definitions and types read option 1.0 read option 2.0 triangle 3.0 examples – triangle and pap why...

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Packaged Plays Triangle Design System Definitions and Types Read Option 1.0 Read Option 2.0 Triangle 3.0 Examples – Triangle and PAP Why and How it Works Teaching - Learning Triangle Design Steps Workshop Q&A – Personalized Program Design Review Personalized Checklist - Triangle System Design

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  • Slide 1
  • Definitions and Types Read Option 1.0 Read Option 2.0 Triangle 3.0 Examples Triangle and PAP Why and How it Works Teaching - Learning Triangle Design Steps Workshop Q&A Personalized Program Design Review Personalized Checklist - Triangle System Design
  • Slide 2
  • TRADITIONAL OPTION double and triple option run reads front side of play direction - from under center + new gun / pistol option READ OPTION double and triple run reads back side of play direction from gun (zone read) + add bubble pass for triple read and threat Double Option Read Option 1.0 1. Run-Run: DEND read OR WILL read OR NG read 2. Pass-Pass: Screens (read or double screens) 3. Pass-Run: Delays (stickdraw) Triple Option Packaged Play 1.0 *Pass-Run-Run: Bubble Screen + Zone Read (give or keep)
  • Slide 3
  • ESPN Magazine Jan 6, 2014 article Playbook NFL by Eddie Matz Seattle still relies heavily on old-school read- option, but it also has turned to the ultimate counter to the counter: the read-option play- action passRead-Option 2.0. Its the future of the NFL, now more than ever.
  • Slide 4
  • Definition of Packaged Plays read plays using various combinations of plays simultaneously Triangle System (3 plays in 1) 1 st - Qb checks pre-snap read key 2 nd - stay with Pass triangle read (combo) OR (Keep) 3 rd - go to post snap read (Give) OR (Keep) Triple Options Triangle 3.0 1. Pass-Run-Run (WILL read BST lock tech) 2. Pass-Run-Run (DEND read BST scoop tech
  • Slide 5
  • TWRAP RIGHT 1.RUN ONLY READ 2.QB read DEND 3.RECS 12 block DE#3 #2 #1
  • Slide 6
  • Counter to the Counter Read Option 2.0 Hot (5 man protection) PAP Series Qb read Mike Hot to backside (out = swing) Backdoor Stubble X- 8yd stop-slant Z- Bubble (wide) Frontdoor Routes Y- Get Open @ 7yd F- 8yd stop-slant 8yd 7yd HOT T E#3 NG E#3 M S-Mr0 Will C#1 $#2 C#1 BST 2 out 8yd BASE concept Curl-flat triangle Ace Left Qb read Mike (hot) to Flats Defs (backside #2 to frontside Mr0)
  • Slide 7
  • STUBBLE LEFT 1. Qb Pre Snap Read #2 BS 2. If #s Advantage take it 3. Check MIKE HOT - Yrec 3.RECS #1&2 - Stubble 4.REC #3&4 Stop Read 5.BBACK Sweep to Swing #2 MIKE rec#1 rec#2 rec#3 rec#4 Bback
  • Slide 8
  • Pre Snap Read Will Alignment (Pass-Run) Post Snap Read Will (Run-Run) *Triangle Option (3) = Stubble-Sweep-Keep T E#3 NG E#3 M S-Mr0 Will C#1 $#2 F C#1 Backdoor Stubble 1- Stop Read 2- Bubble Stubble (fist circling dn) 23 Block Rules #1 rec = #2 (Mr0) #2 rec = #3 or big BST Auto Lock *Skip Pull Ace (Uno) Left PAP (slide pro) *Qb read Will backer
  • Slide 9
  • SWEEP READ RIGHT 1. Qb Pre Snap Read #2 Def BS 2. If #s Advantage take it 3.Throw BUBBLE (or Stubble) 4.RECS #1&2 Bubble or Stubble 5.BBACK SWEEP RUN 6.QB Replace WILL #2 WILL Bback rec#1 rec#2
  • Slide 10
  • PROVEN Memorization Techniques HOW (Concrete Examples) 1. Themes: Super Sonic Packaged Plays 2. Alliteration: first letter of word cues (R) = Right 3. Memory Markers: embedded cues (Stubble Route) 4. Chunking: combine small bits into 1 (Triangle Read) 5. Scaffolding: build upon each concept (Super Sonic)
  • Slide 11
  • KEY - Teach (adjust) how people Learn BEST STEPS 1. Foundation Concepts (start with simple core) 2. Themes or Memory Markers (unique cues) 3. # and Word Association (alliteration + series) 4. Chunking (combine small bits) 5. Scaffolding (build concept upon concept) They (D) hear Everything We (O) hear 1 thing!
  • Slide 12
  • Step 1 Assessment Step 2 Vision Step 3 Reality versus Theory Step 4 Selection and Progression Step 5 Teaching Methodologies Step 6 Installation Step 7 - Evaluation
  • Slide 13
  • Step 1 Assessment 1. What do you do well (core run and pass)? 2. What do your Qbs do well (run / pass / reads)? 3. What do you need to do well versus your competition? A1: A2: A3:
  • Slide 14
  • Step 2 Vision 1. What do you WANT to do well (core run-pass)? 2. What do you WANT to do BETTER? A1: A2:
  • Slide 15
  • Step 3 Reality versus Theory 1. What do you NEED to do well (core run-pass)? 2. What and Who (read not block) to attack defensively? A1: A2:
  • Slide 16
  • Step 4 Selection and Progression 1. Pick Core run and pass for short term and long term of program 2. Design type(s) of packaged plays you want and need 3. Prioritize for teaching progression A1: A2: A3:
  • Slide 17
  • Step 5 Teaching and Methodologies 1. Technical and Tactical drills to set solid foundation 2. Single Skill concepts that Scaffold into Packaged Plays (Triangles) A1: A2:
  • Slide 18
  • Step 6 Installation 1. Oline blocking dictates progression 2. High Qb read-completion % by using simple reads while getting ball out quick 3. Start wide to inside A1: A2: A3:
  • Slide 19
  • Step 7 Evaluation 1. Quality Control Analysis *see QC templates 2. People are they (all) capable of skills required for Quality Control Success Quality Control Standards 1. Run: +4 yds or 1 st Down for (+) or equals (-) 2. Pass: +6 yds or 1 st Down for (+) or equals (-) 3. Use Play Chart to collect (+) % for each play *Determines productivity of every play (stat data)
  • Slide 20
  • Step 1 Fast Screens & PAP *foundation #1 stretch / sprint / slide BLOCKING Step 2 Sprint Pass *blitz beater #1A run away from Blitz quickly Step 3 Quick Pass *blitz beater #1B throw into Blitz quickly Step 4 Core Run *foundation #2 outside / inside / counter BLOCKING Step 5 Packaged Play Triangle *foundation #3 combining foundation run-pass into TRIANGLE Step 6 PAP *blitz beater #2 crossers to runem versus Blitz Step 7 Screen & Delays *blitz beater #3 delays counter pass rush versus Blitz
  • Slide 21
  • 1 Your Fast Screes & PAP 2 Your Sprint Passes 3 Your Quick Passes 4 Your Core Runs (outside / inside / counter) 5 Your Packaged Plays (Triangles) 6 Your PAP 7 Your Screens and Delays 8 - Your Empty Offense