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Youth Passing System Article

The plug & play passing system for any offense

 

Table of Contents

  1. The Journey
  2. Foundation
  3. 3 Facets
  4. The Youth Passing System Process (pre-snap to the next-snap)
  5. 3 Core Passing Concepts
    1. 3 Grass Read System
      1. Stick Concept
      2. Fade Out Concept
      3. Corner Concept
  6. 4 Verticals
  7. Screen Game Concepts
    1. Bubble/Pedal
    2. Tunnel
    3. Slow
  8. Run Game Concepts - choose your own adventure
  9. Master the Knowledge Transfer Process using modern tools

The Journey

            Since we began running the Air Raid offense in the 2018 season, I have been lucky enough to be featured on many football talk shows, podcasts and youtube channels. My Air Raid Foundations webinars series was made for other youth and middle school coaches everything they needed to implement Air Raid. From playbooks, to practice plans, calls sheets and drills, coaches were able to watch a few videos, leverage the materials and start scoring points. Because of the impact this offense has had, we created a coaches community with countless coaches and players adopting this style of call and it has been great watching our community help one another get better.

Through numerous conversations, I noticed that youth, middle school and lower level high school coaches needed help with their passing games. Some of us are lucky enough to be the Head Coach (HC) and Offensive Coordinator (OC) but that is not nearly as common as it used to be so not every OC has complete control over the offense they are being told to run and the style they are being told to play. More often than not, OCs are handed a playbook with mandatory run plays and some suggestions regarding their passing game but if they are given freedom, the passing game is typically where it is seen.

That puts OCs in a tough situation as not only do they have to learn the HCs playbook, then they need to figure out how to compliment the runs with the passing game. They need to find the appropriate position coaches, which is hard since it is typically unpaid volunteers at this level. They need to find time to learn, then teach the offense to the coaches. They need to create an install and practice plan around the offense. They need to create drills to complement their offense. I can keep going but you get the idea, there are countless items to handle even before the season starts.

Hearing the same story consistently for the past 5+ offseasons, I realized that my deep dive in the passing game over that time period put me in a unique position. I have been getting asked the same question…”If you were us, what concepts would you run and why?”. It was always the same answers. Then I would be asked for the accompanying documents, practice plans, and drills. So I owe it to my amazing community of coaches to push me to create what we will be referring to as the Youth Passing System, a plug and play offensive system that will work with any offense or style a team is running.

By the end of this article, you will have the foundational elements and knowledge to run the Youth Passing System with your team, whether it is a youth team through High School. If you want to dive even deeper, or simply like video better, feel free to complete our free Youth Passing System Webinar Series which has practice plans, playbooks and in-depth install guides all laid out for you.

Foundation

Since that initial Air Raid team, I have been lucky enough to coach High School athletes from elite club teams to Freshman players who had never played organized football. Regardless of the talent level and experience, using these following principles as our foundation, creating optimized practices based on this philosophy has allowed our teams to be successful.  Our players learn our simple system efficiently because our coaches teach with a purpose and have a clear plan to execute.

Here are 4 key principles that I took from studying the most dominant passing systems:

  • Principle 1, Short Quick Passes: Short quick passes until the defense tries to take that away, allowing for deeper routes to become open. Quarterbacks have very simple rules and receivers are coached to find open grass. You do not need a QB with a cannon, just a player who loves the game and will make the correct decisions.
  • Principle 2, Athletes in Space: The goal is to get your athletes the ball in space and letting them make plays. Your players have specific skills so put them in the right positions and trust they can create.
  • Principle 3, Balanced Offense Re-defined: The concept of what a balanced offense has been re-defined. Mike Leach defined it by how many different players touch the ball, not by the ratio of run to pass. Running plays can come in different forms, including quick passes and screens. These are simply extended handoffs and are easily executed with much less traffic to worry about.
  • Principle 4, Practice with a Purpose: The true secret of any offense is in the way practices are structured, the everyday drills that are performed and the number of reps that are taken. There are purposefully very few plays, the goal is to practice a few core plays so that the entire team is expert level at them. Once you are experts, you can easily tag specific positions and plays as needed. 

