Single Wing

September 16, 2017 | Author: William Webb | Category: Quarterback, Positions (Team Sports), Sport Variants, Team Sports, Athletic Sports
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Single Wing The System begins with the 10 GAP numbering system. The snapper is assigned 2 numbers, 1 and 0. One is the left foot, and Zero is the right foot. The right side of the line is assigned even numbers, and the left side assigned odd. The aiming point is the outside leg of the player. (except snapper because both of his legs are tagged). Notice there is no #6 to the right side. This is reserved for tackle over alignment in which case the #7 will align where the #5 is and the left tackle becomes the #6 on the right side.

Unbalanced GOOD/GOD hole numbering

10 gaps-odd to the left, even to the right

All assignments and rules remain the same whether balanced or unbalanced. Only the tackle obtains a new number in unbalanced formations. This gives us better ability to get a bigger body on a defensive end. Balanced GOOD/GOD hole numbering

The defenders will align and will be labeled using standard technique.

Defensive Front “Techniques” When identifying the location of players in the defensive front, we describe them in terms of the “technique” they’re playing. Understanding these different locations, or “techniques” is critical to us for a number of reasons: *It provides a very strong clue as to what gap a man is responsible for, as well as the defenders around him *It determines for linemen, in many cases, what their first two steps will be and how they’ll go about doing their job *Often, it determines which way we’ll “check” a play to insure the best chances of success!

*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”

“6” “8”

“4” “2” “0” “2” “4”“6”

“7” “4i” “1”


“1” “4i” “7”

“9” “5” “3” “Shade“3” ” “5” “9” “0” Technique “0 Cheat” or “Shade” “1” Technique “2” Technique “3” Technique “4i” Technique -

Head up on the Center Aligned on one of C’s shoulders Inside shoulder of Guard Head up on a Guard Outside shoulder of a Guard Inside shoulder of Tackle

“4” Technique “5” Technique “7” 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

The Defensive gaps are labeled A-E beginning from the snapper and working out.

Gap Identification Most all defenses base their schemes around the idea that they will defend “gaps,” or potential holes between offensive linemen. Those “gaps” are labeled using letters, beginning with “A” and working out in the following fashion:




C “A” “B” “C” “D” “E”









Between Center and Guard Between Guard and Tackle Between Tackle and Tight End Between Tight End and Wing Outside the Wing

The GOOD/GOD system applies to all Power, Counter and Traps. The hole tagged, reveals what defender will be kicked out or trapped. 0/1 holes- kick out first defender past the A gap 2/3 holes- kick out the first defender past the B gap 4/5 holes- kick out the first defender past the C gap 8/7 holes- kick out the first defender past the D gap The player who will be kicking out the defender depends on the blocking tag.

Power- Blocking back- #3 will kick out to the right side Trap- Backside guard #3 lineman (even trap), #2 guard odd trap Counter-Blocking back kicks out left side defender beyond gap called. The play call will be built using a five column model.

An example would be Double 27 sweep thunder. Double is the formation, and the snapper will snap to the 2 back who will carry to the 7 gap. The play will be blocked using sweep scheme but the #2 guard will pull and execute the Thunder call. With this system the playcaller can pinpoint which defender he wishes to attack and how he wishes to attack, double team, trap or even sucker trap. Applying the rules of the Calande GOOD/GOD system to the single wing. RULE 1. If we run at you, YOU must be GOOD. The playcall will indicate by the last number which lineman’s leg we will be running at. 14 Power, 12 power. Each example the 1 back will receive the snap and run to the outside leg of the appropriate lineman’s leg.

