coaching the quick pass game

Transcription

coaching the quick pass game
Axman
coaching the
quick pass game
Coach Axman offers an excellent, in-depth, enlightening presentation of football’s
most commonly used dropback pass series—the quick, three-step drop pass game.
Coach Ax thoroughly analyzes the quick, three-step drop pass game. Quick game
pass routes, quick game patterns from multiple formations, and more—it’s all here!
Gary Andersen
Head Football Coach
University of Wisconsin-Madison
Coaching the Quick Pass Game is a must-read for any coach—offensive or defensive—to gain a full understanding
of the execution, effectiveness, and efficiency of the quick, three-step drop pass game.
Dave Baldwin
Offensive Coordinator/Quarterbacks Coach
Colorado State University
Learn about the most widely used dropback pass series in all of football, the quick pass game, from one of the
great offensive passing minds in football today, Coach Steve Axman. Ax holds nothing back, covering routes,
formations, and pattern usage. His teaching allows coaches of any offense to make use of the most efficient
dropback pass series in football.
Rick Neuheisel
Former Head Football Coach
UCLA
Coaching the Quick Pass Game
Al Borges
Offensive Coordinator/Quarterbacks Coach
University of Michigan
Hitches, fades, quick-outs, slants, and much more are carefully presented in this book to help any coach install
one of the pass game’s most successful series: the quick pass game.
Jonathan Smith
Quarterbacks Coach
Boise State University
Coach Ax delivers a complete and thorough A-to-Z breakdown of the three-step drop, quick pass game. He
demonstrates how to explicitly teach and coach each and every quick pass game route and then explains how
to put those routes into effective pass patterns to fit any offense’s needs.
ISBN 978-1-60679-279-7
51995
9 781606 792797
$19.95
Coaches Choice
Steve Kragthorpe
Quarterbacks Coach
Louisiana State University
Coaching the
Quick Pass Game
Steve Axman
©2014 Coaches Choice. All rights reserved. Printed in the United States.
No part of this book may be reproduced, stored in a retrieval system or transmitted, in
any form or by any means, electronic, mechanical, photocopying, recording, or otherwise,
without the prior permission of Coaches Choice.
ISBN: 978-1-60679-279-7
Library of Congress Control Number: 2013955962
Book layout: Cheery Sugabo
Cover design: Cheery Sugabo
Cover photo: Steve Dykes/Getty Images
Coaches Choice
P.O. Box 1828
Monterey, CA 93942
www.coacheschoice.com
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Dedication
To my brother,
Doug Axman,
the “other” coach (wrestling)
in the family.
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Acknowledgments
Coaching the Quick Pass Game has come about as a result of my love for passing
football. My first major coaching influences were Joe Scannella and Dom Anile of C.W.
Post College. I extend special thanks to Howie Vogts of Bethpage (NY) High School
for allowing me to develop my first pass-oriented offense. As I have so often stated,
no coach has had as much influence on my total offensive thinking as Homer Smith
when I coached for him at West Point. Homer taught me the true meaning of offensive
structure, which I still use 35 years later. While at Army, I had the great fortune to
work with Bruce Tarbox and Mike Mikolayunas. At the University of Illinois at UrbanaChampaign, Gary Moeller helped me to understand the need for offensive balance
between the run and pass game, especially with play-action passing. When at Illinois,
I also had the opportunity to work with a fine young coach by the name of Brad
Childress. Larry Smith, at The University of Arizona, was also a great mentor to my
career in relation to programmatic organization, administration, and leadership. And
while at Arizona, Willie Peete taught me an awful lot in regard to receiver play.
Mouse Davis and June Jones opened my eyes to the wide-open efficiencies of the
run-and-shoot offense when I coached for them at the Denver Gold of the USFL. I also
am very grateful for my time coaching for Jack Elway at Stanford University. Jack was
a great teacher of passing football. In addition, I am grateful for my relationship with
Dave Baldwin while at Stanford and through the many years of friendship during our
careers. Dave is an excellent offensive coach. I am very grateful for my years coaching at
UCLA for Terry Donahue. Coaching Troy Aikman and working with my good friend Ted
Williams while with the Bruins was very special for me. I also enjoyed my year working
for Joe Krivak at the University of Maryland as well as being able to coach for Glen
Mason and Steve Loney at the University of Minnesota. My eight years as head coach
at Northern Arizona University allowed me the ability to work with such fine young
offensive coaches as Charlie Dickey, Steve Kragthorpe, Ken Zampese, Karl Dorrell, Marty
Mornhinweg, and Eric Price. One of my best associations in regard to passing football
was at the University of Washington while working with Keith Gilbertson. I am very
grateful for my coaching association with Rick Neuheisel at UCLA and Washington. I am
also grateful to have been able to work with Jonathan Smith, an excellent passing game
and quarterback coach, while at the University of Idaho. And besides Troy Aikman,
getting to work with such fine quarterbacks as Leamon Hall (Army), Tom Tunnicliffe
(Arizona), Neil O’Donnell and Scott Zolak (Maryland), Jeff Lewis and Travis Brown
(Northern Arizona), Marques Tuiasosopo and Cody Pickett (Washington), and Nate
Enderle and Brian Reader (Idaho) has truly been a great part of my coaching career.
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Very special acknowledgment goes to two of my very best friends in coaching and
in life, Gary Bernardi, who I worked with at Arizona and at UCLA, and Brent Myers, who
was with me at Northern Arizona and Washington. Through the years, all three of us
have shared a lot of offensive football knowledge and have had a lot of fun doing it.
I would also like to acknowledge Coach Mike Lionello and Angie White for their
technical computer assistance in the development of the manuscript.
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Contents
Dedication
3
Acknowledgments
4
Introduction
8
Chapter 1: Why the Quick Pass Game?