If you're a Youth or Middle school coach this series will change your perspective on what you can accomplish with the spread offense with younger groups. Coach Lasker has adapted the approach from some of the best minds in the Modern Air Raid and adapted them perfectly to the Youth Game. Thank you Coach Lasker!!”

  • Coach Junior, 12U

In the Youth Passing System there are 3 facets to the offense. The Passing Game, Screen Game and the Running Game.

  1. Our Passing Game consists of quick passing concepts, using a three step drop from under center & one step drop from the Pistol or Gun. QB’s have the freedom pre-snap to override the called passing concept to throw a quick pass for Gifts (easy yards that the defense is giving up by alignment). Our passing concepts are Stick, Fade Out, Corner, and 4 Verticals. We chose them due to their simplicity and similarities so our Quarterback and Receiver never get confused. This is how we create a 3 Grass Read System that is the core of the Youth Passing System.

Click here to see the Passing Concepts of the Youth Passing System

  1. The Screen Game is essentially extended handoff to players in space. There are quick screens, tunnel screens and traditional slow screens. We use our quick screens to supplement our outside run concepts. These screens wear out defenses, keeping them off balance and having them run sideline to sideline constantly all game long.

Click here to see the 3 Screen Concepts of the Youth Passing System

  1. The Run Game is interesting in the modern passing systems. While the person who formalized the Air Raid, Hal Mumme, started by using Iso concepts as his core running package, the rushing attacks from true spread schools vary per the coach’s preferences. Most use Zone & Zone option schemes today while many use Gap Schemes like Counter and Power. You or your Head Coach can choose.

Click here to see my 3 Run Plays we suggest but you can pick your own as well

I hope this quick introduction to the Youth Passing System philosophies and fundamentals has been helpful to at least make you consider it as an option for your team. The Spread Offense is not going anywhere, in fact, most of the Varsity level High School team are running a version. The goal of lower levels of football is preparing your players for Varsity at their High School, this is a way to do just that. It has the bonus of creating an atmosphere where players of all skill sets come ready to practice and can make plays in a tackle football game. They previously only got to play this style in flag and 7v7.

“This course not only proves that the Air Raid can be run at lower levels, it is also very comprehensive in explaining how to pull it off.”

 

  • Coach Todd Jolly, 14U/High School

Youth Passing System Quarterback Process

Pre-snap to the Next-snap

Every Quarterback needs a clear mind when navigating a tackle football game. There are so many variables besides remembering the play that steal your QBs focus in the heat of battle. The best way to ensure complete focus (and reduce mistakes) is putting your QBs in a simple, repeatable process on every snap, so they get locked in, are present in the moment, only thinking about the necessary keys and making sure they are in a state to play fast and snap throws to the first open receiver in their progression. 

This is the inspiration behind the secret sauce of the success you will find in the Youth Passing System. We will lock your Quarterbacks into our ‘pre-snap to the next-snap process’ on every single play they run at your practice. Then they will be able to rep out this same process on their phones through our Quarterback Decision Making mobile app (playrbook), so by the time Gameday hits, they will be such experts at this process and the passing concepts, they will be operating off muscle memory, playing fast and making correct decisions every time.

The following Youth Passing System Process works with all of the Youth Passing System concepts. 

“This course along with conferences you've orchestrated have helped me immensely.”

 

  • @DMSCOACH

3 Core Passing Concepts

While there are many Passing Game concepts coaches can choose from, the Youth Passing System utilizes a few that ensure Quarterbacks can quickly find synergy. In the following breakdown of the 3 Passing Game concepts (Stick, Fade Out, Corner). You will see that they all attack the same 3 areas of grass on the field. While the players, positions and routes will change, the Quarterback understands that we are working this triangle of space and will make the same reads through his progression on all three of these concepts.This does wonders in terms of processing in real time and making the correct decisions every time.

