Showing posts with label Notes. Show all posts
Showing posts with label Notes. Show all posts

1/28/14

Some Quick Notes on Tempo and Auburn Hurry Up Drills

Here are some clips of Auburn during the 2013 season working on their tempo. 
  •  Great stuff here as the OL really works hard to get lined up quickly.  When trying to play fast, I think you always have to challenge the OL to work extremely hard in getting lined up.  Explain to the big guys that they "drive the tempo" and the faster they play, the faster we can play as an offense. 
  • Notice that the play call is basically the same every time in order to play at the fastest pace possible.  I would assume he is using some type of "roll it" call, meaning run the same play again, or an "alpha" call, meaning the same.  If you use "alpha" and "omega" calls, you can communicate quickly to your guys to run the same play (Alpha) or run the same play to the opposite side (Omega).  Very easy verbage, quick communication, and no need to look at wristbands or to the sideline for signals. 
  • QBs cadence is the same every play.  You can hear QB saying "black black, GO".  Building in your cadence with specific tempos can be a great way to implement variety into your snap count.  For example..Base Tempo "Black, Black, Ready GO!".. Nascar tempo will always be "Black, Black, GO!" .. !" and your optimum tempo (Cheetah Nascar) "Black, GO!"

Click the link for the first clip from Auburn spring practice 2013. Shows the Auburn offense running up-tempo drill vs. air and allows you to hear QB cadence and some coach communication. I could not get the video to show up here but the link works fine.

http://www.youtube.com/watch?v=129rzGmpkdY&feature=player_detailpage



1/23/14

90s Game - Discussing 92 Mesh

92 Mesh

92 Mesh is one of the classic Air Raid/Tony Franklin System pass concepts.  This is a 3 step drop, 90s protection concept that provides a high-low progression for the QB.  Here is the position breakdown of this play:

QB - Drop = quick 3 ( have started to drift away from hinge and cheat steps.. quick 3 allows my QB's to learn the same drop for all 90s game, more practice time for the same drop, less thinking-more playing.)
        Progression = 1. Corner 2. Playside Mesh 3. Playside Back 4. Backside Mesh 5. Backside Back

Z - 10 Corner --- Landmarks: outside 25 = front pylon .. inside 25 = back pylon
Y - 6 mesh over (will set the depth of the mesh, always will run mesh OVER top the other mesh runner)
X - 5 mesh under (will always run mesh UNDER the mesh runner who is setting the depth)
                         * The MESH routes should meet directly over the center
F - check-check swing (remain parallel to line of scrimmage, running to #'s, slightly gaining ground up field)
H - check-check shoot (3 yards to the flat, run to #'s)

OL - 90's protection
 
 
 
QB Progression 
 
Like all other pass concepts, the QB must first take a great pre-snap picture of the play, this is picturing the play in his mind before the snap...visualize the routes, find grass, see the play in his mind. 
 
1. Upon the snap, QB will take a quick 3 step drop, taking his eyes to the Z on the 10 yard Corner.  Both QB and WR should understand landmarks (back or front pylon).  QB should have decision made whether or not to throw 10 corner by the last step of his drop.  I do not have my QBs read a specific defender of this play.. Keep it simple. If the Z is open, set feet and make the throw to grass.  If the Z (or other corner route runner based on tags) is covered, work feet in the pocket to get hips and shoulder to next progression.  Throwing to grass is key here.. If the FS remains high on the hash, QB can make throw deeper with more air to landmark... If FS jumps off the hash (cover 2 look) QB must make throw more on a line and throw the WR down to grass.  If the CB gets great depth with the corner, we move to next progression.  We work on making both throws in practice.  QB must understand, the corner route cannot be missed back inside toward the defense.  The corner route must be throw OUTSIDE to the sideline, opposite shoulder of the defender. 
 
2. Playside Mesh - QB must have great feet, working hips and front side shoulder to the playside mesh.  Vs Zone the WR will settle into grass 6 yards off LOS, avoiding LBs.  Vs Man the WR will continue to run, slightly gaining ground up field.. WR will not settle vs Man, continue running to sideline.  If QB reads playside mesh as open, throw should be made opposite shoulder pad of the defender.  If QB reads playisde mesh as covered, work in pocket to next progression.
 
