Spread Offense Guide
Spread Offense Guide
Spread Offense Guide
Contents
Introduction
- Personnel (Page 3)
Formations
- Base Formations (Pages 5-9)
Defensive Fronts
- 4-3 Front (Page 11)
- 3-4 Front (Page 12)
- 3-3-5 Front (Page 13)
- 4-2-5 Front (Page 14)
- 5-2 Front (Page 15)
- 4-4 Front (Page 16)
- 46 Bear Front (Page 17)
- Nickel Front (Page 18)
- Dime Front (Page 19)
- Quarters Front (Page 20)
Defensive Coverages
- Cover 0 (Pages 22-23)
- Cover 1 (Pages 24-25)
- Cover 2 (Pages 26-27)
- Cover 3 (Pages 28-29)
- Cover 4 (Pages 30-31)
Reads (Not option run play reads)
- Pre-Snap (Pages 33-34)
- Post-Snap (Pages 36)
Run Game
- Zone (Pages 39-43)
- Choice (Pages 44-52)
Passing Game
- Blocking Schemes (Page 56)
- Quick Series (Pages 58-61)
- Play Action Series (Pages 63-65)
- Stretch Concepts (Pages 67-76)
- Screen Series (Pages 77-80)
Conclusion
- 1-Minute Drill (Pages 83-84)
- Goal Line Situations (Page 85)
- No Huddle Offense (Page 85)
- Notes on the Spread Option Offense (Page 86)
Spread Option Offense Manual 2
In any version of the spread offense, you are looking to spread the field vertically and
horizontally, you want to make defenders play in space, create cut back lanes, and give your athletes
room to go make plays. It also fully incorporates the quarter back into your offense, there is no play in
the spread format where the quarter back hands it off and steps out of the way, he’s always making pre-
snap reads, carrying out fakes, running the ball, or throwing the ball. He is also apart of the blocking
scheme now as well, because his read will eliminate the backside defensive end from the play on
choice running plays, making the end account for the quarterback and running back on any given play.
The spread offense allows you to put together route combinations that forces them into man coverage,
and then take off on an option play or with a quarter back draw, leaving them dangerously exposed,
because in man coverage the defenders backs will be turned, and they will only be rushing four to six
players up field, creating only one layer of run defense.
In this format of the spread we are a balanced offensive team, we want to have as many runs as
passes. We look to use audiles to adjust the play to the defense’s alignment, and call plays accordingly.
Out of our base run the play can either break to the right or left with a read on the end, totally flipping
the defensive pursuit. We want to go through the air exposing the defense, using route combinations to
expose coverage’s and mismatches, and use quick 3 step drop routes to bring the defense back up.
After we have established our passing attack, to the point where they need 5-6 defensive backs on the
field, we want to run the ball, using option plays to create confusion on who has the ball, and to make
sure we don’t run into a bad situation. This whole offense is built on choice, everything from the
passing combinations where we target one defender to read, quick series throws where we can use hot
routes to adjust to the defense’s alignment and coverage, to the zone read, speed option, and jet sweep
plays where we can read the defense and choose where the ball should go. When we execute correctly,
we should be able to score on every play we call, no exceptions.
This isn’t really a “playbook” per-say, I think it’s a waste of time to catalog plays and put them
on a sheet, it’s just not practical for a video game, you can’t scout your opponent ahead of time, and
you don’t get a lot of time to scan a call sheet. This guide lays out the philosophy of the offense, it
should have all the concepts and everything that you won’t run into anything you can’t combat, and so
that you can read this over, analyze what they’re doing, and react accordingly, because people are
predictable, and you can exploit that. If you understand how to apply these concepts, I see no reason
why you shouldn’t win every game you play.
Spread Option Offense Manual 3
Personnel
Quarterback: Think Troy Smith; they need to have a balance in their abilities, but be able to perform
both the passes and runs needed by this offense. If you can’t find the ideal man, go with a passer,
because NCAA 09 is tailored towards the pass, and you can get by with an Air Raid style. Look for
88+ ratings in their passing skill, and 85+ in the running ability.
Running Back: Typically I look for a Reggie Bush type; you want them to have great speed, to take
advantage of your option game to shorten the time they have to decide who to tackle, and on passing
routes so he can outrun safeties and backers to the corner on flare patterns. Look for 93+ in the running
ability ratings.
Wide Receivers: I like to have small, very quick guys at this position. Think Desean Jackson here, you
want a guy who has the quickness to burn his guy on the quick series. Height helps, but overall you
need quickness and speed over strength and ability.
Tight Ends: Think Kellen Winslow I like to have good speed here, 85+ guys work really well. I tend
to throw to my tight ends a lot so they need good hands as well. I am not overly concerned with
blocking ability; I see it as an added bonus.
