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CONCEPTS forCONCEPTS for
PLAY PACKAGINGPLAY PACKAGINGAndrew Coverdale Assistant Football Coach Trinity High SchoolCoverdale@thsrock.net
http://savefile.com/projects/808596579 (donkey2)
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ZONE&REACH BLOCKING
PHILOSOPHYPHILOSOPHY
1.1. Field General!Field General!
2.2. Why behind the what connect players toWhy behind the what connect players to whywhy
3.3. Play downhillPlay downhill
4.4. Limit the number of things each play practicedLimit the number of things each play practiced
againstagainst
5.5. Answers defensive unpredictability and changeAnswers defensive unpredictability and change
6.6. Frees up/allows for multiplicity, in turn leading toFrees up/allows for multiplicity, in turn leading to
vanillavanilla
7.7. Percentages Heavy first down emphasisPercentages Heavy first down emphasis8.8. Allows you to have good plays while you get aAllows you to have good plays while you get a
sense of what the opposing DCs thoughts aresense of what the opposing DCs thoughts are
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ZONE&REACH BLOCKING
OVERVIEWOVERVIEW
A.A. Run/Run ChecksRun/Run Checks
B.B. Run/Run Motion checksRun/Run Motion checks
C.C. Run with built-in JUKERun with built-in JUKE
D.D. Run/Quick gameRun/Quick gameE.E. Basic CheckBasic Check
I. MODES of PLAY PACKAGINGI. MODES of PLAY PACKAGING
II. TOOLS to DO THE JOBII. TOOLS to DO THE JOB
A.A. CheckersCheckersB.B. CadenceCadence
C.C. MovementMovement
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RUN/RUN CHECKSRUN/RUN CHECKS
A.A. Attitude plays: Find a way to run it!Attitude plays: Find a way to run it!
B.B. Allows you to never run at an overhangAllows you to never run at an overhang
C.C. Can get directed away from best blockers, intoCan get directed away from best blockers, into
boundary, etc.boundary, etc.
D.D. A Side/B Side drivenA Side/B Side driven
I. Dictate theI. Dictate the play
play choose a choose a sideside
II. Dictate theII. Dictate the sideside choose the choose the play
play
A.A. Fits more multiple running gamesFits more multiple running gamesB.B. Allows you to run behind your best peopleAllows you to run behind your best people
C.C. Can be forced into running at overhangsCan be forced into running at overhangs
D.D. Edge drivenEdge driven
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DEFINING OVERHANGDEFINING OVERHANGStanding DE or LB outside the box for whom we do not haveStanding DE or LB outside the box for whom we do not have
a receiver & cannot block.a receiver & cannot block.
Most often, we want to check AWAY from OverhangMost often, we want to check AWAY from Overhangplayers.players.
VVVV
EXAMPLE 1EXAMPLE 1::
Player BPlayer B isis an overhang;an overhang;no blocker availableno blocker available
VVVV
VVVVBB
VVVV
EXAMPLE 2EXAMPLE 2::
Player BPlayer B is notis not an overhang;an overhang;a blocker is availablea blocker is available
VVVV
VVVVBB
VVVV
EXAMPLE 3EXAMPLE 3::
BB is notis not an overhang;an overhang;a blocker is availablea blocker is available
VVVV
VVVV
BB
VVVV
EXAMPLE 4EXAMPLE 4::
BB isis an overhang;an overhang;no blocker is availableno blocker is available
VVVV
VVVV
BB
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DEFINING OVERHANGDEFINING OVERHANGSafety rotationSafety
rotation to a particular side is considered theto a particular side is considered the
samesame
as an Overhang aligning to that side!as an Overhang aligning to that side!
VVVVVVVV
VVVV
SS
VVVVVV
SS
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DEFINING A and B SIDESDEFINING A and B SIDESBB SIDESIDE
Side of the ball where there is a DLSide of the ball where there is a DL withinwithin half a manhalf a man ofofthe B gap;the B gap;
in other words, a DL in a 2, 3, 4, or 4i.in other words, a DL in a 2, 3, 4, or 4i.