 

            Our Core Passing concepts are quick passing plays, technically considered quick game concepts, using a three step drop from under center & one step drop from the Pistol or Gun. To compound the ability to gain yardage quickly, we train our Quarterbacks to take advantage of free yards (gifts) given to us by the defenses alignment. During their pre-snap intake process, they look at the alignment of the defenders over the two backside receivers (outside & slot wide receiver). If the defenders are 7 or more yards off of them, the QB will snap the ball and fire the ball out to that specific receiver who is running a quick route (slant, hitch). Without even running a concept, we have accomplished our core goal of getting our athletes the ball in space. We will continue to take these ‘gifts’ until they force us to stop. After they have made an adjustment, we can go ahead and run our concept.

We will show each concept against the three most common coverages we see, Cover 1, 2 and Cover 3.

 

STICK CONCEPT

Formations:

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back) 

Routes:

  • R/L: Mandatory Outside Release Go route (MOR Go). We need to get the CB to turn and run with him. If we see that the CB is playing the flat zone, we will make them pay.
  • Y: 4-step hitch (inside foot up stance), make a tight turn inside and throw his hands up giving his QB a clear target. Aiming point inside shoulder of OLB.
  • H/T: Shoot to the concept side, ready to receive the ball and head up field. 

YPS Process:

  1. Any pre-snap Gifts?
  2. Is your first read open by alignment?
    1. If yes, be prepared to throw it
  • Hole shot or not? (safety alignment)

Post-snap Progression (assuming no gifts are available):

MOR Go (R/L) – Stick (Y) – Shoot (H)

  1. The QB takes his rocker step while reading the concept side Cornerback, the defender covering the first read in the progression.
    • If the Cornerback aligns within 4 yards of the line of scrimmage and doesn’t hustle back to his Deep Third zone at the snap, we are throwing the MOR Go. Cornerback at 4 yards or less means the first read is ‘open by alignment’.
  • If the Receiver gets a clean release and has any leverage on the CB, throw the Go.
    • Hole shot or not? (safety alignment)
    • If the Cornerback bails to his Deep Third zone, the QB continues to the next receiver in the progression. 
  1. Continue through the Progression, identifying the Apex Defender as they key.
  • If the Apex Defender to the concept side fills the grass in the flats, then the QB hits the Stick (Y).
  • If the Apex Defender sits in the Hook grass area that the Y is attacking, then QB hits the Shoot (H).
  • Without hesitation, throw to the first open receiver in the progression

Click here to see how the Stick Concept works in the Youth Passing System (video) 

CORNER CONCEPT

 

Formations:

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back)

Routes:

  • R/L: Snag Route. Slant & sit. The aiming point is the heels of OLB. Settle into open grass before or beyond OLB and step to QB while throwing your hands up. Make sure you are behind the LB’s as they can’t cover you if they can’t see you!
  • Y: Corner route. Adjust to Safety alignment/play. Middle of the Field (front pylon), Red Zone (back pylon).
  • H/T: Shoot to the concept side, ready to receive the ball and head up field.  

YPS Process:

  1. Any pre-snap Gifts?
  2. Is your first read open by alignment?
    1. If yes, be prepared to throw it

Post-snap Progression (assuming no gifts are available):

Corner (Y) – Snag (R/L) – Shoot (H)

  • The QB takes his rocker step while reading the concept side Cornerback.
    • If the Cornerback aligns within 4 yards of the line of scrimmage and doesn’t hustle back to his Deep Third zone at the snap, we are throwing the Corner. 4 yards or less means the Corner is ‘open by alignment’.
    • If the Cornerback aligns between 5-6 yards, we are considering the first read open by alignment, yes. If the cornerback keeps forward facing body position and stays at 6 yards or less, we are throwing the corner route with his sink in mind and safety leverage in mind.
    • If the concept side Cornerback bails to his Deep Third zone, QB continues to the next receiver in the progression. 
  • Continue through the Progression, identifying the Apex Defender as they key.
    • If the Apex Defender to the concept side fills the grass in the flats, then the QB hits the Snag (L/R).
    • If the Apex Defender sits in the Hook grass area that the L/R is attacking, then QB hits the Shoot (H).
    • Without hesitation, throw to the first open receiver in their progression 

Click here to see how the Corner Concept works in the Youth Passing System (video)

 

FADE OUT CONCEPT

Formations

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back)

Routes:

  • R/L: Mandatory outside release Go route.
  • Y: 5-yard Speed Out, looking for ball immediately out of his break, staying horizontal
  • H/T: Shoot to the concept side, ready to receive the ball and head up field.