GOOD is an acronym for the “At” mans progression  Inside Gap= G  On= O  Outside= O

 Down= Definitions: Inside Gap

Man ON

Outside Gap

DOWN Covered

D Lineman’s inside foot points at the defender’s face. Is the defender aligned is such a way to threaten your inside gap? Defender who is on the line of scrimmage (or within 2 yards) AND the defender’s helmet is between the lineman’s feet. Lineman’s outside foot points at the defender’s face. Is the defender aligned is such a way to threaten your outside gap? When the defender is ON your inside neighbor A man ON or in his outside gap

The AT man or GOOD guy is who we want to be the designated Post Blocker so the playcaller should take care to call plays to the covered lineman. This will ensure the AT man can post up his defender with his helmet to the inside. If a 4 is the AT man his rule will be GOOD. He will scan from inside out looking for his blocking assignment. If no one is in his inside gap, he looks to see if there is someone on him, if not, is there someone outside, if not, is there someone down. He must use this progression and block the player who first meets the rule. If there is a defender in his inside gap, and a defender outside, he must block the defender on his inside gap. RULE 2: Anyone GOOD, has GOD INSIDE them. The playcall indicates who the AT MAN is and everyone on the line who is inside of the AT man, will have a rule of GOD. (The inside continues to the snapper). GOD is an acronym for those inside the at man blocking progression.  Inside GAP= G  On= O  Down= D The definitions and progressions are the same for GOD as they are for GOOD Inside Gap

Lineman’s inside foot points at the

Man ON

DOWN Covered

defender’s face. Is the defender aligned is such a way to threaten your inside gap? Defender who is on the line of scrimmage (or within 2 yards) AND the defender’s helmet is between the lineman’s feet. When the defender is ON your inside neighbor A man ON or in his outside gap

RULE 3: The snapper will be included on the playside and his rule will always be MOMA MOMA is an acronym for the snapper’s blocking progression  Man ON= MO  Man Away (outside gap) = MA If the snapper has a defender both ON and Away he will make a Domino call. (discussed inter) RULE 4: The Defender directly outside of the AT man is the “KingPIN” The Kingpin wants to seal the defense inside. If the GOOD buddy has posted his defender then the kingpin forms the outside of the running double team. His rule is GAP, Down, Backer. He will stay on the double team until the backer threatens the hole vertically. If the At man is not covered then the Kingpin will have a Backer rule and will release directly to the second level linebacker inside the At man. RULE 5: THE FBI Always follows the KINGPIN FBI is an acronym for first backer inside. Inside means inside the FBI blocker. The AT man and or the Kingpin will be working the fist backer inside the At Man. 1. If we run at you, you must be GOOD. Your job is to post block a man on or in your outside gap. 2. Anyone GOOD has GOD inside them. 3. AT Men always have a KINGPIN (blocks GDB) pinning the defender inside 4. The FBI Always follows the KINGPIN 5. We are kicking out the 1st man past the AT Mans outside gap 6. Backside Guard will always pull on power, counter and trap 7. Backside must cut off penetration on power, counter and trap

8. The backside guard kicks on trap 9. The blocking back kicks on power(right) and counter (left) 10.We only use GOOD/GOD on power, counter and trap. Here are some examples of the GOOD/GOD system to attack the 3, 6 and 7 technique to eliminate doubt and frustration. The defense is aligned in a 40 front and the defensive end changes his alignment and assignment to various shades from D gap to C gap. To kick him out call your 2 hole trap and power. The kickout blocker will kick out the first defender outside of the AT man’s outside gap. (Red player). The AT man ( #2) and his Gosh Darn Buddy (GDB) (#4) will double the defender on the AT man. The AT man posting up, and the GDB forming the outside of the double team. The #6 will work up to the 1st backer inside (FBI). We will pull only backside guard but max tag would tag tackle to pull. If you want to double team the defender, call 4 hole power and trap. Now the At man is his Gosh Darn Buddy (GDB) form the double team. In the single wing the wing back becomes the FBI onto the linebacker. Alternating between the #2 and the #4 should frustrate the C/D gapper.

To go back to kicking him out, call the 4 hole again. Now the double team works back to the defensive tackle and the defensive end remains confused as he fights double teams and traps an entire game

Now the Defensive end is ready to blow through the double team only to find no resistance and he falls on his face or he gets moved out of the hole by the kickout blocker.