Called B side because DL closest to the Center onCalled B side because DL closest to the Center on
that side is likely responsible for B gap.that side is likely responsible for B gap.
VVVV VVVV VV
EXAMPLE 1EXAMPLE 1::
3 on left, 2i on right3 on left, 2i on right
tt side is a B side, Right side isntside is a B side, Right side isnt
EXAMPLE 2EXAMPLE 2::
5 on left, 4i on right5 on left, 4i on right
**RightRight side is a B side, Left sideside is a B side, Left side
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DEFINING A and B SIDESDEFINING A and B SIDESAA SIDESIDE
Side of the ball where there isSide of the ball where there is nono DL within half a manDL within half a manof the B gap;of the B gap;
in other words, it is NOT a B side, there is NO 2, 3,in other words, it is NOT a B side, there is NO 2, 3,
4i, or 4.4i, or 4.
It is called A because the DL nearest the Center toIt is called A because the DL nearest the Center to
that side is likely anthat side is likely anA gap defender.A gap defender.
VV VV VVVV VV
EXAMPLE 1EXAMPLE 1::4i on left, 5 on right4i on left, 5 on right
*Right side is an *Right side is an AA side, side,Left side is Left side is BB
EXAMPLE 2EXAMPLE 2::2i & 6i on left, 3 on right2i & 6i on left, 3 on right
*Left side is an *Left side is an AA side, side,Right side is a Right side is a BB
VV
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A/B SIDE: TYPICAL PREFERENCESA/B SIDE: TYPICAL PREFERENCES
Runs typicallyRuns typically
preferred to Apreferred to ASIDESIDEInside ZoneInside Zone
(Under center)(Under center)
Dart (TackleDart (Tackle
Wrap)Wrap)
Inside VeerInside Veer
Long TrapLong Trap
Runs typicallyRuns typically
preferred to Bpreferred to BSIDESIDEInside Zone (Gun)Inside Zone (Gun)
Power OPower O
MidlineMidlineInside TrapInside Trap
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A/B SIDE: TYPICAL PREFERENCESA/B SIDE: TYPICAL PREFERENCES
Runs typicallyRuns typically
preferred to Apreferred to ASIDESIDEInside ZoneInside Zone
(Under center)(Under center)
Dart (TackleDart (Tackle
Wrap)Wrap)
Inside VeerInside Veer
Long TrapLong Trap
ExampleExample::
INSIDE ZONE to an A SideINSIDE ZONE to an A Side
Creates two double teamsCreates two double teams
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A/B SIDE: TYPICAL PREFERENCESA/B SIDE: TYPICAL PREFERENCES
Runs typicallyRuns typically
preferred to Bpreferred to BSIDESIDEInside Zone (Gun)Inside Zone (Gun)
Power OPower O
MidlineMidlineInside TrapInside Trap
ExampleExample::
POWER to B Side POWER to B Side
Double team at P.O.A.Double team at P.O.A.
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DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE
A WIDE EDGEA WIDE EDGE
refers to a side ofrefers to a side of
a defense wherea defense where
the widest playerthe widest player
on the Line ofon the Line of
Scrimmage is in anScrimmage is in anoutside shadeoutside shade (5 or(5 or
9 technique)9 technique)
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DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE
....