YPS Process:

  1. Any pre-snap Gifts?
  2. Is your first read open by alignment?
    1. If yes, be prepared to throw it
      1. Hole shot or not? (safety alignment)

 

Post-snap Progression (assuming no gifts are available):

Go (R/L) – Speed Out (Y) – Stick (H/T)

  • The QB takes his rocker step while reading the concept side Cornerback, the defender covering the first read in the progression.
    • If the Cornerback aligns within 4 yards of the line of scrimmage and doesn’t hustle back to his Deep Third zone at the snap, we are throwing the Go. Cornerback at 4 yards or less means the first read is ‘open by alignment’.
    • If the Cornerback bails to his Deep Third zone, the QB continues to the next receiver in the progression. 
  • Continue through the Progression, identifying the Apex Defender as they key.
    • If the Apex Defender to the concept side fills the grass in the flats, then the QB hits the Stick (L/R).
    • If the Apex Defender sits in the Hook grass area that the Y is attacking, then QB hits the Stick (H).
    • Without hesitation, throw to the first open receiver in their progression

 

As you can see that these three core passing game plays are reading the exact same grass

areas on the field, Deep Third, Flat, Hook areas. The Quarterback is not learning anything new

and the receivers are simply running different routes into those spaces of grass. Additionally, you

will see that out of the 5+ formations we run these plays out of, the routes and reads continue to

stay the same, keeping it simple for all involved, especially a young Quarterback.

Click here to see how the Fade Out Concept works in the Youth Passing System (video)

 

FOUR VERTICALS

The final Passing Game concept every team needs is 4 Verticals. There are different schools of thought on this one but we have adopted Coach Patrick Taylors way of teaching it because it marries so well with our Passing Game, easy money gifts philosophy… let me explain. In the same way the QB comes up to the line and looks backside for easy money Gifts in our other Passing Game concepts, the QB will do the same with 4 Verticals, except every single receiver is playing by those rules. The only difference being that if the defender covering them is 6 yards or closer to them pre-snap, they are running to the open grass behind them on Go route. It can look like 20 plays to the defense, but it is only one all to us. As with every other Passing Game concept, once the defense adjusts completely and comes up 6 yards or less on all the receivers we will adjust as well. 

Formations:

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back)

Routes:

  • Outside Receivers: If the defender is 7 or more yards off, 3 step Hitch. If the defender is 6 yard or less, MOR Go.
  • Inside Receivers: If there is a single high Safety (Cover 1 or 3), keep running up the racetrack. If there are two high Safeties (Cover 2 or 4), run 8–10-yard Digs
  • F: OTB or Shoot depending on spacing. 

YPS Process:

  1. Any pre-snap Gifts? (outside receivers)
  2. Is your first read open by alignment? (H, seem capped/uncapped)
    1. If yes, be prepared to throw it Post Snap Progression (assuming no gifts are available):

H (MOR Go/Dig) – Y (MOR Go/Dig) – F (MOR Go/Dig)

  • The QB takes his rocker step, reading the single high Safety.
    • If the Safety backpedals straight backward or to his left, QB throws to H.
    • If the Safety backpedals toward the H, QB throws to Y.
    • If both F & Y are covered, QB checks down to F.

Click here to see how 4 Verticals works in the Youth Passing System (video)

 

Quick Screen Breakdown & Cut Ups (8U-High School)

Whether you run #AirRaid, #WingT, #TripleOption or #RunAndShoot, Quick Screens need to be a huge part of your #gameplan. A wise man once told me, "if you finish a game and you feel like you didn't run enough #QuickScreens, then you probably are right." These plays should be considered

another version of sweep in your #playbook and be utilized as such throughout the game. The QuickScreen may be the best representation of the core mission of the Air Raid... getting your best athletes the ball in space.

 We have two (2) types of Quick Screens we love. The traditional #BubbleScreen

(Larry/Roger),which we teach as a Petal Screen, as well as a Quick Running Back Screen

(Salt/Pepper).

