You are on page 1of 36

“8” Route Directory PREVIOUS

SLIDE
ILLUSTRATIONS/EXAMPLES (All versions)

Base Route “Swap” Call


INTRODUCTION/PHILOSOPHY INSTRUCTIONAL
INSTRUCTIONAL “YOU DRAW IT”
“YOU DRAW IT” Video: SWAP H CREASE
R CREASE #1 SWAP Z CREASE
Video:
R CREASE #2 v. INSIDE DEF.
H CREASE
v. ON LINE DEF.

Instructionals: Other Tags


TRADE/TRADE CORNER FIRE
Main Summary
Menu SIT JUKE/FLARE/ARROW Table
8 ROUTE
ILLUSTRATIONS
-T o 8 R o u t e M A I N D I R E C T O R Y -

BA SI C 98 -19 8 98-1 98 “ SWA P”


3. Right Wide 98 Swap
2. Trips Right 98
4. H6 98 Swap
3. Stack R10 Hot 98
5. Right Out H6 98 Swa
4. Bunch Left H10 Hot 98
6. Right Out H10 98 Swa
5. Trips Left 198
7. Ace R10 Hot 98 Swap
6. Slip Hot 198
8. Trips Left 198 Swap
9. Y7 198 Swap
10.Ace R7 Hot 198 Swap

Q
MAX PAS S ME NU 8 ROUTE DI RE CT ORY
8 Route Instructional

8 ROUTE: CREASE
10-11:
M: Run through 2d short Lunge, Drumroll
defender’s far shoulder “Feel the Clean Air”
Air” redirect back to sideline
•Cross under LB once past as you break: at 45º
•Cut throttle & “spot up,” expecting •Stay as THIN as you can while
ball quickly if defender blitzes or still inside #1..
#1.. 8-9: Outlet
Speed Break
C flies out AND you’re not being
chased. 4-6 yd to Corner
2 1

V ‘Q’ V V Keep
“FEEL
the WINDOW” coming
back until
O O ball is
thrown!
I I M
3 steps Stare 2nd short defender onto “Spot,” give Cmbk if
(3 big & hold f/ gun) ball to Spot NOW if defender leaves… 1st short I: 3 steps @ 1st short defender’s inside leg:
Reset feet, hit Crease on rhythm on the defender •Speed break back inside if he’s widening
“98” Shown move through open lane between ‘squeezes’ • Hard NOD BREAK if he sits there or v. man
defenders
BS OUTS: QUICK POST. POST. Split middle #s, feel the window between 7-9 yards, stay thin. Same technique as BS of 99-199
BS INS: LOOKIE POST.POST. Break at 7-8, wall off near safety, make ‘Lookie’ adjustment & straighten if he crosses face (same as 99).
FS INS/MID:
INS/MID: “CHASE & REPLACE”.
REPLACE”. Play is built to beat 1st two short defenders inside the CB…we get the 2nd short defender
to “Chase” the Drag route by M, & “Replace” him with a Crease route by I, who beats 1st short defender by faking to the Flat.
FS MID: GLANCING DRAG. DRAG. Run right through the 2d short defender, drag underneath him at 4 yds once you pass him. The
exception is, if you’re not being chased & the LB either bails deep or blitzes, glance back at the QB and “SPOT” up.
FS INS:
INS: CREASE.
CREASE. Attack 1st short defender’s inside leg, speed break on 3d step (5th if from backfield), angle into the void, look
for the ball halfway between the 1st and 2nd defenders. If 1st defender sits or keeps inside leverage, use 2 extra steps with a
hard head & shoulder nod to get him to turn his hips, but never lose SPEED to do so! so!
FS OUTS: MINI-COMEBACK.
MINI-COMEBACK. Split top of #s (Hash). Release to outside eye, Speed break to Corner at 8. After 2 steps,
Lunge & Burst & execute a Drumroll redirect break at 45 degree angle back to sideline. Keep coming until you get the ball!
QB: PSL be alert for hard Press Man (Check “Fire”) or LB overload to FS (work BS Slant/s from get-go). 3 steps, stare
right at 2nd short defender or LB over inside man. Stare him on to the Drag giving the ball to the Drag quickly if LB ignores
or leaves Drag. When LB commits & you hit your last step, lead Crease into clean air, hit him on move, alert for hash safety
coming down. If 1st short defender squeezes Crease from outside in, shuffle up & hit Comeback route coming downhill late.
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
8 “Swap” Instructional