3. Playside Back - When in trouble, find a back.  If the back is open on the swing, deliver the football.  Keep it simple, if he's open, throw him the ball. 
 
* Chances are at this point in the progression, the QB has had to move in the pocket and protection is breaking down.  If QB is getting pressure, pocket is breaking down, find a back.  If the back is covered or has stayed in for pass protection, QB must make a play with his legs, get what he can get and get down or throw ball away, play the next play. 
 
4.  Backside Mesh  & Backside Back - If QB has time to get this far in his progression ..Same rules as Playside Mesh and Playside Back..
 
Notes on Mesh
 
It is great if you can teach your QB to read the Playside Mesh/Backside Mesh as a whole picture.. therefore making the MESH routes 1 read.  If QB can see this entire picture, makes the Mesh concept more effective.  If the QB is not good enough to see this entire picture, stick to base reads. 
 
Mesh throw should be opposite shoulder pad of defender..never throwing OVERTOP the LBs, only throwing mesh routes to when WR settles in open grass.  
 
Define OPEN - Open is when the QB feels he can complete the pass.  Open may be different for each QB based on his skill set. Whats open for my QB may not be open for yours. If the QB feels he can complete the pass, fitting the ball to the opposite shoulder pad of his WR away from the defender, then the WR should be considered open. 

Tony Franklin often says "when you don't know what to call.. call Mesh".. You cant go wrong with calling Mesh.  Also, Mesh is great in the redzone and vs Man.
 
 
Tags off of 92 Mesh
 
92 Z post, 92 Z post F Wheel, 92 Switch *(Y becomes Corner route runner, Z runs 6 mesh over), 92 Swap *(X will become Corner route runner, Z runs 5 mesh under.. Must be ran out of Blue Flip), 92 Z Pyramid. 
 
92 Z Pyramid - Must be ran out of 2x2 set
Z - 12-14yd Dig
X - 10 Post
H - 5 mesh under, continue running regardless of Man or Zone Coverage
Y - 6 mesh over, continue running regardless of Man or Zone Coverage
F - check-check swing
QB - 1. Post 2. Dig 3. Playside Mesh 4. Playside Back 5. Backside Mesh

1/21/14

Neal Brown Notes 1-21-2014

Here are some of the notes I recorded from one of Neal Brown's 2009 presentations discussing tempo, the spot tag off quick game, and the missile screen.  At this time, Coach Brown was still at Troy University.  Although its from a few years ago, these guys are still doing a lot of the same stuff today.  These are my notes and work for me, there's not a whole lot of description here because I am just trying to pick up a few things to build on what we already do in our system.
TEMPO

NASCAR - Keep it simple

-          Cadence (READY-GO!)

-          Run game – Power Read/Kick

-          Pass Game - Fast Screens, 63 DBL

-          Easy to block people when they cannot get lined up.

CHEETAH NASCAR – No Subs, Same Formation, Few plays implemenented for weekly game-plan

-          First Sound (GO!)

-          Defense tries to sub, illegal participation penalties = +

-          (POWER, ZONE, FASTSCREEN, MESH)

NASCAR FREEZE – Nascar Tempo but no play ---- Cadence (READY-GO-READY -GO-GO..)

-          FREEZE IN THE REDZONE!

-          Spend time going over freeze situations on film.. Check Box for #s, Find Safeties

-          Rep checking freeze alignments in film over and over.

-          Have a check system in place in your mind!

ARMY call – ARMY = KEY WORD! AUTOMATIC TOSS TO SIDEDLINE..UNBALANCED TACKLE OVER. 10 PERSONELL.  ALWAYS RUNNING TOSS OR BUBBLE SCREEN TO SIDELINE.

-          TACKLE MOVES OVER TO SIDELINE

-          BACK MOVES OVER TO SIDELINE

-          WRS TO SIDELINE

-          FULL STRETCH BLOCK TO SIDELINE (MAKE AN UMBRELLA)

-          INSIDE WR (Y) SEAL THE BOX!

QUICK GAME

TAG SPOT ON BACKSIDE OF ANY QUICK GAME OUT OF TRIPS – SPOT-SCAT.

