to his linemen, backs, and receivers.

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QUALITIES OF A TRINITY QUARTERBACK
*Someone who has the UNDERSTANDING we look for: Is EAGER TO LEARN Thrives on the game, looks at the classroom/film room as a chance to gain an edge KNOWS ALL 11 JOBS Sees each play as a ―picture‖ and how everyone fits into that picture. Can establish himself as a leader because he helps other positions learn their jobs KNOWS the ―WHY‖ Not only knows WHAT to do, but WHY we do things. Allows him to make adjustments in the heat of the game when things don‘t show up exactly like they did in practice UNDERSTANDS DEFENSES So he can attack and manipulate them using the ―tools‖ available to him, and thus CONTROL the FIELD

―The smarter you are, the more you want to learn.‖ ―If you want to be a great one, you can‘t just think about this stuff while you‘re at the facility.‖
LLOYD CARR – UNIVERSITY of MICHIGAN

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QUALITIES OF A TRINITY QUARTERBACK
*Someone who is the DECISION-MAKER we look for: VISUALIZES TRUSTS the SYSTEM… Rehearses plays and situations in his mind throughout the week, ―slows the game down‖ for himself Doesn‘t think he‘s above the rules of the system, because it helps him account for what will happen on the field in an organized fashion and protects him. TRUST of the SYSTEM keeps you from FORCING MISTAKES Is savvy and confident enough to make plays beyond (not against) the system when it‘s time to make a play. Makes YES/NO decisions and does it quickly, without second-guessing himself. Doesn‘t hesitate. Related to decisiveness and trust. Throws WHEN the read TELLS him to, not when he sees a receiver open. Knows when to: Take a sack – throw ball away – etc.

…but ISN‘T A ROBOT USES THE :06 RULE Is DECISIVE THROWS ON TIME

SITUATIONALLY SMART

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QUALITIES OF A TRINITY QUARTERBACK
*Components of great FOOTWORK and BALL-HANDLING: 1. 2. 3. 4. Pushes ball deep to RB in the running game; makes them RB quickly Angle, mesh, and tempo of runs look exactly same as they do on PLAY ACTION Carries out fake with 5 full-speed steps after every run DROPS are consistent and disciplined, serving the following purposes: 1. Get you where you‘re supposed to be: Each protection and route has a specific depth and angle that you need to get to for the linemen to do their job and for you to get the separation you need from the L.O.S. 2. Get you there when you‘re supposed to be there: Along with that, each route has a specific TIME when you must be ready to throw! SPEED of the drop is critical! 3. Get your body in a position to deliver the ball when the read tells you to

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QUALITIES OF A TRINITY QUARTERBACK
*Components of great BODY POSITION: 1. On straight dropbacks: Front shoulder ―tent pegged‖ & closed to target – Ball loaded – Instep pointed to target – Everything compact 2. On movement passes: Ball loaded – Feet chopping – Shoulder ―tent-pegged‖ *Components of great POCKET PRESENCE: 1. FEELS the rush, doesn‘t LOOK at it (eyes stay downfield) 2. Skilled at ANTICIPATING and AVOIDING rushers with quick foot adjustments, getting quickly back to a ready throwing position 3. Willing to stand in and deliver the ball at the last moment – tough & doesn‘t ―flee‖ prematurely 4. Secure with the ball (front hand pressure) 5. Knows when and how to scramble

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QUALITIES OF A TRINITY QUARTERBACK
*Components of great THROWS: 1. ACCURACY: Ball placed correct shoulder for R.A.C. or ―Gut shot‖ to protect rec. 2. VELOCITY: Thrown at the correct velocity needed for the throw/situation 3. TRAJECTORY: 1, 2, or 3 ball appropriate to the throw and the defense

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SIX SECOND RULE
―PREPARED PLAYERS PLAY FAST.‖
*The most important :06 of any play are the moments AFTER the play has been called, but BEFORE the snap. The ―Six Second rule‖ is a simple checklist that allows you to make the most of that time, allowing you to be prepared and play fast.

1. Find the :25 clock

1. Less than :12 – Take motion/shifts off 2. Less than :10 – Take all checks off; call a play out immediately 3. Less than :08 – Time out (in key situations, especially 3rd down)

2. Find JACK – Need to know right now if you‘re in Zero Safety mode! 3. Right to left scan: Coverage

1. Are they lined up right? (Uncovered receivers, etc.) 2. Number of safeties 4. Left to right: Front – are they lined up right? (2 uncovered OL, 1 & 9 tech, etc.) 5. Pre-snap cues as dictated by play (find the 3 tech, Premium/non-premium, etc.)

QBS 2006

Front Dir

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IDENTIFYING DEFENSES: FRONTS
DEFENSIVE LINE ―Techniques‖
When identifying the location individuals in the defensive front, we describe them in terms of the ―technique‖ they‘re playing. Understanding these locations, or ―techniques‖ is critical because:
*It provides a very strong clue as to what gap a man is responsible for, as well as the defenders around him *Often, it determines which way we‟ll “check” a play to insure the best chances of success!

―6‖ ―4‖ ―2‖ ―0‖ ―2‖ ―4‖ ―6‖
*Special note: Defenders aligned in a linebacker position have a “0” added as a second digit to their technique. For example, a linebacker aligned 4-5 yds deep over a guard would be called a “20” technique, or a “Deep 2”

―8‖
―6i‖

―8‖
―4i‖ ―2i‖ ―2i‖ ―4i‖ ―6i‖

―9‖ ―5‖ ―3‖ ―Shade‖ ―3‖ ―5‖ ―9‖
“0” Technique Head up on the Center “0 Cheat” or “Shade” - Aligned on one of C‟s shoulders “2i” Technique Inside shoulder of Guard “2” Technique Head up on a Guard “3” Technique Outside shoulder of a Guard “4i” Technique Inside shoulder of Tackle “4” Technique “5” Technique “6i” Technique “6” Technique “9” Technique “8” Technique Head up on a Tackle Outside shoulder of tackle Inside shoulder of Tight End Head up on a Tight End Outside shoulder of a Tight End Head up on a Wing player

QBS 2006

Front Dir

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IDENTIFYING DEFENSES: FRONTS
The next step in identifying defenses is to classify the front structure in terms of its ―core.‖ The ―core‖ refers to the how defenders are aligned within the ―A‖ and ―B‖ gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense is being played around it & how we want to block! They are named / IDed as follows:

DEFENSIVE ―CORES‖

Cores with 1 DL V V V

V V

-Center has a down lineman on him (0 or Shade) -Either one or both of the guards does NOT have a DL on him. -TWO LB are in the core --------------------------------

Core is ―ODD‖
BASE DEFENSE FOR: X (Lou) CHANGE-UP FOR: Eastern, X (Cincy), Ballard, Seneca, Manual

-Center has a down lineman on him (0 or Shade) -Either one or both of the guards does NOT have a DL on him. -ONE LB is in the core --------------------------------

Core is ―STACK‖
BASE DEFENSE FOR: Ballard, Eastern, X (Cincy) CHANGE-UP FOR: X (Lou), Seneca, Southen

QBS 2006

Front Dir

Main Menu

IDENTIFYING DEFENSES: FRONTS
The next step in identifying defenses is to classify the front structure in terms of its ―core.‖ The ―core‖ refers to the how defenders are aligned within the ―A‖ and ―B‖ gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense is being played around it & how we want to block! They are named / IDed as follows:

DEFENSIVE ―CORES‖

Cores with 2 DL V V V V V

V V

-Center does not have a DL on him (possible shade), but Guards do -TWO players at LB depth are in B gap to B gap area --------------------------------

Core is ―SPLIT‖
BASE DEFENSE FOR: X (Lou), Manual CHANGE-UP FOR: Shelby Co., Seneca, Male

-Center does not have a DL on him (possible Shade), but Guards to -ONE player at LB depth in the B gap to B gap area --------------------------------

Core is ―EVEN‖
BASE DEFENSE FOR: Southern, X (Lou), Shelby Co. CHANGE-UP FOR: Fern Creek

QBS 2006

Front Dir

Main Menu

IDENTIFYING DEFENSES: FRONTS
The next step in identifying defenses is to classify the front structure in terms of its ―core.‖ The ―core‖ refers to the how defenders are aligned within the ―A‖ and ―B‖ gaps. There are only 6 basic cores, as identified by the Center at the L.O.S., & they tell us a lot about how the rest of the defense is being played around it & how we want to block! They are named / IDed as follows:

DEFENSIVE ―CORES‖

Cores with 3 DL V

V

V

V V V

V

-Center has a DL on him (0 or Shade) ,as do both Guards (usually 3, sometimes 2s) -NO LB players are in the B gap to B gap ‗core‘ -Usually, 2 of them will be C gap players --------------------------------

Core is ―BEAR ZERO‖
BASE DEFENSE FOR: -CHANGE-UP FOR: --

-Center has a DL on him (0 or Shade), as do both Guards (usually 3, sometimes 2s) -ONE player at LB depth in the B gap to B gap area --------------------------------

Core is ―BEAR ONE‖
BASE DEFENSE FOR: Oldham County, Fern Creek, Male CHANGE-UP FOR: Ballard, Henry Clay

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: SLOT DEFENDERS
One of the areas in which we will see the most variety is the manner in which defenses align their Outside LB/Nickel Players related to our Slot or Slot receivers. These players will tell us much about:
1.Checking run versus pass, 2. Uncovered checks (whether we are uncovered and which type to use), 3. Our screen game, and 4. Pressure / Protection checks.

Because this information is vital to our being able to ―control the field‖, we need a great way to communicate all the things we can see very quickly. Our system of labelling the different alignments we see follows.

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Two receiver side
―HIP‖ ―TUCK‖
Inside the Tackle

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IDENTIFYING DEFENSES: SLOT DEFENDERS
―IKE SHADE‖ ―IT‖ ―IKE‖ ―OLLIE‖
Outside shade or leverage on widest slot

V V

V VV V
Between Inside rec and Tackle

Head up on Inside rec

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Three receiver side
―IT‖ ―IKE‖ ―MILT‖ ―MOE‖

Coverage Main Dir Menu

IDENTIFYING DEFENSES: SLOT DEFENDERS
―HIP‖
―TUCK‖
Inside the Tackle

―OLLIE‖
Outside shade or leverage on widest slot

V V

V
Between Inside rec and Tackle

V

V
Between Middle and Inside rec

V V

Head up on Inside rec

Head up on Middle rec

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Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
Coverages are grouped in ‗families‘ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense‘s overall philosophy, numbers against the run, and ability to blitz.

STEP 1: COVERAGE ―FAMILIES‖

?

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
Coverages are grouped in ‗families‘ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense‘s overall philosophy, numbers against the run, and ability to blitz.

STEP 1: COVERAGE ―FAMILIES‖

0 Safety Family
*No one in the hash area (8 yds or deeper, between or within 2 yds of the hash) *MAN coverage family *Run defenders: Def +2 *Pass rushers: Def +1 *JACK tells you where we‘re outnumbered *COVERAGES: 0, 0 Str, 0 Weak, 0 Press

1 Safety Family

2 Safety Family

*1 player in the hash area (Jack) *2 players on/near hash area *MAN or ZONE coverage family *MAN or ZONE coverage family *Run defenders: Even *Run defenders: Def +1 *Pass rushers: Off +1 *Pass rushers: Even *Safeties‘ relationship to hash *CB ―D.E.L.‖ will tell you the will change when ball is actual coverage on the hash! *COVERAGES: *CB D.E.L. & Safety align 1, 1 Press, 3, 3 Fire, 3 Cloud, 5 will tell you actual coverage *COVERAGES: 2, 2 Man, 4, 8, 8 Press, 28

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
Coverages are grouped in ‗families‘ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense‘s overall philosophy, numbers against the run, and ability to blitz.

STEP 1: COVERAGE ―FAMILIES‖

0 Safety Family
*No one in the hash area (8 yds or deeper, between or within 2 yds of the hash) *MAN coverage family *Run defenders: Def +2 *Pass rushers: Def +1 *JACK tells you where we‘re outnumbered *COVERAGES: 0, 0 Str, 0 Weak, 0 Press

V

V

V

V

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
Coverages are grouped in ‗families‘ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense‘s overall philosophy, numbers against the run, and ability to blitz.