8 ROUTE: “SWAP” TAG


I: Run through 2d short defender’s
“Feel the Clean Air”
Air”
farshoulder
•Cross under LB once past
as you break:
•Stay as THIN as you can while
•Cut throttle & “spot up,” expecting ball still inside #1; restack if you can!
quickly if defender blitzes or flies out Outlet
AND you’re not
C being chased. 4-6 yd
2 1
‘Q’
V V
“FEEL
V Keep
the WINDOW” coming
back until
O O ball is
thrown!
I I M
M: 3 steps @ 1st short defender’s inside leg:
•Speed break back inside if he’s widening
“98 SWAP” Shown •Hard head & shldr fake if he sits there or v. man

*EVERYTHING STAYS THE SAME AS 98, EXCEPT INSIDE AND MIDDLE GUY ON THE FRONTSIDE ‘SWAP’ JOBS...
FS INS: GLANCING DRAG.DRAG. Run right through the 2d short defender, dragging underneath him at 4-6 once you pass him. The
exception is, if you’re not being chased and the LB either bails deep or blitzes, glance back at the QB and “SPOT” up, catch &
pivot NORTH!
FS INS:
INS: CREASE.
CREASE. Attack 1st short defender’s inside leg, speed break on 3d step (5th if from backfield), angle into the void, look
for the ball halfway between the 1st and 2nd defenders. If 1st defender sits or keeps inside leverage, use 2 extra steps with a
hard head & shoulder nod to get him to turn his hips, but never lose SPEED to do so! so!
*Note: The RULES are the same, but the route will LOOK different. Don’t worry! Follow your rules, attack the inside leg of
your defender, speed break and get into the Crease!

QB: Drop & Read just as you do Basic 98-198

- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
8 “Trade”/”Trade Corner” Instructional

8 ROUTE: “TRADE” &


“TRADE CORNER” Calls
Trade Corner tells you to
straighten & run a Corner
break at 7-8 after your F.O.R.
O: Release under M, right at 2d
defender (LB over I), run under
him through his far shoulder
Stay on the move unless he bails,
C looking for ball early if he blitzes.
If he does bail, “Spot up” once
past him, show #s to QB, stay
open.

“FEEL
V V V
#
the WINDOW”
M: *Go first, F.O.R. on 1st short
O M defender!
*Widen to middle of numbers
I I O *Straighten 2-3 steps before
I must pause 1 full executing Comeback
count, long
enough to let O clear
“98 TRADE” Shown & create the Crease
“TRADE” tells the Middle and Outside receivers to “trade” jobs, the Outside man running the Spot,
Spot, and the Middle man
running the Stop.
Stop. Most often used from Squeeze/Bunch/Cluster-type looks as a good change-up versus man to possibly
free the Spot route up, versus pattern-read teams so they can’t see where guys are coming from, or at the Goalline!
FS MID: MINI-COMEBACK.
MINI-COMEBACK. Forced Outside Release (F.O.R.) on 1st short defender, no matter where he is, no matter how
flat you have to go. Widen to the middle of the numbers, straighten 1-2 steps, execute a normal Mini-Comeback, though the
release may keep you from getting normal depth. Keep coming back after break be available for QB.
TRADE CORNER tells you to straighten and run a 7-8 yard Corner route after executing your F.O.R. on 1st
defender.
FS OUTS: GLANCING DRAG. DRAG. Release AFTER the Middle receiver right behind his rear end. Run right at the first LB on or
inside the Inside receiver, angling to a depth of 4 to 6 yards…run through his backside leg and Drag beneath him, staying on
the move unless he flies wide of you “bails,” in which case you “Spot up” by showing your numbers to the QB.
QB: Normal 98-198 thought process…may want to change to a quick 5 step drop from under center, particularly on “Trade
Corner.” We expect the F.O.R. of the middle receiver to widen the 1st defender and create the Crease, but that doesn’t mean it
will always happen. Versus any kind of press man (0, 1, or 2 safety look), can use Corner as a primary, Spot as an outlet
instead of having to make a “Fire” check.
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
8 “Sit” Instructional

8 ROUTE: “SIT” CALL

•CUT split (3-4 outside “I”) to


help create SPACING
•Run normal course, but always
SIT after you cross 2d
defender’s far shoulder SPACING!
C 4-6 yd
Outlet