ExampleExample::
COUNTER TREY to WIDE EDGECOUNTER TREY to WIDE EDGE
Easier kick-out angle for BSGEasier kick-out angle for BSG
A WIDE EDGEA WIDE EDGE
refers to a side ofrefers to a side of
a defense wherea defense where
the widest playerthe widest player
on the Line ofon the Line of
Scrimmage is in anScrimmage is in anoutside shadeoutside shade (5 or(5 or
9 technique)9 technique)
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DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE
A TIGHT EDGE refersA TIGHT EDGE refers
to a side of ato a side of a
defense where thedefense where the
widest player on thewidest player on the
Line of ScrimmageLine of Scrimmage
is in ais in a head-uphead-up ororinsideinside technique (4-technique (4-
4i / 6-6i)4i / 6-6i)
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DEFINING Tight & Wide EDGEDEFINING Tight & Wide EDGE
A TIGHT EDGE refersA TIGHT EDGE refers
to a side of ato a side of a
defense where thedefense where the
widest player on thewidest player on the
Line of ScrimmageLine of Scrimmage
is in ais in a head-uphead-up ororinsideinside technique (4-technique (4-
4i / 6-6i)4i / 6-6i)
ExampleExample::
STRETCH to TIGHT EDGE STRETCH to TIGHT EDGE
Easier Reach angle atEasier Reach angle at
Point of Attack for T/TEPoint of Attack for T/TE
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EDGES: TYPICAL PREFERENCESEDGES: TYPICAL PREFERENCES
Runs typicallyRuns typically
preferred to WIDEpreferred to WIDEEDGESEDGESGap runsGap runs
(Counters, Power)(Counters, Power)
Interior Zone runsInterior Zone runs
G Scheme runsG Scheme runs
Runs typicallyRuns typically
preferred to TIGHTpreferred to TIGHTEDGESEDGESOutsideOutside
Zone/StretchZone/Stretch
Perimeter OptionsPerimeter Options
Tosses/SweepsTosses/Sweeps
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MOTION CHECKS: IF MotionMOTION CHECKS: IF Motion
IF tells tagged receiver to motion acrossIF tells tagged receiver to motion across
formation and block Overhangformation and block Overhang ififan overhangan overhangexists to call sideQB will trigger by liftingexists to call sideQB will trigger by lifting
heel. Otherwise, block normal backside rules.heel. Otherwise, block normal backside rules.
H
ExampleExample: Call is H IF 4 Power Solid: Call is H IF 4 Power Solid
QB Sees Safety rotation strong,QB Sees Safety rotation strong,
thus an Overhang strongthus an Overhang strong
Lifts heel to Motion H over to block rotatingLifts heel to Motion H over to block rotating
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MOTION CHECKS: SKATE CheckMOTION CHECKS: SKATE Check
From I formation, tells FB to Skate intoFrom I formation, tells FB to Skate into
position needed to do his basic job on the playposition needed to do his basic job on the playbased on where QB checks the playbased on where QB checks the play
ExampleExample: Call is : Call is SkateSkate
Check 24/25Check 24/25
FBs job on 24/25 InsideFBs job on 24/25 Inside
Zone is to CHIP backsideZone is to CHIP backside
ExampleExample: Call is : Call is SkateSkate
Check 18/19Check 18/19
FBs job on 18/19 Stretch isFBs job on 18/19 Stretch is
to LEAD to the Overhangto LEAD to the Overhang
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MOTION CHECKS: BOUNCE CheckMOTION CHECKS: BOUNCE Check
From a balanced formation, used to put TEFrom a balanced formation, used to put TE
or inside receivers on alert that the oneor inside receivers on alert that the oneawayaway from the checked call will motionfrom the checked call will motion totothe call will motion across the formation tothe call will motion across the formation to
be a kickout or bonus blocker.be a kickout or bonus blocker.
Typically used against defenses that do notTypically used against defenses that do not
make a major adjustment to motion,make a major adjustment to motion,
allowing us to Gain numbers at the pointallowing us to Gain numbers at the point
of attack.of attack.Runs typically used in conjunction withRuns typically used in conjunction withBounce check areBounce check arePower and StretchPower and Stretch
QB makes check based on normalQB makes check based on normal
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MOTION CHECKS: BOUNCE CheckMOTION CHECKS: BOUNCE CheckFrom a balanced formation, used to put TE orFrom a balanced formation, used to put TE or
inside receivers on alert that the oneinside receivers on alert that the one awayawayfrom the checked call will motionfrom the checked call will motion toto the callthe call
ExampleExample::
Call is Call is Bounce Check 4/5Bounce Check 4/5
PowerPower
QB checks play to B SideQB checks play to B Side
(4) (4) TE on left ste s off on cue
TE
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MOTION CHECKS: PEEL CheckMOTION CHECKS: PEEL Check
From a balanced formation, used to put TEFrom a balanced formation, used to put TE
or inside receivers on alert that the oneor inside receivers on alert that the oneawayaway from the checked call will motionfrom the checked call will motion totothe call will motion across the formationthe call will motion across the formation
and back to seal the backside edge.and back to seal the backside edge.