STEP 1: COVERAGE ―FAMILIES‖

1 Safety Family
*1 player in the hash area (Jack) *MAN or ZONE coverage family *Run defenders: Def +1 *Pass rushers: Even *CB ―D.E.L.‖ will tell you the actual coverage *COVERAGES: 1, 1 Press, 3, 3 Fire, 3 Cloud, 5

V
V V V

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
Coverages are grouped in ‗families‘ according to the number of defensive backs they have in areas of DEEP responsibility (8 yds or deeper) in between or just outside the hashes. By understanding the Coverage Family (0 Safety, 1 Safety, or 2 Safety), you already know a great deal about the defense‘s overall philosophy, numbers against the run, and ability to blitz.

STEP 1: COVERAGE ―FAMILIES‖

2 Safety Family
*2 players on/near hash area *MAN or ZONE coverage family *Run defenders: Even *Pass rushers: Off +1 *Safeties‘ relationship to hash will change when ball is on the hash! *CB D.E.L. & Safety align will tell you actual coverage *COVERAGES: 2, 2 Man, 4, 8, 8 Press, 28

V
V

V
V

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Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
In situations where you need to know more than the coverage family, you next look to the CB to clue you in. You‘ll get what you need by finding their ―DEL‖ – Depth, Eyes, Leverage

STEP 2: CORNERBACK ―D.E.L.‖

ZONE Corner
DEPTH
*Usually deeper than man *Generally 6 or deeper

MAN Corner
DEPTH
*Tighter in general *Mostly 5 or tighter

EYES
*Looks inside/at you *Can see STRIPE on his helmet

EYES
*Looks at receiver *Cannot see stripe

LEVERAGE
*Outside

**Note: The term ―PRESS‖ is tagged to describe a CB or a coverage in which CB are less than 5 yards deep. It can be applied to Man (Inside) or Zone (Outside) technique.

LEVERAGE
*Inside; occasionally head up

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Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGE
Against two-safety defenses, you can often anticipate the behavior of safeties and, as a result, other players in the coverage, by looking at the safeties‘ depth and relationship to the hash. Generally, hash safeties are either defending a QUARTERS of the field, a HALVES of the field, or are SUPPORT players who will become quarters or man players once they read pass. *10-12 yds deep, loose or outside the hash: HALVES (Cov 2) *10-12 yds deep, tight to or on the hash: QUARTERS (Cov 4) *10 yds or tighter, tight to or on the hash: SUPPORT (Cov 8) **You will also see COMBINATION coverages; one safety in Halves alignment & one in Quarters or Support alignment (Cover 28, 24, etc.)

STEP 3: SAFETY ALIGNMENT

V

V V

V V

V

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Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 0
FAMILY: 0 Safety CORNER D.E.L.: Man

Why used:
Pressure – to free up rushers to outnumber protection and the run game. For some teams, a Red Zone/GL coverage only.

V

V

V

V

Weaknesses/Thoughts of attack:
1. 2. 3. 4. 5. 6. Individual matchup routes based on CB/Safety depth Undefended deep hole in the middle Crossing routes w/ stairstep technique ―Rub‖ routes Alley Screens Timed breakout routes to inside receivers against inside leverage LB or safeties (4 route, 5 route, Bronco)

BASE DEFENSE FOR: -CHANGE-UP FOR: Southern, X (Cincy), Ballard

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 0 PRESS
FAMILY: 0 Safety CORNER D.E.L.: Man PRESS

Why used:
Pressure – to free up rushers to outnumber protection and the run game. Played consistently, it is a statement of arrogance about their DB‘s athleticism compared to our WR; a challenge. For some teams, a Red Zone/GL coverage only.

V

V

V

V

Weaknesses/Thoughts of attack:
1. Same as Cover 0, but especially FIRE routes to inside receivers and DOUBLE MOVES (Utah, Horn, Takeoff)

BASE DEFENSE FOR: Male, Fern Creek CHANGE-UP FOR: --

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 1
FAMILY: 1 Safety CORNER D.E.L.: Man

Why used:
To defend the run and create some pressure without the risk of emptying the deep middle. Can be a Red Zone change-up

V V V V V

Weaknesses/Thoughts of attack:
1. 2. 3. 4. 5. Individual matchup routes based on CB/Safety depth Sneak & Crossing routes w/ stairstep technique ―Rub‖ routes Alley Screens Timed breakout routes to inside receivers against inside leverage LB or safeties (4 route, 5 route, Bronco)

BASE DEFENSE FOR: Fern Creek, Oldham Co. CHANGE-UP FOR: Male, Henry Clay, X (Cincy)

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 1 PRESS
FAMILY: 1 Safety CORNER D.E.L.: Man Press

Why used:
To defend the run and create some pressure without the risk of emptying the deep middle. Can be a Red Zone change-up

V

Weaknesses/Thoughts of attack:
1. Same as Cover 1, with special emphasis on FIRE routes inside and DOUBLE MOVES outside.

V

V

V

V

BASE DEFENSE FOR: Fern Creek CHANGE-UP FOR: Male

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 3
FAMILY: 1 Safety CORNER D.E.L.: Zone Why used:
Allows for fronts that outnumber the run, while providing safe pass coverage that limits big plays and forces offense to execute underneath.

V

V
V V V V

V

Weaknesses/Thoughts of attack:
1. 2. 3. 4. Short outside throws – Now, Quick Out, Stop, Hitch, Comeback, Orbit Areas between the 4 underneath defenders: Spacing, especially Creating 2 on 1 situations agianst the Jack safety in the middle with vertical routes on the hashes: BOX Creating 2 on 1 situation on the flat defender: Bronco, Flood

BASE DEFENSE FOR: X (Lou), X (Cincy), Seneca, Ballard, Eastern CHANGE-UP FOR: Oldham Co., Shelby Co.

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 2
FAMILY: 2 Safeties CORNER D.E.L.: Zone, possibly press SAFETY ALIGN: Halves (Wide) Why used:
To be physical against the outside run with CB support and constrict short passing lanes with 5 defenders underneath

V

V

V

V

V

V

V

Weaknesses/Thoughts of attack:
1. 2. 3. Holes at the second level: Deep middle and ―pocket‖ areas on the outside; Box, Corner, Pocket Routes that put CB in a bind with receivers in front & behind: 2, 4, E/W Routes that wall off OLB and work in crease inside QB: Spacing, Slick

BASE DEFENSE FOR: X (Cincy) CHANGE-UP FOR: X (Lou), Southern

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 2 MAN
FAMILY: 2 Safety CORNER D.E.L.: Man Press SAFETY ALIGN: Halves Why used:
Heavy pass coverage on obvious pass downs or two minute situations to allow underneath defenders to be aggressive, knowing they have help over the top.

V

V

V

V

V

V

V

Weaknesses/Thoughts of attack:
1. 2. 3. Matchup: MLB on the back QB run/Option/Scramble/Run support on edges Same underneath route concepts as Cover 1 and 0 Press (Rubs, Crosses, Out-breaking routes to Inside rec.)

BASE DEFENSE FOR: -CHANGE-UP FOR: Male

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Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 4
FAMILY: 2 Safeties CORNER D.E.L.: Zone SAFETY ALIGN: Quarters (tight)

V

V V V V V

Why used:
To eliminate deep, vertical throws

V

Weaknesses/Thoughts of attack:
1. 2. 3. 4. 5.

Short outside throws – Now, Quick Out, Stop, Hitch, Comeback, Orbit SHORT areas between the 4 underneath defenders: Spacing, especially Intermediate areas in front of safeties behind LB: Over, Curl BASE DEFENSE FOR: X (Lou), Southern 4 route! CHANGE-UP FOR: Ballard, Eastern Creating 2 on 1 situation on the flat defender: Bronco, Flood

Note: J safety will typically ―Cross key‖ #3 receiver in a Trips set & lock on him if he runs a Hole, Slash, or Verticaltype route

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 8
FAMILY: 2 Safeties CORNER D.E.L.: Loose Man SAFETY ALIGN: Support

Why used:
To maintain a form of 4-deep coverage while adding two safeties to the run support equation.

V

V V V

V V

V

Weaknesses/Thoughts of attack:
1.
2.

Safeties have two jobs: Must use effective PLAY ACTION to exploit this (216-217, 226-227) Otherwise, same types of throws we use against Cover 4

BASE DEFENSE FOR: Southern CHANGE-UP FOR: X (Lou)

Note: J safety will typically ―Cross key‖ #3 receiver in a Trips set & lock on him if he runs a Hole, Slash, or Verticaltype route

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 3 f/ 2-SAFETY LOOK: Cover 3 ―Sky‖ Rotation
FAMILY: 1 Safety CORNER D.E.L.: Zone SAFETY ALIGN: ―Creeps‖ Why used:
To disguise intentions, add run defender to ―box‖ or adjust to formations/motion *Will recognize week to week by certain players cheating off normal 2-saf alignment OR use Quick Frosty to get them to ―Creep‖ *Doesn‘t necessarily affect us other than Box conversions & recognition in Key defender throws. LOVE Box away from rotation!

V V V V V

V V

BASE DEFENSE FOR: X (Lou), X (Cincy), Southern CHANGE-UP FOR:

QBS 2006

Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 3 f/ 2-SAFETY LOOK: Cover 3 ―Cloud‖ Rotation
FAMILY: 1 Safety CORNER D.E.L.: Zone SAFETY ALIGN: ―Creeps‖ Why used:
To disguise intentions, squeeze the ―Pocket‖ area, constrict strongside throws *Will recognize week to week by certain players cheating off normal 2-saf alignment OR use Quick Frosty to get them to ―Creep‖ *Will continue to key CB in 2-safety throws, but MUST be careful in the pocket area.

V V V V V

V V

BASE DEFENSE FOR: Manual CHANGE-UP FOR: --

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Coverage Main Dir Menu

IDENTIFYING DEFENSES: COVERAGES
COVER 2 CONCEPT f/1 SAFETY LOOK: ―Cover 5‖
FAMILY: 1 Safety CORNER D.E.L.:
Zone weak; Man str

V

V
V V V V V

Why used:
Tries to outnumber 3 receiver & unbalanced sets by overrotating J strong over the strong receivers, and playing aggressively on #1 and #2. Becomes a form of Cover 2, but with no jam CB weakside.

Weaknesses/Thoughts of attack:
1. 2. Box area between hashes, deep. (7 Hole, E-W Hole, Bronco ―Ollie‖) ―Solo‖ flight routes of any kind back to weakside

BASE DEFENSE FOR: Henderson CHANGE-UP FOR: --

QBS 2006

Terms Main Page Menu

RUNNING GAME: Check with me terms
―WIDEST TECHNIQUE‖
Side of the ball where 1st DL is furthest from the Center. 0 technique does not count; Shades do

RUNS COMMONLY CHECKED TO ―WIDEST TECHNIQUE‖:

40-41 Slice, 16-17 Trey

EXAMPLE 1: 3 on left, 2i on right *Left side has ―WIDEST TECHNIQUE‖

EXAMPLE 2: 0 over C (doesn‘t count), 4i on left, 5 on right *Right side has ―WIDEST TECHNIQUE‖

V

V

V

V

V

QBS 2006

Terms Main Page Menu

RUNNING GAME: Check with me terms
―TIGHTEST TECHNIQUE‖
Side of the ball where 1st DL is closest to the Center. 0 technique does not count; Shades do

RUNS COMMONLY CHECKED TO ―TIGHTEST TECHNIQUE‖:

42-43 Zone, 46-47 Counter, 14-15 Casino

EXAMPLE 1: 2 on left, 2i on right *Right side has ―TIGHTEST TECHNIQUE‖

EXAMPLE 2: Shade on left, 3 on right *Left side has ―TIGHTEST TECHNIQUE‖

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QBS 2006

Terms Main Page Menu

RUNNING GAME: Check with me terms
―LIGHTEST SURFACE‖
Side of the ball that has the fewest DL compared to the number of blockers. Usually used in balanced, two TE formations. 0 Nose counts as ½ lineman for each side. EXAMPLE 1: 3 DL v. 3 blockers on left; 2 DL v. 3 on right *Right side has ―LIGHTEST SURFACE‖ EXAMPLE 2: 2 DL v. 3 blockers on left; 2 DL v. 2 on right *Left side has ―LIGHTEST TECHNIQUE‖