The system allows for the play caller to pick on the defensive tackles just as easy. If you want to double team him, you run right AT him. Call the 2 hole power or trap and the At am and his Gosh Darn Buddy will form a double team and the the tight end works to the linebacker (FBI). After he tires of being double teamed on every 2 hole the playcaller calls a 0 trap. 0 is the right foot of the snapper. The #2 becomes the Gosh Darn Buddy and the tackle will be FBI. 30 and 31 are very good

single wing plays which hit very quick. With backfield action and the direct snap to the blocking back, defenses have a difficult time finding the ball until several yards have been gained. SWEEP blocking is to the 8 or the 7. Base way will be to reach one gap up. If uncovered, plan on reach, ripping and running to the next level. If covered, plan on reaching and overtaking the defender in the next gap up. A thunder call will tell the #2 guard to pull and lead the play to the edge. SEAM blocking will use GOO and GOD. Everyone from the AT man outside will block GOO. Everyone inside the AT man will block GOD. The # 3 back leads between the GOO and the GOD onto the linebacker. The final analysis will be to have the snapper call the CORE defensive stucture at the line of scrimmage. We will identify the core in the following manner:

The base alignment will be: 1. Snapper over the ball 2. Guards, horizontal split is 6 inches, and vertical split is toe to the snapper heal 3. Tackles, horizontal split is 6 inches and vertical split is even with guard’s feet

4. Right end will align 4 yards off the power tackle and be on the line in WR stance with inside foot forward. 5. Left end, horizontal split is 6 inches, and vertical split is even with tackle’s feet 6. Tailback will be 4 yards deep aligned in the weak A gap 7. Fullback/QB will be 4.5 yards deep aligned in the strong A gap. 8. Blocking back will be 1 yard deep between the left guard and snapper in a 3 point stance 9. Wingback, horizontal split will be 1 yard from end man on the line and 1 yard deep in a 2 point stance.

The numbering system for the players will be: 1. Left end 7 2. Left tackle 5,6 3. Left guard 3 4. Snapper 10 5. Right guard 2 6. Right tackle 4 7. Right end 8 8. Wingback 4 9. Blocking back 3 10.Fullback (QB) 2 11.Tailback 1

STRONGSIDE PLAYS1. 14 power. This is a straight power play in which we want to outnumber the defense at the point of attack. With 14 power the 4 will be the AT man and post up his man allowing the power tackle to form the outside of the double team. The blocking back will anticipate the defender being shallow and taking a flat angle to dig him out. The wing back will have the first linebacker inside of his alignment. The backside guard has a very short pull and must get into the funnel quickly looking to dig out the first player outside the hole. The snapper will stop penetration man on or man away. The left end must prevent inside penetration. Key to a successful power play is vertical movement on the double team and a violent kickout by the blocking back. The tailback must catch without false stepping and explode to the outside leg of the inside tackle. No cutting until he is through the line of scrimmage. a. Make an under call for the wing back and he will come under the double team and lead up through the hole like an isolation play. b. Make an Edge call and it moves 14 power to 16 power. The wing will crack down on the Defensive end and the kickout will be outside the C gap. The right end (#8) will become FBI. The back aims for the outside leg of the power tackle. c. Make a BULL Call Test to see if 143 counter is open. Run 14 power BULL . The 4 back will now fake taking the 143 reverse and the #2 back will be have LB responsibility d. Make X Call Tells Backside guard to stay, Frontside guard to pull, and the inside tackle to block MOMA.

2. 14 trap. This is a way to kick out the DE. We will get a double team on the defensive tackle and the 4 back will work up to the linebacker inside. The #3 back has a good angle leading through to the 2nd outside defender. If a keybreak is needed, (unlikely), send the #3 back wrong. Also, this can be run from double formation to set up a weakside pin and pull sweep. 3. Buck 214 trap. The #2 back must catch, set, show, snap and sell. We are not going to read the play so the #2 back must “sell” the fact we are. He must make it appear he has the ball every time there is a mesh. The 1 will follow behind the pulling guard. Vertical push on the double team is a must. To slow down the backside unblocked defensive end/OLB the 2 back should put his eyes on him during the mesh 4. Spinner 24 power. The Spinner can be very deceptive but much care must be taken to teach the mesh and the #2 back steps. This cannot be rushed and must be perfect.

The installation is described in the coaching points. The 4 back will go in slow motion at the motion sound and will accelerate after the snap to a spot directly behind the #2 back. The #1 back will bucket step and raise his left arm and clamp down as he taking one more step before taking sweep path. The mesh should look like 3 backs in a line. If the Mesh is not perfect the middle linebacker will read the play and make the tackle. The base formation for spinner will be with the blocking back in strong formation. The 1 back and the 4 back must carry out the fakes if they are not receiving the ball.