6 YD spot – Inside angle, 6 yards, find grass. Do not show eyes to QB until ready to catch the ball.
Free Scat - similar to swing, but after 5 steps, gaining ground upfield. 
Vs Zone -  SCAT Throw should be on a line
vs Man - SCAT Throw should have air, leading RB downfield (similar to a wheel-type throw)                          

   

MISSLE SCREEN!

COULD BE OUR ANSWER TO HAVING TROUBLE WITH JAILBREAKS.

-          HAPPENS FAST, DOUBLE TEAM ON ALL LBS

-          BACK RUNS SWING AWAY

-          QB – OPEN, SHUFFLE SHUFFLE, EYES TO SWING, RETREAT GET BIG FIND THROWING LANE/

-          QB  vs PRESSURE, RETREAT RIGHT AWAY, FLASH EYES, GET BIG AND MAKE THROW.

-          NEVER RUN IT BACK TO SINGLE WR SIDE

-          ONLY OUT OF ACE OR EMPTY

 

OL – PLAYSIDE TACKLE : 60S SET, HIGHWALL DE

         PLAYSIDE GUARD : 60S SET, RELEASE FLAT, BLOCK ALLEY DEFENDER

         CENTER – 60S SET, RELEASE TO MIKE  (4-1 FIND MIKE, 4-2 FIND LB TO PLAYSIDE)

         BACKSIDE GUARD – 60S SET, RELEASE TO MIKE (4-1 FIND MIKE, 4-2 FIND LB TO PLAYSIDE)

         BACKSIDE TACKLE – 60S SET, RELEASE TO BACKSIDE LB, 4-1 OUTSIDE BACKER, 4-2 LB TO BACKSIDE).

      

SKILL -  BACKSIDE INSIDE WR – ATTACK BACKSIDE LB, DOUBLE TEAM WITH BACKSIDE TACKLE

        RB – SWING, KEEP RUNNING TO #S

       BACKSIDE OUTSIDE WR – STALK MOST DANGEROUS, SET A BASE, UNDER CONTROL

       PLAYSIDE INSIDE WR – STALK MOST DANGEROURS, SOFT CORNER = ATTACK ALLEY DEFENDER, HARD CORNER = GET FLAT AND KICK OUT

      PLAYSIDE OUTSIDE WR – FAST FEET, QUICK JAB STEP UPFIELD, GET FLAT DOWN L.O.S. AT ABOUT ¾ SPEED, CATCHING BALL JUST OUTSIDE OF PLAYSIDE TACKLE. GET NORTH, BANG YOUR HEAD ON THE GOALPOST.

 

 

5/29/12

Vertical Game - Notes and Clips

. 
Just wanted to take some time and address the vertical game concept that has become one of the most effective concepts for spread teams.  Vertical game can be successful against a variety of defensive coverages if installed and executed properly. Here are my notes and some of the better videos I could find showing the concept in action.
The most important thing the qb must understand on vertical game is reading safeties and finding grass.  Finding grass during his pre-snap read is critical, you want him to recognize the area on the field that he feels he has the best chance of completing the pass based on defensive alignment and where he is at on the field.  He must always recognize the number of high safeties during his pre-snap reads.
 The main idea of this concept is to put one of the safeties in a 2 on 1 coverage situation.   
In a single high safety look, the grass you should be looking to utilize is down the middle of the field as the qb uses his eyes to move the safety opposite of the inside vertical he intends to throw. 
Against a two high safety look, first the qb must pick a side (determined by grass, alignment, playmakers, and best matchup).  Once the qb has picked a side during his pre snap reads, his goal is to force that safety into the 2 on 1 mismatch.  If the safety hangs in the middle of the field, there should be a nice window to complete the ball to the outside receiver.  If safety bails to the outside, hit the receiver running the inside vertical. 
Vertical game out of a 2x2 offensive formation – it is important to coach your inside receivers that if they get contact from the float defender, to always run through contact through the outside shoulder pad of the defender.  Never go inside the float defender on vertical game because it decreasing the intended spacing elements of the play.  Against 2 safeties, inside wr’s can bend their vertical route inside to grass.  They are only allowed to bend a vertical route against 2 safeties and they cannot bend the route until they are at least 12 yards past the line of scrimmage and clear of any float defender contact.  Never allowed to bend against 1 safety. 
To be extremely good at throwing vertical game, the QB must learn to be great at looking off safeties and become excellent at anticipating open wr’s. Being able to anticipate the openness and destination of a wr is a huge advantage in throwing vertical game. Repetition  is critical in developing timing and understanding of the vertical game concept. 
Make sure your QB understands the importance of finding his back on the check down route if nothing is open downfield.  Hitting check downs of 4 verts is extremely effective.  The running back should be coached to find the biggest piece of grass behind the defensive line and settle. 
Vertical game out of a 3x1 offensive formation – The inside receiver out of the trips formation (Y) - should always go under the Sam LB, and over the Mike LB (same idea as Y-cross).
The middle receiver in the trips formation (H) - against 1 high safety, stay vertical, 2 high safeties = bend.
QB’s reads do not change.  He is still looking for grass on pre-snap and then manipulating the 2on1 matchup he chooses based on his pre-snap reads.  (Go-Go-Check down will always be his progression on vertical game).  Against press coverage, qb has discretion to shorten his drop in order to get the ball out faster.
Here are a few tags I like off vertical game –
97 Double Sail – Out of a 2x2 set, outside receivers will run vertical, slot receivers running 10 to 12 yard sail routes (out routes).  The QB picks a side based on pre-snap alignment, grass, leverage, and playmakers.  His reads will be Go-Sail-Check down.
97 Go-Back – Out of a 2x2 set, outside receivers will run 12 to 15 yard comeback routes.  Adjust the route according to your qb’s arm strength.  Inside receivers run verticals.  QB picks a side and reads inside vertical to comeback.  The ball should be thrown to the outside shoulder on the comeback route. 

