SPREAD ATTACK
3-step: hitch, double slant, fade/out by slot
bootleg: just one, outside go, slot flat, backside drag/post
5-step: smash, curl/flat (tag wheels), and shallow cross (no mesh, either frontside shallow/dig like FSU/drive or like Airraid shallow with opposite sides)
Screens: bubble, WR/rocket screen (get DL running), RB screen as the pass mixes in more
Can probably make it even without 4-verts, though might be useful as a play where you can tag one receiver.Might also want to have at least one "pick play" vs. man, can really just make a tag on double slants to have the slots rub the outside slants.
Is that 7 pass plays including the boot? Eh maybe even pare down some more. Just off the top of my head.
MBKCOACH
Hitches, slants, verticals, curls, curl-flat, post/out, smash Bubble, Slip. If you could execute these on the high schhol level you would be hard to beat.
COACH HUEY
I barely consider quick game as being included in the # of pass schemes you teach as it is really just an extension of the run game -- stop, slant, fade, quick out, bubble. Likewise, I treat screens the same way. need a slow screen to the back, an "outside" screen to a wr and a "middle" screen to a wr.
pass schemes should include a 2-zone beater. two 3-zone beaters. two "4-shell" beaters. (can be quarters or man). these are best if you can run them from both doubles and trips open with little or not extra teaching. also, teach the ability to tag a receiver on a given scheme. sprintout can often be used with some of these routes (the 3 & 4 beaters, depending on how you set the routes up initially). i would add a simple out route for the sprint game plus a sprintout from trips (flood concept).
i guess we should include play-action here as well. think you need at least 2. one off the counter look (boot) and one off the zone look. can use the dropback schemes for much of the zone action stuff to help keep new routes down.
so, if i had to put a # to it, i guess that makes:
5 quicks
3 screens
5 dropbacks
2 sprintouts
2 PAP
17 pass schemes
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