Runs typically used in conjunction withRuns typically used in conjunction withBounce check areBounce check areInside Zone and Counter TreyInside Zone and Counter Trey
QB makes check based on normalQB makes check based on normalA Side / B Side criteria for those playsA Side / B Side criteria for those plays
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BASE RUNS with JUKEBASE RUNS with JUKETag telling BS receiver to run a 1-stepTag telling BS receiver to run a 1-step
JUKE route.JUKE route.QB has option to abort the run without aQB has option to abort the run without a
check and throw the Juke if CB is 7check and throw the Juke if CB is 7
yards or deeper in alignment.yards or deeper in alignment.
(May check protection if run involves a(May check protection if run involves apuller)puller)
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BASE RUNS with JUKEBASE RUNS with JUKETag telling BS receiver to run a 1-step JUKETag telling BS receiver to run a 1-step JUKE
route.route.
ExampleExample: Call is : Call is 25 JUKE25 JUKE
Outside WR on right runs JukeOutside WR on right runs Juke
Inside Zone play (25) proceeds as normal if CB 6 orInside Zone play (25) proceeds as normal if CB 6 or
tightertighter
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RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Individual quick throw.Individual quick throw.CRITERIA for QBs DECISION can be:CRITERIA for QBs DECISION can be:
1.1. 1 safety (Throw) or 2 safety (Run)1 safety (Throw) or 2 safety (Run)
2.2. Off Corners (Throw) or Press/CloudOff Corners (Throw) or Press/CloudCorners (Run)Corners (Run)
3.3. Overhang player width:Overhang player width:Throw v. Tight / Run v. Walked offThrow v. Tight / Run v. Walked off
(Generally used against known 1-safety(Generally used against known 1-safetydefenses)defenses)
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RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Individual quick throw.Individual quick throw.INDIVIDUAL ROUTES can be:INDIVIDUAL ROUTES can be:
1)1) Dictated by the coach in the callDictated by the coach in the call
2)2) Initiated by the coach with freedom toInitiated by the coach with freedom to
hand signalhand signal3)3)Just called as Indy, requiring a handJust called as Indy, requiring a hand
signal by QB/WRsignal by QB/WRRUNS can be:RUNS can be:
1)1) Dictated by the coach in the callDictated by the coach in the call2)2) Built in as their own Check, telling theBuilt in as their own Check, telling the
QB to use hisQB to use hisA Side/B Side criteria, should theA Side/B Side criteria, should the
defensive structure direct him to rundefensive structure direct him to run
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RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Individual quick throw.Individual quick throw.PROCEDURALLY, can:PROCEDURALLY, can:
1)1) Assume run with an option to checkAssume run with an option to checkthrowthrow
(24 Check Indy)(24 Check Indy)
(Zone Check Indy)(Zone Check Indy)
2)2) Assume pass with an option to check to aAssume pass with an option to check to aknown runknown run
(80 Double Quick Out Check 24)(80 Double Quick Out Check 24)(80 Double Hitch Check Zone)(80 Double Hitch Check Zone)(80 Double Indy Check Zone)(80 Double Indy Check Zone)
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ZONE&REACH BLOCKING
RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Individual quick throw.Individual quick throw.
ExampleExample: Call is : Call is 80 DOUBLE QUICK OUT CHECK 480 DOUBLE QUICK OUT CHECK 4
Criteria for call is # of safetiesCriteria for call is # of safeties
Two safety defense tells QB to check 4 PowerTwo safety defense tells QB to check 4 Power
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Individual quick throw.Individual quick throw.