Offensive line: I prefer mobility over brute strength. I like to have a faster breed of tackles to be able to
pull on the wrap and stretch plays, but he should be able to hold his own in pass coverage. My guards
are usually around the 300 pound mark, this is your anchor. My centers fall in the same mold as my
guards.
- Be Patient! You can always come back, and I’ve had opponents fall asleep on me before, stick to your
plan, you will succeed in the end.
- Stick to this offense if you’re going to use it, it takes a while to map out your playbook in your, and to
figure out which formations has the best plays to set up your combinations.
- Don’t forget about the run! I know the pass is there the whole game, but if you can control the ball, it
will demoralize your opponent, and they may begin to panic earlier, in which case you have the game
won.
- Use motion! Mix up your formations, you can shift into trips, it will be exactly like the trips formation
in your playbook, but your opponent will most likely not pick that up, and you can contain to expose
their defense.
- Happy reading and good luck! I hope my playbook can help you become great players.
Spread Option Offense Manual 4
Formations
Spread Option Offense Manual 5
I use 4 and 5 wide sets mostly, and I use trips sets almost 100% of the time to help me pre-read
the coverage, these are all of the relevant formations out of the Missouri playbook I use.
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Spread Option Offense Manual 10
Defensive Fronts
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II. Strengths
It allows you to have two deep safeties, and run the Cover 2 look to defend
against the pass. Also has a variety of Dog blitzes and line stunts.
III. Weakness
It only has 7 defenders in the box to defend against the run, and linebackers are
usually forced to play man against slot or running backs
Vulnerable to: Outside run game, Option.
Open gaps: Weak side B gap, Strong side A
Spread Option Offense Manual 12
II. Strengths
It allows you to have two deep safeties, run Cover 2 or Cover 3 effectively, and
utilize a multitude linebacker stunts, much more than the 4-3.
III. Weakness
It only has 7 defenders in the box to defend against the run, the linebackers are
usually forced to play man against slot or running backs, and there is only 3 down
lineman, making it very weak at the POA.
Vulnerable to: Counter/Pulling Lineman Run game, Option
Open Gaps: Opposite the Nose tackles angle, or both A gaps if there’s no slant
Spread Option Offense Manual 13
II. Strengths
It allows you to have one deep safety to take away the middle of the field, 2
strong safeties to take away the flats, and 3 backers over the middle. Can apply lots of
pressure without sacrificing their pass coverage, or vice-versa.
III. Weakness
Its weakness is that it gives away what it’s going to do, and you can adjust
accordingly, if it’s a zone, their best move before snap is to pinch the line, and if it’s a
blitz, the free safety will have to move up and take someone.
Vulnerable to: Gives defensive call away, Deep hash, Power run game
Open Gaps: A gaps, or opposite the nose tackles angle
Spread Option Offense Manual 14
II. Strengths
It can have the safeties move up to make an 8 man front, or drop back into pass
coverage in a tight zone coverage. Can apply lots of pressure without sacrificing their
pass coverage, or vice-versa.
III. Weakness
Its weakness is that it gives away what its going to do, and you can adjust
accordingly, if it’s a zone, their best move before snap is to pinch the line, and if it’s a
blitz, the free safety will have to move up and take someone.
Vulnerable to: Gives defensive call away, Deep hash, Power run game
Open Gaps: Weak side B, Strong side A
Spread Option Offense Manual 15
II. Strengths
It allows you to plug up the line of scrimmage at the POA, and have a player in
great position to cover the running backs going out into the flats. The alignment fits right
into the cover 2 scheme. And has plenty of zone blitzes, where lineman drop back into
coverage, under the QB’s view.
III. Weakness
Its weakness is that it does not have an adequate amount of linebackers to pursue
backside and contain the quarter backs. It also is in trouble if the backs run any route
deeper than a flare.
Vulnerable to: Option, Quick flats.
Open gaps: B gap opposite of the defensive lines slant
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II. Strengths
It allows you to load up against the run, and contain the inside and outside, with
two OLB’s to contain, and 6 players inside to load up on the inside. The OLB’s can
cover the flats very effectively.
III. Weakness
It does not allow you to cover the pass very well, with only one deep safety and 8
players in the box.
Vulnerable to: Passing Game.
Open Gaps: Weak side B, Strong side A
Spread Option Offense Manual 17
II. Strengths
This defense allows you to throw unorthodox looks at the offense, and is loaded
up against the run, great goal line formation. Allows you to bring lots of pressure
through blitzes.
III. Weakness
The defense does not allow you to drop a lot of players back into coverage, and
chances are, you can only run zone in this defense.
Vulnerable to: Passing game, sweeps
Open gaps: B gap opposite of the defensive lines angle
Spread Option Offense Manual 18
II. Strengths
This defense allows you to keep 4 defensive lineman to apply some pressure, 2
linebackers to play zones in the middle, and 3 defensive backs playing up to a good
coverage player on the slots or backs. Allows you to blitz faster defensive backs from
the secondary, and disguises your blitzes.
