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Packaged Plays Triangle Design System

Definitions and Types Read Option 1.0 Read Option 2.0 Triangle 3.0 Examples – Triangle and PAP Why and How it Works Teaching - Learning Triangle Design Steps Workshop Q&A – Personalized P rogram D esign Review Personalized Checklist - Triangle System Design.

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Packaged Plays Triangle Design System

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  1. Definitions and Types Read Option 1.0 Read Option 2.0 Triangle 3.0 Examples – Triangle and PAP Why and How it Works Teaching - Learning Triangle Design Steps Workshop Q&A – Personalized Program Design Review Personalized Checklist - Triangle System Design Packaged PlaysTriangle Design System

  2. Traditional to Read Option 1.0 • TRADITIONAL OPTION – double and triple option run reads front side of play direction - from under center + new gun / pistol option • READ OPTION – double and triple run reads back side of play direction from gun (zone read) + add bubble pass for triple read and threat • Double Option – Read Option 1.0 • Run-Run: DEND read OR WILL read OR NG read • Pass-Pass: Screens (read or double screens) • Pass-Run: Delays (stick–draw) • Triple Option – Packaged Play 1.0 *Pass-Run-Run: Bubble Screen + Zone Read (give or keep)

  3. Read Option 2.0 • ESPN Magazine – Jan 6, 2014 article • Playbook – NFL by Eddie Matz “Seattle still relies heavily on old-school read-option, but it also has turned to the ultimate counter to the counter: the read-option play-action pass…Read-Option 2.0.” “It’s the future of the NFL, now more than ever.”

  4. Triangle Read 3.0 • Definition of Packaged Plays – read plays using various combinations of plays simultaneously • Triangle System (3 plays in 1) 1st- Qb checks pre-snap read key 2nd-stay with Pass triangle read (combo) OR (Keep) 3rd - go to post snap read (Give) OR (Keep) • Triple Options – Triangle 3.0 • Pass-Run-Run (WILL read – BST “lock” tech) • Pass-Run-Run (DEND read – BST “scoop” tech

  5. Read Option 1.0 DE#3 #2 • TWRAP RIGHT • RUN ONLY READ • QB read DEND • RECS 12 block #1

  6. Packaged Play Action Pass • Counter to the Counter – Read Option 2.0 • Hot (5 man protection) PAP Series • Qb read MikeHot to backside (out = swing) 7yd HOT C#1 C#1 8yd Will $#2 S-Mr0 M 8yd BASE concept Curl-flat triangle NG E#3 E#3 T BST 2 out Y X J Z B Ace Left Qb read Mike (hot) to Flats Defs (backside #2 to frontside Mr0) Frontdoor Routes Y- Get Open @ 7yd F- 8yd stop-slant Backdoor “Stubble” X- 8yd stop-slant Z- Bubble (wide)

  7. 2.0 - Sweep Play Action (Hot Stubble – Stop and Bubble) rec#1 Bback rec#2 #2 MIKE rec#4 rec#3 STUBBLE LEFT 1. Qb Pre Snap Read #2 BS 2. If #’s Advantage – take it 3. Check MIKE HOT - Yrec RECS #1&2 - Stubble REC #3&4 – Stop Read BBACK Sweep to Swing

  8. Packaged Play: Pass-Run-Run • Pre Snap Read Will Alignment (Pass-Run) • Post Snap Read Will (Run-Run) *Triangle Option (3) = Stubble-Sweep-Keep $#2 F C#1 C#1 Will M S-Mr0 NG E#3 E#3 T BST Auto Lock Y X J Z *Skip Pull Ace (Uno) Left PAP (slide pro) *Qb read Will backer B Backdoor “Stubble” 1- Stop Read 2- Bubble Stubble (fist circling dn) 23 Block Rules #1 rec = #2 (Mr0) #2 rec = #3 or “big”