2 1

“FEEL
V V V
the WINDOW”

O O
I I M
Run right down middle of 1st short def.:
•Outside foot up, attack hard for 3 steps, stick
“98 SIT” Shown outside foot in the ground and pivot hard inside
on the 4th step, expect the ball NOW.
*Backside Receivers and Frontside Outside receiver do not change! ‘Sit’ is a word that simply adjusts the technique of the
Frontside Inside & Middle receivers, telling them to use their normal releases and “Sit” at their final breaking point!
FS INS:
INS: CREASE SIT. SIT. Release is basically the same as “Crease” with slight modifications to create proper SPACING:
Angle toward the MIDDLE of the 1st short defender, and use a 4 step break instead of a 3 step (meaning that you should put
your outside foot up). On your fourth step, stick your outside foot in the ground and pivot hard back inside & show the QB
your #s, expect the ball quickly, pivot to the shoulder that the QB puts the ball on, lower your pads & make yards North &
South.
FS MID: SPOT UP. UP. Split only 3 yds outside the Inside receiver. Run your normal “Spot” landmark, but automatically SIT once
beyond the far shoulder of the 2nd short defender. Expect the ball quickly, catch, spin tightly to the shoulder the QB puts the
ball on, get North & South!
QB: Thought process is the same as basic 98-198…pre-snap considerations of BS Slants and “Fire” Check are still valid! 3
steps, be willing to stick the ball on the Spot NOW if the 2d defender allows him to cross face at all. If he collapses on Spot
Up hard, put it on the Crease Sit, using the Mini-Comeback as your outlet. THE BIG KEY FOR EITHER INTERIOR THROW IS
TO PUT THE BALL ON THE SHOULDER PAD AWAY FROM PRESSURE!
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
8 “Fire” Instructional

8 ROUTE: “FIRE” CALL


•GET outside hip of whomever engages you…
•STRAIGHTEN to make him turn his
hips upfield… THROW
•WIDEN to the ball, box defender out, HERE!
Outlet
but only after you see ball in the air!
C 4-6 yd
2 1

“FEEL
V V V
the WINDOW”

O O
I I M
•3 steps & hitch, key 1st short
defender… •Drag to Comeback if 1st defender
“98 FIRE” Shown •3-ball Fire to OUTSIDE if he collapses or gets hipped… widens/bails
*Route tag for Frontside Inside receiver only! Used to attack Press Man coverage from a 1- or 0-safety look, often as a
check initiated by either QB or Receiver. All other receivers execute basic 98-198!
FS INS:
INS: FIRE (Inside Fade).
Fade). Pause half a count to let M release in front; rub right off his backside hip, gaining outside
leverage on whoever’s manning you as you do…watch for defenders switching on the move—if the 1st short defender doesn’t
collapse down with M, know that you must beat HIM by getting to his outside hip. Once you’ve ‘hipped’ the guy you’re going
to beat, straighten and attack vertically, expecting the ball to be lofted outside. Widen for the ball but ONLY AFTER IT’S IN
THE AIR. Use inside arm pressure to separate as the ball nears and ‘box out’ your defender, using your body as a barrier.
QB: Use this as a check any time: a) There are 0 or 1 deep safeties, and b) Short defenders are pressed tight enough that
you
think the Crease will have problems getting inside.
As you take your drop, the 1st short defender will tell you if you can throw your primary (Fire). If he collapses or gets pinned,
take a shot at the Fire-- 3 step & hitch up, throw an aggressive 3 ball outside the ‘tube’ in which the Fire is running so that he
can use field width to leverage his man.. If he bails and you get fooled, work Glancing Drag to Comeback on your hitch up.
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
8 Outside Adjustments

8 ROUTE: OUTSIDE REC. TAGS


“ARROW”, “JUKE”, “FLARE”

C Outlet
“Arrow”
Arrow”
Get width fast, avoid jam!