III. Weakness
The defense does not apply a lot of force at the POA, and is very vulnerable to
the running game.
Vulnerable to: Inside/Power Run game, Option
Open gaps: Weak side B, Strong side A
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II. Strengths
It has heavy coverage on all passing areas, and you can play man or zone easily.
Allows you to blitz faster defensive backs from the secondary, and disguises your
blitzes.
III. Weakness
Has very little up to support on running plays.
Vulnerable to: Run Game, Option
Open gaps: Weak side B, Strong side A
Spread Option Offense Manual 20
II. Strengths
It has heavy coverage on all passing areas, and you can play man or zone easily.
Allows you to blitz faster defensive backs from the secondary, and disguises your
blitzes.
III. Weakness
Has very little up to support on running plays.
Vulnerable to: Run Game, Option
Open Gaps: Opposite the Nose tackles angle, or both A gaps if there’s no slant
Spread Option Offense Manual 21
Defensive Coverages
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Cover 0
I. Theory
Cover zero is a full man coverage with no deep safety over the top, accompanied
by a blitz from either the linebackers, corners, or safeties. Usually has 5 or 6 rushers.
II. Strengths
The strength of Cover 0 is that they are playing man on all backs and receivers,
and can rush up to 6 players, utilizing dogs or twists to confuse the protection of the QB.
III. Weakness
The weakness of Cover 0 is that there is no deep safety to help on inside routes,
and having linebackers man against faster slot receivers or running backs.
IV. Variations
A. Bump and Run – The corners will get up to the line against receivers to disrupt
their routes and timing
B. Press – The corners will play 3-4 yards off, in a bump and run look, to cause
the quarter back to make a misread on the coverage.
V. Coaching Point
Most man coverage is well disguised, they will try to hide it by using shifts, or
doing other things to distract you from your reads. The defenders will take an inside
position to try to take away inside routes. Before the snap in this coverage the safeties
will either slide up to cover a receiver or come up as a linebacker to blitz. One or two
deep safeties.
Cover 1
I. Theory
Cover 1 is coverage where there is a free safety in the middle of the field,
providing over the top coverage help on middle routes. The coverage could be
accompanied by a blitz from the linebackers or defensive backs. Usually has 5 pass
rushers
II. Strengths
The strength of cover one is playing man on all the backs on safeties, and having a
free safety over the top to help on post routes. The defense also has the ability to bring
more than 4 rushers on dogs, twists, and stunts.
III. Weakness
The weakness of Cover one is that linebackers are man on the running backs or
slots.
IV. Variations
A. Bump and Run: The corners will get up to the line against receivers to disrupt
their routes and timing
B. Press: The corners will play 3-4 yards off, in a bump and run look, to cause the
quarter back to make a misread on the coverage.
V. Coaching Point
There will only be one deep safety in this coverage, so if there are 2 deep safeties
in the initial alignment, one of them should either align up to cover a receiver, or creep
up for a blitz.
Cover 2
I. Theory
Cover 2 is a zone coverage. It has 7 players playing in zones, the linebackers and
cornerbacks take the underneath zones, and the two deep zones are occupied by the
safeties. The corners will try to funnel the receivers inside, also applying a slight jam to
allow players to get to their zones.
II. Strengths
It allows quick response to underneath routes, allows the defenders to stay square
and towards the quarterback, making scramble less deadly.
III. Weakness
The deep middle and outside routes are open, and is subject to many route
combinations aimed at one zone player. The gap between flat and hook player.
IV. Variations
A. Invert: The strong corner goes up to play a half while the strong safety plays
the flat
C. Tag: Underneath defenders play man on the receivers
V. Coaching Point
You want to throw in between the outside linebackers and corners, and then in
between the two deep safeties for easy completions, don’t take too long and let the zone
shift around, make your throws quick.
Cover 3
I. Theory
Cover 3 is a zone coverage, it has 3 deep safeties and 4 underneath defenders, one
of the corners will act as the 3rd deep safety, it can rotate to the strong or weak side
safety based on the call.
II. Strengths
The strength of Cover 3 is that it has 3 deep safeties.
III. Weakness
The weakness is there are only 4 underneath defenders, leaving the quick series
and weak side flat/hook curl zone exposed
IV. Variations
A. Cloud: The strong side corner plays as if in a cover 2 look, he jams, and takes
the flat, and a linebacker/Defensive back slides over to play over the top.
B. Tag: Underneath defenders play man on the receivers
C. Bail: Strong side corner presses up, then sprints back to play a deep third.
V. Coaching Point
The quick game and short zones are left open, also, on the strong side, or where
the corner has a deep third, fade routes are open if your receiver can beat the corner
there.
