Trinity - 2006 QB School

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    QUARTERBACK SCHOOL 2006

    TRINITY FOOTBALL

    QBS Goals/Responsibilites

    Qualities of a Trinity QB

    Defense ID: Fronts

    Defense ID: Coverage

    Run Check Terms

    Pass Pre-Snap Terms

    Passing Game Reads

    Pass Post-Snap Terms

    Throws/Ball Placement

    Six Second Rule

    Drop Summary

    Run/Pass Calls

    Numbers Game Overview

    Uncovered Checks

    Blitz Procedure

    Route Packages

    2:00 Offense: Red Ball

    Glossary/Terminology Pg

    Structures of Routes

    Slot

    Def.

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    Q

    GOALSQBS 2006

    1. Gain a foundational understanding of the components of our offenseProcedures 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 through2. Fully show your physical skills because the learning part isnt slowing you down3. 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

    With greater sophistication comes greater CONTROL. Sun Tzu

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    YOUR RESPONSIBILITYQBS 2006

    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 guys repsrep it as if its yours

    2. Review for :15 within 24 hours of our meetingsstore in long-term memory

    3. Approach the information as though youve never heard it before

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    QUALITIES OF A TRINITY QUARTERBACKQBS 2006

    *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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    QUALITIES OF A TRINITY QUARTERBACK*Someone who has the INTANGIBLES we look for is: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 wantGREAT PRACTICE HABITS on & off the field, takes initative, goes above and beyond

    MENTALLY TOUGH: Handles frustration, responds to adversityFORCES himself to always display POSITIVE body language!

    COACHABLE: Doesnt 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 thatget his team beat

    BEST IN THE CLUTCH: Wants the ball when the game is tight, not afraid to makethe 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 intothat picture. Can establish himself as a leader because hehelps other positions learn their jobs

    KNOWS the WHY Not only knows WHAT to do, but WHY we do things. Allowshim to make adjustments in the heat of the game when thingsdont show up exactly like they did in practice

    UNDERSTANDS DEFENSES So he can attack and manipulate them using the toolsavailable to him, and thus CONTROL the FIELD

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    The smarter you are, the more you want to learn.

    If you want to be a great one, you cant just think about this stuff

    while youre 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 Rehearses plays and situations in his mind throughout

    the week, slows the game down for himself

    TRUSTS the SYSTEM Doesnt think hes above the rules of the system, because ithelps him account for what will happen on the field in anorganized fashion and protects him.TRUST of the SYSTEM keeps you from FORCING MISTAKES

    but ISNT A ROBOT Is savvy and confident enough to make plays beyond(not against) the system when its time to make a play.

    USES THE :06 RULE

    Is DECISIVE Makes YES/NO decisions and does it quickly, withoutsecond-guessing himself. Doesnt hesitate.

    THROWS ON TIME Related to decisiveness and trust. Throws WHEN theread TELLS him to, not when he sees a receiver open.

    SITUATIONALLY SMART Knows when to: Take a sack throw ball away etc.

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    QUALITIES OF A TRINITY QUARTERBACK*Components of great FOOTWORK and BALL-HANDLING:1. Pushes ball deep to RB in the running game; makes them RB quickly

    2. Angle, mesh, and tempo of runs look exactly same as they do on PLAY ACTION

    3. Carries out fake with 5 full-speed steps after every run4. DROPS are consistent and disciplined, serving the following purposes:

    1. Get you where youre supposed to be: Each protection and route has a specificdepth and angle that you need to get to for the linemen to do their job and foryou to get the separation you need from the L.O.S.

    2. Get you there when youre supposed to be there: Along with that, each route hasa 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 loadedInstep pointed to target Everything compact

    2. On movement passes:Ball loaded Feet choppingShoulder tent-pegged

    *Components of great POCKET PRESENCE:

    1. FEELS the rush, doesnt LOOK at it (eyes stay downfield)

    2. Skilled at ANTICIPATING and AVOIDING rushers with quick foot adjustments, gettingquickly back to a ready throwing position

    3. Willing to stand in and deliver the ball at the last momenttough & doesnt fleeprematurely

    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

    1. Find the :25 clock1. Less than :12 Take motion/shifts off2. Less than :10 Take all checks off; call a play out immediately3. Less than :08 Time out (in key situations, especially 3rd down)

    2. Find JACK Need to know right now if youre in Zero Safety mode!

    3. Right to left scan: Coverage1. 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.)

    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.

