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    Single Wing

    The System begins with the 10 GAP numbering system. The snapper is assigned 2 numbers,

    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 play

    (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 andthe left tackle becomes the #6 on the right side.

    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

    Unbalanced GOOD/GOD hole numbering

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

    efensive Front Techniques

    0 Technique - Head up on the Center

    0 Cheat or Shade - Aligned on one of Cs shoulders

    1 Technique - Inside shoulder of Guard

    2 Technique - Head up on a Guard

    3 Technique - Outside shoulder of a Guard

    4i Technique - Inside shoulder of Tackle

    4 Technique - Head up on a Tackle

    5 Technique - Outside shoulder of tackle

    7 Technique - Inside shoulder of Tight End

    6 Technique - Head up on a Tight End

    9 Technique - Outside shoulder of a Tight End

    8 Technique - Head up on a Wing player

    When identifying the location of players in the defensive front, we describe them in terms of thetechnique theyre playing. Understanding these different locations, or techniques is critical tous for a number of reasons:*It provides a very stron g clue as to wh at 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 theyll go about doing their job*Often, it determines which way well check a play to insure the best chances of success!

    0

    2 26 6

    8 8

    4 4

    1 1

    4i 4i

    7 7

    Shade3

    35

    59 9

    *Special note: Defenders aligned in a

    linebacker position have a 0 added as

    a second digit to their technique. Forexample, a linebacker aligned 4-5 yds

    deep over a guard would be called a

    20 technique, or a Deep 2

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

    ap Identification

    A GAP - Between Center and Guard

    B GAP - Between Guard and Tackle

    C GAP - Between Tackle and Tight End

    D GAP - Between Tight End and Wing

    E GAP - Outside the Wing

    Most all defenses base their schemes around the idea that they will defend gaps, or potentialholes between offensive linemen. Those gaps are labeled using letters, beginning with A andworking out in the following fashion:

    A AB BC C

    D DE E

    The GOOD/GOD system applies to all Power, Counter and Traps. The hole tagged, reveals w

    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.

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    An example would be Double 27 sweep thunder. Double is the formation, and the snap

    will snap to the 2 back who will carry to the 7 gap. The play will be blocked using swe

    scheme but the #2 guard will pull and execute the Thunder call. With this system

    playcaller can pinpoint which defender he wishes to attack and how he wishes to attadouble 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 linemans leg we will

    running at. 14 Power, 12 power. Each example the 1 back will receive the sn

    and run to the outside leg of the appropriate linemans leg.

    GOOD is an acronym for the At mans progression

    Inside Gap= G On= O Outside= O

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    Down= DDefinitions:

    Inside Gap Linemans inside foot points at t

    defenders face. Is the defender align

    is such a way to threaten your ins

    gap?

    Man ON Defender who is on the line scrimmage (or within 2 yards) AND t

    defenders helmet is between t

    linemans feet.

    Outside Gap Linemans outside foot points at t

    defenders face. Is the defender align

    is such a way to threaten your outs

    gap?

    DOWN When the defender is ON your ins

    neighbor

    Covered A man ON or in his outside gap

    The AT man or GOOD guy is who we want to be the designated Post Blocker

    the playcaller should take care to call plays to the covered lineman. This w

    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

    blocking assignment. If no one is in his inside gap, he looks to see if there is someone

    him, if not, is there someone outside, if not, is there someone down. He must use t

    progression and block the player who first meets the rule. If there is a defender in

    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 ins

    of the AT man, will have a rule of GOD. (The inside continues to the snappe

    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 Linemans inside foot points at t

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    defenders face. Is the defender align

    is such a way to threaten your ins

    gap?

    Man ON Defender who is on the line

    scrimmage (or within 2 yards) AND t

    defenders helmet is between t

    linemans feet.DOWN When the defender is ON your ins

    neighbor

    Covered A man ON or in his outside gap

    RULE 3: The snapper will be included on the playside and his rule will always be MOM

    MOMA is an acronym for the snappers blocking progression

    Man ON= MO

    Man Away (outside gap) = MAIf the snapper has a defender both ON and Away he will make a Domino c

    (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

    defender then the kingpin forms the outside of the running double team. His r

    is GAP, Down, Backer. He will stay on the double team until the backer threate

    the hole vertically. If the At man is not covered then the Kingpin will havBacker rule and will release directly to the second level linebacker inside the

    man.

    RULE 5: THE FBI Always follows the KINGPIN

    FBI is an acronym for first backer inside. Inside means inside the FBI blocker. T

    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 outsgap.