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EXAMPLE 3: 2 ½ DL v. 3 blockers on left; 2 ½ DL v. 3 on right *Neither would be considered a ―LIGHTEST SURFACE‖

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QBS 2006

Slot Terms Main Def. Page Menu Terms

RUNNING GAME: Check with me terms
―OVERHANG‖
Standing DE or LB outside the box for whom we do not have a receiver & cannot block. Most often, we want to check AWAY from Overhang players, especially 0 series runs. EXAMPLE 1: Player B is an overhang; no blocker available EXAMPLE 3: B is not an overhang; a blocker is available V V V V V V V

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EXAMPLE 2: Player B is not an overhang; a blocker is available

EXAMPLE 4: B is an overhang; no blocker is available V V V V

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QBS 2006

Terms Main Page Menu

PASSING GAME: Pre-snap decision terms
COVERED DOWN / UNCOVERED
Terms that indicate whether a defense has honored our receivers. If an inside receiver has no one within 5 yards of him, he is ―uncovered.‖
If 2 inside receivers have only 1 short defender over them, they, together, are considered ―uncovered‖

If an outside receiver to the short side has no CB within 7 yards, or an outside receiver to the wide field has no CB within 10 yards, he is ―uncovered.‖ EXAMPLE 1: H is ―Covered down‖ by ―B‖ EXAMPLE 2: H is ―Uncovered‖ EXAMPLE 3: H & Y are ―Uncovered‖

B
H H

B
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B
Y

QBS 2006

Terms Main Page Menu

PASSING GAME: Pre-snap decision terms
PREMIUM / NON-PREMIUM
Words that describe a side of a formation; specifically, whether there is a defender in the ―Alley‖ (area between the tackle & receiver to a depth of 7 yards) who can provide help against a single receiver‘s route. ―Premium‖ means no defender is in the alley and the receiver is 1-on-1; ―Non-Premium‖ means an overhang LB or safety is in the alley in position to help. EXAMPLE 1: No one in alley: ―Premium‖ EXAMPLE 2: Overhang LB in alley: ―Non-Premium‖ EXAMPLE 3: Support safety in alley: ―Non-Premium‖

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QBS 2006

Terms Main Page Menu

PASSING GAME: Pre-snap decision terms
―ACCESS‖: Free/Hard Limited/No
Subcategories of ―Premium/Non-Premium‖ that further describe a side by indicating the depth of the CB within a Premium or Non-Premium side.

*A side that is ―Premium‖ & has a ―Loose‖ CB deeper than 6 yds is called FREE ACCESS *A side that is ―Premium‖, but has a ―Tight‖ CB 6 yards or closer is called HARD ACCESS *A side that is ―Non-Premium‖ with a ―Loose‖ CB is called LIMITED ACCESS *A side that is ―Non-Premium‖ with a ―Tight‖ CB is NO ACCESS

QBS 2006

Terms Main Page Menu

PASSING GAME: Pre-snap decision terms
―ACCESS‖: Free/Hard Limited/No
EXAMPLE 1 EXAMPLE 2

V V V V V V

V V

Premium + Loose CB

Premium + Tight CB

=FREE ACCESS

=HARD ACCESS

QBS 2006

Terms Main Page Menu

PASSING GAME: Pre-snap decision terms
―ACCESS‖: Free/Hard Limited/No
EXAMPLE 3 EXAMPLE 4

V V V V
Non-Premium + Loose CB

V V V V

Non-Premium + Tight CB

=LIMITED ACCESS

=NO ACCESS

QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Types of Reads
―AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON‘T PLAY AT TRINITY.‖
1. Progression: 2. Key defender: 3. Object receiver: 1 – 2 – 3 ―Checklist‖ Look at a defender, throw opposite his reaction Read an area: *Throw to object receiver if not invaded *If invaded, throw to area vacated by ―invader‖

a. ―Across the Board‖

QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Types of Reads
PROGRESSION
Example: Eastern v. 1 safety look. Progression is Pin Arrow to Over to Comeback to Run
KEYS
1. Pre-snap homework: Understand where threats are to each guy in the progression

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2. Checklist is a series of SNAPSHOTS…Yes/No right now, then move on
3. FEET follow the EYES, then the FEET will tell you if it‘s open (rhythm)

QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Types of Reads
PROGRESSION: ACROSS THE BOARD
*Type of progression that starts on one side and works laterally across the formation Example: 91 X Slant Y Space. Work ―Across the board‖ Slant to Space to Mini to Arrow
KEYS 1. BIG SCREEN – See defender in front of each receiver 2. FEET follow the EYES, then the FEET will tell you if it‘s open (rhythm)

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QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Types of Reads
KEY DEFENDER
Example: 62 v. 2 safeties. Key CB, Smash or Corner route
KEYS 1

1. FOCUS on the FEET of a CB if he‘s the key, the SHOULDERS of a LB or Safety
2. Be READY (body position) and WILLING (decisiveness) to throw IMMEDIATELY upon seeing his reaction. NO HESITATION.

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QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Types of Reads
OBJECT RECEIVER
Example: 81. ―Object‖ the Mini-Curl…Space if invaded inside-out, Arrow if invaded outside-in
KEYS 1. Pre-snap: Know who can invade, & likelihood that they will by alignment. ―Influence‖ them not to in certain situations 2. BIG SCREEN. See at least 4 yards on either side of object receiver‘s break point. FEEL invaders.

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QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Post-snap decision terms
―AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON‘T PLAY AT TRINITY.‖

Read Player:

The person you read in a ―Key defender‖ read
*Usually the CB v. 2 safeties, ―Alley Player‖ v. 1 safety

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QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Post-snap decision terms
―AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON‘T PLAY AT TRINITY.‖

Danger Player: Defender not accounted for in your read that can intercept if not accounted for…often inside or in front of your read
*Often the ILB on Quick throws and/or in 1 safety defenses;
*Often the safety on 60-70 throws and/or in 2 safety defenses DANGER V READ V V V V V V V

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QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Post-snap decision terms
―AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON‘T PLAY AT TRINITY.‖

‗Q‘ Receiver:

Receiver whose route should be open early & be available if protection breaks down
*Examples: Arrow, Swing, , Flat, Orbit *Is NOT an answer to blitz or being outnumbered

Outlet:

Receiver whom you look to late if basic progression is not open
*Receiver is generally STATIONARY and has freedom to work open! *HE will tell you if he‘s open with EYE CONTACT. Do NOT give him the ball UNLESS he gives you EYE contact
*Examples: Spacing sit, Trace, Over, Drag, Under

QBS 2006

QB Terms Main Thought Summ Page Menu

PASSING GAME: Post-snap decision terms
―AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WON‘T PLAY AT TRINITY.‖

‗Deke‘:

Subtle shoulder & head movement by QB within the rhythm of his drop to influence a zone defender to move a certain direction or react to a certain route.
*Can be used to keep ‗object area‘ open or move a key defender *Example: Deke the alley player to the Arrow to get the Mini-Curl

‗Pump‘:

Pump fake by QB to influence the movement of a defender; mostly a safety or CB
*SHORT PUMP: Within rhythm of drop, short separation of hands and lift of elbow; immediately reload *LONG PUMP: Full arm motion, ―reset for depth‖ and reload

QBS 2006

Main Menu

PASSING GAME: Types of Throws
3 2 1

1 BALL: Thrown on a direct line to receiver; Used on short throws, medium throws with no one between you and target 2 BALL: Enough trajectory to get ball over goalpost (10‘ apex), snap of wrist to bring it down on a receiver in front of people; Used on medium throws that you can‘t get there on a straight line or deep/medium throws with safety help over top.

3 BALL: High, lofted pass, using lifted front shoulder & sometimes a javelin step; Used on deep balls with no safety help over top to allow receiver to run under it

QBS 2006

Main Menu

PASSING GAME: Ball Placement
―ACCURATE THROWS CREATE RUN AFTER CATCH YARDS‖ (50% rule)

On throws to a receiver who is facing us (Mini Curl, Sit, Orbit, Curl, Now, Hitch, etc.), we will maximize yards after catch by making ―Triangle‖ throws. The ―Triangle‖ refers to the three spots where a receiver can catch the ball without slowing down or locking up his hips: The right shoulder, the left shoulder, and his facemask. The best Triangle throws are those thrown ON THE SHOULDER AWAY FROM DEFENSIVE PRESSURE. If the nearest defender is outside, put the ball on the inside shoulder. If the nearest defender is inside, put the ball on the outside shoulder If a defender from behind is an IMMEDIATE THREAT to knock the ball away, we throw a ―GUT SHOT‖ into the receiver‘s stomach so that he can protect himself and give the defender no path to the ball.

QBS 2006

Drops Main Menu Menu

DROP Summary
Most of your success or failure as a passer will happen because of what goes from from the waist down. Disciplined, consistent drops serve the following purposes: 1. Get you where you‘re supposed to be 2. Get you there when you‘re supposed to be there 3. Get your body in a position to deliver the ball when the read tells you to

QBS 2006
UNDER CENTER GUN

Drops Main Menu Menu

DROP Summary: 90-190, Part I
1 step Catch & Shoot 1a. 1 STEP: Throwing side foot steps at 45° angle to target, sit & drive off it 1b. CATCH/SHOOT: To throwing side – Double play turn into hinged pos. as ball arrives, push off & throw without a step Opp. throwing side – SIT on throwing leg, HINGE off leg, push off, no step USED FOR: ―Color‖ screens, Slant, Now (Under C only), Fade +8 (Under C only)

QBS 2006
UNDER CENTER GUN

Drops Main Menu Menu

DROP Summary: 90-190, Part II

Flash 3 quick 3 big 2a. 3 QUICK: 2b. ROCKER: USED FOR: 3a. 3 BIG: 3b. ROCK & HITCH: USED FOR: 4a. FLASH: 4b. ―P‖:

―P‖ Rocker Rock & Hitch

1 big, 2 quick, anchor and hinge on last step Push off opposite foot, ―rock‖ back onto throwing foot, anchor & hinge Hitch, Quick Out, Arrow, Fade (outside the 8) 2 big, 1 quick, 75 percent tempo, anchor and hinge on last step Rock to back foot, bend on back knee, 1 hitch step forward Mini-Curl, Sit, Turn, Trail Extend ball on 1st/2nd steps on 24-25 course on way to drop. Used with 3 quick or 3 big; feet & rhythm don‘t change Drop with off foot, lunge & extend w/ throwing foot, Rock back. Can be used with Anchor or Hitch at end depending on route.

QBS 2006

Drops Main Menu Menu

DROP Summary: 40-50
UNDER CENTER GUN

5 quick 5 big (Hitch)

3 & Hitch

3 quick

2a. 5 QUICK: 2b. 3 QUICK: USED FOR: 3a. 5 BIG: 3b. 3 & HITCH: USED FOR:

5 quickest steps you can take, anchor and hinge last step, no hitch up 1 big – 2 quick – anchor & hinge last step, no hitch up, just like 3 qk f/under Stop, Glance, Box 3 big, 2 quick, 100 percent tempo, 1 Hitch up & throw on rhythm Just like Gun 3 quick, with a Hitch up Bronco, Big Space

QBS 2006

Drops Main Menu Menu

DROP Summary: 60-70
UNDER CENTER GUN

Tight U

Angle 5 (Kickback)
Dash

Angle 3 (Anchor or Hitch) (Possible kickbk)

Tight U

Dash

1.