15
Chapter 2: Quick Pass Game Pass Protection
26
Chapter 3: The Hitch Route
33
Chapter 4: Hitch Patterns
43
Chapter 5: The Slant Route
53
Chapter 6: Slant Patterns
60
Chapter 7: The Quick-Out Route
73
Chapter 8: Quick-Out Patterns
78
Chapter 9: The Stick Route
87
Chapter 10: Stick Patterns
91
Chapter 11: Under Route
99
Chapter 12: Under Patterns
106
Chapter 13: Goal Line Quick Pass Game Usage
115
Chapter 14: Advanced Quick Pass Game Thinking
130
About the Author
152
7
Introduction
The quick pass game is one of football’s most efficient and effective offensive pass
game packages. The concept of the quick pass game ties in short, controlled pass
routes of the receivers within integrated, quickly timed three-step drop quarterback
throw timing pass patterns and firm, aggressive, on-the-line of scrimmage pass
protection—be it of a zone or man-to-man pass protection design. Actually, the route/
quarterback drop step timing can be off of a very quick, one- or three-step drop throw
timing or, even, a quick five-step drop throw timing. Even the three-step timing can be
altered to a delayed three-step drop type timing for some types of quick pass game
throwing, especially slant route throwing. However, it is still the three-step drop throw
timing that is most associated with the basic action of the quick pass game. One- and
quick five-step drop throw step timings are utilized to accommodate the throw timing
of specific, alternate, quick pass game pass routes.
The routes of the quick pass game are short and, as a result, blend naturally in
design with the quarterback’s quick pass throw timing. The prime, base routes of the
quick pass game to be discussed in this book are the hitch, the slant, the quick-out, the
stick, and the under routes. However, many coaches who utilize the quick pass game
use only the hitch, slant, and quick-out as their prime, base routes. The feeling is that
the quick-out route and the stick route, although run in definitely different fashions,
can structurally attack in a very similar way. As a result, such coaches do not feel that
they need to use both the quick-out and the stick routes as prime, base pass routes
in their quick pass game packages. In addition, many coaches would look at the under
route as part of five-step drop, dropback passing rather than as quick pass game
passing. However, when utilized from quick, five-step drop pass action or from the gun
(shotgun) formation, it can become easy to see how a coach would utilize the under
route and under route patterns as a part of his quick pass game.
Other routes are used in the quick pass game package. Most often, these routes
act as complementary quick pass game routes to, or for, the five quick pass game
prime, base routes shown in this book. Some complementary quick pass game routes,
such as the fade or seam routes, can also be utilized as prime (or base) quick pass
game routes. However, such alternate usage is usually for limited, isolated or gamespecific usage. A fade, goal line throw is an excellent example of how a supplemental
quick pass game route can be situationally used as a prime, base quick pass game
route. All of these quick pass game route concepts will be thoroughly addressed in this
book along with other more specific, advanced, quick pass game concepts that help to
create the entire quick pass game package.
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Conceptual Term Definitions
Routes, read concepts, patterns—such terminology, in the world of football coaching,
can have many diverse and varied definitions. For the sake of this book, the following
defined terms will be consistently utilized.
A route (pass route) is the specific action that a receiver (wide receiver, slot
receiver, tight end, or running back) executes as his part of a called pass play. Diagram
I-1 shows a hitch route.
6
R
Diagram I-1. Hitch route
A read concept is the interaction of two, or more (pass) routes within a called pass
play that is based upon an eventual quarterback read progression design. Diagram I-2
shows a lateral read stick read concept.
6
5
2
3
Y
1
Q
3s
F
Diagram I-2. Stick read concept
A (pass) pattern is the total integration of all of the pass routes used in a specific
pass play focusing on one or more read concepts. The read concepts in the pattern
can be mirrored to each side. Diagram I-3 shows a mirrored double slant/arrow read
concept pass pattern.
9
2
3s
3
dump
2
3
3s
1
1
X
Z
Q
Y
S
3s
T
Diagram I-3. Double slant/arrow mirrored pass pattern
A combination pass pattern is a pass pattern that utilizes two different read
concepts, one from each side of the pass pattern, tacked together to form one total
(combination) pass pattern. Diagram I-4 shows a combination pass pattern in which
a slant/arrow read concept is utilized to one side of pattern and a double slant read
concept to the other.
1
2
dump
3s
3
2
3s
3s
1
Z
Y
Q
S
x
3s
T
Diagram I-4. Slant/arrow, double slant combination pass pattern
Route/Pattern Delineations
Diagram I-5 shows a 2-on-1, lateral hitch read concept to the left side of the diagram
and a double slant read concept to the right side. It is important to understand the use,
and rationale, of the number delineations utilized in all of the diagrams in this book to
help create a full understanding of the routes, read concepts, and patterns shown in
Coaching the Quick Pass Game.
In Diagram I-5, the number “6” is shown at the top of both hitch routes to the left
side of the diagram. A number at the end of a route denotes the yardage that a route
should be from the receivers’ original alignments when the route is completed. As a
result, both of the hitches in Diagram I-5 should be run to six yards from the receivers’
original alignments. The dotted line on the outside hitch route is showing the possible
need for a fade adjustment route against squatted or pressed, man-to-man coverage.
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6
1
6
3s
X
S
2
1
2
Y
Q
Q
3s
3s
Z
3s
Diagram I-5. Route and pattern delineations
The double slant read concept shown on the right side of Diagram I-5 shows the
number “3” with a small “s” to the right bottom of the number to denote one of two
things. For a receiver, it is the number of steps he should take to get to his key route
break point before he actually breaks into the next, or final, stage of the route. Or, if
beneath the quarterback, it is the amount of steps the quarterback will take on his
quick pass game dropback action.