S Hook F
Deep 1/3
M P
C Flat Hook C C
Deep 1/3 Flat Deep 1/3
E N T E
QB
(NOTE: Dead center of the field, directly in front of the QB and in front of the deep safety is also
open but not pictured. Don’t throw to the hash against Cover 3)
Spread Option Offense Manual 30
Cover 4
I. Theory
Cover 4 is a read zone coverage, where the defenders read the routes of the
offensive players to determine the strong side roll (The backside roll is the corner,
sprinting back, which puts him at a disadvantage, which is why they roll to the strength.)
II. Strengths
The strength of Cover 4 is having 4 deep safeties, also allows the safeties to be
very active in run support.
III. Weakness
The weakness of Cover 4 is that the linebackers will be reading receivers, trying
to cover backs, and drop into their zone.
IV. Variations
A. Bail: Corners press up at the snap, and bail back to their zone/assignment at the
snap.
V. Coaching Point
Play action gives the linebackers problems in making their reads, throws off the
roll and opens up the middle. Backside is vulnerable to a post/wheel route combination
S F S
Deep 1/4 Short 1/4 Deep 1/4
M
C C Short 1/4 C C
Short 1/4 Deep 1/4 Deep 1/4 Short 1/4
E N E
QB
Hook
Hook
Flat
Spread Option Offense Manual 32
Pre-Snap Reads
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Equating Numbers
We equate numbers to determine if we have a good play called for that situation. Equating
numbers is simply subtracting the amount of defenders in the box from the amount of blockers you
have (This includes the quarterbacks read in plays where this applies). Take a look at the diagrams
below.
In this first picture there are 6 blockers (Including the QB’s read) and 7 players in the box, this
comes out to -1, and we do not want to run in this situation. When the box players out number your
blockers, you want to throw the ball. The next diagram comes out even, and in this situation we want to
run, because no one will be left unblocked. And the final diagram shows a +1 situation, where you
want to run the ball, because you have a blocker to spare.
Reading Pressure
Reading pressure is the second step of your coverage reads. When trying to identify blitzers pre
snap look for players feigning it, then check to see if they are on a receiver (Probably fake), or if they
are just floating(Probably real). If it’s man coverage, and there are 2 defenders that appear to be on one
man, one of them is a Blitzer.
Spread Option Offense Manual 34
Reading Coverage’s
Pre-Snap Reads
- Check to see if all of your receivers are covered, if it’s trips and everyone is covered its man
coverage, if they are not look to the weak safety.
1. If the weak safety is low – check other coverage keys for “Cover 0”[Blitzers, all receivers
accounted for].
2. If the weak safety is high – check other coverage keys for “Cover 1” [All receivers accounted
for] or “Cover 3” [Corners deep pre snap, uncovered receivers, more backers in the box than
running backs]
3. If there are 2 safeties and they are both low – check other coverage keys for “Cover 0” [All
receivers accounted for, blitzers]
4. If there are 2 safeties and they are both high – check other coverage keys for “Cover
2”[Uncovered receivers, more backers inside than running backs, corners pressed up], “Cover
2/Man”[All receivers accounted for], or “Cover 4” (1/4’s) [Corners deep pre snap].
5. If there are 2 safeties and they are staggered – check other coverage keys for “Cover
1/Robber” [All receivers accounted for] or “Cover 3” [Corners deep pre snap, uncovered
receivers, more backers in the box than running backs].
Spread Option Offense Manual 35
Post-Snap Reads
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Reading Coverage’s
Post-Snap Reads (“Reading the square”):
One of the most important areas in determining secondary coverage’s is the middle of the field about
15 to 25 yards deep and about 2 yards inside of each hash. We call this area the “square”.
We normally read the “square” in our drop back passing game. Reading the “square” becomes
necessary when it is impossible to determine what the coverage is before the snap or to make sure of
secondary coverage after the snap.
In reading the “square” the QB simply looks down the middle of the field. He should not focus on
either Safety but see them both in his peripheral vision.
• If neither Safety shows up in the “square”, and both are deep, it will indicate a form of Cover 2.
A quick check of Corner alignment and play will indicate whether it is a 2/Man or 2/Zone. If
neither Safety shows up in the “square” and both are shallow, it will indicate a Cover 0 (blitz
look).
• If the Strong Safety shows up in the “square”, this will indicate a Cover 3 rolled weak or
possibly a Cover 1.
• If the Weak Safety shows up in the “square”, this will indicate a strong side coverage. It could
be a Cover 3 or a Cover 1. If the coverage is Cover 3, it could be a Cover 3/Sky (Safety), or a
Cover 3/Cloud (Corner), depending on who has the short zone.