5. Rocket 24 trap. To take advantage again of linebackers too anxious to protect the edge we will run rocket 14trap. Rocket is run from the JET formation and the 1 back will go in rocket motion and form the mesh behind the playside guard. This is a spread to run formation. Again, the mesh must be executed perfectly to make it appear the 1 back has the ball on the Jet Sweep 6. 24 seam This is a fast hitting isolation play. From the AT Man to the outside the rule will be (GOO) inside gap, on and then outside (GOO). Everyone inside the AT MAN will block GOD. The 1 and 4 back will fake 143 counter. The 2 back will take the snap and follow the 3 back between the guard and inside tackle.

7. Laser Larry 20 power The Larry tag tells the #3 back to align behind the left guard 1 yard deep. The 2 back must make a good mesh and not be in a hurry to get to the hole. After catching the snap he will execute his normal laser rules and shuffle with the motion. Taking care to set, show, snap and sell. We will not read this so the 2 back will be shooting through the wide A gap hole created by the cross block action of the guard and the #3 back. 8. Laser larry 30 trap. Larry tells the 3 back to align on the left cheated closer to the snapper. He will receive the snap and count 1 while the guard pulls shallow to trap the A gap player. Behind him the mesh is taking place so he must take care as not to stand tall and draw attention away from the mesh. 9. 18 sweep: The offensive line will zone block right. The #4 back will perform a slam and slide on the defensive end on or outside the power tackle and work his way to the linebacker inside. Also, we will run this as a pin and pull scheme by adding a Thunder Call. This tells the playside guard to pull to the outside

and wrap around the pin being made by the power tackle. The #2 back on the Thunder tag now as A gap responsibility and will run through to attact linebacker 10.Spinner 18 sweep Thunder. All blocking remains the same for the Thunder tag and the Spinner steps for the 1,2,3,4 remain identical. The #1 back needs to trust his speed to get to the edge before looking for a cut up lane. 11.Rocket 18 Sweep Thunder The Jet Series allows the 1 back to get a full speed head start to the edge. The QB is responsible for selling the mesh and not slowing down the back. This play is not being read, by the 2 back should eyeball the middle linebacker during the sell to keep him from running with the jet motion 12.31 trap is designed to take advantage of the aggressive defensive tackles and fast flowing linebackers. The ball will be snapped to the blocking

back who must wait one count and then follow behind the pulling guard. A variety of backfield actions will be run with this. Spinner motion is very effective as is the JET Spread formation. Run the trap to the 3 technique side 13.Spinner 21 Trap can be used to attack the aggressive defensive tackles and linebackers by threatening both edges and then running underneath the pressure. The spin of the 2 back will give the delay needed for the guard to get out and take short angle upfield to dig out the defensive tackle Spinner 21 Trap nothing changes from our base 1 hole trap play. The 1 is the left leg of the snapper so that is front side. The guard will be his gosh darn buddy and will have GDB. The left end is now FBI and we will trap the defensive tackle. The Defensive end/OLB is unblocked. If the mesh is good he should be coming upfield looking to tackle the #4. We will run under him. We will also snap directly to the #3 back and run Spinner 31 trap. 14. Rocket 21 trap: from the Jet formation send the 1 in rocket motion. The 2 back is not reading the play but must use the set, show, snap and sell to open

the A gap “cutback” lane we are trying to take advantage of. 15.23 counter is a designed to take advantage of the reactive MIKE on the 1 back action. With 23 counter we will snap to the 2 back and he is going to let the 1 cross his face and take two moving steps getting on his outside hip, then plant the outside foot and arrow behind his guard. To dress it up and give the defense more to digest we will run this with a fake 143 counter being run under and the 2 back will use the 4 as a lead blocker. Also, run from Double formation aligning the #3 back 1x1 over the left end in unbalanced, which should move the outside linebacker. #3 blocking back must take care to identify 1st linebacker inside depending on the formation he is in. 16.Buck 23 Counter Buck 23 is the same way to double the defensive tackle and kick out the defensive end/OLB. The 1 and 2 back must make a good and proper mesh.