A circled number tells the quarterback what receiver/route scan progression is
to be utilized to properly execute his pattern read progression. In Diagram I-5, the
lateral, side-by-side hitch read concept to the left side of the diagram shows that the
quarterback’s read progression is outside-in even though the quarterback is reading an
isolated defender to key off of. The double slant read concept action to the right side
of the diagram shows that the quarterback’s read progression to the double slant action
is inside-out.
Pre-Snap Reading of the Quick Pass Game
A very important concept to understand in the execution of the quick pass game is
that pre-snap reading of the defense is a very basic part of the quick pass game’s
execution. As a result of the quickness of the execution of the quick pass game, what
the quarterback sees when the football is snapped is, for the most part, what the
quarterback is going to get in relation to the coverage of the defense. In reality, the
football, when thrown as quickly as it should be in the quick pass game, does not give
the defense time to radically change their pre-snap alignment looks. That does not
necessarily mean a quarterback won’t have the time to read a two-deep, open middle
free safety who is rotating toward the middle of the field on the snap of the football to
produce a closed middle coverage. What it does mean is that the quarterback rarely
has the pass protection time to look at a quick pass game route or read concept to
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one side of the field and then scan to the other side once the football is snapped. As
a result, the quarterback has to rely on pre-snap reads to determine which side of the
pass pattern he is going to read and work rather than to be able to scan to a backside
outlet. As will be seen later in this book, there are exceptions to this thought. However,
they are part of a more advanced level of quick pass game execution.
Since an approximate 80 percent of the time, offensive plays are started from the
left or right hash, the quarterback should always start his pre-snap read into the near
sideline. Once he has accomplished that, he then checks his pre-snap read to the field.
He then finishes making his pre-snap read by checking back to the near sideline. Why?
Because the short side of the field, when the football is on the hash, is where the
defense can best disguise its secondary blitzes. The reason for this is quite simple. To
the short side of the field, there is less distance for a cornerback, or short side safety, to
have to go to get to the quarterback to create a pressure or sack. Disguising blitz action
on the short side of the field is far easier due to the situational distance factor. That is
why it’s so much easier for a quarterback to read blitz to the field. A field blitz has to
travel a greater distance, normally takes a greater amount of time to execute and is, as
a result, tougher to disguise.
As a result of such pre-snap reading needs for the quick pass game, the
quarterback needs to know where he’s going with the football prior to the center’s snap
of the football. Actually, such pre-snap reading should be a reaffirmation of what the
quarterback is expecting to see from pre-game scout reports and video study. One way
or the other, when the football is snapped, the quarterback should have an excellent
idea of where he is going with the football. He has to anticipate the side he is going to
read and work and anticipate his throws according to his pre-snap reads.
Quick Pass Game From the Gun
One of the most significant negatives of the quick pass game is that a short (in stature)
quarterback can definitely have difficulties when attempting to throw a pass over
the outstretched arms and hands of tall defensive linemen. The same can be true
for blitzing linebackers and secondary defenders. In essence, the release point of a
short quarterback’s pass may, simply, be too low to consistently get his passes over
the wall of pass rushers in front of him. In addition, that wall of pass rushers may
be moving forward into the quarterback’s face as the defenders push the quick pass
game protection backward into the quarterback’s face. This is especially true when a
quarterback attempts to utilize the quick pass game’s short setup launch points. The short setup launch points of the quick pass game means that the quarterback
is closer to the pass rush wall on his short setup actions whether the pass rush wall has
been stymied or is pushing forward into the quarterback’s face. The farther away from
the pass rush wall in his setup, the easier it is for the quarterback to throw over the
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outstretched arms and hands of pass rushers. The closer the quarterback is to the line of
scrimmage and, resultantly, the pass rush wall, the tougher the job for the quarterback
to vertically get his passes over such a pass rush wall. This short quarterback throw
ability over the defense’s pass rush wall is all a matter of angles and geometry. When
you add the fact that the quarterback may be short and has a low, natural pass release
point, the three-step drop quick pass game becomes even more of a challenge for a
short quarterback to consistently execute.
It is not always just a short quarterback who may consistently have problems getting
his passes over the top of a defense’s pass rush wall. A tall quarterback who releases
his pass throws in a low fashion, off his passing shoulder, can have the same low
release point of his throwing motion as a short quarterback who releases his passes
low. In the opposite vein, some short quarterbacks have long arms and a naturally high,
throwing release point, enabling them to have few problems of their passes being
batted or tipped by the defense. A possible answer for a quarterback who has a low
pass release is the use of the gun (shotgun) formation for quick pass game execution.
The gun formation helps provide natural, high vertical passing angles over the top of
the defense’s pass rush wall. The deepened quarterback alignment of the gun formation
allows for this. It also can give the quarterback a degree of flexibility in being able to
quickly slide to one side or another laterally. Such an effort can give a quarterback a
split second more of timing to deliver his quick passes by evading pressuring pass rush
rushers and, as a result, help produce open throw lanes. In addition, the deepened
quick pass game gun formation setup launch point makes it more difficult for the
defense to get to the quarterback in time to effectively pressure his throwing action.
The main concern for the use of the gun formation in the quick pass game is that
the timing of the quarterback’s pass throw releases from the gun can be definitely
slower than when the quarterback executes the quick pass game action from under the
center. As a result, the execution of the quick pass game from the gun formation may
not be in the same sync as to when the quarterback is executing the quick pass game
from under the center. This may even be true when the center’s gun snapping action
and quarterback’s snap reception action are in perfect timing.
Unfortunately, the center’s gun snapping action and/or the quarterback’s snap
reception actions are not always perfectly timed. The gun snap action from the center
to the quarterback may not always be consistent in snap efficiency and in speed.