TIGHT U: USED FOR: 2a. ANGLE 5: 2b. ANGLE 3: USED FOR: 3. DASH: USED FOR:

Reach to 5 or 7 o‘clock opposite, toe downhill on 2d step, drumroll to target 2 route, 4 route 5 qk steps ,45 ° angle, to inside leg of tackle, possible kick back (Mini-drop) 1 big +2 quick, 45 ° angle, to inside leg of tackle– anchor or hitch, poss. kick 3 route, 6 route 3 quick (under C) / Mini-drop (Gun) & Spin, explode for width & depth 5 route, Balloon

QBS 2006

R/P Main Menu Menu

„RUN-PASS‟ Calls
NOW – BINGO – GREEN/GOLD
A ‗Run-Pass‘ call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: ―24 NOW,‖ or ―26 BINGO,‖ or ―23 GREEN‖ 1. NOW means that your outside receivers are running ―NOW‖ routes. If either side has a CB that allows you to throw it (7+ to bnd, 10 + to field), stand up and throw to that side. Otherwise, execute the run as called. NOW is always an under center throw. 2. BINGO gives backside receivers away from the run ―BIG SLANTS (3 or 4 steps)‖. If you have free access or limited access with an unusually wide alley LB that you think the Slant will get inside, throw the Bingo. Footwork for ―Bingo‖ will be to execute the run 2 steps (extend early), anchor on the 3rd and throw. Otherwise, execute the run. BINGO is always under center as well. 3. GREEN/GOLD gives the frontside receivers ―Green‖ (right) or ―Gold‖ bubble screen responsibilities. If you have an uncovered situation to their side, throw Green/Gold off normal footwork. Otherwise, execute the run. We can do this under center or gun, but prefer it from gun.

QBS 2006

R/P Main Menu Menu

„RUN-PASS‟ Calls
NOW – BINGO – GREEN/GOLD
A ‗Run-Pass‘ call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: ―24 NOW,‖ or ―26 BINGO,‖ or ―23 GREEN‖ EXAMPLE 1a: ―Ace Rt 26 NOW‖ Left CB‘s depth tells you to throw NOW to the left EXAMPLE 1b: ―Ace Rt 26 NOW‖ CB depth tells you to hand off

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C

QBS 2006

R/P Main Menu Menu

„RUN-PASS‟ Calls
NOW – BINGO – GREEN/GOLD
A ‗Run-Pass‘ call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: ―24 NOW,‖ or ―26 BINGO,‖ or ―23 GREEN‖ EXAMPLE 2a: ―Rip Plus 24 BINGO‖ CB‘s inside leverage tells you to hand off EXAMPLE 2b: ―Rip Plus 24 BINGO‖ Free access tells you to throw Slant on 3d step

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B

QBS 2006

R/P Main Menu Menu

„RUN-PASS‟ Calls
NOW – BINGO – GREEN/GOLD
A ‗Run-Pass‘ call is one in which we call both a run and a pass at the same time. All or some receivers will execute the route or pass indicated, the OL and backs will execute the run. NO VERBAL CHECK IS GIVEN. You simply decide, based on certain criteria, whether to hand it or throw it. Calls will sound like this: ―24 NOW,‖ or ―26 BINGO,‖ or ―23 GREEN‖ EXAMPLE 3a: ―Larry First 23 GREEN‖ EXAMPLE 3b: ―Larry First 23 GREEN‖ 3 over 3 to Green side (NOT Uncovered) 2 over 3 (UNCOVERED) tells you to throw GREEN tells you to execute the RUN (including read) R

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C

QBS 2006

Uncov R/P Main Dir Menu Menu

„RUN-PASS‟ Calls
―UNCLE‖
―Uncle‖ is combines some of the thoughts from Run-Pass calls and Uncovered throws. It is a term tied to the end of a RUN call that involves motion, often ‗Sink‘ motion by R. What it means to you and the receivers is that we‘re planning to send a player in motion and execute a run, but are on HIGH ALERT for the possibility of an UNCOVERED (―Uncle‖) check which would take the motion off and put us into uncovered throw mode with no motion. ―Uncle‖ means you can check any normal uncovered throw—Green/Gold, Orange/Olive, 92-192, 8999, as well as NOW to either outside receiver. Here‘s what it sounds like: Huddle call: ―Zero Sink, 24 Uncle.‖ At the line: No uncovered available – ―George, George (lift heel for motion) – 45, 45 – SetHit.‖ Uncovered available – you want to check GOLD – Give ‗stop sign‘ to motion man – ―Gold, Gold – 21, 21 – SetHit.‖ Uncovered available – you want to check 99 – ‗Stop sign‘ to motion man – ―Alan, Alan—99, 99 -

QBS 2006

Uncov R/P Main Dir Menu Menu

„RUN-PASS‟ Calls
―UNCLE‖
―Uncle‖ is combines some of the thoughts from Run-Pass calls and Uncovered throws. It is a term tied to the end of a RUN call that involves motion, often ‗Sink‘ motion by R. What it means to you and the receivers is that we‘re planning to send a player in motion and execute a run, but are on HIGH ALERT for the possibility of an UNCOVERED (―Uncle‖) check which would take the motion off and put us into uncovered throw mode with no motion. EXAMPLE 3a: ―Larry First 23 GREEN‖ EXAMPLE 3b: ―Larry First 23 GREEN‖ 3 over 3 to Green side (NOT Uncovered) 2 over 3 (UNCOVERED) tells you to throw GREEN tells you to execute the RUN (including read) R

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C

QBS 2006

Route Main Dir Menu

PASSING GAME: “Indivdiual” Routes
ROUTE
Quick Out Hitch Now Slant Glance Stop Fade

DESCRIPTION
4 step Speed Out cut 4 step timed Hitch 1 ½-2 step Skinny Slant 4 step Skinny Post

DROP

USE vs.

GET OUT vs. BALL
Any press Any press Wide alley or Inside lev CB 1 through shldr pad 1; Triangle throw 1; Upfield shoulder 1; take him to grass bk shldr in traffic 2; 18-22 on hash 1; time off WR butt drop 3 to MOE v. 1 saf; 2 to Pocket v. 2 saf

3 qk (Rocker) Off CB to bnd 3 qk (Rocker) Off CB to field 1 step 5 qk (3 qk) Outs press

1 step Hitch – Uncovered 1 step

CB >7(B) >9 (F) Any press

Wide open alleys Inside lev OR Qtrs/Supt Saf Most looks Hard outs lev.

10-11 yd timed Fade Stop 5 qk (3 qk) Basic Fade

3 qk/Rocker* Head up-Ins Prs Anything else 1 step +8

The following Individual Routes may be used against ―LIMITED ACCESS‖ (Non-Premium): 1. Quick Out 2. Now 3. Stop (sometimes) *All others are OFF v. Limited Access. Work the other side or check to a run *NO individual routes may be used against ―NO ACCESS‖

QBS 2006

QB Route Main Thought Summ Dir Menu

PASSING GAME: “Double Indy”
1. PREFERRED ROUTE IS CALLED FOR YOU E.g., ―80 Double Quick Out‖
A. Danger in the Alley: 1. If one side has a defender in the alley (Overhang) who can take away your route, go opposite 2. If BOTH sides have problem players in the alley, check to a run B. Side whose CB alignment best fits the profile you want with route called *For example, if ―Double Quick Out‖ was called, you‘d want the softest CB C. Shortest throw (Field width)

2. GENERIC ―DOUBLE INDY‖ CALLED

E.g., ―90 Double Indy‖

A. Choose the side you want to work 1. If you have ONE Premium side and one non-premium, work the Premium side 2. If you have TWO Premium sides, choose the side according to: a. Best matchup (if we have a GUY) b. Shortest throw (field width) 3. If you have NO Premium sides, check run or Alley Screen B. Pick a route that best attacks the CB to your chosen side *SIGNAL to BOTH receivers, varying the order of who you signal FIRST.

***Once you choose a side to work and start the play, you do NOT go back on Indys!

QBS 2006

QB Route Main Thought Summ Dir Menu

PASSING GAME: “Double Indy”
3. INDY IS INCLUDED WITH A RUN CHECK E.g., ―Chase Check Indy‖
*Will vary a little from week to week, but we will generally choose run or pass based on: A. One safety / Two safety (INDY v. One safety, RUN v. Two safety) OR B. Is there a Free Access side? (INDY if yes, RUN if not) *If your criteria takes you to ―Indy‖ use your normal procedure in choosing/signaling the Individual route

QBS 2006

QB Route Main Thought Summ Dir Menu

PASSING GAME: Route Summary
# 1 2 3 4 5 6 7 8 9 NAME Ins Rec Outs Rec Mid Rec 40-50 BS 60-70 BS 80-90 BS Other BS tags Curl Arrow Curl Sit Mirror Under Indy/Fire Mirror, Trail Smash Choose Orbit Seam Mirror Under Indy/Fire Flood Arrow F.O.R. Go Sail Under Indy/Fire Flat Flat Go Pocket Seam Under Comeback Comeback Comeback Over Big Space Big Space Win Stop Box Seam (Hole) Pocket/Cbk Seam Mirror Mirror Hitches Hitch Hitch Hitch Mirror Mirror Trail Slick Slant Slant Slant Mirror Trail

QBS 2006

Main Menu

BLITZ, UNCOVERED, & THE NUMBERS GAME
As long as the defense has at least ONE safety deep, AND ―COVERS DOWN‖ all of our receivers, we will always have enough pass protectors to get ―a hat on a hat.‖ 5 defenders defenders committed committed to to coverage… coverage… 5 (4 for for our our 4 4 receivers receivers + +1 1 safety safety deep) deep) (4 …leaves 6 available to rush the passer (5+6=11)… …for 6 available blockers (5 OL + 1 RB) 1 1 2 2 1 5 2 3 3 5 4 4

6 3

6 = 6

1 2 3 4 5

6

QBS 2006

Main Menu

BLITZ, UNCOVERED, & THE NUMBERS GAME
They can outnumber our protection in one of two ways. The first is IF WE ALLOW THEM to leave a receiver uncovered

With only 4 now committed to coverage… 7 rushers are now available 3 …for 6 available blockers (5 OL + 1 RB) 1 2 1 5 2 6 3 7 4 5 4

You

Hit Get 6 6 = 7 >

1 2 3 4 5

6

QBS 2006

Main Menu

BLITZ, UNCOVERED, & THE NUMBERS GAME
The other way they can outnumber our protection is to take the ―JACK‖ safety out of the middle to either be the extra rusher, or to cover one of our receivers so that someone else can rush

With only 4 now committed to coverage… 7 rushers are now available 3 …for 6 available blockers (5 OL + 1 RB) 1 2 1 5 2 6 3 4 7 5 4

Know The Plan

6 = 7 > 6

1 2 3 4 5

6

QBS 2006

Uncov Main Dir Menu

WINNING THE NUMBERS GAME Pt I: Uncovered
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME. Failure to do so will be considered an ―M.A.‖ More importantly, failure to do so will severely limit every other part of our offense. The only exceptions to this rule, the only times when you do NOT want to change to an uncovered check when these situations present themselves, are as follows:

1. 3rd and 7 or more 2. Backed up offense 3. 4-minute offense (sometimes) 4. 3rd and 1 or less (sometimes)
IF you‟re presented with an uncovered look by the defense in one of these situations, generally, you must add PROTECTION to the uncovered side

QBS 2006

Uncov Main Dir Menu

WINNING THE NUMBERS GAME Pt I: Uncovered
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.

There are FOUR options available to you to attack ―Uncovered situations‖:
QUICK PERIMETER SCREENS
A. Green (Rt) / Gold (Lt) – Bubble Screen to Inside receiver [Gun or Under] B. Orange (Rt) / Olive (Lt) – Mini-Alley Screen to Outside receiver [Gun or Under] 90-190 GAME A. 92-192 HItch – All Hitches with possible TRAIL tag [Best from Gun] B. 99-199 Look – All Slants [Under only]

QBS 2006

Uncov Main Dir Menu

WINNING THE NUMBERS GAME Pt I: Uncovered
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.

QUICK SCREENS
These are the quickest, highest percentage ways to exploit uncovered. Which you choose depends on the technique of the CB. Check to these simply by replacing the ―name‖ in your cadence with the appropriate color (―Olive, Olive…19, 19…SetHit‖)
Against a soft corner, we generally like GREEN (shown) and GOLD to get a moving receiver outside to a blocked perimeter

Vs. a Hard Corner, we want to get to the void INSIDE the CB and then back out, using a miniature Alley Screen (1 step timing) called ORANGE & OLIVE

J B C B

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C

QBS 2006

Uncov Main Dir Menu

WINNING THE NUMBERS GAME Pt I: Uncovered
CHECKING UNCOVERED is NOT OPTIONAL EQUIPMENT. YOU ARE EXPECTED TO RECOGNIZE IT (Part of every six second rule) AND ATTACK IT ACCORDINGLY EVERY TIME.