    2. Anyone GOOD has GOD inside them.3. AT Men always have a KINGPIN (blocks GDB) pinning the defender inside4. The FBI Always follows the KINGPIN5. We are kicking out the 1stman past the AT Mans outside gap6. Backside Guard will always pull on power, counter and trap7. Backside must cut off penetration on power, counter and trap

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    8. The backside guard kicks on trap9. 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

    eliminate doubt and frustration. The defense is aligned in a 40 front and the defensive e

    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

    mans outside gap. (Red

    player). The AT man ( #2) andhis 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

    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 holepower 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.

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    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 readyto blow through the double team only to find no resistanceand 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, yourun 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

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    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 blockingis 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 t

    defender in the next gap up. A thunder call will tell the #2 guard to pull and lead the play to

    the edge.

    SEAM blockingwill 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 GO

    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 ball2. Guards, horizontal split is 6 inches, and vertical split is toe to the snapper heal3. Tackles, horizontal split is 6 inches and vertical split is even with guards feet

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    4. Right end will align 4 yards off the power tackle and be on the line in WR stancwith inside foot forward.

    5. Left end, horizontal split is 6 inches, and vertical split is even with tackles feet6. Tailback will be 4 yards deep aligned in the weak A gap7. 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 poi

    stance

    9. Wingback, horizontal split will be 1 yard from end man on the line and 1 yarddeep in a 2 point stance.

    The numbering system for the players will be:

    1. Left end 72. Left tackle 5,63. Left guard 34. Snapper 105. Right guard 26. Right tackle 47. Right end 88. Wingback 49. Blocking back 310.Fullback (QB) 211.Tailback 1

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    STRONGSIDE PLAYS-

    1. 14 power. This is astraight 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 alignmeThe backside guard has a very short pull and must get into the funnel quickly looking t

    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 p

    is vertical movement on the double team and a violent kickout by the blocking back. T

    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 callfor the wing back and he will come under the double teamand lead up through the hole like an isolation play.

    b. Make an Edge calland it moves 14 power to 16 power. The wing will crack dowon the Defensive end and the kickout will be outside the C gap. The right end (#

    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 4back will now fake taking the 143 reverse and the #2 back will be have LB

    responsibility

    d. Make X CallTellsBackside guard to stay,

    Frontside guard to pull,

    and the inside tackle to

    block MOMA.

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    2. 14 trap. This is a way to kick out the DE. We will get a double team on the defensivetackle 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 followbehind 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. TheSpinner 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.

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    The installation is described in the coaching points. The 4 back will go in slow motion

    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.

    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. Th

    back and the 4 back must carry out the fakes if they are not receiving the ball.

    5. Rocket 24 trap. To takeadvantage again of

    linebackers too anxious to

    protect the edge we will runrocket 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 tomake it appear the 1 back has the ball on the Jet Sweep

    6. 24 seam This is a fast hittingisolation 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.

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    7. Laser Larry 20 power The Larrytag 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 tellsthe 3 back to align on theleft 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 tostand tall and draw attention

    away from the mesh.

    9. 18 sweep: The offensive linewill 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

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    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 sweepThunder. 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 trusthis speed to get to the

    edge before looking for a

    cut up lane.

    11.Rocket 18 Sweep ThunderThe Jet Series allows the 1

    back to get a full speed

    head start to the edge.

    The QB is responsible forselling 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 takeadvantage of the

    aggressive defensive

    tackles and fast flowing

    linebackers. The ball will

    be snapped to the blocking

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    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 linebackerby

    threatening

    both edges

    and then

    running

    underneath

    the pressure.

    The spin of

    the 2 backwill 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 o

    the snapper so that is front side. The guard will be his gosh darn buddy and will haveGDB. 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 tack

    the #4. We will run under him. We will also snap directly to the #3 back and run Spinn

    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

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    the A gap cutback lane we are trying to take advantage of.

    15.23 counter is a designed totake 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 todigest 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 theoutside 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 isthe 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.

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    17.Double 23 Counter G willmove 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 playrequires 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 legof the left guard and

    looking for outside

    uglies.

    19.Flash 143 counter: Flashis 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

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    attack to the left leg of the left guard. Again, this will be run from Double formation a

    well

    20.Double Flash 143 counterG 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. Tocatch linebackers flowing

    too quickly to the jet

    motion we will run Rocket

    143 counter. Here the 1back 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 beyondthe B gap. #2 guard will

    pull

    22.Laser Larry 247 Sweep The4 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.

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    23.Double 27 sweepthunder. 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 playefirst. Do not allow him to spill the play.

    24.Double Buck 247 sweepHere 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 backwill 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 protectionwill be a half slide

    weak, with BOB to

    the strong side. The

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    #1 back has B gap responsibility

    2. Naked is gap protection leaving the strong side defensive end unblocked. The #2 guawill peal back

    picking up end

    man on the

    weakside

    3. 20 is also aweakside slide

    protection where

    the #3 back and

    the #1 back swap

    responsibilities

    from the 10

    protection.