ExampleExample: Call is : Call is ZONE CHECK INDYZONE CHECK INDY
Criteria for call is width of Overhang playersCriteria for call is width of Overhang players
Walked off Overhangs tell QB to check run;Walked off Overhangs tell QB to check run;
A Side to left tells him to check 25A Side to left tells him to check 25
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: IndividualRUN/QUICK CHECKS: IndividualCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Individual quick throw.Individual quick throw.
ExampleExample: Call is : Call is ZONE CHECK INDYZONE CHECK INDY
Criteria for call is width of Overhang playersCriteria for call is width of Overhang players
TIghtened Overhangs tell QB to check pass;TIghtened Overhangs tell QB to check pass;
Depth & Leverage of CB tell him to signal HitchDepth & Leverage of CB tell him to signal Hitch
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)
CRITERIA for QBs DECISION can be:CRITERIA for QBs DECISION can be:
1.1. 1 safety (Throw) or 2 safety (Run)1 safety (Throw) or 2 safety (Run)
2.2. Safety rotationSafety rotation
3.3. Alignment of a specific defender whoAlignment of a specific defender whomust not be allowed to defend run and amust not be allowed to defend run and a
Quick route structureQuick route structure(most often Overhang LB/Nickel Player)(most often Overhang LB/Nickel Player)
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)
ExampleExample: Call is : Call is 80 TURN CHECK 1880 TURN CHECK 18
Criteria for call is number of safetiesCriteria for call is number of safeties
Single safety look tells QB to check 80 TurnSingle safety look tells QB to check 80 Turn
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)
ExampleExample: Call is : Call is 25 CHECK 80 SLANT25 CHECK 80 SLANT
Want to run 25 to a clean surface weak;Want to run 25 to a clean surface weak;
QB knows Slant/Arrow is his check if safety rotatesQB knows Slant/Arrow is his check if safety rotates
?
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)
ExampleExample: Call is : Call is 25 or 80 FADE/FLAT25 or 80 FADE/FLAT
Make the Overhang wrong:Make the Overhang wrong:
If he covers down the Slot, run Zone at a goodIf he covers down the Slot, run Zone at a good
bubble underneath him;bubble underneath him;
?
ZONE&REACH BLOCKING
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RUN/QUICK CHECKS: ConceptsRUN/QUICK CHECKS: ConceptsCheck that pairs a Core Run with anCheck that pairs a Core Run with an
Concept throw in the Quick PassingConcept throw in the Quick PassingGame (e.g., Turn, Spacing, Fade/Flat)Game (e.g., Turn, Spacing, Fade/Flat)
ExampleExample: Call is : Call is 80 TURN CHECK 1880 TURN CHECK 18
Criteria for call is number of safetiesCriteria for call is number of safeties
Two safety look creates good leverage for theTwo safety look creates good leverage for the
ZONE&REACH BLOCKING
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BASIC CHECKBASIC CHECKExpansion of Run/Quick Check that addsExpansion of Run/Quick Check that adds
the following priorities thatthe following priorities that supercedesupercede aaRun or a Quick:Run or a Quick:
1.1. Check to a Bubble Screen versus anCheck to a Bubble Screen versus anUncovered lookUncovered look
2.2. Check to an Alley Screen v. 0 Safety orCheck to an Alley Screen v. 0 Safety orpossibly 5-man pressure lookspossibly 5-man pressure looks
(depending on game plan)(depending on game plan)If neither of those present themselves, QBIf neither of those present themselves, QBgoes through Run/Quick thought processgoes through Run/Quick thought process
based on whatever criteria he wouldbased on whatever criteria he would
normally use (# of safeties / CB leverage /normally use (# of safeties / CB leverage /Overhang)Overhang)
ZONE&REACH BLOCKING
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BASIC CHECKBASIC CHECK
ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK
LB structure does not cover down to all threeLB structure does not cover down to all three
receiversreceiversCheck Bubble Screen
ZONE&REACH BLOCKING