90-190 THROWS
Two of our 90-190 passes are particularly well-suited to quickly get guys into areas voided by defenders who aren‘t covering down. Use a live name and the number to check to them.
92-192 ALL HITCH
*All-purpose check: 2 or 3 receiver side, best from Gun *Hitches spaced out laterally. Cheat LB can‘t get to them. *Pre-snap alert for ―Tilt,‖ possible Trail call BS. ID most uncovered & object him. Drop is Rocker step (3 qk f/Under),

99-199 LOOK
*Usually to 2 receiver side, always under C *Inside Slant holds non-walked out LB where he is, creates lane for Outside Slant *1-step drop, Outside Slant on rhythm *Pre-snap can ―Trail‖ BS if worried about disguise

J

R B
C B C

QBS 2006

Main Menu

WINNING THE NUMBERS GAME Pt II: Blitz
ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY!

RECOGNIZE IT – PROTECT IT – ATTACK IT

RECOGNIZE
1. 2. 3. 4. 5. SEE that there‘s no Jack in your :06 rule KNOW which side the extra rusher is on (Jack‘s side) KNOW whether the CB are pressed or off UNDERSTAND the situation & how it relates to potential answers KNOW what you the play called says to do v. blitz

QBS 2006

Main Menu

WINNING THE NUMBERS GAME Pt II: Blitz
ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY!

RECOGNIZE IT – PROTECT IT – ATTACK IT

PROTECT
1. 2. 3. 4. 5. Point & motion in a protector (90-190, Hot 90-190, 40-50, 160-170), OR Add ‗Stay‘ (Eastern/Western) OR Stud or Slug the back (60-70) OR Check out of what you‘re in to 60-70 OR Beat the pressure with a quick throw (advanced)

QBS 2006

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WINNING THE NUMBERS GAME Pt II: Blitz
ANY TIME there is no safety in the middle of the field in the passing game, we go into ATTACK mode and must use a certain thought process. You must view this as an OPPORTUNITY!

RECOGNIZE IT – PROTECT IT – ATTACK IT

ATTACK
1. Number one answer is to check to whatever ALLEY SCREEN is available to you in the formation you‘re in: 1. Oakland/Oxford to 2-receiver side 2. Denver/Dallas to 3 rec. 2. Second ―failsafe‖ answer is to check 64-74 or 62-72 3. If you stay in: 1. 90-190 – a. FIRE or BOX to inside rec. v. Press b. INDY to outside rec. v. Off c. 89-99 Slick v. Off 2. Eastern/Western – STAY call, think OVER route to Comeback

QBS 2006

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
Every pass pattern we use is set up with a certain thought in mind, a certain way of attacking a defense and putting defenders in positions where they can‘t cover everyone. These different ways of attacking are called ―structures.‖ In other words, although different plays may use different routes to get guys to different places, many of them will have in common the same basic thought process, and are trying to do similar things to break the defense down…they have the same ―Structure.‖ You will speed up your learning if you first understand the ―structures‖ we use, and will be more organized in your thinking by associating certain plays with certain structures, rather than just memorizing everything. WITHIN A GIVEN ‗STRUCTURE‘, your reads are very often the same. In other words, if one play that‘s in a certain structure uses a ―Progression,‖ it‘s highly likely that most if not all the other plays in that structure do also. Again, this simplifies and organizes your thinking as you master all the things you have to know.

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
1. ―SOLO FLIGHT WITH HELP‖ 2. ―HIGH-LOW ON THE EDGE‖ 3. ―HORIZONTAL STRETCH‖ 4. ―VERTICAL ATTACK‖

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #1: ―Solo Flight with Help‖
Win a 1-on-1 matchup on one side, bring help toward it in the form of Spacing or some kind of stationary routes from the other side Pre-snap look at potential threats to 1-on-1; is generally a Progression (often across the board) starting with the 1-on-1 matchup 91-191 Spacing, 66-76 ‗Double move‘ routes (Utah, Horn), Fake Screens (Up, Replace)

Idea:

Thought process:

Routes that are Solo Flights:

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #1: ―Solo Flight with Help‖
91-191 Spacing 91-191 „Bush‟ 66-76 „Up‟ and „Replace‟ „Utah‟ and „Horn‟

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #2: ―High-Low on the Edge‖
Put CB in a bind by putting a receiver in front of him and a receiver behind him, bringing an outlet from the backside toward the route, usually in the form of some kind of crossing pattern. These are generally movement throws – Sprint, Bootleg, etc. Versus 1 safety: Progression or Object receiver read, starting with the shorter, quicker route Versus 2 safety: Key defender off CB‘s feet 62-72, 64-74; Basic East-West, East-West ‗Whip,‘ East-West ‗Sneak‘

Idea:

Thought process:

Routes that are High-Low on the Edge:

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #2: ―High-Low on the Edge‖
62-72 64-74 E-W (Basic) E-W „Whip‟ E-W „Sneak‟

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #3: ―Horizontal Stretch‖
Space two receivers out laterally at similar depths to create a 2-on-1 on an alley defender Usually works as a Progression, most often starting outside in or frontside to backside Sometimes is an ―Object receiver‖ read, beginning with the guy we don‘t think the alley player will cover (91-191 Mirror, Floods) ‗3‘ routes (163-173 and all ‗Flood‘ routes); 65-75; 91-191 ‗Mirror‘, 92-192, 89-99 East-West ‗Stay‘, East-West ‗Hole‘

Idea:

Thought process:

Routes that are Horizontal Stretches:

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #3: ―Horizontal Stretch‖
3 routes; All „Floods‟ 65-75 91-191 Mirror 92-192 89-99 E-W „Stay‟

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E-W „Hole‟

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #4: ―Vertical Attack‖
Outnumber and/or beat safety coverage in the area between the hashes with adjustable ‗Seam‘ routes Pre-snap: Identify safety or safeties and location relative to the hash or rest of the field, choose a ‗Primary‘ Seam Post-snap: Look at safety, influence him where you want him to go, throw to ‗Primary‘ if he stays; Hit other Seam if he doesn‘t do what you want; reset to outside receiver if you can‘t get a clean look. Any ‗7‘ route: 90-190, 90-190 ‗Hole‘, 90-190 ‗Slash‘

Idea:

Thought process:

Routes that are part of the Vertical Attack:

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ORGANIZING the PASSING GAME: PASS „STRUCTURES‟
EVERY PASS IN OUR OFFENSE IS PART OF ONE OF FOUR BASIC ―STRUCTURES‖
Structure #4: ―Vertical Attack‖
90-190 90-190 „Hole‟ 90-190 „Slash‟ 90-190 „Sluggo‟

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# Name Struc Pre-snap
Solo Solo Solo Solo Horiz Prem-Non-Prem; Access Prem-Non-Prem; Access Prem-Non-Prem; CB man ? Good look?(2 saf w/width or Press) Softest CB, widest alley

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QB THOUGHT PROCESS SUMMARY I
Blitz Q Outlet
Sit Sit Sit Sit BS Mini Under Under Under Under Under Over

Read
Object Mini-Curl (Non-prem) Prog Across the Board Prog A.T.B. Bush-Spot-Sit-Mini Prog A.T.B. Grab-Spot-Sit-Mini Object Mini-Curl 1 saf: Obj Orbit 2 saf: Key CB Prog Utah to Under Obj Sail 1s: Prog Flat-Undr 2s: Key C Prog Utah-Under Prog Outs Cbk-Ins Cbk-Ovr

91-191 Space Slant Bush Grab Mirror 62-72 Smash Utah 163-73 Flood 64-74 Flat Utah 65-75 Cbk 46-56 Bronco 66-76 Win 90-190 H,Y,Z Hole Slash Sluggo 92-192 Hitch

Fire, Indy or Chk Out Arrow Slant, Fire, Chk Out Slant Stay with! R/L prot Bush Stay with v. Good look Grab Check fire, add prot Arrow Stay with it MAX BS if 4 wk Stay with it MAX BS if 4 wk Orbit Orbit Flat ----

Hi-Lo CB depth, Alley/Saf width Solo Saf width Horiz Who‘s defending Sail? Hi-Lo CB depth, Alley/Saf width Solo Saf width Horiz CB tech, Alley width Solo Solo Vert Vert Vert Vert Poss. ―Ollie‖, 4 ov 2 FS? CB leverage on Stop

Stay with it. MAX BS Arrow

Stay with it. MAX BS None Can stay with; SOLID Flat Can stay w/; MAX BS None None Slash None Hitch

Big Spc Prog Across the Board Curl Prog Stop-Curl Cbk Cbk Cbk Trail 1s: Key Saf 2s: Prog Box-Cbk Same: 1s try to stare J to Hole 1s: Same 2s: Prog Slash-Cbk Prog 1s: Slug-Box-Cbk 2s: Box-Comeback Prog Across Board

Safety loc.; Choose Primary Check Out Same as Basic Under cover on Slash *Keep on! Sink R Sluggo access *Keep on! OK v. Off; Fire v. Prs

Horiz ID most uncov; ‗Trail‘ call BS

89-99 Slick

Horiz CB lev.; Can ‗Trail‘ BS

Stay with! R/L prot

Slants

Trail

Prog Ins-Outs-Trail

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QB THOUGHT PROCESS SUMMARY II
Name
Boot Whip Sneak Stay Hole

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Pre-snap

Blitz

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Outlet

Read
1s: Prog PA-Ov-Cb 2s: Key C *Poss peek at ‗Split‘

Hi-Lo EMLOS, Alley, have Split? STAY call or Check Same; „WHIP‟ serves as Pin Arrow Same; „SNEAK‟ serves as Pin Arow MUST GET OUT Horiz Horiz Horiz Hi-Lo Hi-Lo EMLOS, CB lev, Split? Stay with it 4 over 2? Hole likely open? STAY call to TE Just like E-W ―Stay‖ Just like Basic E-W ―Boot‖ Press CB (‗Alert‘) On move v. 4 wk

P.Arrow Over

E-W

None Over late Prog Over-Cbk; poss. Peek P. Arrow Follow Prog PA-Over-Follow (Peek)

Ctr Ps Basic Arrow 226-27 Snag

Arrow

Snag

Prog Arrow-Snag
*If ―Alert‖: Key CB Arw-Corner

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91-191 SPACING Thought Process
INDIVIDUAL SIDE *1 on 1

CONCEPT SIDE *3 on 2

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91-191 SPACING Thought Process
Pre-Snap: v. Blitz: Premium or Non-premium? If Premium, what type of access? *Premium – Work Individual side *Non-Premium – Work Concept side 1) Fire, if you have one (―Hot‖ protection), v. Press 2) Individual if you have a matchup & leverage you like 3) Check out To Individual side: Drop according to the route that‘s on To concept side: 3 big (Rock & Hitch) Arrow (Concept side only) Spacing Sit Individual side: Concept side: PROGRESSION Individual to Sit with eyes OBJECT the Mini Curl; Sit v. Inside Invasion, Arrow v. Outside *Can ‗Deke‘ Alley defender out of Mini-Curl lane *Triangle throw to Mini-Curl, alert Gut shot, Triangle with EYES to the Sit *Arrow is a 1 ball through the shoulder (don‘t lead)

Drop:
‗Q‘: Outlet: Read:

Ball:

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91-191 SPACING Thought Process
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91-191 SPACING: “Slant” tag
Tagging Individual side to ―Slant‖ tells you to read it as a Progression ACROSS THE BOARD 1. Progression is Slant to Spacing Sit to Mini Curl to Arrow 2. Can eliminate the Slant mentally pre-snap v. NO ACCESS, but look it off on 1st step regardless 3. Drop becomes 1 to the Slant, reset for depth to Sit/Mini Curl/Arrow 4. Remember, FEET follow your EYES, and your FEET will tell you if it‘s open… YES/NO, natural rhythm

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91-191 SPACING: “Mirror” tag
―MIRROR‖ gives you an Arrow and a Mini-Curl on each side (Also a FS Sit in ―Hot‖ protection) 1. Pre-snap choose a side using the following priorities: 1. Softest CB (Don‘t throw into a press CB of any kind – must check out) 2. WIDEST alley player (so we can influence him to the Arrow & hit the Mini) 3. FURTHEST Danger player (ILB) 2. Post-snap is basically the same as working a concept side: 1. 3 big (Rock & Hitch)

2. Object the Mini to the side you choose, try and Deke Alley player onto the Arrow 3. ‗Q‘ is the same, GET OUT v. Blitz or Check Fire; 4. OUTLET is now MINI CURL away from the side you choose (MUST get EYES)