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    IDENTIFYING DEFENSES: FRONTS

    0 Technique - Head up on the Center

    0 Cheat or Shade - Aligned on one of Cs shoulders

    2i Technique - Inside shoulder of Guard

    2 Technique - Head up on a Guard

    3 Technique - Outside shoulder of a Guard4i Technique - Inside shoulder of Tackle

    4 Technique - Head up on a Tackle

    5 Technique - Outside shoulder of tackle

    6i Technique - Inside shoulder of Tight End

    6 Technique - Head up on a Tight End

    9 Technique - Outside shoulder of a Tight End8 Technique - Head up on a Wing player

    02 26 6

    8 8

    4 4

    2i 2i4i 4i6i 6i

    Shade3 35 59 9

    *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

    DEFENSIVE LINE TechniquesWhen identifying the location individuals in the defensive front, we describe them in terms of the

    technique theyre 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 well check a play to insure the best chances of success!

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    IDENTIFYING DEFENSES: FRONTSDEFENSIVE CORESThe 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 basiccores, 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:

    -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

    VVV

    -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

    V

    VCores with 1 DL

    BASE DEFENSE FOR: X (Lou)CHANGE-UP FOR: Eastern, X (Cincy), Ballard, Seneca, Manual

    BASE DEFENSE FOR: Ballard, Eastern, X (Cincy)CHANGE-UP FOR: X (Lou), Seneca, Southen

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    IDENTIFYING DEFENSES: FRONTSDEFENSIVE CORESThe 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 basiccores, 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:

    -Center does not have a DL on him (possibleshade), but Guards do

    -TWO players at LB depth are in

    B gap to B gap area

    --------------------------------

    Core is SPLIT

    VVV

    -Center does not have a DL on him (possibleShade), but Guards to

    -ONE player at LB depth in the

    B gap to B gap area

    --------------------------------

    Core is EVEN

    V

    VCores with 2 DL

    BASE DEFENSE FOR: X (Lou), ManualCHANGE-UP FOR: Shelby Co., Seneca, Male

    BASE DEFENSE FOR: Southern, X (Lou), Shelby Co.CHANGE-UP FOR: Fern Creek

    V V

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    IDENTIFYING DEFENSES: FRONTSDEFENSIVE CORESThe 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 basiccores, 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:

    -Center has a DL on him (0 or Shade) ,as doboth 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

    V V

    -Center has a DL on him (0 or Shade), as doboth Guards (usually 3, sometimes 2s)

    -ONE player at LB depth in the

    B gap to B gap area

    --------------------------------

    Core is BEAR ONE

    V

    VCores with 3 DL

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

    BASE DEFENSE FOR: Oldham County, Fern Creek, MaleCHANGE-UP FOR: Ballard, Henry Clay

    V V V

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    QBS 2006

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    IDENTIFYING DEFENSES: SLOT DEFENDERSOne of the areas in which we will see the most variety is the

    manner in which defenses align their Outside LB/Nickel Playersrelated 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 wecan see very quickly. Our system of labelling the different

    alignments we see follows.

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    IDENTIFYING DEFENSES: SLOT DEFENDERSMain

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    QBS 2006

    Two receiver side

    V V VVV V

    TUCK

    Inside theTackle

    HIP

    IT

    BetweenInside rec

    andTackle

    IKE

    Head upon

    Inside rec

    OLLIE

    Outsideshade orleverage

    on widest slot

    IKE SHADE

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    IDENTIFYING DEFENSES: SLOT DEFENDERSMain

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    QBS 2006

    Three receiver side

    V V VV V

    TUCK

    Inside theTackle

    HIP

    IT

    BetweenInside rec

    and

    Tackle

    IKE

    Head upon

    Inside rec

    OLLIE

    Outsideshade orleverage

    on widest slot

    V

    MOE

    Head upon

    Middle rec

    V

    MILT

    BetweenMiddle

    and

    Inside rec

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    IDENTIFYING DEFENSES: COVERAGESTEP 1: COVERAGE FAMILIESCoverages 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 defenses overall philosophy, numbers against the run, and ability to blitz.

    ?

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    IDENTIFYING DEFENSES: COVERAGESTEP 1: COVERAGE FAMILIESCoverages 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 defenses overall philosophy, numbers against the run, and ability to blitz.

    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 wereoutnumbered

    *COVERAGES:

    0, 0 Str, 0 Weak, 0 Press

    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 theactual coverage

    *COVERAGES:1, 1 Press, 3, 3 Fire, 3 Cloud, 5

    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 ison the hash!