“FEEL
V V V
the WINDOW” “Flare”
Flare”
Widen to #s
O O O
SEE 1st short I I M “Juke”
Juke”
defender very early Otherwise, hit Crease on rhythm, alert Motion to numbers, #
in drop…go outside for danger from 2d def. Inside-out… Shuffle/square up,
if he refuses to Reset feet, find Spot through eye-contact 1 step upfield, turn to ball
widen… if the Crease lane is invaded Get 5, “Juke” for more
“Arrow,” “Juke” and “Flare” speak to the OUTSIDE RECEIVER ONLY, telling him exactly what to run while all other
receivers do exactly as they would in normal 98-198! These calls are used primarily to influence the 1st short defender to
widen, giving us a better chance to throw the Crease!
FS OUTS: RUN ROUTE CALLED (Arrow, Juke, Flare).
Flare).
•Arrow: Usually done from a ‘Bunch’ or ‘Squeeze’ set. Gain width quickly, go as wide/flat as you need to in order to
avoid
•Juke: collisions. Expect
Almost always doneball NOW
from as you
10-11 turn Sprint
motion. your head off 3rd of
to middle step. Settle when
the numbers on you get and
motion to the numbers.
square up. On the snap,
push upfield one small step, turn and show QB your numbers. Catch & make sure you get 5, then juke for more.
•Flare: Usually done from top of a Stack. Inside foot up, push off inside foot for width, widen to numbers. MUST AVOID
ANY KIND OF CONTACT, EVEN IF IT MEANS LOSING A LITTLE GROUND!
QB: Thought process is outside-in. Use 1st step or two to make sure 1st short defender widens with outside rec…if he
doesn’t, must throw outside. “Juke” gives you the luxury of seeing this via the motion reaction pre-snap.
pre-snap. Assuming the 1st
defender widens past the Crease’s course, hit the Crease on rhythm, being alert for danger inside. Spot becomes OUTLET.
- C l I c k h e r e t o r e t u r n t o M A I N D I R E C T O R Y -
2 TRIPS RIGHT 98
0

1 # #
5
# #
MINI-
QUICK POST
10-
CBK
1
0 CREASE
11
S
8
5 POT
2 1

V V
Expect to Cross;
be ready to ‘Spot’ up •3 steps
•Don’t lose
X speed! Z
Y H
•Mid #s •Top #s
Hash +2 Hash
R
QB THOUGHT PROCESS
Drop: 3 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 STACK R10 HOT 98
0

1 # #
5
# #
•3 steps MINI-
QUIC •Don’t lose
K
LOOKIE 10-
CBK
1 speed!
POST 11
0 POST CREASE
S
8
5 POT
2 1

V V
Expect to Cross;
be ready to ‘Spot’ up

X Z
H Y
•#s -3 •Top #s
•OT +7 Hash
R
QB THOUGHT PROCESS
Drop: 3 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 BUNCH LEFT H10 HOT 98
0

1 # #
5
# QUICK #
MINI-
POST 10-
CBK
LOOKIE
1
0 POST CREASE
11
S
8
5 POT
2 1

V V
Expect to Cross;
be ready to ‘Spot’ up •5 steps
•Don’t lose
speed!
Y Z Square
X H up

•OT+4 •Top #s
R •OT +4
QB THOUGHT PROCESS R: Call
“I’m inside”
Drop: 3 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 TRIPS LEFT 198
0

1 # #
5 MINI-CBK
10- # #
QUICK
POST
11
1
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Z
Y H •Mid #s
•Mid #s
Hash +3 Hash
R +2
QB THOUGHT PROCESS
Drop: 3 quick steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 G SLIP HOT 198
0

1 # #
5 MINI-CBK
# LOOKIE #
QUICK
10- POST
POST

1 11
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Z
H R Y
•Mid #s •Mid #s
Hash +3 •1/2way -1 Hash
+2
QB THOUGHT PROCESS
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 RIGHT WIDE 98 SWAP
0

1 # #
5
# •3 steps #
•Don’t lose MINI-
QUICK POST
speed! 10-
CBK
1
0 CREASE
11
S
8
5 POT
2 1

V V
Expect to Cross;
be ready to ‘Spot’ up

X Y
H Z
•Mid #s
Hash +2 •1/2way +2•Top #s
R
QB THOUGHT PROCESS
Drop: 5 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 H6 98 SWAP
0

1 # #
5
# #
MINI-
QUICK POST
10- CBK
1
0 CREASE
11
S
8
•3 steps
5 POT
2 1

V •Don’t lose
speed!
Cross if you don’t get
V
ball early

X
H Y Z
•Mid #s Square
•OT +4 up •Top #s
Hash +2
R
QB THOUGHT PROCESS •1/2way
Drop: 5 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 SWAP
0