17.Double 23 Counter G will move the 3 back to a 1x1 left wing position. He is now FBI and the backside guard will be kicking out the first player beyond the B gap. 18.143 counter. This play requires a handoff from the 1back. A 5 technique getting too far upfield combined with a MLB chasing the #1 back sets up for positive yardage. The #3 back will be the FBI blocker and the backside guard will kick out first defender past the B gap. IF need too, cheat the left end out a few yards and see if the OLB will move out some as well. If we need an additional blocker we will tag the play “lead” and the #2 back will shuffle left with the 1 before aiming at the outside leg of the left guard and looking for outside uglies. 19. Flash 143 counter: Flash is the spin series without the 4 back going in motion. He must cheat back 1 yard on the Flash in order to have the correct angle of

attack to the left leg of the left guard. Again, this will be run from Double formation as well 20. Double Flash 143 counter G By placing the 3 back in double he has a better angle on the linebacker and the pulling guard will now G block and kick out first man beyond the B gap. 21.Rocket 143 Counter. To catch linebackers flowing too quickly to the jet motion we will run Rocket 143 counter. Here the 1 back will catch, show, snap, and sell as normal but now will take step back to the #4 back who will take the inside handoff and follow his guard. Since it is a counter, the #3 back will kick the first player beyond the B gap. #2 guard will pull 22.Laser Larry 247 Sweep The 4 back must trust his speed and get to the edge. The 1 back will crack back inside and the #3 back will lead out to the corner. covered lineman must reach and overtake the defender above them. Uncovered must reach rip and run to the second level.

23.Double 27 sweep thunder. If the defense lacks overall team speed or inside blitzing we can run short side sweep. Sweep blocking with the thunder tag should allow us to outnumber the edge. If the tight end cannot reach the end player he will call dynamite to alert the #3 back to slam down and then slide up to the linebacker. We must get penetration stopped from the edge player first. Do not allow him to spill the play. 24.Double Buck 247 sweep Here we are trying to draw the defense into the compression, pin them inside, then let speed of the 4 back run to the edge. The 2 back will take the snap, and will set, show, snap and sell to the 2 back. He will then boot out and make an outside handoff to the 4 back who will run to the edge The single wing passing game protections. 1. The “10” protection will be a half slide weak, with BOB to the strong side. The

#1 back has B gap responsibility 2. Naked is gap protection leaving the strong side defensive end unblocked. The #2 guard will peal back picking up end man on the weakside 3. 20 is also a weakside slide protection where the #3 back and the #1 back swap responsibilities from the 10 protection.

Vertical PASS PLAYS 1. SNAG . The dynamic of the route is to strike the corner while he is peaking into the backfield. The middle receiver will run a “nod” corner route . He wants to drive hard up the seam for sevens strides. He cannot get collisoned by the linebacker. At the 7th step he will drive one step to the inside and plant the inside foot and sprint to the corner.

He should be aiming to run out of bounds at 20 yards. The outside receiver will drive hard to the inside aiming to get between the 2nd and 3rd inside players. He wants to run away from the middle linebacker once he has planted. The inside receiver will look to cross the line about 3 yards outside the tackle and run out of bounds at 4 yards. In rocket 20 SNAG the 1 back will become the flat receiver and the #3 back will have B gap responsibility. Buck 10 Snag, Rocket 20 Snag 2. Dragon The dynamic of the Dragon concept is to fill the void left by the retreating corner. The outside receiver will run a Go fade by releasing outside and getting to the numbers. The middle receiver will run a whip route at 5 yards. The inside receiver will run a “dragon route” under the 1st linebacker and climb over the next one looking to get to 15 yards. Will run this from 10 protection and naked protection. In the naked version the 1 back will look to cross the line 3 yards outside the tackle and run out of bounds at 4 yards. Regardless of the formation, the assignments

for the rereeivers receivers will remain the same. If we run from jet, then the #1 will make a smoke screen fake. Buck 10 Dragon, Naked Dragon and jet Dragon