Ninety-five percent of a center’s gun snaps may be perfect—a dead center, belly
button high spiral with firm, but not overpowering, speed. However, a less efficient
low, high, or wide gun snap may be just enough to take the quarterback’s eyes off the
intended receiver or defensive key read long enough to totally disrupt the ability of the
quarterback to throw a completion to the intended quick pass game receiver. Or, such
a poor snap might lead to a quarterback’s bobble of the football as he tries to execute
his catch techniques, resulting in increased pass pressure, a sack, or even a fumble.
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The quarterback’s snap catching ability can also be a major factor in regard to
effective quick pass game gun formation execution. A gun snap action exchange is
as much the responsibility of the quarterback as it is the center’s. Fundamentally, the
quarterback should look the snapped football all the way into his outstretched hands.
He should attempt to see the fingertips of his hands actually make contact with the
football. Then, he should look up and out to make his quick pass game key reads to
deliver his pass.
Some quarterbacks have a natural ability to catch a gun formation snap. Such
quarterbacks actually have the ability to raise their heads before the fingertips of their
hands begin to make the snap reception catch. They are able to use their peripheral
vision to help make the catch as they lift their heads early to start making their key
reads. Other quarterbacks do not have such an ability. The key coaching thought is that
making the snap reception catch must come first and foremost. Looking up to make
key reads is, definitely, the second, separate action of the coordinated quick pass game
throwing action from the gun formation.
One way or the other, the coach must pay vital coaching attention to the center
snap/quarterback snap reception techniques. If the quarterback, the center, or both are
slightly off in regard to such snap/snap reception execution, the overall coordination of
the quick pass game pass/pass reception completion effort can be thrown off and/or
disturbed due to an increased delay in the total timing of the quick pass game throw
and pass reception effort.
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1
Why the Quick Pass Game?
Structurally Easy Pass Game Package
The quick pass game is, structurally, a relatively easy pass game package to understand,
teach, install, coach, and utilize. As was stated in the introduction, the four basic route
pattern principles are: the hitch, the slant, the quick-out, and the stick. Actually, many
teams will use the quick-out route/pattern concept, but not the stick. The feeling
is that the quick-out and the stick concepts are very similar in relation to how both
concepts attack pass coverages structurally. As a result, a minimum of three quick pass
game route/pattern concepts can make up the bulk of an offense’s quick pass game
package—and often do. As will be seen during the course of this book, other quick pass
game concepts certainly can be considered, and a wide variety of ways these concepts
can be applied and utilized. However, within the wide spread, universal usage of the
quick pass game, a definite structural commonality seems to be based on these three
or four base quick pass route/pattern concepts.
Easy to Throw
The quick pass game, off its predominantly three-step drop quarterback timed throws,
is, quite simply, easy to throw. Or, in the least, it is the easiest straight dropback pass
game package for the quarterback to execute in relation to the more delayed five- and
seven-step timed dropback pass game packages. The receiver pass routes for the quick
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pass game are, for the most part, short and quickly executed. As a result, they blend
in easily in design with the quarterback’s quick throw timing. Normally, it is easier to
effectively and accurately throw a short pass than a long pass. The longer the distance
of the pass receiver target, the more the possibility of negative play in the flight of the
football. This is especially true if the thrown pass is not a tight spiral to begin with or
if the quarterback doesn’t have an especially strong arm. In addition, the longer the
distance and time of a thrown pass, often the greater the possibility for the defense to
make key reads and reaction breaks to produce angle advantages in their favor. Such
action helps defenders to intersect the flight course of the football to help produce
pass breakups and interceptions.
It is important to note that even though a quarterback with average (or sub-average)
arm strength can be very effective in executing the quick pass game, there can be
some definite limitations. Such a quarterback may not be highly effective throwing a
quick-out or even a hitch route to the field from a far hash mark. However, as in any
pass package, there are always limitations and subsequent game plan considerations
to be made for a quarterback who does not have an especially strong arm.
Limited Amount of Easy to Execute Routes
The number of quick pass game pass routes is not numerous. Again, there are only
three to five base quick pass game route/concepts. Even when other quick pass game
concepts are added for whatever reason, the number of quick pass game routes that a
receiver has to learn, practice, and execute are, usually, a lot fewer than would be seen
in other pass play packages. The key is that a lessened number of total routes and
patterns to be run allows for a greater amount of concentrated teaching, coaching, and
practice time per route and pattern.
Another key thought is that, for the most part, quick pass game pass routes are
fairly simple routes to learn, practice and execute. Nothing is easy. However, hitches,
slants, quick-outs, and stick routes often don’t have as much performance variation
as other deeper and longer pass routes such as a deep post-corner route. Even the
complementary routes specially used in a quick pass game read concept such as a
three-yard expansion arrow route (flat-type route) are limited in number and not that
difficult to understand and execute.
Allows for Easy Completions
The quick pass game allows for lots of easy completions. This fact can certainly be
a positive for any offense. There is no better way to exploit short, underneath, zone
coverage voids (such as a three-deep, four-underneath zone coverage) than with
the quick pass game. Quickly throwing to a quick hitch route by a split end into the
boundary into a vacated short flat zone can lead to an easy six- to eight-yard gain or
even more. This combines with the fact that throwing a Hitch route into the boundary
16
is an easier throw for the quarterback. It is an easy route for the receiver to execute and
a throw combination that is protected by the relatively easier-to-execute aspects of the
quick pass game pass protection schemes.
Quick receiver separation from a man-to-man coverage defender—although
considerably more difficult to execute than simply running a quick pass game pass
route into a vacated zone void—can also lead to an easy (or, at least, easier) completion.
Separating from pressed man coverage can certainly add to the difficulty of executing
the quick pass game. However, if the receiver can man separate from the man-to-man
covering defender and stay on the move to maintain such separation, the action may
not only lead to solid completions but to the possibility of huge gains as well.