    *CB D.E.L. & Safety alignwill tell you actual coverage

    *COVERAGES:2, 2 Man, 4, 8, 8 Press, 28

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    IDENTIFYING DEFENSES: COVERAGESTEP 1: COVERAGE FAMILIESCoverages 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 defenses overall philosophy, numbers against the run, and ability to blitz.

    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 wereoutnumbered

    *COVERAGES:

    0, 0 Str, 0 Weak, 0 Press

    VV V

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    IDENTIFYING DEFENSES: COVERAGESTEP 1: COVERAGE FAMILIESCoverages 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 defenses overall philosophy, numbers against the run, and ability to blitz.

    VV

    V

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    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 theactual coverage

    *COVERAGES:1, 1 Press, 3, 3 Fire, 3 Cloud, 5

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    IDENTIFYING DEFENSES: COVERAGESTEP 1: COVERAGE FAMILIESCoverages 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 defenses overall philosophy, numbers against the run, and ability to blitz.

    V

    V

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    V2 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 ison the hash!

    *CB D.E.L. & Safety alignwill tell you actual coverage

    *COVERAGES:2, 2 Man, 4, 8, 8 Press, 28

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    IDENTIFYING DEFENSES: COVERAGESTEP 2: CORNERBACK D.E.L.In situations where you need to know more than the coverage family, you next look to the CB to clue

    you in. Youll get what you need by finding their DEL Depth, Eyes, Leverage

    MAN CornerZONE CornerDEPTH

    *Usually deeper than man

    *Generally 6 or deeper

    EYES

    *Looks inside/at you*Can see STRIPE on hishelmet

    LEVERAGE

    *Outside

    DEPTH

    *Tighter in general

    *Mostly 5 or tighter

    EYES

    *Looks at receiver*Cannot see stripe

    LEVERAGE

    *Inside;occasionally head up

    **Note: The term PRESS is tagged to describe aCB or a coverage in which CB are less than 5 yards

    deep. It can be applied to Man (Inside) or Zone(Outside) technique.

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    IDENTIFYING DEFENSES: COVERAGESCOVER 0

    FAMILY: 0 Safety

    CORNER D.E.L.: Man

    Why used:Pressure to free up rushers to outnumberprotection and the run game. For someteams, a Red Zone/GL coverage only.

    Weaknesses/Thoughts of attack:

    1. Individual matchup routes based onCB/Safety depth2. Undefended deep hole in the middle3. Crossing routes w/ stairstep technique4. Rub routes5. Alley Screens6. Timed breakout routes to inside

    receivers against inside leverage LB orsafeties (4 route, 5 route, Bronco)

    V VV V

    BASE DEFENSE FOR: --

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

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    IDENTIFYING DEFENSES: COVERAGESCOVER 0 PRESS

    FAMILY: 0 Safety

    CORNER D.E.L.: Man PRESS

    Why used:Pressure to free up rushers to outnumberprotection and the run game. Playedconsistently, it is a statement of arroganceabout their DBs athleticism compared toour WR; a challenge. For some teams, a

    Red Zone/GL coverage only.

    Weaknesses/Thoughts of attack:1. Same as Cover 0, but especially FIRE

    routes to inside receivers and DOUBLEMOVES (Utah, Horn, Takeoff)

    V VV V

    BASE DEFENSE FOR: Male, Fern Creek

    CHANGE-UP FOR: --

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    IDENTIFYING DEFENSES: COVERAGESCOVER 1FAMILY: 1 Safety

    CORNER D.E.L.: Man

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

    Weaknesses/Thoughts of attack:

    1. Individual matchup routes based onCB/Safety depth2. Sneak & Crossing routes w/ stairstep

    technique3. Rub routes4. Alley Screens5. Timed breakout routes to inside

    receivers against inside leverage LB orsafeties (4 route, 5 route, Bronco)

    BASE DEFENSE FOR: Fern Creek, Oldham Co.