NOTE: When either of the Safeties shows up in the “square”, the best percentage area to throw the ball
in is the side that he came from! If NEITHER of the Safeties show up in the “square” – throwing the
ball into the “square” is a high percentage throw
Spread Option Offense Manual 37
Running Game
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This is only effective when they are in man coverage, because it moves all but one of the
backers out of the box. Key the backer, and do not hold the sprint button until you choose a path. Read
his angle, and look to go to the gap he leaves open, and if you go wide to the off tackle lane, be ready
for the safety flying up.
Notes
Most times, the play that uses this concept will not have this name, and never appears like this
in the play art. An inside zone run play is a run play where your aim point is the play side B gap, and
thanks to the variety (lack there of) of blocking schemes in this game, you can turn any hand off from
shotgun in the game into an inside zone run play.
Spread Option Offense Manual 41
This is a great play against zone or man. Since this is a passing offense, this is a key play to
keep them honest. Key the backer again at the start of the play, but this time look to see if he drops into
a zone, stays where he is, or blitzes. If he drops in a zone, just get the ball and take it through the open
gap, if he stays at home, try and break your path to the other side of the line, take an off tackle path,
and if he blitzes, look for a safety playing man on the RB, if there is nothing, just take off through the
open gap and start running.
This is a great play against man or zone. This is a nice way to counter when the defense goes
into a Quarters defense, or a man out of Nickel/Dime. At the snap of the ball observe the holes in the
line, do not run up the middle at the snap, let the QB drift back before you begin running up the middle.
Pretty simple play, just find the hole and run.
This is the only outside zone run play in the shotgun set. You’re going to want to mix in a lot of
the play action Jet Sweep plays because you can see this play coming a mile away, thanks to the
motion, and lack of useful passing plays utilizing this motion. After the hand off, I first check to the off
tackle lane, and then continue outside if it’s not open.
This play is very simple, and it’s a “low-risk” option play, because there is no pitch involved (in
the base play). Here the idea is that you are going to read the backside defensive end, you’re reading
whether he comes up field to attack the QB, or if he pursues the RB on the handoff. If he attacks the
QB, then hand the ball off, and if he pursues the running back keep the ball with the quarterback.
This is a variation of the Zone Read play, this helps throw in another little hitch for this play,
and prevents players from loading up the middle of the box, and helps you get the run wide in this
game. It’s the same principle as the zone read for part one of the play, read the backside end and react.
From here it turns into a classic Triple Option read, where you will read the support player and his
reaction. His read is much easier to make than the defensive end, because no one will bother to block
him this time. Do not pitch late, if you cut up you are committed, don’t make a stupid mistake.
This is a variation of the Zone Read play, this helps throw in another little hitch for this play,
and prevents players from loading up the middle of the box, and helps you get the run wide in this
game. It’s the same principle as the zone read for part one of the play, read the backside end and react.
From here it turns into a classic Triple Option read, where you will read the support player and his
reaction. His read is much easier to make than the defensive end, because no one will bother to block
him this time. Do not pitch late, if you cut up you are committed, don’t make a stupid mistake.
This is a combination of the Jet Sweep look and the Zone Read action, here the receiver comes
in motion pre play, appearing to be a Jet Sweep, where in reality it’s pretty much the Triple Option.
Here it’s either you give it off and make the inside Zone Reads, or you keep it and make the Triple
Option reads. It’s a great way to get your receivers involved in the running game, especially if your
fastest guy is a receiver.
This play is a nice way to incorporate your quarter back into the rushing attack, because more
likely than not, if this play was successful, you kept it with the QB. I drew so many paths because I like
getting up field through the first open gap, not pitching the ball. If I see all of their linebackers are out
of the box, or one is over the HB, and no one is in the middle, I’ll simply snap and go. If there are
linebackers there and the end will not give outside contain up, cut back inside of him on the left side of
the B gap. If he forces you to pitch, look to get up field fast, don’t waste time, bouncing it to the
sideline more likely than not will not getting you a lot of yardage.
This is a good way to create a run threat out of a motion to 5 Wide set (Don’t do this out of the
blue more than once, if you like this play, make that formation a frequently used set). Here you are
going to call a regular speed option play, out of a 4 wide receiver set (May have a TE), and then motion
the running back out to the play side. This really gives them something to think about when you motion
out, whenever I go 5 wide, it’s from a motion set to keep this a threat.
This is a good change up from the Speed Option, because the playbook does not give you any
variations. The Speed Option is probably the most effective option look this year, so I thought it was
necessary to give you more ways to use the concept. This might be more effective than it’s base, I’ve
found I get plenty more yards when I call this than regular Speed Option, maybe its an AI failure, or the
player just not expecting it.
I like using this because it’s a very unique play, and unless any of you try and implement this, I
think I’m the only player out there using this extensively. This play is popular (Along with lots of
receiver motion runs, missing from the game) in Urban Meyers offense, it’s a pretty small part of the
receiver runs they use, but it’s all we have. When you press the button to snap the jet receiver will
come in motion, and the ball will snap at which point you decide to hand off or keep it. There’s really
not a concrete read that can be made, I’d just say for every 2 times you hand off keep it once.
