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PASSING GAME

2 RECEIVERS ROUTES COMBINATIONS

HOTEL: hitch-hitch OSCAR: out(5)-hitch SARA: slant-slant SMASH: hitch-corner

SHAKE:? SWIRL: whip-? RACK?: option- seam BOMBER: dig-seam

DELAY: delay-comeback WHEEL:post-wheel DIG: dig-wheel Bench- curl-comeback?

CURLS: curl-out(5) BOOMER: fade-out (12)? SMOKE: post-hitch DOUBLES: dig(18)-dig(12)?

PITT: post- dig (12)? CHICAGO: out(12)-curl? DAVID?:dig (12)?- post HOOKS: curl-curl?
PASSING GAME
2 RECEIVERS ROUTES COMBINATIONS (CONTINUA)

FRISCO: post-out(12)? CHOICE: comeback-in(5) ARROW: slant-out(5) MIAMI-RUBY?: in(5)?-corner

SNEAK STAR: in(5)-post fover-ricky-lucy?????


PASSING GAME
3 RECEIVERS ROUTES COMBINATIONS

CURLS: curl@14-out- VERTICALS: see play SMASH: hitch-hitch- BOMBER: dig-seam-under


middle diagram and rules corner

THUNDER: dig-swirl rub BINGO: slant-slip-bubble


STICK: fade-turn/out-flat game BINGO?
3 BUNCHED RECEIVERS ROUTES COMBINATIONS

SNEAK: sneak rub game SNEAK-WHIP: #3 runs a ANGLE: whip- corner- flat STICK: fade-turn/out-flat
for #1 and #2- flat: dig whip.
goes 1st, under goes 2nd,
flat goes 3rd
QB read under to dig to GOOD VS SWITCHING QB: read corner (1st) to similar to smash concept
flat like sneak COVERS flat (2nd) to whip(3rd)
NOTES: all the above routes can also be run
with 2 wr and rb combination

SCISSORS: skinny post ZEBRA: slant-run at corner


(2nd) -corner(1st) - then fly-slip
flat(3rd)
QB reads: scissors to flat QB: inside out
PASSING GAME
2 RECEIVERS JET ROUTES COMBINATIONS

FLASH: out-corner WHEEL(COMEBACK): COMBO: comeback-hook,


normal post-wheel combo, hook rec. Finds "hole" vs
if comeback tag is added zone cov.
#2 rec. Runs a weel
comeback @18
3 RECEIVERS JET ROUTES COMBINATIONS

MIAMI: 417 combo CORNER: 073 combo STRETCH: 4wheel1


combo, Z fake post to
give illusion of normal
post wheel combo
QB: read hi to low, Z is QB: Z is first read, read CB QB: read wheel to curl
usually open
18)-dig(12)?
n(5)?-corner