3. Vertical. This is an adjustment off Dragon. If the safety or linebacker is coming down on the Dragon route we can call Vertical. This has the same set up as dragon but the outside receiver will run a hard slant for seven steps, hesitate, and then scream up the seam. If the safety has rotated to far on the corner or stayed too flat on the dragon, then the seam should be able to run right past him. If this is run from the Jet formation, the #1 back will fake the smoke screen left. Buck 10 Vertical, JET 10 Vertical 4. Curl. This concept is to attack a safety that is getting too close to the line and getting involved in the spin game. The outside reviver will run a 10 stride comeback curl. The inside is going to run a seam

read. If the safety stays in the middle he will convert the route to a dig. The running back needs to get width fast to draw the flat defender and create a bigger window for the curl if the seam is capped. SPIN 10 CURL NAKED CURL

5. DIG The dynamic of the DIG is to create a high low stretch on the safety. To do this we will run the outside receiver on a post and the middle receiver on a dig. The inside receiver will run a shallow in front of the linebackers to keep them from drifting back into the dig. If in Jet, the #2 will runs a smoke screen fake. Jet 10 DIG. Buck 10 Dig.

Screen Game- We will run a smoke screen left, and a bubble screen right. Each will have a complimentary screen and go complimentary play. Also we will run Naked Dragon and throw screen pass to the #4 back. 1. Jet Smoke The #2 back will take two steps forward with head down before retreating back and showing his numbers to the passer. He will catch and get upfield. No juking allowed. The tight end will come flat down the line and not turn up field until he reaches the area of the #2 back so as not to whiff on the block.

2. Jet Smoke/GO The identical play as Jet Smoke but the tight end will turn upfield after he has made fake block on the defender

3. Jet Bubble. The 4 back will use ice-skater technique and get behind the split end to catch and get outside.

4. Jet Bubble and Go. This is the same play but the split end will hesitate after engaging the defender then, explode upfield away from the safety.

5. Naked Dragon 4 This is Naked Dragon but after run blocking the center and #3 guard will sprint to the outside and outflank the defenders to create a wall. The Dragon route will convert to a stalk block on the safety. The #2 guard and the #3 back will lead up the alley outside the wall. All other assignments remain the same.

INSTALLATION OF THE SPIN SERIES Start without a ball and perfect the Fullback's footwork. The Fullback will want to keep his elbows out, or try and lift the ball up, it's natural, don't allow. Add the Tailback to the Fullback once the footwork is perfected. As the Fullback takes his initial step forward, the Tailback takes a step to his right and rubs just off the hip of the Fullback trying to gain immediate depth. The Tailback will over fake taking a handoff from the Fullback and bow to his right in a deep 18 Sweep fake going full speed. Set a pylon as a marker at 6 yards directly behind the Power Tackle area to give the Tailback an idea of how deep you want him to run. Next add in the Wingback. The wing must go in motion to the left slowly and come just inside the Tailback, (at the Fullback's right hip) as the Fullback spins towards the line of scrimmage and completes the spin. The Wingback’s motion is very slow, you want him at about the Right Tackle when he hears "go", then he sprints to his aiming point and then to the 7-Hole. The Wingback must over fake the exchange between him and the Fullback, with the Wing having his left arm down while faking a clamp down on the imaginary ball. The Wingback carries out his sweep to the left. We walk this, then jog it, then run it. Once the wingback motion is down we will add a ball without doing a Center snap. The next step is to add the Center snap. Install Spinner 24 Power first. Wing: The Cadence is On the line, On the line "Shift, Down, Ready,(pause) Set, Go". The wing’s slow motion begins on "R" of "Ready", accelerates on the "G" of"Go". He gains depth and aims to the heel of the Fullback. FB: He receives the snap and tucks the elbows to his ribs and the belt line and takes a full left foot stride toward the line of scrimmage landing at 10:00. The left heal raises and becomes a pivot while the right foot makes a full stride toward the line of scrimmage aiming to land at 9:00. This will place the fullback with his back to the line of scrimmage. His right heal will now raise and become a pivot. The left foot will now swing around his body rotating on the right foot pivot and land at 2:00. He does no ball fakes, the backs will "over-fake" taking handoffs. When running spinner 218 the fullback will not plant at 2:00 on his final step but rotate all the way to 11:00 and run a weakside option fake with the 4 back