Passing Game
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Blocking Schemes
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Protection Schemes
While this is important, it’s not really pertinent to scheme up a bunch of complex protections
like it was last year, because frankly no one can get pressure, and if you get sacked, it’s because you’re
playing sloppy and not staying true to your game plan. But here are some tactics to use incase they do
end up increasing the defensive pressure in the patch
Max:
This is where you hot route all tight ends and
running backs to pass protect. If the pressure is up
the middle, pass block them to the side opposite of
where they line up, and if it’s an outside rush, pass
block them to the side they line up on.
Delay Routes:
Using delay routes from your tight end or running
back is a great way to counter the blitz, it’s
basically a screen technique, but your lineman are
not coming out to block for the back or tight end.
Slide:
You can press L2 and direct the slide to the play
side to get extra protection from your lineman’s
leverage.
Running Back:
Just keep your running backs in to block, simple
enough.
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Quick Series
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Routes
Slants
- The slant is a route where the receiver breaks 45 degrees to the inside
after 3 yards. It is most effective in the deep red zone (10 yard line and in)
and against pressed up corners. It can also be effective against cover 2 and
cover 3 if you throw it behind them to get them to settle down in between
the zones. Good to pair with a flare route from the slot.
Out
- The out is a route where the receiver breaks 90 degrees to the outside
after 3 yards. It is super effective against man coverage. Good to pair with
a fly route from the number one receiver,
Hitch
- The hitch is a route where the receiver breaks 75 degrees back towards
the quarter back. It’s effective against the cover 2 when run by the slot, and
on the strong side of the cover 3. It also works against man coverage
(Don’t use on talented DB’s). Good to pair with a wheel or flare from the
slot receiver.
Spread Option Offense Manual 59
Go
- The Go route is a route where the receiver runs straight down the field at
the snap. It’s effective against inferior corners, and cover 3 when the
corner is pressed up. Good to pair with an out route from the slot receiver.
Fade
- The fade route is a route where the receiver drifts to the sideline while
running down the field. It is great against press coverage, and against
cover 2.
Drag
- The drag route is a route where the receiver works to 4 yards past the line
of scrimmage while running horizontally. It is great against any zone
coverage, especially zone blitzes. It also works against slower safeties and
corners.
Flag
- The flag route is a route where the receiver breaks 45 degrees to the
sideline after 3 yards. It is best when run by the slot receiver, and works
well against man coverage from a linebacker, against Cover 2, and against
Cover 3 to the strong side. Best when paired with a hitch from the number
one receiver.
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In
- The in route is a route where the receiver breaks 90 degrees to the inside
after running 3 yards down field. It is good to use against zone blitzes and
straight man coverage. Good to pair with a crossing route from the number
one receiver
STOP Routes
A STOP route is where you throw the ball behind the receiver (And high, but that’s not totally
necessary) to get him to stop his route where he stands, it’s a great way to attack zones so you don’t
have to time their route as much, because now you can just throw it right when there in it, making it a
much easier throw.
Slant STOP
- The slant STOP route is used against cover 2 and cover 4 to get the
receiver to settle down in between the zones, it makes an easier read, and
an almost guaranteed completion against those zone coverage’s.
Out STOP
- The out STOP route is used against cover 3 and many cover 3 zone blitzes
where you have a box player actively moving to his zone, staying in
between you and the receiver, the out STOP forces your receiver to settle
down behind the zone player.
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Smart Routes
These are a nice addition to this years game, it makes your receiver extend their route to one
yard past the first down marker, I use it more on earlier downs to set up combinations, but it’s nice to
call on 3rd down to ensure you get the first down.
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When targeting the support player with play action it is best to use the pass to the flat from the
running back, especially when they start bringing the support player on the blitz to try and stop the run
or generate pressure. Here he rushes into the backfield to attack the running back, but after the fake,
pull up and quickly throw it to your back for an easy first down. Note that all the other routes do not
have to be Go routes, but having the X receiver the play side (Side where you want to throw to) run a
go helps move other defenders away, further isolating the support player.
Slot Hitch
This isn’t the best way to isolate the support player, but you always need more than one way to
attack your opponent, or they will catch on and stop you. Here it’s a simple hitch route from the slot,
really only works when it’s a support player blitz, but the play action helps freeze any defender looking
to enter that zone. Have the X receiver run a post or a go route to clear out other defenders.
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This is about as complex as the play action will get in this offense, mostly because it’s a waste
of time to figure out more ways to use play action due to the effectiveness of the run. Here we are
targeting the deep safety, the reason I have paired the skinny post with the go route from the slant is so
I can attack either of the popular coverage’s. You need to read the coverage at the snap, forget about
the rush, it won’t help you to watch it. If its Cover 2, hit the post, and if it’s Cover 3, hit the Go route.