Man-to-man coverage relies on just that: successfully covering receivers with
1-on-1, man-to-man coverage. If the receiver can execute proper man-to-man
separation techniques and the pass is completed, there may be little left for the
receiver to beat to gain big chunks of yardage. The rationale for such a long gain
possibility against man-to-man coverage is that most (or all) of the other secondary
defenders are occupied in their efforts to cover the other receivers in the quick game
pass pattern with their man-to-man pass coverage techniques. A free safety (or two
deep safeties with man under cover) may be in good position to eventually make
the tackle. However, tackles from deep safety coverage alignments usually allow for
deeper, more sizable reception gains before the tackle is made. If you are playing
against a team whose defense majors in being some sort of a man-to-man coverage
team, all you will have to concentrate on is getting lots of completions. In essence,
you can emphasize to the quarterbacks and receivers that you won’t have to throw
deep or long, to get your desired passing yardage. Versus such man-to-man pass
coverage teams, getting lots of completions, no matter how short, may be all you
need to be successful and help your team to win. The easiest way to get lots of
completions for your offense is through the use of your quick pass game.
Allows for Effective Control Passing
The quick pass game, with its quick pass routes and subsequent quick pass game
patterns, has a tremendous ability to control the football field horizontally from sideline
to sideline. The quarterback can exploit any short coverage void, be it a flat, hook, curl, or
middle zone void, with the tight, condensed variety of routes and patterns of the quick
pass game. The use of the hitch, slant, quick-out, stick, and under quick pass game route/
patterns along with the supplementary routes that support the prime route/patterns,
allows the offense to control the defensive structure in front of it. The offense can take
advantage of what the defense is giving up to the offense to effectively attack the defense
and produce consistent, positive yardage via quick pass game pass completions.
It is in the attack of pass coverages vertically that the quick pass game hits
limitations. The quarterback can drill a quick pass game seam route up a hash 12 to 14
yards or drill a hole throw into the sideline 18 to 22 yards to an outside releasing streak
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route. This might require a delayed three-step drop throw or even a quick five-step
timed throw to make such a completion. However, such quick pass game vertical route
throws along with fade and slant throws can become big factors in gaining big chunks
of vertical passing yardage during the course of a game. A completion of a quickly
thrown slant route versus blitz man coverage can quickly turn into a foot race to the
end zone, utilizing such quick pass game vertical yardage throwing. In later chapters,
it will also be shown how double move hitch-and-go, slant-and-go, speed-out-and-go,
and even stick-and-go routes can effectively add to the vertical stretching of defensive
pass coverages with the quick pass game. It is such horizontal and vertical quick pass
game threats that help to force a defense to defend the field from sideline to sideline
and from the line of scrimmage to the end line of the game field behind them.
Such a spreading of the defense by successful quick pass game usage also
helps to set up other pass game packages as a defense focuses on stopping it. In
addition, effective quick game passing can definitely help to aid an offense’s run
game by thinning out or spreading the defense, as the defense attempts to cover
effective quick pass game routes and patterns. In addition, effective quick pass
game usage can force a defense to spread out and position (leave) only six, or five,
frontal defenders in the box, depending on the amount of receivers being split out,
making the defense especially vulnerable to the run game. (The “box” refers to the
defensive line/linebacker area that aligns its frontal defenders to be in position to
defend the line of scrimmage laterally from offensive tackle/tight end to the opposite
side offensive tackle/tight end, depending on the offensive formation being utilized.)
If a spread alignment of the offense can displace enough secondary defenders and
linebackers out laterally, a 1-on-1 blocking relationship can produce a decided run
game advantage for the offense. Diagram 1-1 shows a five-man “box” created as a
result of the defense utilizing man free coverage versus a five-spread receiver, noback set that creates 1-on 1 blocking for a quarterback draw play.
FS
C
X
W
S
M
E
T
T
C
E
Y
R
SS
S
Z
Q
Diagram 1-1. Five-man “box” vs. a five-spread receiver, no-back formation, creating 1-on-1 blocking
ratio for a quarterback draw
18
Allows for Attack Flexibility
The use of personnel plan variation, formation variation, shifting, motioning, and other
supplemental quick pass game routes and concepts help to allow for tremendous
flexibility of the quick pass game. Such flexibility and versatility helps to disrupt defenses
by putting them back on their heels as they are forced to read, think, and adjust rather
than read, react, and attack. Switching offensive personnel plans from play to play forces
extra thinking for the defense. Aligning in a no-back formation with pro personnel (two
backs, two wide receivers, and a tight end) can help to put tremendous additional
thinking and adjustment strain on the defense. Aligning in a 3x1 formation (trips to one
side with a single receiver to the opposite side) and changing the formation structure to
a balanced set by motioning one of the trips receivers across the formation, changing
formation strength, is another simple means of helping to disrupt defensive continuity,
focus, and execution.
Diagram 1-2 shows the use of a 12 personnel plan formation (two tight ends, two
wide receivers, and one back) with the tight ends lining up as the widest receivers and
the two wide receivers aligning as slotted receivers. How does a defense play such a
radical alignment of offensive personnel with spread set formationing? The offensive
facilitation to the quick pass game routes, read concepts, and patterns from such a set
is actually quite simple. All receivers in Diagram 1-2 are simply assigned one of the four
basic quick pass game route/patterns to be executed in combination with one another.
As seen, the right side of the formation is running a quick-out read concept as the left
side runs a double-slant read concept.