    CHANGE-UP FOR: Male, Henry Clay, X (Cincy)

    V VV V

    V

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    IDENTIFYING DEFENSES: COVERAGESCOVER 1 PRESSFAMILY: 1 Safety

    CORNER D.E.L.: Man Press

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

    Weaknesses/Thoughts of attack:

    1. Same as Cover 1, with specialemphasis on FIRE routes inside andDOUBLE MOVES outside.

    BASE DEFENSE FOR: Fern Creek

    CHANGE-UP FOR: Male

    V VV V

    V

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    IDENTIFYING DEFENSES: COVERAGESCOVER 3FAMILY: 1 Safety

    CORNER D.E.L.: Zone

    Why used:Allows for fronts that outnumber the run,while providing safe pass coverage thatlimits big plays and forces offense toexecute underneath.

    Weaknesses/Thoughts of attack:

    1. Short outside throws Now, Quick Out,Stop, Hitch, Comeback, Orbit

    2. Areas between the 4 underneathdefenders: Spacing, especially

    3. Creating 2 on 1 situations agianst theJack safety in the middle with verticalroutes on the hashes: BOX

    4. Creating 2 on 1 situation on the flatdefender: Bronco, Flood

    BASE DEFENSE FOR:

    X (Lou), X (Cincy), Seneca, Ballard, Eastern

    CHANGE-UP FOR: Oldham Co., Shelby Co.

    V V

    V

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    IDENTIFYING DEFENSES: COVERAGESCOVER 2FAMILY: 2 Safeties

    CORNER D.E.L.: Zone,

    possibly pressSAFETY ALIGN: Halves (Wide)

    Why used:To be physical against the outside run withCB support and constrict short passinglanes with 5 defenders underneath

    Weaknesses/Thoughts of attack:1. Holes at the second level: Deep middle

    and pocket areas on the outside;Box, Corner, Pocket

    2. Routes that put CB in a bind withreceivers in front & behind: 2, 4, E/W

    3. Routes that wall off OLB and work increase inside QB: Spacing, Slick

    BASE DEFENSE FOR:

    X (Cincy)

    CHANGE-UP FOR: X (Lou), Southern

    V VV V

    V

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    IDENTIFYING DEFENSES: COVERAGESCOVER 2 MANFAMILY: 2 Safety

    CORNER D.E.L.: Man Press

    SAFETY ALIGN: HalvesWhy used:Heavy pass coverage on obvious passdowns or two minute situations to allowunderneath defenders to be aggressive,knowing they have help over the top.

    Weaknesses/Thoughts of attack:1. Matchup: MLB on the back2. QB run/Option/Scramble/Run support

    on edges3. 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

    V VV V

    VV

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    IDENTIFYING DEFENSES: COVERAGESCOVER 4FAMILY: 2 Safeties

    CORNER D.E.L.: Zone

    SAFETY ALIGN: Quarters (tight)Why used:To eliminate deep, vertical throws

    Weaknesses/Thoughts of attack:1. Short outside throws Now, Quick Out,

    Stop, Hitch, Comeback, Orbit2. SHORT areas between the 4 underneath

    defenders: Spacing, especially

    3. Intermediate areas in front of safeties

    behind LB: Over, Curl

    4. 4 route!

    5. Creating 2 on 1 situation on the flat

    defender: Bronco, Flood

    BASE DEFENSE FOR: X (Lou), Southern

    CHANGE-UP FOR: Ballard, Eastern

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    Note: J safety willtypically Cross key

    #3 receiver in a Trips set& lock on him if he runs

    a Hole, Slash, or Vertical-

    type route

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    IDENTIFYING DEFENSES: COVERAGESCOVER 8FAMILY: 2 Safeties

    CORNER D.E.L.: Loose Man

    SAFETY ALIGN: Support

    Why used:To maintain a form of 4-deep coveragewhile adding two safeties to the runsupport equation.

    Weaknesses/Thoughts of attack:1. Safeties have two jobs: Must useeffective PLAY ACTION to exploit this

    (216-217, 226-227)

    2. Otherwise, same types of throws we

    use against Cover 4

    BASE DEFENSE FOR:

    Southern

    CHANGE-UP FOR: X (Lou)

    V V

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    #3 receiver in a Trips set& lock on him if he runs

    a Hole, Slash, or Vertical-

    type route

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    IDENTIFYING DEFENSES: COVERAGESCOVER 3 f/ 2-SAFETY LOOK:Cover 3 Sky Rotation

    FAMILY: 1 Safety

    CORNER D.E.L.: ZoneSAFETY ALIGN: Creeps

    Why used:To disguise intentions, add run defender tobox or adjust to formations/motion

    *Doesnt necessarily affect us other thanBox conversions & recognition in Key

    defender throws. LOVE Box away fromrotation!