Fade
This is the most common use of the play action pass used. It’s simple, if the safeties are coming
up hard on your rushing plays, call this play action pass and throw it over the top, where the used to be.
Super effective against zones, because there will be no corner trailing him on his route. Try and save
this for emergencies, it’s really effective, but after you use it once or twice they won’t bite.
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This is the best way to expose the linebackers, you can also do this using the TE on a slant
route, but I prefer 4 wide sets over having a TE. Simple read, after you’ve established the run game,
they’ll bite, vacating their original alignment, and your slot slants right to where they used to be, easy
completion. Great to use in the red zone.
This is a nice way to attack the linebackers. Here, once they bite up on the run you throw it to
the receiver over the linebackers. You can use this after only a few runs, have the opposite slant run a
Go to keep the safeties off of it, and just throw it over the linebackers heads.
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Stretch Concepts
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High/Low (Levels)
This is a simple read, and is the base of a couple other very
successful concepts. This is the high low, there are two receivers,
one runs a drag/short in, and the other runs a deep in/crossing route.
You want to read the backers, if they float back to the top, throw the
drag, if they jump the drag, hit the in route.
Drive
This is a modification on the High Low
concept, this just adds another insurance policy
to the combination. You want to read Drag-In-
Flag, what’s nice is the entire defense makes the
same reads, at least the zone groupings do. The
first read is the drag route, see how the
linebackers play it, if they play back to stop the
In route, then pop the ball to the drag route
(Watch out for lineman, try to fit it in a gap),
usually this is their default reaction to the play.
Once they start jumping the drag after a couple
of times, read the In route, just make sure the safety isn’t going to jump it, if he is, hit the flag route,
and if the safety stays back, throw the In route over the linebackers. Simple read, Drag-In-Flag, very
effective.
Crease
The crease play is a branch off of the drag route
concepts, this is best to run after utilizing the
other drag concepts. Here the slot receiver is
running a drag, and the HB comes in on a angle
route, if the mike linebacker goes with the drag at
all, hit the HB in the “crease” created, if he stays
home, hit the drag route when it enters a gap in
the zone.
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Mesh
This is another play where you are reading the
linebackers as a group, in a mesh concept we are
sending two drag routes in opposite direction, you
should read who the linebackers attempt to pick
up and throw to the open man. If you happen to
miss your read, just fit the ball in between the flat
and hash player, throw the ball high to get the
receiver to stop in the gap.
All Curls
This is the classic Bill Walsh version of the All Curl
concept, it can also be run with 5 receivers running
curl routes (as it appears in the playbooks), in which
case you hit the curl that sits in the gap, and if they
jump that, hit the sit route in the middle of the field.
In this play we read sit-curl-flare, the sit is the curl in
the middle of the field, simple read, throw to the first
uncovered receiver you read. The sit will be open on
cover 3, and the curl/flare combo will stretch the
corner in cover 2, and you read off of him.
Stick
The stick route is where we have 2 players running out routes on the
same side of the field. You read the flat player and who he takes, but
this is so accessible that you can just watch them and the crease will
just pop up.
Z Spot
This is a simple progression read play, you want to read the flat route to the
spot route to the corner route. Best to be used against zone defenses, but the
spot route will come open against man.
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Cover 2
Smash
The Smash route is a very popular was to attack the Cover 2. It highlights
the corner who is on his own in the flat. He will do one of two things, he
will either jump the hitch or run with the flag. If he jumps the hitch, throw
the flag (Bullet, to the outside shoulder), and if he runs with the flag, throw
the hitch (Fast, throw a bullet)
Double Slants
This is a quick zone beater against Cover 2. It is sending two slant routes
into one of the underneath zones. Read who the defender picks up, and
throw to the other receiver. Good route to use on an early play, paired with
a man beater or cover 3 beater on the other side.
Hitch Wheel
This is a quick hitting pass, make the read before the wheel enters the deep
safeties zone, if you want more time, send your back on a fade route out of
the backfield to freeze the safety. Here just read the corner, if he runs with
the wheel, hit the hitch quickly, and if he jumps the hitch, bullet the ball in
between the corner and safety zones to the wheel man.
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Cover 3
Slant Flare
The Slant Flare is very effective against Cover 3. Here you read the flat
player. If he peels back on the slant, throw it to the flare receiver. If he
jumps the flare, throw it to the slant. This is a good route to use early with a
Cover 2 beater or Man beater.
Drags
This is a simple play, sending two drag routes into
the middle, best against cover 3, but works on
Cover 2, just have to make a quicker read. Here
you read who the zone defender decides to pick up,
and throw to the uncovered man, make the decision
before they enter another zone. Use the RB to keep
the flat player out of the play.
2 Deep
Post Corner
Here you want to read the corner route on the right
side first, if the safety jumps that, read the post,
and if that is jumped, hit the opposite corner route.