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91-191 SPACING: “Mirror” tag
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91-191 SPACING: “Bush” tag
*―BUSH‖ stands for (Backside) Back Up Sideline. It was made famous by Reggie Bush. It really stretches a defense horizontally, and builds in a HUGE man-to-man beater with the ―Bush‖ route by the back.
*It puts you in across the board progression mode, starting with the ―Bush‖ backside *Unless we are in a ―C‖ protection, you will be in a HOT situation! You would like to keep the Back Out! ‗R‘ or ‗L‘ the protection TO the Bush side to keep it on and get protected! *The Outside receiver will Tight Split and run a Spot, will end up in the same place as a Mini-Curl *The Back is going run a course through the heels of the Outside receiver, and react to the CB. -If the CB stays high, he will hook up at about 1 yd depth where an Arrow would be -If the CB runs with the Outside receiver, he will turn up the sideline! -He is always your #1 read! SEE the CB as you start your progression! -If CB turns, think 2-ball right on RB‘s head; if he stays high, 1-ball triangle throw to RB *If RB isn‘t there, exhause your progression Spot to Sit to Mini to Arrow *Drop is Rocker Hitch to Bush or Spot, 2nd Hitch to Sit – Mini, Quick Escape to Arrow

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91-191 SPACING: “Bush” tag
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91-191 SPACING: “Grab” tag
*―Grab‖ takes Spacing with ―Slant‖ to the next level by initially featuring your backside Inside receiver as the starting point for the across the board read. We want to use this ―Grab‖ man on a Box Bend versus wide 2-safety looks or a Fire versus press man to win, and then exhaust the Spacing progression if he doesn‘t. The backside outside receiver (‗Grab‘ route) is being used to control underneath coverage to give your ‗Grab‘ the best possible chance! *If you know pre-snap that your Grab can‘t win, you can put the outside man back on an individual with a hand signal and work it as an across the board progression (Individual to Sit to Mini to Arrow) OR eliminate a side pre-snap like you would on basic 91-191. ‗Grab‘ man will run a Fire, as on his normal backside 90-190 rules. *What would eliminate ‗Grab‘ pre-snap and trigger you to signal an Individual? Remember that ‗Grab‘ is for 2-safety looks with wide safeties or any kind of Press man (1 safety or 0 safety). So, if you are certain that you don‘t have any of those looks, you would want to put the Individual back on. Looks that would make you do this include: 2-safety look with safeties hugging the hash/inside the Grab, 1 safety look with off CB, etc. *Protection will generally be HOT or CHECK. You would LIKE to keep it on and win big the Grab against Cover 0, so SINK the back if it all possible to get protected!

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91-191 SPACING: “Grab” tag
SCENARIO #1: v. 2 safeties with width
1. Pre-snap: 2-safety look, I feel like Grab has a chance to win against his safety… 2. Rocker & Hitch: Bending Grab to Sit, 2nd Hitch to Mini-Curl, Quick Escape to Arrow 3. (Advanced): If the Box is taken because the Alley player ―zones him off,‖ you can triangle ball the ‗Grab‘ route off your hitch instead

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91-191 SPACING: “Grab” tag
SCENARIO #2: v. Press Man
1. Pre-snap: Press man look means I love my Grab, now as a ―Fire‖ route 2. Rocker with look-off: 3 ball to Fire, save it to Sit off a Hitch if he gets handled

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91-191 SPACING: “Grab” tag
SCENARIO #3: v. Bad look
1. Pre-snap: Don‘t think the Grab can win with either option—in this case, because Saf is too tight 2. Signal Individual you want to BS Outs—if you think he‘s clean—and work him to Sit to Mini to Arrow Across the board. If you don‘t like any individuals, go straight to Object reading the Mini FS.

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92-192 HITCH Thought Process
Pre-Snap:

v. Blitz:

Drop: ‗Q‘: Outlet: Read: Ball:

1) Which side has the least underneath coverage? a) To that side, which receiver is MOST uncovered? b) To the opposite side, make a ―TRAIL‖ call 1) Can stay with it v. OFF coverage, know who‘s coming free, possible prot. redirect 2) Individual if you have a matchup & leverage you like 3) Check out 3 quick (Rocker) All receivers ―Trail‖ side in Windows 1, 2, possibly 3 PROGRESSION, ACROSS THE BOARD, starting with ―Most uncovered,‖ working back to Trail side. Triangle throws. EYES to all Trail-side receivers.

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92-192 HITCH Thought Process
SCENARIO #1 1. Left side has fewest short defenders. Will start there. To right side, call ―TRAIL RIGHT‖ 2. MIDDLE receiver on left is ―most uncovered.‖ Start ACROSS THE BOARD progression with him, work backward. No ―Tilt‖ should be called against this look by receivers.
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92-192 HITCH Thought Process
SCENARIO #2 1. Right side has fewest short defenders. Will start there. To Left side, call ―TRAIL LEFT‖ 2. INSIDE receiver on left is ―most uncovered.‖ Start ACROSS THE BOARD progression with him, work backward. Pressed CB outside him will cause ―Tilt‖ call.
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62-72 SMASH Thought Process
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: 1) Likelihood of Orbit being covered a) Cornerback depth b) Alley player width 2) Likelihood of Corner ―Choosing‖ a) Cornerback depth b) Safety (2 saf) width 1) Can stay with it: ORBIT v. Off man, CORNER to UNDER v. Press 2) Alert #4 weak to stay on move in your drop Tight U Orbit Under 1 safety: OBJECT the Orbit…CORNER if invaded from top, CHOOSE if from inside 2 safety: KEY DEFENDER the CB‘s feet…Orbit if they back up, CORNER or CHOOSE if they squat Triangle throw to the Orbit, alert gut shot; Choose is an outside shoulder 1 ball Corner route is 2-ball against any 2-safety look; 3 ball against 1 safety or 0 safety; ―flatten‖ him to the open air along the sideline

Ball:

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62-72 SMASH Thought Process
SCENARIO #1 1. Single safety look; is an OBJECT RECEIVER read off the Orbit 2. Let it rip on your 3rd step if Orbit is not invaded, Triangle throw… 3. ‗Choose‘ to outside shoulder if invaded from inside out… 4. Corner with a 3 ball (since only 1 safety) if invaded from top down V V V V V V V V V V

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62-72 SMASH Thought Process
SCENARIO #2 1. Two safety look; becomes a KEY DEFENDER read off the CB‘s feet 2. If his feet back up, hit the Orbit in rhythm off 3d step with a triangle throw… 3. If his feet stop or close up, hit the inside receiver on his Corner or Choose 4. Under to run is your Outlet V V V V V V V

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64-74 FLAT Thought Process
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: 1) Leverage on the Flat route (Do I need help?) a) Head-up or outside alley defender w/ soft CB: Ask for ―GL‖ f/ Outside rec. b) HARD press CB (3 or less) & don‘t want to throw Pocket: Burst Corner (because of Dn/Dist or Safety width or possible Cover 3 Cloud) 1) Can stay with it: think FLAT, use help from outside receiver 2) Alert #4 weak to stay on move in your drop Tight U Flat Under 1 safety: PROGRESSION FLAT to GOALLINE (should have one) to UNDER 2 safety: KEY DEFENDER the CB‘s feet…Flat if they back up, POCKET if they squat Flat must be thrown through the shoulder , ON TIME (don‘t lead him); Pocket is a 2 ball with width; Goalline is an outside shoulder throw

Ball:

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64-74 FLAT Thought Process
SCENARIO #1 1. Two safety look; KEY DEFENDER the CB‘s feet 2. Rip the Flat through the shoulder pad on your 3d step if feet back up at all… 3. 2 ball to the pocket if his feet come up, widen him away from the safety to a spot 18-20 4. Under to run is your outlet V V V V V V V V V

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64-74 FLAT Thought Process
SCENARIO #2 1. Soft corner + alley player with good leverage on the Flat; call ―GOALLINE‖ to help Flat 2. 1 safety defense: PROGRESSION – Flat to Goalline to Under to Run

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EAST/WEST Thought Process (Basic)
Pre-Snap:

v. Blitz: Drop: ‗Q‘: Outlet:

1) EMOL & Potential edge rush, anticipate pull-up if big width 2) Potential threats to Pin Arrow (Alley OLB, Press CB) 3) Do I have a ‗Clear‘ (2 deployed rec.) and what are his chances (nosy support Saf.)? STAY call if you want to run it, or check out Bootleg Pin Arrow Over or Comeback to Run *Must ATTACK L.O.S. as you get to Outlet stage, ―Run the Over open‖ *Peek at Clear if 1st 10/2d S; look for a hand 1 safety: PROGRESSION PIN ARROW to OVER to COMEBACK 2 safety: KEY DEFENDER the CB‘s feet…PIN ARROW if they back up, POCKET if they squat…Comeback or Over if basic read breaks down Ball must be loaded out of fake to deliver Pin Arrow through the shoulder NOW; Pocket & Over are 2 balls; do not try to throw Comeback over anyone‘s head

Read:

Ball:

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EAST/WEST Thought Process (Basic)
SCENARIO #1 1. Pre-snap: EMOL is tight (Good chance to break contain); I have no clear (only 1 deployed receiver); OLB in alley has some leverage on P. Arrow 2. 1 safety defense: PROGRESSION – Pin Arrow to Over to Comeback to Run

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EAST/WEST Thought Process (Basic)
SCENARIO #2 1. Pre-snap: EMOL is wide (Alert for pull-up); I have a clear (only 2 deployed rec.), safety in a support position means I will peek at him; No other alley presence makes me feel good about the Pin Arrow‘s chances 2. 2 safety defense: KEY DEFENDER CB‘s feet – Pin Arrow if he backs up, Pocket if he squeezes; Over, poss. Comeback, as outlets
Peek

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EAST/WEST Thought Process “Whip”
**Same as ―Basic‖ East/West or Eastern/Western, WHIP replaces Pin Arrow, should be in same place at same time

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EAST/WEST Thought Process “Sneak”
**Same as ―Basic‖ East/West or Eastern/Western, EXCEPT: 1) Sped up footwork: Normal 1-2-3, no chopping feet on 4-5, just step for depth & snap out 2) Versus Blitz, GET OUT (No Stay call) 3) ―Sneak‖ replaces Pin Arrow in your thought process

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EAST/WEST Thought Process “Stay”
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: Ball: 1) EMOL & Potential edge rush, anticipate pull-up if big width 2) CB‘s leverage on the Comeback (only pressed outside CB concerns us) 3) The Alley: OLB or nosy support safeties who could rob the Over 4) Do I have a Clear, and what chance does he have to win? Can stay with it Bootleg None Run PROGRESSION Over to Comeback…be patient & work it Over is a 2 ball; neither route should be thrown OVER TOP of underneath defenders.

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EAST/WEST Thought Process “Stay”
Peek

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EAST/WEST Thought Process “Hole”
•―HOLE‖ is a concept designed to attack defenses that over-commit or over-rotate to the 3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a ―Hole‖ route which to clear a path for the Over as well as give us a possible deep look. A ―Follow‖ route trails the Over to give you an additional player working into your vision as you boot. Pre-Snap: 0) if there a total of 4 defenders (Saf + LB) to Boot side, check out 1) Width of EMOL, anticipating the possibility of pull-up 2) Deep safety rotation & potential for the Hole to pop open, know whether to ‗Peek‘ 3) Alley to the side I‘m booting; anyone out there that will be waiting for P. Arrow? Call ―Stay‖, work Hole to Over! Great call v. Blitz! Think pull-up! Bootleg Pin Arrow Follow to Run Possible ―Peek‖ for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow Hole and Over are 2 balls

v. Blitz: Drop: ‗Q‘: Outlet: Read: Ball:

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EAST/WEST Thought Process “Hole”
HOLE OVER 2 Peek

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EAST/WEST Thought Process “Rail”
•―HOLE‖ is a concept designed to attack defenses that over-commit or over-rotate to the 3-receiver side of a formation. In addition to the standard Pin Arrow and Over routes, it includes a ―Hole‖ route which to clear a path for the Over as well as give us a possible deep look. A ―Follow‖ route trails the Over to give you an additional player working into your vision as you boot. Pre-Snap: 0) if there a total of 4 defenders (Saf + LB) to Boot side, check out 1) Width of EMOL, anticipating the possibility of pull-up 2) Deep safety rotation & potential for the Hole to pop open, know whether to ‗Peek‘ 3) Alley to the side I‘m booting; anyone out there that will be waiting for P. Arrow? Call ―Stay‖, work Hole to Over! Great call v. Blitz! Think pull-up! Bootleg Pin Arrow Follow to Run Possible ―Peek‖ for a raised hand to Hole; PROGRESSION Pin Arrow to Over to Follow Hole and Over are 2 balls

v. Blitz: Drop: ‗Q‘: Outlet: Read: Ball:

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EAST/WEST Thought Process “Rail”
OVER HOLE Peek

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66-76 “WIN”
A ―combination‖ route used to create high-percentage opportunities to gain 10 to 14 yards using an isolated ―Stop‖ route on the frontside to win 1-on-1, and a stationary ―Curl‖ on the backside if the underneath coverage overreacts to the half-roll action. Excellent call on 3rd and Long and in 2-minute situations.