    Vertical PASS PLAYS

    1. SNAG. The dynamic ofthe 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 corne

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    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 t

    #3 back will have B gap responsibility. Buck 10 Snag, Rocket 20 Snag

    2. Dragon The dynamic of theDragon concept is to fill thevoid 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. Theinside 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

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    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 anadjustment off Dragon. If

    the safety or linebacker is

    coming down on the Dragon

    route we can call Vertical.

    This has the same set up asdragon 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 seamshould 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 toattack 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

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    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 CURLNAKED

    CURL

    5. DIG The dynamic of theDIG 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.

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    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 thro

    screen pass to the #4 back.

    1. Jet SmokeThe #2 back will take two steps forward with head down before retreatingback 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 reacthe 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 aftehe has made fake block on the defender

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

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

    5. Naked Dragon 4This is Naked Dragon but after run blocking the center and #3 guardwill sprint to the outside and outflank the defenders to create a wall. The Dragon rout

    will convert to a stalk block on the safety. The #2 guard and the #3 back will lead up th

    alley outside the wall. All other assignments remain the same.

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    INSTALLATION OF THE SPIN SERIES

    Start without a ball and perfect the Fullback's footwork. The Fullback will want

    keep his elbows out, or try and lift the ball up, it's natural, don't allow. Add the Tailba

    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

    marker at 6 yards directly behind the Power Tackle area to give the Tailback an idea o

    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 toward

    the line of scrimmage and completes the spin. The Wingbacks motion is very slow, yo

    want him at about the Right Tackle when he hears "go", then he sprints to his aimingpoint and then to the 7-Hole. The Wingback must over fake the exchange between hi

    and the Fullback, with the Wing having his left arm down while faking a clamp down o

    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

    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". T

    wings slow motion begins on "R" of "Ready", accelerates on the "G" of"Go". He gainsdepth 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

    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 rota

    all the way to 11:00 and run a weakside option fake with the 4 back

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    TB: He steps to the right at 5:00 throws his left arm in the air and fakes getting a hand

    from the Fullback. He takes a very wide sweep right angle to allow the wing to pass ju

    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 hando

    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 sp

    rules apply. On 143 He will take a path between the fullback and the line of scrimmag

    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

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    SPINNER SERIES DIAGRAMS

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    SPINNER SERIES DIAGRAMS

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    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:

    SETthe 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

    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 therunning 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 an

    pin it to his hip/groin pocket. His front hand will remain in the runningback ball pocke

    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 sna

    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 TRAPDOUBLE BUCK 214 TRAP

    BUCK 23 COUNTER

    DOUBLE BUCK 23 COUNTER

    DOUBLE BUCK 247 Sweep

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    BUCK SERIES DIAGRAMS

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    BUCK SERIES DIAGRAMS

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    The Jet Series.

    With the JET we will split the #1 back out to the left side. The base will be 2 yards off t

    line and 5 yards from the end man on the line of scrimmage. We can widen him with atag, or squeeze him with a tag as well. The #2 back will align directly behind the snapp

    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 righ

    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 th

    right. He needs to be at 7/8 speed at the time he takes the handoff. He will go in moti

    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 need

    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 take

    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.

    ROCKET 24 TRAP

    LASER LARRY 30 TRAP

    ROCKET 218 SWEEP THUNDER

    ROCKET 21 TRAP

    ROCKET 243 COUNTER

    LASER LARRY 247 SWEEP

    LASER LARRY 24 POWER

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    JET SERIS DIAGRAMS

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    JET SERIES DIAGRAMS

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    JET SERIES DIAGRAMS

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    DOUBLE FORMATION PLAYS

    DOUBLE 14 TRAP

    DOUBLE BUCK 14 TRAP

    DOUBLE 31 TRAP

    DOUBLE BUCK 23 POWER G

    DOUBLE FLASH 243 COUNTER G

    DOUBLE 27 SWEEP THUNDER

    BACK 0 2 4 6 81 14 power 14 power edge 18 sweep

    Double 14 trap 18 sweep thunderDouble Buck 214 trap Spinner 18 sweep thun

    Buck 214 trap Rocket 18 sweep thund

    2 Laser Larry 20 power 22 seam Spinner 24power

    Rocket 24 TrapLaser Larry 24 Power

    24 Seam

    3 Laser Larry 30 trap

    BACK 1 3 7

    1

    2 Spinner 21 trap 23 counter Laser larry 247 sweepRocket 21 trap 23 counter bull Double 27 sweep thunder

    Buck 23 counter

    Double Buck 23 counter

    G

    3 31 trap

    4 143 counterFlash 243 counter

    Double flash 243 G

    Rocket 243 Counter

    STRONGSIDE PLAYS

    WEAKSIDE PLAYS

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