1 # #
5
# #
MINI-
QUICK POST
10-
CBK
1
0 CREASE
11
S
8
5 POT
2
•3 steps 1

V •Don’t lose
Cross if you don’t get
V
speed!
ball early

X Y
H Z
•Mid #s Square
up •Top #s
Hash +2
R •1/2way
QB THOUGHT PROCESS
Drop: 5 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 SWAP
0

1 # #
5
# •3 steps
#
QUICK POST MINI-
LOOKIE POST •Don’t lose
speed! 10-
CBK
1
0 CREASE
11
S
8
5 POT
2 1

V
Cross if you don’t get
V
ball early

X Y
H Z
Square
•Y+7 up
•Mid #s
Hash +2 PROCESS R •Top #s
QB THOUGHT
Drop: 3 steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 RIGHT OUT H10 98 SWAP
0

1 # #
5
# •3 steps #
•Don’t lose MINI-
QUICK POST
speed! 10-
CBK
1
0 CREASE
11
S
8
5 POT
2 1

V
Cross if you don’t get
V
ball early

X Y
H Z
•Mid #s Square
•Y+7 up
Hash +2
R •Mid #s
QB THOUGHT PROCESS
Drop: 5 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 SWAP
0

1 # #
5 MINI-CBK
10- # #
QUICK
POST
11
1
0 8
CREASE
5
1 2 S
V V POT
Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Z
Y H •Mid #s
•Mid #s
Hash +3•1/2way•OT+4 R Hash
+2
QB THOUGHT PROCESS
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 Y7 198 SWAP
0

1 # #
5 MINI-CBK
10- # #
QUICK
11 POST
1 8
0
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X
H Y Z
•Mid #s •1/2way
Hash +3 Square •OT+4 •Mid #s
R
up
QB THOUGHT PROCESS Hash
+2
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 ACE R7 HOT 198 SWAP
0

1 # #
5
#
MINI-CBK LOOKIE #
10- POST QUICK
11 POST
1
0 8
CREASE S
5
1 2 POT
V VExpect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Y
Square
H
up Z
•Mid #s •Mid #s
Hash +3
QB THOUGHT PROCESS Hash
R +2
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 FLEX RIGHT 98
0

1 # #
5
# •3 steps #
•Don’t lose MINI-
QUICK POST
speed! 10-
CBK
1
0 CREASE
11
S
8
5 POT
2 1

V V
Expect to Cross;
be ready to ‘Spot’ up

X H
Y Z
•Mid #s
Hash +2
+4 •#s -3
R
QB THOUGHT PROCESS
Drop: 3 quick steps
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 G Y5 198
0

1 # #
5 MINI-CBK
10- # #
QUICK
11 POST
1
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X
H Y Z
•Mid #s
Hash +3 •Mid #s
R
QB THOUGHT PROCESS Hash
+2
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 198
0

1 # #
5 MINI-CBK
10- # LOOKIE #
QUICK
11 POST
POST
1
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•5 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X
H Y Z
•Mid #s
Hash +3 R •1/2way -1 •Mid #s
QB THOUGHT PROCESS Hash
+2
Drop: 3 quick steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 G SQUEEZE Y11 198
0

1 # #
5
# #
MINI-CBK QUICK
10-
1 POST
11
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Z
Square
up H Y
•Mid #s
Hash +3 R
QB THOUGHT PROCESS
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
RIGHT OUT SQUEEZE R11 HOT
2 198
0

1 # #
5
# LOOKIE #
MINI-CBK QUICK
10- POST
POST
1 11
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Y
Square
up H Z
•Mid #s
•Mid #s
Hash +3
QB THOUGHT PROCESS R Hash
+2
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 RIGHT OUT Y5 198
0

1 # #
5 MINI-CBK
10- # #
QUICK
POST
11
1
0 8
CREASE S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Y Z
H Y Z
•Mid #s
Hash +3 •Mid #s
R
QB THOUGHT PROCESS Hash
+2
Drop: 3 quick steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
RIGHT WIDE SOFT Y11 HOT
2 198
0

1 # #
5
# LOOKIE
#
QUICK
MINI-CBK POST
10- POST
1 11
0 8
CREASE S
5
1 2 POT
V VExpect to Cross;
•5 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Y Z
Square
up Y H Z
•Mid #s
R •1/2way -1 •Mid #s
Hash +3
QB THOUGHT PROCESS Hash
+2
Drop: 3 quick steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
LEX OVER SQUEEZE H11 198
2 SWAP
0