1
6
1
2
2
3s
H
X
Q
3s
T
Z
Y
Diagram 1-2. 12 personnel inverted alignment, executing a combination quick-out,
double-slant pattern
Such attack flexibility can help to produce receiver number advantages to one
side or the other and can help to produce isolations of personnel in favor of the
offense. Often, this flexibility is accomplished before the football is even snapped. This
diversification presents definite complication for the defense to deal with in its effort to
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defend the quick pass game no less the rest of an offense’s run and pass package. The
offense, therefore, allows itself to be in an even greater attack mode. As you will see,
the quick pass game may be quite simple to understand and execute. However, it can
also be quite unpredictable and perplexing to opposing defenses due to its ability to be
so flexible and diverse.
Allows for an Aggressive Attacking
Style of Offensive Play
Most coaches feel that the only way to aggressively attack an opponent’s defense is
with their run game. Such coaches attach the concept of physicality to a hard-nosed,
run-oriented offensive attack. That certainly can be true. However, a quick striking series
of four or five short completions from the quick pass game with one of those short
completions breaking for an extra 10 yards or so mixed in with a few hard-nosed,
successful run plays can create a devastating attack threat to any defense. Passing
football can certainly be considered “soft” football if a coach will let it. The opposite
attitude is, as a coach, to make its offense’s pass game just as physical and aggressive
as any run game package. “When the football is in the air, it is our football. No secondary
can ever outfight our receivers when the football is in the air,” is one tough, hard-nosed
way of approaching the attitude of your passing game. “No secondary defender can
ever jam our receivers on the line off scrimmage and prevent them from effectively
executing their pass routes” is another way of looking at it. And when it comes to pass
protection, “No one touches our quarterback!” Such a physical, aggressive attitude by
the coaches and the players can help an offense in its efforts to be tough, aggressive,
and physical whether the offense in running the football or throwing it. When a coach
instills such a physical, aggressive attitude into his pass game as well as his run game,
there is no better place to start than the quick pass game.
The quick pass game is an aggressive pass package that can quickly and decisively
attack a defense. The football should be thrown so quickly that it simply is difficult for
defenses to get to the quarterback before the football is released via the quarterback’s
passing motion. The football may be quickly thrown and caught for only a short
distance at the completion point. However, a quickly completed slant route throw can
easily turn into a big yardage play if the slanting receiver can split defenders and burst
into secondary terrain. And if such a completed slant route is made against four-across,
blitz man coverage, the receiver could be taking it to the house for a quick six points.
Likewise, a slant-go, hitch-and-go, or out-and-up route versus an aggressive cornerback
can often lead to an easy deep yardage gain and, potentially, a touchdown.
The quick execution timing of the quick pass game allows for aggressive, on-the-lineof-scrimmage pass protection schemes and techniques. The linemen know that they,
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normally, do not have to hold their pass blocks for long, allowing them to act more
forcefully and assuredly as they execute their quick pass game pass protection techniques.
Cut blocking by the linemen, tight ends, and backs helps to heighten the aggressiveness
of the quick pass game’s pass protections. When executed properly, a cut block can be a
hated technique for a hard rushing defensive lineman, linebacker, or secondary defender
to attempt to fend off. Along with play-action passing, the quick pass game helps to
provide an offense’s pass game with its most aggressive style of play.
An Excellent Blitz Beater Package
The quick pass game is an excellent blitz beater package. You almost never want to check
out of the quick pass game when being faced with a blitz. More often than not, you
should check to a quick pass game pattern when faced with a blitz threat. Tack a quick
pass game pattern on to a check-with-me play call so that the quarterback can check to a
quick pass game pattern at the line of scrimmage if his key reads indicate blitz.
Calling a hitch pattern would probably not be the best of calls on a third-andlonger situation. However, hitting a quick slant just might allow a receiver to split some
secondary coverage defenders for a big gain and possible first down. Versus four
across, blitz man coverage, a quick pass game completion to an inside receiver slant
route completion can, as easily, take such a pass catch to the house. In the least, a
third-and-long down completion to a slant route can effectively add solid yardage to a
fourth down punt.
The quick pass game is an excellent way to burn blitzes. A quarterback’s ability
to get a pass off quickly can be a tremendous frustration to blitz action. More often
than not, a well-timed quick pass game pass will simply not provide enough time for
blitz defenders to get to the quarterback. And, quick pass game completions can often
effectively crease zone blitz coverages or run away from man coverages if the receiver
can execute proper man-to-man separation techniques. The big factor, whether blitzing
versus zone or man-to-man coverage, is that there are less coverage defenders for the
receivers to contend with as a result of such blitz action in their efforts to run for big
yardage upon completion of the pass.
The quick pass game protections, with their inside-out blocking designs, help to
effectively shut off blitz action in the face of the quarterback. Such quick pass game
blocking designs force blitz pressure to come off the edge of the frontal pass blockers.
Although such outside blitzing defenders may be unblocked, they still have the problem
of having the longest distance to cover in the total blitz action to get to the quarterback
for a sack or pressure. Once again, the design of the quick pass game helps to allow the
quarterback to deliver his quick pass game throw before such free rushers can get to him.
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Excellent Third-and-Short
or -Medium Situation Play Calls
The quick pass game provides excellent play calls for third-and-short yardage game
situations. Third-and-short (one to two yards) is an extremely pressuring game situation
for both the offense and the defense. Many offensive coaches look to the run game first
and foremost to gain necessary third down, short yardage needs. However, tightened
offensive alignments and beefed up personnel plans can tip off run-game thinking to
the defense. Play-action passes out of such formations and personnel plans can help
to tame a defense’s aggressive run thinking nature. The quick pass game—be it out of
such tightened, beefed up formations and personnel plans or through more spread
out, multiple wide receiver formations and personnel plans—is an excellent means of
gaining all important needed third down short yardage.