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66-76 “WIN” Thought Process
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: Ball: 1) Leverage on the Stop route – what is his likelihood of winning? a) Cornerback – who and where b) Alley player 1) Outnumbered strong: Can stay with it 2) Outnumbered weak: Must win with Stop (Stay on Run) or check out 5 Angle (3 angle from Gun) – Quick off anchor to Stop, Kick back to Curl None Working Curl (Eyes) PROGRESSION Stop to Curl. Stop is a Yes/No by the 3rd step in your drop *On ―166‖ or ―176‖, you have 3 receivers BS – Work Stop to Mars to Curl Stop is thrown on time when butt drops – throw to a spot 10 x 2 Curl is a Triangle throw or Gut shot

QBS 2006

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66-76 “WIN” Thought Process
2

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46-56 “BRONCO”
SIMILAR to 66-76 Win in that we are attempting to ―WIN‖ on a single receiver side and work back to stationary receivers backside if we cannot. ―BRONCO‖ uses a TE player on the Frontside and gives him multiple options pre- and post-snap to best defeat coverage to his side. You will generally have 3 receivers instead of 2 backside. Great medium-range pass against people to do not respect the backside of a 3-receiver set.

V
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―BRONCO‖

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QBS 2006

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46-56 “BRONCO” Thought Process
Pre-Snap: 1) Are there 4 LB/Saf to the frontside? If so, Eliminate it from your progression 2) No safeties between ‗Bronco‘ man and the BSTE? If so, call ―Ollie,‖ put Bronco ―In the Box.‖ 3) Clues as to what the Bronco might do: a) FS ILB look like a Blitzer? b) How tight is the FS CB? Check H in (―Solid‖ call) Backside. Work normal progression 3 (Gun only). Anchor only to Box; 1 Hitch to other Bronco routes, 2 Hitches to BS RB in the Flat Mars or Curl (Eyes)

v. Blitz: Drop: ‗Q‘: Outlet:

Read: Ball:

PROGRESSION ACROSS THE BOARD Bronco to Mars to Curl to Arrow Bronco Out is through the Shoulder as you see his butt drop off your 1st Hitch up. Bronco Curl is a Triangle throw (possible Gut shot) off 1st Hitch Bronco Box is a 2-ball off Anchor step, possibly even Rocker & Hitch rather than 3 Bronco Corner is 2-ball off Hitch Mars & Curl are Triangle throws with EYES off 2nd Hitch up

QBS 2006
SCENARIO #1

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46-56 “BRONCO” Thought Process
1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal 2. Pre-snap #2: No ―Ollie‖ because of J‘s align; C could go either way; ILB blitz not imminent 3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner… …CB backs up, telling Bronco to run ―OUT‖ at 12, the lane to him is open, hit him off hitch step… 4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board. 3 2
3½ 3

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―BRONCO‖

QBS 2006
SCENARIO #1 (b)

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46-56 “BRONCO” Thought Process
1. Pre-snap #1: 3 ½ LB/Saf to Bronco side; can start progression with Bronco as normal 2. Pre-snap #2: No ―Ollie‖ because of J‘s align; C could go either way; ILB blitz not imminent 3. Start progression with Bronco, anticipating equal possibility of him breaking Out or to Corner… …ILB blitzes, even though he didn‘t give it away; RB yells ―Stunt‖, Bronco now Hooks into void… …seeing him open, give him a triangle throw off your first hitch step. 4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board. 2

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*All ―letter‖ protection adjustments (C,R,L) remove the need for the ―Hook‖ adjustment off blitzing LB because we‘re sliding the protection into the Bronco! Make sure Bronco knows this!

―STUNT‖

QBS 2006
SCENARIO #2

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46-56 “BRONCO” Thought Process
1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal 2. Pre-snap #2: No ―Ollie‖ because of S; C is tight; ILB blitz not imminent 3. Start progression with Bronco, expecting Corner because of CB‘s depth, ready to react to Out… …CB sits, opening the door to throw a 2-ball Corner off your Hitch step 4. If you feel the Bronco invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board.
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QBS 2006
SCENARIO #3
1. Pre-snap #1: 4 LB/Saf to Bronco side; Bronco is dead, look off to it for a step, work Mars to Curl to Arrow

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46-56 “BRONCO” Thought Process

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SCENARIO #4

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46-56 “BRONCO” Thought Process
1. Pre-snap #1: 3 LB/Saf to Bronco side; can start progression with Bronco as normal 2. Pre-snap #2: No safety between ‗Bronco‘ & BS TE area! ―Ollie‖ call, put Bronco ‗IN the BOX‘! 3. Start progression with Bronco Box, 2-ball to open area off Rock & Hitch or 3 Anchor… 4. If you feel Box invaded, snap your eyes/feet/shoulders back to Mars to Curl to Arrow, look for eyes, work back across the board. 5. If you see CB in man pos. pre-snap & he covers Box outside in, can 3-ball RB up sideline

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46-56 “BRONCO” Note
Bronco is a ―Cadillac‖ route in that it has answers for everything and should be a route we can work open and complete against any coverage or team on our schedule. What makes it a ―Cadillac‖ is the variety of options and the reliance on you and the Bronco to see the same thing and react the same way…this ‗sophistication‘ gives us ‗control.‘ For that reason, it is a high-investment, time-consuming process to get good at it. The key thing for you to remember is this: If anything ever goes wrong on the Bronco side (he runs a route you‘re not expecting, etc.), you have 3 guys backside whom you must trust to work open! WORK the Big Space if you ever have any questions…it SAVES us from BAD plays on this route.

QBS 2006

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„FLOOD‟ 63-73 163-173 226-227 E-W
A three-level route that overloads zones, puts particular stress on alley defenders, and gives a slot receiver freedom to get open in whatever dead spot is presented at a depth of 10 to 12 yards. Excellent 3rd and long play from 60-70; good way to take a ―Chunk‖ of the field on early downs off 200 or Bootleg action

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“FLOOD” Thought Process
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: 1) Do I have an ‗Arrow‘ to control the alley defender? 2) Who will try to defend the ‗Sail‘? Alley player? Support safety? Fast ILB? Can stay with if you like matchup on the Sail. 60-70: STUD or SLUG ―R‖. ―Max‖ v. 4 weak 60-70 160-170 (Gun only): 3 & Hitch to Sail, Aborted 3 Anchor to Arrow Arrow Under OBJECT RECEIVER the Sail. Abort to Arrow if you see Alley working under it; get to Under if anything else disrupts it. KNOW & FEEL what type of break Sail will make. 2 ball to Sail. Lead him on a Man break, take him to dead area on a zone ‗bend,‘ Stop him in the hole if he presents his numbers.

Ball:

QBS 2006

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„DOUBLE COMEBACK‟ 65-75 E-W
A ―horizontal stretch‖ route designed to work one of two Comeback routes open on the edge of the defense by creating a ―2 on 1‖ on the alley defender. Consistently our best throw on 3rd & 12+ !

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“DBL COMEBACK” Thought Process
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: Ball: 1) Is CB going to be a problem for outside Comeback (Press Outside only) 2) Who is the alley player? How likely is he to get underneath outside Comeback? Can stay with it. ‗MAX‘ the backside v. 4 weak. v. 4 Strong, STUD or SLUG ―R.‖ Dash (Mini-drop & break contain) None Over PROGRESSION Outside Comeback to Inside Comeback to Over (Run Over open) Triangle ball (alert gut shot) to Comeback, 2 ball to Over

QBS 2006

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„DOUBLE COMEBACK‟ Thought Process
1 3 2

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90-190 “BOX” Thought Process
Pre-Snap: v. Blitz: Drop: ‗Q‘: Outlet: Read: 1) # of safeties a) If one safety: Which Seam is he closest to? b) If two safeties: Width of safeties related to hash & Seam Box c) If two safeties: CB technique…if Cover 2, Pocket shot is possible on 2d read! Check out Rocker Hitch to Seam/Box inside; Second Hitch to Comebacks outside None Comeback 1 safety: Key Jack saf, throw Seam opposite him, save it with short side Comeback *Idea is to stare Jack onto Seam he aligned closest to pre-snap *Treat ―Hole‖ just like another Seam—try to stare Jack onto him! 2 safeties: Stare safety opposite Box, Hit Box Bender in rhythm, Comeback or possible Pocket late 2-ball to Seam, 2-ball to Comeback, 2-ball to Box Bend (the tighter the safety, the flatter you take him with the ball). Throwing on TIME is crucial inside! Bring the Comeback back away from the CB and keep the ball in the framework of his body!

Ball:

QBS 2006
SCENARIO #1: Regular Box v. 1 safety

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90-190 “BOX” Thought Process
1. Pre-snap: Pick the Seam to work based on which is furthest from Jack 2. Stare J onto the Seam opposite the one you chose, hit your chosen Seam on rhythm if he stays 3. If J doesn‘t do what you want, hit the Seam away from his movement on the same rhythm 4. If the Seam is zoned off or CB collapses hard on top of route, reset your feet to the shortest Comeback. Do NOT try to work back to the other Seam…he‘s DEAD to you.

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SCENARIO #2: Regular Box v. 2 safeties

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90-190 “BOX” Thought Process
1a. Pre-snap: See near safety‘s relationship to Box…the wider, the better! 1b. Pre-snap: Have a sense of whether CB will give up ‗Pocket‘ by coverage! Likely only in Cov 2!
2. Stare far saf onto opp. Seam as you catch/rock, snap eyes to Box on hitch, 2-ball on him if he wins…

3. If near safety jumps on Box‘s back, must take a FAST picture of Comeback/Pocket & work it… 4. If Box is zoned off by LB underneath, same deal, though eliminate ‗Pocket‘ from your thought

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SCENARIO #3: ―Hole‖ call v. 1 safety

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90-190 “BOX” Thought Process
1. Pre-snap: See Jack‘s relationship to the Seam and the Hole 2. Idea is to stare J onto the Hole if at all possible, throw the Seam in rhythm 3. If J is overrotated pre-snap or really works to the Seam, 2-ball the Hole in the same rhythm. 4. If the Seam gets zoned off or jammed or CB collapses on top of your Seam, reset your feet to the shortest Comeback. Do NOT try to work back to the other Seam…he‘s DEAD to you.