  9. 3.0 Bubble-Sweep-Keep (Qb Pre Bubble-Post Sweep-Keep) rec#1 rec#2 #2 WILL Bback SWEEP READ RIGHT 1. Qb Pre Snap Read #2 Def BS 2. If #’s Advantage – take it Throw BUBBLE (or Stubble) RECS #1&2 – Bubble or Stubble BBACK SWEEP RUN QB Replace WILL

  10. Why and How It Works • PROVEN Memorization Techniques • HOW (Concrete Examples) • Themes: Super Sonic Packaged Plays • Alliteration: first letter of word cues (R) = Right • Memory Markers: embedded cues (Stubble Route) • Chunking: combine small bits into 1 (Triangle Read) • Scaffolding: build upon each concept (Super Sonic)

  11. Teaching – Learning KEY - Teach (adjust) how people Learn BEST • STEPS • Foundation Concepts (start with simple core) • Themes or Memory Markers (unique cues) • # and Word Association (alliteration + series) • Chunking – (combine small bits) • Scaffolding (build concept upon concept) They (D) hear Everything – We (O) hear 1 thing!

  12. Triangle Design Steps • Step 1 – Assessment • Step 2 – Vision • Step 3 – Reality versus Theory • Step 4 – Selection and Progression • Step 5 – Teaching Methodologies • Step 6 – Installation • Step 7 - Evaluation

  13. Workshop Q&A • Step 1 – Assessment • What do you do well (core run and pass)? • What do your Qbs do well (run / pass / reads)? • What do you need to do well versus your competition? A1: A2: A3:

  14. Q&A2 • Step 2 – Vision • What do you WANT to do well (core run-pass)? • What do you WANT to do BETTER? A1: A2:

  15. Q&A3 • Step 3 – Reality versus Theory • What do you NEED to do well (core run-pass)? • What and Who (read – not block) to attack defensively? A1: A2:

  16. Q&A4 • Step 4 – Selection and Progression • Pick Core run and pass for short term and long term of program • Design type(s) of packaged plays you want and need • Prioritize for teaching progression A1: A2: A3:

  17. Q&A5 • Step 5 – Teaching and Methodologies • Technical and Tactical drills to set solid foundation • Single Skill concepts that Scaffold into Packaged Plays (Triangles) A1: A2:

  18. Q&A6 • Step 6 – Installation • Oline blocking dictates progression • High Qb read-completion % by using simple reads while getting ball out quick • Start wide to inside A1: A2: A3:

  19. Q&A7 • Step 7 – Evaluation • Quality Control Analysis *see QC templates • People – are they (all) capable of skills required for Quality Control Success • Quality Control Standards • Run: +4 yds or 1st Down for (+) or equals (-) • Pass: +6 yds or 1st Down for (+) or equals (-) • Use Play Chart to collect (+) % for each play *Determines productivity of every play (stat data)

  20. Triangle Steps – Install (handout) • Step 1 – Fast Screens & PAP *foundation #1 – stretch / sprint / slide BLOCKING • Step 2 – Sprint Pass *blitz beater #1A – run away from Blitz quickly • Step 3 – Quick Pass *blitz beater #1B – throw into Blitz quickly • Step 4 – Core Run *foundation #2 – outside / inside / counter BLOCKING • Step 5 – Packaged Play Triangle *foundation #3 – combining foundation run-pass into TRIANGLE • Step 6 – PAP *blitz beater #2 – crossers to run’em versus Blitz • Step 7 – Screen & Delays *blitz beater #3 – delays counter pass rush versus Blitz

  21. Personalized ChecklistTriangle System Design • 1 – Your Fast Screes & PAP • 2 – Your Sprint Passes • 3 – Your Quick Passes • 4 – Your Core Runs (outside / inside / counter) • 5 – Your Packaged Plays (Triangles) • 6 – Your PAP • 7 – Your Screens and Delays • 8 - Your Empty Offense

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