4/12/12

My notes from Coach Butch Jones' presentation at the Glazier Clinic


I haven’t had much time the past couple days to write but I just wanted to take a second and get a post up before I leave for Chicago tomorrow. I wanted to give you guys some of the notes I took while listening to Coach Butch Jones of the University of Cincinnati.  Coach Jones was a great speaker and I really enjoyed hearing him at the Glazier Clinic in February. A lot of this was written in short hand but I will do my best to elaborate on the some of the points.  His presentation was over play calling and offensive strategy.
·        You must have confidence in your play call – Coach Jones really stressed having absolute confidence in your play call. This confidence is gained through knowing that you have properly installed all aspects of the play and through knowing that you are putting your best playmakers in position to effect the game.

·        REPS = Confidence ; The more time you spend perfecting a play through repetition, the more confidence you and your players have that the play will work.  Repping fewer plays to perfection and consistency is much more productive then repping tons of plays and never perfecting any of them.

·        Call plays that your players are confident about as well

·        Think PLAYERS not plays – get the ball in the hands of your best playmakers, it’s as simple as that.  Equal distribution of the ball should not be on your agenda as a play caller.  The guys that can potentially have the most positive effect on the game for your offense are the guys that should touch the ball the most, period.  Create plays that get the ball in the hands of your playmakers!

·        Always give feedback while teaching.  I have stated this point as well in some of my posts, I rarely allow a player to go through a rep without providing some type of criticism.  Any feedback is good feedback if it is coming from a knowledgeable place.

Here are some points he made regarding offensive strategy:

·        BALL SECURITY is always #1 on the agenda.  You must constantly instill this idea into your players’ minds.

·        Always think TD’s in the red zone.  It should be your mentality as a coach that every time your team is in the red zone it’s going to be for six.  You should have a small number of plays that you are extremely confident in for red zone situations. 

·        Win 1st down! Statistics show that winning 1st down is an unbelievable advantage to the offense.

·        QB should know the play callers purpose for the plays being called.  You QB must have the most in-depth understanding of your offensive strategy.  He should understand and recognize why plays are being called and what the goal behind each in-game situation is. 

·        PLAY FAST – we hear this all the time as coaches of the spread offense but Coach Jones says that when you think you’re playing fast enough, play faster.  But you can’t play fast if you don’t practice fast.  TEMPO means EVERYTHING in practice!

·        Formations not plays – he talked about how you should use less plays but more formations.  Get extremely good at a few plays and run them from a variety of formations.  He says this combined with playing extremely fast should equal an unstoppable offense at the high school level. 

·        First off the ground rule -Install the concept that your players should be the first one up off the ground after every play and the ball carrier should always immediately hand the ball to the referee.  Both of these ideas increase tempo and force the defense to line up faster.