    BASE DEFENSE FOR: X (Lou), X (Cincy), Southern

    CHANGE-UP FOR:

    V V

    V V

    V

    V

    V

    *Will recognize week to week by certainplayers cheating off normal 2-saf

    alignment OR use Quick Frosty to get

    them to Creep

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    IDENTIFYING DEFENSES: COVERAGESCOVER 3 f/ 2-SAFETY LOOK:Cover 3 Cloud Rotation

    FAMILY: 1 Safety

    CORNER D.E.L.: ZoneSAFETY ALIGN: Creeps

    Why used:To disguise intentions, squeeze thePocket area, constrict strongside throws

    *Will continue to key CB in 2-safety throws,but MUST be careful in the pocket area.

    BASE DEFENSE FOR: Manual

    CHANGE-UP FOR: --

    V V

    V V

    V

    V

    V

    *Will recognize week to week by certainplayers cheating off normal 2-saf

    alignment OR use Quick Frosty to get

    them to Creep

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    IDENTIFYING DEFENSES: COVERAGESCOVER 2 CONCEPT f/1SAFETY LOOK:

    Cover 5

    FAMILY: 1 SafetyCORNER D.E.L.: Zone weak; Man str

    Why used:Tries to outnumber 3 receiver & unbalancedsets by overrotating J strong over thestrong 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. Box area between hashes, deep.

    (7 Hole, E-W Hole, Bronco Ollie)

    2. Solo flight routes of any kind backto weakside

    BASE DEFENSE FOR:

    Henderson

    CHANGE-UP FOR: --

    V V

    V

    V VV

    V

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    RUNNING GAME: Check with me termsWIDEST TECHNIQUESide of the ball where 1st DL is furthest from the Center. 0 technique does not count; Shades do

    VV VV V

    EXAMPLE 1:

    3 on left, 2i on right

    *Left side has WIDEST TECHNIQUE

    EXAMPLE 2:

    0 over C (doesnt count),

    4i on left, 5 on right

    *Right side has WIDEST TECHNIQUE

    RUNS COMMONLY CHECKED TO WIDEST TECHNIQUE: 40-41 Slice, 16-17 Trey

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    RUNNING GAME: Check with me termsTIGHTEST TECHNIQUESide of the ball where 1st DL is closest to the Center. 0 technique does not count; Shades do

    V V VV V

    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

    RUNS COMMONLY CHECKED TO TIGHTEST TECHNIQUE: 42-43 Zone, 46-47 Counter,

    14-15 Casino

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    RUNNING GAME: Check with me termsLIGHTEST SURFACESide 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 lineman for each side.

    VV V

    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

    VV V VV V

    VV V

    EXAMPLE 3:

    2 DL v. 3 blockers on left; 2 DL v. 3 on right

    *Neither would be considered a LIGHTEST SURFACE

    VV

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    RUNNING GAME: Check with me termsOVERHANGStanding 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.

    VV

    EXAMPLE 1:

    Player B is an overhang; no blocker available

    VV

    VVB

    VV

    EXAMPLE 2:

    Player B is not an overhang; a blocker is available

    VV

    VVB

    VV

    EXAMPLE 3:

    B is not an overhang; a blocker is available

    VV

    VV

    B

    VV

    EXAMPLE 4:

    B is an overhang; no blocker is available

    VV

    VV

    B

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    PASSING GAME: Pre-snap decision termsCOVERED DOWN / UNCOVEREDTerms 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.

    B

    EXAMPLE 1:

    H is Covered down by B

    H

    B

    EXAMPLE 2:

    H is Uncovered

    H

    B

    EXAMPLE 3:

    H & Y are Uncovered

    H Y

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    PASSING GAME: Pre-snap decision termsPREMIUM / NON-PREMIUMWords that describe a side of a formation;

    specifically, whether there is a defender in the Alley (area between the tackle & receiver to adepth of 7 yards) who can provide help against a single receivers 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.