Watch a professional football game on television today, and what you will often
see is an extremely liberal usage of the quick pass game on third-and-short yardage
situations. Instead of utilizing more conventional pro personnel formation plays, you are
apt to see five wide receivers on the field, a spread formation, and a quick pass game
throw. Or, you might see such quick pass game usage with a beefed up personnel
plan of two tight ends, two wide receivers, and one running back utilizing a four-spread
receiver formation that motions its back to the outside to produce a five-receiver spread
formation. Why? To create easy to execute quick pass game routes and patterns versus
defenses that uncomfortably line up to defend such radical third down formation usage
from a beefed up personnel plan. Such personnel and formation usage might create an
uncovered receiver or a defender mismatch such as having a slow moving linebacker
trying to cover a quick, fast, effective, pass receiving running back on an option route.
A quick pass game completion to any of the spread receivers would almost certainly
produce needed short game yardage. However, a quick pass game throw to a loosely
covered wide receiver hitch route with that same beefed up, two tight end personnel
package can also effectively help to produce such needed, vital short yardage. The
point is that quick pass game usage, no matter how you do it, is an excellent means of
gaining one to two yards. The football is thrown quickly to familiar, well-practiced routes
with aggressive, firm, easy-to-use pass protections.
Actually, the quick pass game provides excellent, effective usage on third-andmedium yardage situations (third-and-three to -six yards) as well. A completion to a
hitch, slant, quick-out, stick, or under route, or one of the complementary routes that
go along with these prime quick routes, can be very effective in an offense’s efforts
to get three to six yards in this all-important, third down conversion situation. Utilizing
the quick pass game for slightly longer third down yardage can be a bit more dicey. A
hitch on third-and-eight? That might be pretty risky unless a defense shows a heavy
tendency to play off coverage with its cornerbacks on third-and-eight. The same might
be true with a stick route or a quick-out route. A slant? Why not? A slant completion has
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a stronger tendency of gaining more quick pass game yardage than the other prime
quick pass game routes due to the fact that a slant route receiver is often able to make
a slant route catch on the run.
One other important point is that quick play action coupled with quick pass game
routes/patterns can be an extremely effective means of gaining needed third-and-short
or -medium yardage. This is especially true when the down yardage is more in the
range of needing one to three yards since the less the yardage need, the greater the
defense may be thinking the need to stop a run threat. Diagram 1-3 shows quick playaction tied into a quick pass game quick-out read concept.
6
SS
Y
S
Q
T
X
F
Diagram 1-3. Quick play-action with quick-out read concept
Excellent Usage for Red Zone and Goal Line
You have just entered the red zone. You have gotten there, thus far, via a 45-yard drive.
The defense is feeling the pressure of you closing in on the goal line. Whether your
opponent is a heavy blitz team or not, the red zone is, traditionally, one of the most
blitzed area of the football field. The defense, simply, feels greatly pressured to produce
a stop. It is time for you to remember that you have a pass package that is especially
effective versus the blitz: the quick pass game.
When in the red zone, a short, quick hitch throw completion can produce a clean
five- to six-yard gain. If the receiver can shake a tackle, the gain could be seven or
eight yards or even more. In the red zone, this is a sizeable chuck of yardage. If the
defense is blitzing, that hitch could easily turn into a fade route adjustment against,
say, press coverage producing a possible touchdown throw and catch. A slicing slant
completion could easily be devastating to the defense producing an efficient gain or
even a touchdown.
The goal line area brings definite limitations to both the offense and the opposing
defense. The offense has the same sideline-to-sideline, horizontal distance to work in.
However, the vertical distance in which the offense has to work with shrinks consistently
with each yard gained.
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The defense has the advantage of only having to defend a very limited amount
of vertical yardage to the end line of the goal line area. However, it is considerably
pressured by the fact that the offense is but a scant few yards from scoring a touchdown.
The parameters of the horizontal distance to the end line for the offense are well-suited
to the quick pass game. In addition, the ability of the offense to handle goal line blitz
pressure is also a positive for the offense due to the quick throw release action of the
quarterback, the efficient, short pass routes of the base, quick pass game and the quick
pass game pass pro protections.
An Easy, Yet Firm, Aggressive,
Pass Protection Structure
Protecting the quarterback in the quick pass game series is another important
advantage of using the quick pass game. Why? The reason is that the football is thrown
quickly within the context of the quick pass game design. Most simply, the quick pass
game pass protection blockers do not have to pass protect block for very long when
compared to other types of pass protections. The greater the timing (length) of a pass
play as a result of longer developing pass routes and patterns, the greater the chance of
pass protection breakdown. An offense can maximum pass protect with seven blockers
and yet, the pass protection breakdown of just one of those blockers may be all that
is needed to cause a sack. The longer a pass blocker has to protect, the greater the
chance for significant failure.
In the quick pass game, the design of the series has a goal of having the quarterback
release his quick pass game passes at (or just under) two seconds of time. Of course,
that is only a goal. Depending on how a quick pass game play develops, such timing
could be greater. However, the overall usage of the quick pass game should produce
consistently quicker timed passing than any other type of dropback pass game throwing.
In the quick pass game, the pass protection blockers are able to enjoy the usage of
aggressive, quick pass game pass protection. The offensive linemen set up in their quick
pass game pass protection stances directly on, or just slightly off, the line of scrimmage.
Such close to the line of scrimmage pass protection alignments are necessitated due
to the short pass drop positioning of the quarterback. As in any pass game action, the
quarterback needs a reasonable degree of distance separation from the offensive line
blockers to make it difficult for defensive linemen or blitzing linebackers to knock down
or deflect a quick pass game pass.
Having the offense line blockers setting on the line of scrimmage and executing
firm, aggressive pass protection techniques helps to produce the needed quick pass
game separation between the offensive line and the quarterback. The firmness and
aggressiveness of the quick pass game pass protection is enabled by the fact that a
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quick pass game pass does not normally need a great deal of protection time. As a
result, extremely aggressive cut blocking is often the norm for many offenses in an
effort to both quick game pass protect the quarterback and help to keep the pass
rushers’ hands down.