1 # #
5
# #
QUICK
MINI-CBK POST
10-
CREASE
1 11
0 8
S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
Y Z
Square
up X
•Mid #s •Mid #s
Hash +3 H Hash
QB THOUGHT PROCESS +2
R
Drop: 3 quick steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
BRUIN BUNCH R11 WARM 198
2 SWAP
0

1 # #
5
# #
MINI-CBK QUICK
10- CREASE POST
1 11
0 8
S
5
1 2 POT
V V Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
H Y
Square
up X R Z
•Mid #s
•Mid #s
Hash +3
QB THOUGHT PROCESS Hash
+2
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
STACK SLIDE R5 HOT 198
2 SWAP
0

1 # #
5
#
MINI-COMEBACK LOOKIE QUICK#POST
10- POST
1 11
0 8
CREASE S
1 2POT
5
V V
Expect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Z
R
H Y
R: “Just visiting”
•#s -3 •#s -3
QB THOUGHT PROCESS
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 ACE Z11 198 SWAP
0

1 # #
5
# LOOKIE #
MINI-CBK
10- POST
1 11 CREASE
0 8
S
5
1 2 POT
V VExpect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Y
Square
up H Z
•Mid #s
Hash +3
QB THOUGHT PROCESS
R
Drop: 3 quick steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
2 ACE SCAT R7 WARM 198 SWAP
0

1 # #
5
#
MINI-CBK #
10- QUICK
11 POST
1
0 8
CREASE S
5
1 2 POT
V VExpect to Cross;
•3 steps
be ready to ‘Spot’ up
•Don’t lose
speed!
X Y
H R Z
•Top #s Square
up •Mid #s
Hash
QB THOUGHT PROCESS Hash
+2
Drop: 3 steps (BP)
Progression: *Stare 2d defender
onto Spot: throw Spot early if he
blitzes/leaves, otherwise, hit 8 RTMENU PREVSLIDESUMM TA
Crease on rhythm. Stop late if
8
8 You
You
Draw
Draw
It
It

Bunch Left H10 Hot 98 v. Cov 0 Rack R11 Warm 198 v. Cov 1

J
M C S W C
C N W C R
E T T E R E T N T E

J
R J C
C
M Z C M W
C R S
D N
E N E E T T E

Trips Left Y6 Hot 198 v. Cov 2 Slip H4 Hot 98 v. Cov 3


- C l I c k h e r e t o r e t u r n t o M A I N
8
8
Swap
Swap
You
You
Draw
Draw
It
It

Bruin Bunch R6 Hot 98 Swap v. Cov 0 West 198 Swap v. Cov 1

J
M C S W C
C N W C R
E T T E R E T N T E

J
R J C
C
M Z C M W
C R S
D N
E N E E T T E

Soft Y7 198 Swap v. Cov 2 Bunch Rt Y10 98 Swap v. Cov 3


- C l I c k h e r e t o r e t u r n t o M A I N
8 Route:
8
8 Philosophy
Philosophy

“CREASE”
•The “Crease” is a FASTBALL route that attacks the
underneath part of a defense with lightning speed! It
compliments our ‘4 route’ because it allows us to hit a man
on the move when flat coverage overplays and widens too
far!
•The basic idea is to hold the #2 LB with a ‘Glancing Drag,’
expand the flat player with the threat of an Arrow or Flat,
and open up a ‘Crease’ between the two defenders! If the
Flat defender doesn’t expand, we should be isolated on the
outside with the Mini-Comeback!
•The ‘Long’ backside rule (Lookie Post/Quick Post) gives the QB a ‘late’ option on the
play so he doesn’t have to make a perfect throw on the frontside!
•We have several slight adjustments (‘Tags’) we can use to help the spacing or give
the outside receiver different ways to win on the outside!
KEYS to a successful play:
• Great SPACING between the ‘Glancing Drag’ and
the ‘Crease’ TAGS/VARIATIONS
• The Crease maintains speed through the break & •“Swap”
picks the right angle! •“Trade”/”Trade Corner”
• Mini-Comeback on the outside separates & stays •“Flare”/”Arrow”/”Juke”
available for the QB •“Fire”
• QB sees the window and reacts quickly, and is •“Sit”/”Arrow Sit”
not afraid to use the complimentary tools in the
- t o M A I N D I R E C T O R Y -- t o I N S T R U C T I O N A L -

You might also like