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QBS 2006
SCENARIO #4: ―Hole‖ call v. 2 safeties

Route Main Dir Menu

90-190 “BOX” Thought Process
1a. Pre-snap: See near safety‘s relationship to Seam…the wider, the better! 1b. Pre-snap: Have a sense of whether CB will give up ‗Pocket‘ by coverage! Likely only in Cov 2!
2. Stare far safety onto Hole as you catch/rock, snap eyes to Bender on hitch, 2-ball on him if he wins…

3. If near safety jumps on Box‘s back, must take a FAST picture of Comeback/Pocket & work it… 4. If Box is zoned off by LB underneath, same deal, though eliminate ‗Pocket‘ from your thought

J V V V V V V V

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90-190 “SLASH” Thought Process
*‖Slash‖ is a turbocharged version of ‗Box‘ in that it creates a 5 vertical attack instead of 4 by widening the landmarks of the Seams (no Bend) to pry open the deep middle for the ‗Slash‘. *We will be in a HOT protection! This is a version of Box that we want to STAY IN v. Blitz coverage! Sink your RB to get protected and keep it on! *Your reads don‘t change much:
1 Safety – Exactly the same, work Jack safety Seam to Seam to Comeback as though Slash isn‘t there 2 Safety – Stare safety opposite the Slash onto Seam, hit Slash in rhythm to Cbk/Pocket

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90-190 “SLASH” Thought Process
Versus 1 Safety: Read Just like normal Box, Seam to Seam to Comeback

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90-190 “SLASH” Thought Process
Versus 2 Safeties: Stare safety opposite the Slash onto Seam route, hit Slash as he clears LB level, Comeback/Pocket as outlet J R

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90-190 “SLUGGO” Thought Process
*‖Sluggo‖ gives us a way to protect with 7 within our ‗Vertical Attack‘ structure by essentially doing two jobs (Comeback to win against the CB and Seam to move or hold a safety) with one route (the ‗Sluggo‘ or ‗Slant & Go‘) route. *It is also a great way to attack man coverage with a hard sell double move route in the Sluggo! *This is a GREAT thought against pressure looks as well as 1-safety defenses! There‘s nothing wrong with it against two-safety looks as long as the safeties activate and have some width! *We will use this some as a ‗CAN‘ play or a check against single high or pressure looks! *Pre-snap read is the same as Box, including safety alignment, and CB squat likelihood in 2 saf. *The DROP rhythm and throws are very similar to Box: Rocker (Pump to Slant as you hit your back foot), Hitch to Sluggo or Seam, 2nd Hitch to Comeback *Sluggo is read as a PROGRESSION. Where it starts depends on the number of safeties: 1 safety: PROGRESSION Sluggo (even he‘s leavin‘) to Seam to Comeback 2 safety: PROGRESSION Seam (Bending) to Comeback *Throw is a 3-ball to Sluggo, 2-ball to Seam, 2-ball to Comeback on his body

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90-190 “SLUGGO” Thought Process
Versus 1 Safety: 1) Sluggo if he wins and J isn‘t over top 2) Seam 3) Comeback
1 2 3

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90-190 “SLUGGO” Thought Process
Versus 2 Safeties: 0) Sluggo is dead; Pump only 1) Seam 2) Comeback/Pocket
PUMP only

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Main Menu

Two Minute Offense: “RED BALL”
WHAT YOU MUST KNOW – GENERAL KNOWLEDGE 1. What STARTS the clock and what STOPS the clock 2. The difference between a CONTROL pass and a CHUNK pass 1. How to know when to use each 2. What CONTROL passes and CHUNK passes are available from each formation 3. When to use a time-out 4. When and how to use the ―Clock‖ play

QBS 2006

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Two Minute Offense: “RED BALL”
1. CLOCK STOPPAGE A. STOPS THE CLOCK & WE CAN HUDDLE IF WE CHOOSE (Official: ―Big X‖ with arms‖) A. Official or players‘ time out B. Player runs out of bounds C. Incomplete Pass D. Injury E. Change of possession B. STOPS, BUT WE WILL ALIGN ON L.O.S. (Official: ―Small X‖ with arms - will re-start when ball is spotted for play) A. After a first down (chains move) B. Measurement C. Penalty C. WHAT STARTS THE CLOCK: A. Ball is snapped B. Referee indicates ball is ready for play after one of the above scenarios

QBS 2006

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Two Minute Offense: “RED BALL”
2. CONTROL v. CHUNK PASS A. ―Control‖ passes are shorter throw when we are ―ahead of the clock‖ (Distance to objective is less than the number of seconds on the clock) in a Red Ball situation. It is generally designed to get 5 to 8 yards, and, hopefully, out of bounds B. ―Chunk‖ passes are designed to get, at minimum, a first down and get us back into being ―ahead of the clock.‖ The routes may or may not get us out of bounds, but should stop the clock temporarily by achieving first down yardage C. Some passes have both ―Control‖ and ―Chunk‖ throws in them. If we are behind the clock and thus in a ―Chunk‖ situation, you must throw the ball away if the ―Chunk‖ part of the route isn‘t open. In a ―Control‖ situation, ahead of the clock you can read the route out as you normally would! D. Seconds to go > Yardage to our objective = CONTROL MODE Seconds to go < Yardage to our objective = CHUNK MODE

QBS 2006

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Two Minute Offense: “RED BALL”
2. CONTROL v. CHUNK PASS CONTROL PASSES 90-190 (Indy) Denver-Dallas 91-191 89-99 92-192 Oakland-Oxford

CONTROL PASSES with ‗CHUNKS‘ BUILT IN 62-72 64-74 CHUNK PASSES 90-190 Indy (Stop)

163-173

65-75

66-76

90-190 H / Y

90-190 Hole

QBS 2006

Main Menu

Two Minute Offense: “RED BALL”
3. WHEN TO USE TIME-OUTS 1. After a sack 2. If we have two or three timeouts, any time in a series that the ball stays in bounds short of first down yardage 3. To get field goal personnel onto the field 4. Critical fourth down that requires discussion & conferring when we have no other options.

QBS 2006

Main Menu

Two Minute Offense: “RED BALL”
4. WHEN and HOW TO USE THE ―CLOCK‖ PLAY 1. When we have no time-outs, it is 1st, 2nd, or 3rd down, and we need to get field goal personnel onto the field 2. When we‘re behind the clock, have no timeouts, and FIRST DOWN play fails to get out of bounds beyond the chains (we do not want to do it after a 2nd down play and create 4th down; we must not use it after a 3rd down play and spike it on 4th down! THAT‘S IT! Outside of these scenarios, you should be managing the clock by having the play called, your team set, and ready to go as soon as the referee sets the ball ready for play! PROCEDURE: Call ―Clock, Clock‖ as soon as the previous play ends, all receivers line up in easiest possible formation and get set QUICKLY, you double check to make sure everyone is set, hands under center with big stagger, secure snap, step back and SEE the ball hit the ground in front of you! Remind receivers NOT to release downfield!

QBS 2006

Main Menu

Two Minute Offense: “RED BALL”
WHAT YOU MUST KNOW – ON THE FIELD 1. What is our OBJECTIVE?
a. Must have TD b. Must have FG c. Want TD, must have FG d. Any points are a bonus

2. How many TIME-OUTS do we have? 3. Yardage needed for objective versus time remaining (in seconds)

QBS 2006

Main Menu

Two Minute Offense: “RED BALL”
GENERAL CONSIDERATIONS 1. ALL ―Red Ball‖ is automatically shotgun and automatically on ―SetHit‖ (no cadence)*.
*May also use ―Silent cadence‖ or ―Center cadence‖

2. Because of coverages people play, you must be more aware of danger players and deep linebacker drops. Underneath coverage especially does not behave as it does in normal situations. CB are more likely to retreat. Safeties are less likely to bite on pump fakes. 3. When we get a FIRST DOWN, IN BOUNDS, you MUST get the players aligned, set, the play called and ready BEFORE the official spots the ball. You MUST conserve clock by being able to say ―SetHit‖ as soon as the whistle blows! 4. Avoid sacks at all costs! Throw the ball away UNLESS it‘s fourth down
1. If we have one, we will ALWAYS take a time-out IMMEDIATELY after a sack!

QBS 2006

Main Menu

Two Minute Offense: “RED BALL”
PROCEDURE

Previous Play Ends…
1. Assess:
1. In or out of bounds? 2. First down or not? 3. Updated time v. Yards to objective

2. Immediately find coach, get signal (if not calling it your own), start calling ―Red Ball, Red Ball‖ as you do to get team on the line 3. As you move toward L.O.S., get Y and H aligned immediately (X & Z stay same side), call it 3 times to each side:
1. ―LEFT LEFT LEFT, LEFT LEFT, LEFT!‖ 2. ―RIGHT RIGHT RIGHT, RIGHT RIGHT RIGHT‖ 3. ―BASE BASE BASE, BASE BASE BASE‖ TE & H Left; ends up ―Liz Flame‖ TE & H right, ends up ―Rip Firm‖ TE right, H left, ends up ―Base‖

4. As you get to LOS, signal route to WR on either side, get eye contact confirmation; Verbally tell OL the protection up & down the line (e.g., ―60, 60, 60‖, or ―90, 90, 90‖) 5. Make a ―Ready, Ready, Ready‖ call as a final check, also alerting Center that ―SetHit‖ will come right after whistle. Everyone should be set, ―SetHit‖ as soon as official blows the whistle.‖

QBS 2006

Main Menu

Two Minute Offense: “RED BALL”
MENU: ―RIGHT‖ and ―LEFT‖ Control passes in Blue – Control with Chunk built-in in Green -- Chunk Passes in Red
87 Hole
15

62 64

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65 65 163

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Y H Z

QBS 2006

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Two Minute Offense: “RED BALL”
MENU: ―BASE‖ Control passes in Blue – Control with Chunk built-in in Green -- Chunk Passes in Red
97 H
15

87 Y

##
66
90 (Stop)

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80 (Stop) 99 89 88 Oxford 66

10

90 (Indy)
5

80 (Indy)

98 Oakland

X H

Y Z

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QB Route Main Thought Summ Summ Menu

ROUTE PACKAGES DIRECTORY
EAST/WEST ‗BOOTLEG‘
Basic
Whip Sneak Stay Hole

5 ROUTE: ‗COMEBACK‘

6 ROUTE: ‗WIN‘
INDIVIDUAL 1 ROUTE: ‗SPACING‘
Basic Slant Mirror Bush Grab Basic Bronco

7 ROUTE: ‗BOX‘
Basic Hole Sluggo Slash

2 ROUTE: ‗SMASH‘
3 ROUTE: ‗FLOOD‘

8 ROUTE: ‗HITCH‘ 9 ROUTE: ‗SLICK‘

4 ROUTE: ‗FLAT‘

QBS 2006

Main Menu

COVERAGE
COVERAGE OVERVIEW
Understanding Coverage ‗Families‘ Cornerback ―D.E.L.‖ Safety Alignment

2 SAFETY COVERAGES
Cover 2 Cover 2 Man Cover 4 Cover 8

0 SAFETY COVERAGES
Cover 0

Cover 0 ―Press‖

2 SAFETY ROTATIONS
Sky Rotation (Cover 3 Sky) Cloud Rotation (Cover 3 Cloud)

1 SAFETY COVERAGES
Cover 1

Cover 1 ―Press‖
Cover 3

1 SAFETY ROTATIONS
Cover 5

QBS 2006

Main Menu

RUN/PASS CALLS
RUN/PASS OVERVIEW
―NOW‖ ―BINGO‖

―GREEN‖ / ―GOLD‖

QBS 2006

Main Menu

UNCOVERED CHECKS
UNCOVERED OVERVIEW ‗COLOR‘ SCREENS: 90 CHECKS:
Hitch & Slick

Green/Gold Orange/Olive

QBS 2006

Main Menu

DEFENSIVE FRONTS
D LINE ‗TECHNIQUES‘

DEFENSIVE ‗CORES‘
1 DL: ‗Odd‘ and ‗Stack‘ 2 DL: ‗Split‘ and ‗Even‘ 3 DL: ‗Bear 0‘ and ‗Bear 1‘

QBS 2006

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DROPS
DROPS OVERVIEW
40-50 SERIES DROPS 60-70 SERIES DROPS 90-190 SERIES DROPS

QBS 2006

QB Route Main Thought Summ Summ Menu

TERMS: Pre-Snap, Post-Snap, Reads
RUN CHECK TERMS
Widest Technique
Tightest Technique Lightest Surface Overhang Player

POST-SNAP PASS TERMS
Read Player
Danger Player ‗Q‘ and ‗Outlet‘ Receivers ‗Deke‘ and ‗Pump‘

PRE-SNAP PASS TERMS
Covered/Uncovered Premium/Non-Premium ‗Access‘: Free, Hard, Limited, No

TYPES OF READS
Overview

Progression Progression: ‗Across the Board‘
Key Defender Object Receiver

QBS 2006

QB Route Route Main Thought Summ Summ Dir Menu

PASS PATTERN ‘STRUCTURES’
STRUCTURE OVERVIEW
‗SOLO FLIGHT‘ ‗VERTICAL ATTACK‘ ‗EDGE HIGH-LOW‘

‗HORIZONTAL STRETCH‘