Only reading the 2 deep safeties.
Post Flag
Here you want to read the deep safety to the right
first, if he jumps the post, then throw the flag
route, if he runs with the flag check to the post, if
its open throw it, if hes jumped by the other safety
throw the corner on the other side of the field.
Post Wheel
Here you want to read the deep safety on the right
side, if he jumps the post, throw the wheel route,
and if he runs with the wheel, check to the post, if
its open throw it, if the other safety jumps it, throw
the corner on the opposite side of the field.
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3 Deep
Four Verticals
This is the most elementary way to attack 3 deep
looks, it sends 4 go routes, the outer two
occupying the corners, forcing the safety to pick
between the two interior ones, just throw to the
one he leaves open.
Post Corner
This play is a tight read if the corner runs with the
corner route. Here you read the corner at first, if he
jumps the slant throw the corner, if he runs with
the corner check to the free and see which post he
jumps, and throw to the one that opens up.
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Deep Hitch
Here the corner is slightly outside (Also works against head up),
which means probably a Cover 1 Robber. This is a simple deep
hitch route, throw it to him on his break, bullet the ball there.
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Flag
This route is just plain effective against man coverage, the only
time where it wouldn’t break for a big game, and that’s if he has
visible outside leverage. Here he fakes the post, and on his break
get some air under it, to the outside shoulder, make it so only he
can catch it.
Skinny Post
This is a nice quick throw, this is slightly dangerous because the
only time they take outside leverage is with cover 1 robber, so
make sure to throw it on his break and do not give him a lead.
Deep Curl
This play is great against soft inside leverage coverage. Here the
receiver is running 12 yards downfield, and then curls back to
10 on the outside. Throw this route at his break, and try and get
the ball on his outside shoulder to make the corner play through
him to get at the ball.
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Switch
The Switch technique has the two receivers basically trade lanes
for their routes, you want them to cross and get one of the
defenders to be bumped off, keep and eye on the mesh point and
see if a defender gets lost in the shuffle. If not, throw the out
route to the outside shoulder.
Dig Pick
This play uses two mirrored routes to collide one of the
defenders off. Watch the mesh point and see if one gets collided
with, if that happens, throw to his receiver. If no one gets
bumped, throw the out route to the outside shoulder.
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Slant Switch
This play uses two mirrored routes to collide one of the
defenders off. Watch the mesh point and see if one gets collided
with, if that happens, throw to his receiver. If no one gets
bumped, throw the slant route fast.
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Screen Series
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This play is a great way to counter heavy blitzing (If you ever see any, unlikely) and is also
incredibly effective against zone defenses. You want to try and sell this play like it’s a normal passing
play, don’t sprint back, but you need to start losing ground at the snap, take about a 5 or 7 step drop,
and then dumb it off to your running back. After that, you’ll have three offensive lineman blocking for
you, read the defenders and how they pick them up and sneak your way through. No two situations are
really alike, so don’t bother having a set path to follow.
This is the same play art as the slip screen, you are just changing your path as a QB. You want
to take a sprint out path to the left, or you can roll out if you please. This play is difficult because it’s
hard to see who is in the lane between the QB and RB, but this can also make this play more difficult
for the defender to see. Another risk/reward assessment to make.
This play will become a much bigger part of my offensive attack once the 2nd patch comes out,
which fixes the blocking assignment problems with this play. But I still will run it about once every
two games, it’s a nice quick hitter against zones, and even against man. You want to read the corner on
this play, and when you get the pass, begin taking it directly up field.
Conclusion
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No Huddle Offense
I like to use the no huddle offense a lot, because usually the opponent will not have the plays
they like to use on their audible list, and it helps keep pace up and disorient them. With the advent of
formation audibles, this gives us a run play and a play against man coverage in every formation (Down
on R3 to audible to Run, up on R3 to audible to Quick Pass). Counting the play we call out of the
huddle, there are 6 plays we can call from the line of scrimmage with out huddling, for the 5 audibles
we can set, I like to utilize a screen pass, vertical stretch (Against 3 deep), and 3 horizontal stretch
plays, all from the same formation as to not give them a tip off as to what the play is. This gives you 16
possible plays (2 formation audibles, 1 base play, and 5 audibles, plus the flip the play option) to call
from one formation with out huddling, more than enough to get into the end zone on every drive.
I. Coaching Points
1.) Hold the Triangle button immediately after the previous play to trigger the no
huddle
Special Thanks To
http://smartfootball.blogspot.com/
(For many articles on horizontal and vertical stretch concepts)
HookemHorns
(Used his coverage breakdown pictures as a template for mine)
(Also adopted his coverage reading concept “Reading the square”)
FoleyLions
(No-huddle inspiration)
Rich Rodriguez
(For getting his playbook ripped off and put on the web so I could use his coverage breakdowns)