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ey" attempting to stop the run. Run veer pass when this DB has become a problem
.
Heavy
IF- 2 or 3 technique playside.
Then- Run midline.
Reason- A gap bubble.
Explanation- A gap is open, with B gap defender to read. No need to run triple
at a 3 technique when you can run midline. Force the defense to get into 2I's,
so you can run triple again (B gap bubble).
IF- No 2 or 3 technique playside.
Then- Run triple.
Reason- B gap bubble (same reason as above).
Explanation- Triple is what we are here to do, if the defense gives us a soft B
gap, we are going to attack it with the triple.
IF- Handoff key turns shoulders ("sitter"/squat technique).
Then- Run zone dive.
Reason- Cloudy read.
Explanation- When a read key is giving your QB fits, block him. Remember "Easy
to read = hard to block, hard to read = easy to block. Since a squat technique
is hard to read, he's easy to block. You can also run load or toad (tackle load
) option at him (basically triple but fullback or tackle blocks handoff key).
Zone Dive
IF- Pitch Key turns shoulders (squat or sitter technique).
Then- Run Rocket.
Reason- Force player has lost leverage by turning.
Explanation- If the pitch key is turning and squatting, he will not be aggressiv
e enough to force the Rocket toss, thereby allowing us to outflank him.
IF- Secondary rotates with motion.
Then- Run counter iso/option.
Reason- No backside force player.
Explanation. Teams that jump motion, often put themselves in a poor position in
that they lose their backside force player. This is a gamble by the DC, make h
im pay for it, by catching him a man short at the point of attack (POA).
Counter Iso
IF- Secondary rotates with motion (2).
Then- Run triple pass or waggle (off Rocket action).
Reason- No seam player (triple pass); Curl/flat player out leveraged (Waggle).
Explanation- Triple pass catches them with the seam player coming at the LOS and
waggle catches them with the curl/flat player caught inside off run action.
??
Veer pass (Vertical or Whip Route)
?
Waggle off Rocket Action
? ??
IF- 4I's.
Then- Run midline.
Reason- Handoff key too far removed from POA.
Explanation- Midline at a 4I is dangerous. Even better is midline triple. The
4I is simply too far removed from the action to be effective against the fullbac
k (FB).
IF- Double Eagle (TNT) look.
Then- Run Rocket.
Reason- Numbers advantage on the perimeter.
Explanation- Double eagle puts too many people in the box to run between the tac
kles, so test the flank. If they over load to force they are weak on playaction
.
Rocket vs. Double Eagle
IF- Triangle (3 in box outside the B gap).
Then- Run zone dive.
Reason- Numbers advantage inside.
Explanation- Teams that attempt to put players on the edge of the box are weak i
n the middle, run zone dive to exploit this weakness.
?
Triangle
?
IF- Force players on the LOS.
Then- Run Rocket with switch blocking.
Reason- Blocking leverage.
Explanation- By cracking the force player you now have leverage on the perimeter
.
IF- Defense is blitzing.
Then- Run Rocket.
Reason- Soft flank.
Explanation- Defenses that blitz the triple, find themselves with weakened flank
s and poor pursuit angles on quick hitting plays such as the rocket (and we don'
t have to block anything from a 5 technique back, which includes your blitzers).
IF- Stunting.
Then- Run zone dive.
Reason- Cutback run.
Explanation- Same reason teams run inside zone, to eliminate the effectiveness o
f stunts, zone dive does the same thing.
IF- Middle of the field closed (MOFC).
Then- Run 4 verticals.
Reason- Attacks the seams and FS with 2 defenders in his zone.
Explanation- Now I know all the haters out there will say 4 verticals are not a
problem, but you got to try it vs. 1 high teams at least once a game to show the
opponent you DO have the balls to attempt it. Very important for slots to run
down the hashes and the receivers to run down the field outside the numbers. Al
so very good from a trips look to, as most teams will overplay their FS to trips
.
?
4 Verticals from trips look
?
IF- Linebackers overpursue.
Then- Run zone dive, counter iso/option.
Reason- Numbers advantage away from action.
Explanation- Counter iso was our bread and butter, as it makes teams pay for ove
rpursuit, and it doesn't tip off overpursuing defenders by pulling linemen. Mak
e the defense pay for trying to cheat and get guys across the midline!
IF- Taking away FB.
Then- Run zone dive or speed option.
Reason- Keeps the ball in FB's hands.
Explanation- The FB is 1 of your best runners, you need to find a way to keep th
e ball in his hands even if the defense is doing a good job taking him away from
you on triple and midline.
?
Speed Option
?
IF- Stunting A gap.
Then- Run triple.
Reason- B gap bubble.
Explanation- We want to run triple to a soft B gap, so let them stunt to the A.
IF- Stunting A and B gaps.
Then- Run zone dive.
Reason- Zone blocking/cutback run.
Explanation- Again, let them stunt, zone blocking was made for this, and it keep
s your best runner with the football in his hands.
IF- Stunting A, B, and C gaps.
Then- Run Rocket.
Reason- Soft flank.
Explanation- Anytime the middle is mass confusion, run outside. Stunting and bl
itzing can be controlled by the old adage "Run where they ain't". Rocket does t
his, and does it by not blocking any "box" player playside, thereby getting more
offensive bodies to the perimeter to block and already weakened flank.
IF- Odd front with 4I's.
Then- Run Loop scheme.
Reason- Read 4I, put him on island.
Explanation- A lot of odd front teams are going to this look, running loop schem
e can still keep the triple option a viable part of your offense, just watch the
beating your FB will take due to the proximity of the handoff key. Keep the 4I
even more confused by running loop trap and midline at him.
?
Loop Scheme
?
IF- All inside gaps occupied (Bear look).
Then- Run Rocket.
Reason- Outnumbered on the perimeter.
Explanation- Teams that load the middle, leave the perimeter soft, make them pay
by running the quickest hitting outside run in all of football.
There's a lot here I've added through the years, but the original "if-then" shee
t is there. A lot of it is repetitious, but I did this b/c in the heat of battl
e you don't want to be searching for your answer, so I felt like repetition was
a good thing.
?
Now that's repetitious!
?
The basis is simple, Paul Johnson wants to run the triple, whatever you do to ta
ke that away, he's going to make you get back to being honest with every other p
lay in his playbook. That's the beauty of his spread option offense. It's not
a myriad of plays with no rhyme or reason, there is clear focus and goal in mind
...run the triple option. If the defense takes that away, then they are vulnera
ble elsewhere, attack their weakness. The "if-then" sheet will help the triple
option OC, find his answer quickly when his team is having problems. It allows
the OC to have an immediate answer that is built into the offense. This is why
you see early in games, defenses seem to have an advantage against Johnson, but
after a series or 2, or at the very least after halftime, he's found his answer,
GET SOME!
Duece
Posted by Duece at 11:35 AM
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