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BASIC CHECKBASIC CHECK
ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK
Defense shows Zero Safety, Pressure lookDefense shows Zero Safety, Pressure look
Check Alley ScreenCheck Alley Screen
ZONE&REACH BLOCKING
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BASIC CHECKBASIC CHECK
ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK
Defense covers down, One high safetyDefense covers down, One high safety
Check to built in Quick Concept Spacing in thisCheck to built in Quick Concept Spacing in thisexam le
ZONE&REACH BLOCKING
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BASIC CHECKBASIC CHECK
ExampleExample: Call is : Call is BASIC CHECKBASIC CHECK
Defense covers down, Two high safetiesDefense covers down, Two high safeties
Check to built in run Zone Read to the B SideCheck to built in run Zone Read to the B Sideleft
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MAKING it WORK: CADENCEMAKING it WORK: CADENCE
HOW WE GET THE LAST WORDHOW WE GET THE LAST WORD
Varying CADENCE serves three fundamentalVarying CADENCE serves three fundamental
purposes for us:purposes for us:
1.1.Creates rhythm for US,Creates rhythm for US,
disrupts the ability for THEM to get off the ball fastdisrupts the ability for THEM to get off the ball fast
2.2.Gather information / force defense to tip theirGather information / force defense to tip theirhand!hand!
3.3.Draw defense offsides Get a free 5Draw defense offsides Get a free 5
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MAKING it WORK: CADENCEMAKING it WORK: CADENCE
OVERVIEWOVERVIEW
HaveHave When cadenceWhen cadencePlay is onPlay is on play?play? TypeType concludesconcludes OtherOther
NORMALNORMAL YesYes NormalNormal Run the play!Run the play! NothingNothing
saidsaid
FALSEFALSE NoNo Fake NormalFake Normal Check to aCheck to aplayplay
FASTFAST YesYes QuickQuick Run the play!Run the play!
FAST FALSEFAST FALSE NoNo Fake QuickFake Quick Check to aCheck to aplayplay
DUMMYDUMMY YesYes Fake NormalFake Normal Allow forAllow for
adjustmentsadjustments Check, or Were Good,,Check, or Were Good,,
ZONE&REACH BLOCKING
i
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MAKING it WORK: CADENCEMAKING it WORK: CADENCE
BEST USESBEST USES
CadenceCadence Why / when featuredWhy / when featured
NORMALNORMAL Create / maintain rhythm versus non-disguiseCreate / maintain rhythm versus non-disguise
teamsteams
FALSEFALSE Safely gather information and disrupt DLSafely gather information and disrupt DLget-offget-off
FASTFAST Exploit simple plays versus teamsExploit simple plays versus teams thatthat showshowlate;late;
discourage late rotations/disguises; Changediscourage late rotations/disguises; Changethe tempo;the tempo; Perimter plays and/or unusual formationsPerimter plays and/or unusual formations
FAST FALSEFAST FALSE Safely gather info and exploit threat ofSafely gather info and exploit threat of
Fast cadenceFast cadence
DUMMYDUMMY To pre-call more sophisticated, wordy passTo pre-call more sophisticated, wordy pass
ZONE&REACH BLOCKING
MAKING i WORK MOVEMENT
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MAKING it WORK: MOVEMENTMAKING it WORK: MOVEMENT
Movement can also help us see things andMovement can also help us see things and
have the final word becausehave the final word becauseA)A) Movements force adjustments, whichMovements force adjustments, which
typically means defenders moving to theirtypically means defenders moving to theirfinal alignmentfinal alignment
B)B) In Shotgun, our QB will flash his hands inIn Shotgun, our QB will flash his hands inthe same way he would for a snap, whichthe same way he would for a snap, whichis also, at times, a trigger for defenses tois also, at times, a trigger for defenses toshowshow
C)C) Often, if they do not move when youOften, if they do not move when you
move, it is just as telling:move, it is just as telling:ex: 2i & 3 tech dont flip when TE trades ex: 2i & 3 tech dont flip when TE trades
Zone Dog to 2i side is likely!Zone Dog to 2i side is likely!
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