    V

    EXAMPLE 1:

    No one in alley: Premium

    V V

    V

    EXAMPLE 2:

    Overhang LB in alley:

    Non-Premium

    V

    VV

    EXAMPLE 3:

    Support safety in alley:

    Non-Premium

    VV

    V

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    PASSING GAME: Pre-snap decision termsACCESS: Free/Hard Limited/NoSubcategories 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

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    PASSING GAME: Pre-snap decision termsACCESS: Free/Hard Limited/NoEXAMPLE 1

    V V

    V V

    Premium + Loose CB

    =FREE ACCESS

    EXAMPLE 2

    V

    V

    V V

    Premium + Tight CB

    =HARD ACCESS

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    PASSING GAME: Pre-snap decision termsACCESS: Free/Hard Limited/NoEXAMPLE 3

    V V

    V

    V

    Non-Premium + Loose CB

    =LIMITED ACCESS

    EXAMPLE 4

    V

    Non-Premium + Tight CB

    =NO ACCESS

    V

    V V

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    PASSING GAME: Types of ReadsAN INDECISIVE QUARTERBACK

    IS A QUARTERBACK THAT WONT PLAY AT TRINITY.

    1. Progression: 1 23 Checklist

    a. Across the Board

    2. Key defender: Look at a defender, throw opposite his reaction

    3. Object receiver: Read an area:

    *Throw to object receiver if not invaded

    *If invaded, throw to area vacated by invader

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    PASSING GAME: Types of ReadsPROGRESSION

    Example: Eastern v. 1 safety look. Progression is Pin Arrow to Over to Comeback to Run

    V V V

    VVV

    VV

    V

    V

    V

    1

    2

    3

    4

    KEYS

    1. Pre-snap homework:

    Understand where

    threats are to each guy in

    the progression

    2. Checklist is a series ofSNAPSHOTSYes/No

    right now, then move on

    3. FEET follow the EYES,

    then the FEET will tell

    you if its open (rhythm)

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    PASSING GAME: Types of ReadsPROGRESSION: ACROSS THE BOARD

    *Type of progression that starts on one side and works laterally across the formation

    V V V

    VVV

    VV

    V

    V

    V1

    2

    3

    KEYS

    1. BIG SCREEN See

    defender in front of each

    receiver2. FEET follow the EYES,

    then the FEET will tell

    you if its open (rhythm)

    Example: 91 X Slant Y Space. Work Across the board Slant to Space to Mini to Arrow

    4

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    PASSING GAME: Types of ReadsKEY DEFENDER

    V V V

    VVVV

    V

    VV

    V

    1

    1

    KEYS

    1. FOCUS on the FEET of a

    CB if hes the key, the

    SHOULDERS of a LB or

    Safety

    2. Be READY (bodyposition) and WILLING

    (decisiveness) to throw

    IMMEDIATELY upon

    seeing his reaction. NO

    HESITATION.

    Example: 62 v. 2 safeties. Key CB, Smash or Corner route

    V

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    PASSING GAME: Types of ReadsOBJECT RECEIVER

    V V V

    VVV

    VV

    V

    V

    V2

    2

    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 receivers

    break point. FEEL

    invaders.

    Example: 81. Object the Mini-CurlSpace if invaded inside-out, Arrow if invaded outside-in

    OBJ

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    PASSING GAME: Post-snap decision termsAN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT 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

    V V V

    VVV

    VV

    V

    V

    V

    V V V

    VVV

    VV

    VV

    VV

    V

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    PASSING GAME: Post-snap decision termsQ 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

    AN INDECISIVE QUARTERBACK IS A QUARTERBACK THAT WONT PLAY AT TRINITY.

    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 hes open with EYE CONTACT. Do NOT

    give him the ball UNLESS he gives you EYE contact

    *Examples: Spacing sit, Trace, Over, Drag, Under

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    PASSING GAME: Types of Throws12

    3

    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 ona receiver in front of people; Used on medium throws that you cant get there on astraight 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

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    PASSING GAME: Ball Placement

    On throws to a receiver who is facing us (Mini Curl, Sit, Orbit, Curl, Now, Hitch, etc.), we willmaximize 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 rightshoulder, the left shoulder, and his facemask.

    ACCURATE THROWS CREATE RUN AFTER CATCH YARDS (50% rule)

    The best Triangle throws are those thrown ON THE SHOULDER AWAY FROM DEFENSIVEPRESSURE. 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 receivers stomach so that he can protect himself and give the defenderno path to the ball.

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    DROP SummaryQBS 2006

    Most of your success or failure as a passer will happen because of what goes from fromthe waist down. Disciplined, consistent drops serve the following purposes:

    1. Get you where youre supposed to be

    2. Get you there when youre supposed to be there

    3. Get your body in a position to deliver the ball when the read tells you to

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    DROP Summary: 90-190, Part IQBS 2006

    1 step

    Catch & Shoot

    UNDER CENTER GUN

    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, pushoff & 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)

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