Backfield quick pass game protection is greatly aided by this aggressive focus of
the quick pass game pass protection techniques. A back’s use of the cut block is of
utmost importance in relation to the actual quick pass game block protection and the
prevention of having a defender knock down a quick pass game pass effort. In addition,
the cut block helps an often-undersized back to be better able to handle a larger, pass
rushing defender.
In general, the quick pass game pass protection blockers enjoy the quick pass
game because it is one of the few chances in the total pass game where they can be
overly firm and aggressive. This is true because they know they shouldn’t have to pass
protect for long. As a result, the quick pass game pass block offenders have a tendency
to confidently believe that quick pass game protection is easier than other, more longdeveloping, dropback pass protections. It may not be easy; however, in relation to
other types of pass protections, it should be significantly easier to both understand and
effectively execute.
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2
Quick Pass Game
Pass Protection
In the quick pass game, the focus is on throwing quickly released passes to receivers
who are enacting quickly executed pass routes. The passes are mainly thrown off of
three-step drop timed action by the quarterbacks. You can tell your own quarterbacks,
“One, two, plant, throw!” in regard to his three-step drop timing throw action. Even if the
quarterback’s drop is five steps for a slightly longer developing quick pass game route
such as an under route, it is an extremely quick five-step timing as the quarterback
must still think to get the quick pass game throw off as quickly as possible. Such quick
five-step drop action by the quarterback could, in itself, be shortened in depth to help
facilitate the quick pass release timing needs.
As was discussed in Chapter 1, the quick pass game pass protection utilizes an
aggressive, on-the-line-of-scrimmage pass protection. This type of pass protection is
used to protect the quarterback who is taking short pass drops and getting his passes
off quickly. As a result, stuffing the defensive pass rushers at the line of scrimmage
and using such pass pro blocking techniques as cut blocking helps to keep the pass
rushers hands down to prevent them from deflecting or knocking down quick pass
game passes.
A number of quick pass game pass protections can be utilized to enact such
aggressive, on the line of scrimmage quick pass game protection. Both man-to-man
and zone blocking structures will be discussed in an effort to fit the needs of a coach’s
offense and his formational/personnel usage.
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Base Man-to-Man Protection
Base, man-to-man quick pass game pass protection from a two-back formation
personnel plan allows for base man-to-man blocking target assignments. Base, man-toman targets start with the block action of the center and then work outward. Diagram
2-1 shows the center blocking a noseguard versus an odd, 3-4 defensive front. The
guards are assigned to the inside linebackers, the tackles block the defensive ends, and
the backs block the end of line outside linebackers if they rush.
M
S
E
W
N
T
E
B
3s F
Diagram 2-1. Man-to-man quick pass game protection vs. an odd, 3-4 defensive front
Diagram 2-2 shows base, man-to-man quick pass game pass protection versus an
odd, pro 4-3 defensive front. Once again, the blocking target assignments start with
the block action of the center and then work outward. The center blocks the head-up
middle linebacker, the guards are assigned the defensive tackles, the tackles block the
defensive ends, and the backs block the outside linebackers if they rush. The guards
and tackles, however, can easily utilize a zone blocking action with one another to
handle twist stunts as shown on the left side of Diagram 2-2.
M
W
E
T
T
zone
Q
T
3s
E
S
F
Diagram 2-2. Man-to-man quick pass game protection vs. an odd, pro 4-3 defensive
front with zone blocking to the left side
Diagram 2-3 shows base, man-to-man quick pass game protection with the
application of big-on-big blocking principles to a defensive tackle/defensive end
reduction look of a weak eagle G, 4-3 defense. Note how the center is assigned the
Mike (middle) linebacker, who has shifted over to a stack alignment strong.
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E
W
M
T
N
Q
S
T
Y
"zone"
3s
T
F
Diagram 2-3. Application of man-to-man, big-on-big blocking backside as the center is
assigned to block the Mike linebacker strong vs. a weak eagle G, 4-3 defensive front
Note that although the center is assigned to block the stacked Mike linebacker, he
will probably call for zone blocking action with the right strongside guard to best zone
block a possible cross-charge stunt. In this fashion, the guard and center can sort out
the need for a switching of blocking assignments if the Mike linebacker blitzes through
the guard-tackle B gap as the noseguard works to penetrate the center-guard A gap.
It is important to know that if the weakside Will linebacker cheats up in his
alignment to blitz (say, the A gap from a reduced eagle alignment), there are two
possible blocking adjustments that can be utilized to prevent the blitzer from getting to
the three-step drop, quick pass game quarterback before the assigned blocking back
can even get to the linebacker, no less block him. Firstly, the assigned blocking back
can cheat up his alignment prior to the snap of the football, aligning tightly in the
threatened gap to take on the blitz threatening linebacker that he is assigned to block
as a result of the big-on-big blocking rules on, or close to, the line of scrimmage.
Secondly, the guard and tackle can utilize a pin blocking scheme to block down
on the A and B gaps to pick up such linebacker blitz run-through action. When this is
done, some type of signal must be made to the blocking back so that he can switch
his blocking assignment to aggressively block the end of line defender (the first rushing
defender outside of the tackle’s down block action). Actually, such pin blocking action
can be utilized to the front side or the backside of the formation depending on the
side of the defensive alignment linebacker blitz action. Diagram 2-4 shows the use
of a tightly aligned, cheated-up blocking back to aggressively take on and block a
W
E
T
W
B T
N
N
pin call
cheats up
T
T
Diagram 2-4. Cheated-up blocking back and pin blocking action to block an A gap
linebacker run-through stunt
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