TB: He steps to the right at 5:00 throws his left arm in the air and fakes getting a handoff from the Fullback. He takes a very wide sweep right angle to allow the wing to pass just inside of him. He dips the inside shoulder and rocks cradle down field 20 yards. Wing: At "Go" he allows the Tailback to go outside of him and fakes an outside handoff path to Fullback trying to mesh as close as he can with Tailback and Fullback. On the

Flash tag alerts the wingback to cheat back one yard and not go in motion. All other spin rules apply. On 143 He will take a path between the fullback and the line of scrimmage taking the handoff with his left a arm up. SPINNER 24 POWER DOUBLE SPINNER 2 4 TRAP SPINNER 21 TRAP SPINNER 218 SWEEP THUNDER FLASH 243 COUNTER DOUBLE FLASH 243 COUNTER



BUCK SERIES The quarterback and the tailback must work together to perfect the buck series. In all Buck plays the #2 back will receive the snap and must execute the proper set, show, snap and sell technique. Once the #2 back receives the snap he will: SET the ball with both hands around the fat of the ball and begin to take a full stride toward the line of scrimmage with his left foot looking to land at 9:00. As his left foot is striding he will begin to extend his elbows out to SHOW the ball to the running back. The QB is aiming for a spot above his belly button. As the running back begins to clamp down on the ball the right foot of the #2 back is moving a full stride toward the line of scrimmage looking to land at 1:00. As the running back passes the #2 back, the #2 back will SNAP his head in the direction of the running back while his front arm is extended to SELL the running back has the ball. On a keep, the #2back will step with his left foot and show the ball. Right before the running back gets to him, he will remove the belly side hand while holding the ball and pin it to his hip/groin pocket. His front hand will remain in the runningback ball pocket. As the running back passes he will snap and sell the run. He then returns his sell hand back to the fat part of the ball and either boots, sweeps or runs. On a give, the steps are the same except the belly hand will be removed without the ball. The #2 back will allow the running back to clamp down on the ball and he will snap and sell as normal. He will return his now empty hand to the fat part of the imaginary ball he has pinned to his hip/groin pocket and either boots, sweeps or runs. BUCK 214 TRAP DOUBLE BUCK 214 TRAP BUCK 23 COUNTER DOUBLE BUCK 23 COUNTER DOUBLE BUCK 247 Sweep



The Jet Series. With the JET we will split the #1 back out to the left side. The base will be 2 yards off the line and 5 yards from the end man on the line of scrimmage. We can widen him with a tag, or squeeze him with a tag as well. The #2 back will align directly behind the snapper at 4 yards deep in a low 2 point stance. The 3 back will maintain his base position. The wing back, #4, will flex out 5 yards from the end man, and 2 yards off the line. The right end will split 7 yards off the wing back and be on the line of scrimmage. To send the #1 in Jet motion we will call i rocket. His motion will go from the left to the right. He needs to be at 7/8 speed at the time he takes the handoff. He will go in motion on the R of Ready. Timing is crucial and we want him nearly taking the snap in the air. The 2 back cannot slow down the motion. The motion back landmark is to be at the right end at the time the ball is snapped. If he is getting to the spot too quick, he needs to adjust his speed. The signal caller is not to slow down or speed his up his cadence. To send the #4 back in motion we will call laser. He will go from the right to the left in jet motion. He too will leave at the R of ready and get to 7/8 speed at the time he takes the snap. The left side motion is going to landmark to be at the right tackle at the time the ball is snapped. He too needs to adjust, not the signal caller.











14 power Double 14 trap


Laser Larry 20 power


22 seam

14 power edge

8 18 sweep 18 sweep thunder

Double Buck 214 trap

Spinner 18 sweep thunder

Buck 214 trap

Rocket 18 sweep thunder

Spinner 24 power Rocket 24 Trap Laser Larry 24 Power 24 Seam

Laser Larry 30 trap



BACK 1 2

Spinner 21 trap Rocket 21 trap


31 trap



23 counter 23 counter bull Buck 23 counter Double Buck 23 counter G

143 counter Flash 243 counter Double flash 243 G Rocket 243 Counter


Laser larry 247 sweep Double 27 sweep thunder

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