These Quick Screens were utilized by all 4 levels of our youth program (#8U, #10U, #12U, #14U),

as well as our High School squad at a very high rate.

Bubble/Petal Screen (Larry/Roger)

 

Formations

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back), Star/Laser (empty)

Concept Routes

  • Inside & Outside Receivers: Mirrored Bubble/Petal Screen concept on both sides.
  • RB (F) & #OLine will run GT Counter toward the direction of the screen.
  • Note: RB responsibility to flip pre-snap to appropriate side of QB once the Larry or Roger call has been made.

Late/Early (3x1)

  • Concept side #OutsideReceiver & Y receiver will block most dangerous.
  • H will run Bubble/Petal screen, gaining width ready to explode up field (one cut and go).
  • RB (F) & O-Line will run GT Counter toward the direction of the screen.

Laser/Star (3x2)

  • Three (3) receiver side Outside Receiver & Y receiver will block most dangerous.
  • H will run Bubble/Petal screen, gaining width ready to explode up field (one cut and go).
  • Two (2) receiver side will also run Larry or Roger action.
  • F will run Bubble/Petal screen, gaining width ready to explode up field (one cut and go).
  • O-Line will run GT Counter toward the direction of the screen (QB Counter is nasty).

Early Roger Fox

  • Concept side Outside Receiver & Y receiver will look to block most dangerous
  • H will run Bubble/Petal screen, action
  • Y runs down the LOS appearing to block, just before engaging the CB, burst vertical

Coaching Points

  • We install Larry/Roger and GT Counter together, teaching the QB to count the numbers on the perimeter, then call the play appropriately.
  • If we have more receivers blocking than defenders, the QB call the quick screen to that side, RB flips to the opposite side and we run Larry or Roger.
  • If the defense has equal or more defenders that we have receivers, the QB calls the quick screen to that side, and while the RB flips to the opposite side he and the QB communicate quickly they are handing the ball off and then we run GT Counter.
  • There are circumstances throughout the season where the coaches want them to run Larry/Roger or GT regardless of the defense. In that scenario we just call have a lock call to ensure the QB knows just to run it without the pre-snap count.
  • #WRBlocking cannot be stressed enough for this to work optimally. We run WR #BlockingDrills that mirror this action as the angles and speed of how quickly this play happens can't be replicated with #StalkBlocking

Case Study Larry/Roger

  • Formation: Late (3x1)
  • Field Position: -40 yard line
  • Down & Distance: 1st & 10
  • Defense: Cover 3

YPS Process:

  • Scan defense left to right gathering vital information, mainly the count of our WRs vs their perimeter defenders (Safety's at 7+ yards or more depth do not factor into the count)
  • If the QB sees have more receivers than defenders, the the QB call Roger, and the offense runs the play with urgency.
  • If the defense has equal or more defenders that we have receivers, the QB calls Roger, and then turns to RB, giving him a "You.You." call, ensuring the RB knows he is getting the ball for GT Counter.

Post-snap Progression:

  • If the QB has called Larry/Roger, the QB snaps the ball, takes a zero (0) step drop and gets the ball out to the screen runner with high urgency.
  • Note: QB needs to get comfortable with this urgent zero step, no laces throw so you will need to rep this to death. See screen game practice drill video.
  • If call is to run GT Counter due to the numbers, QB simply hands the ball off to the RB, then continue read action fake to keep backside DE honest. 

RB Quick Screen (Salt/Pepper)

 

Formations

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back), Star/Laser (Empty)

Concept Routes

  • All Receivers: Block most dangerous.
  • RB (F) will typically be put in #OrbitMotion or #PushMotion pre-snap to get leverage on the box but it is not mandatory.

Laser/Star (3x2)

  • All Receivers: Block most dangerous.
  • Screen player (H, F, R) will typically be put in #OrbitMotion or #PushMotion pre-snap to get leverage on the box.

Coaching Points

This is a great #RedZone & #GreenZone (10 yard line and in) play. It is extremely hard to stop a strong RB or WR with a full head of steam. Ball placement is extremely important, so screen runner doesn't have to break stride and momentum.

After you have run this a few times in a game or in a season, you can run a ton of various plays off of this action.

Counter the opposite way (RB or QB).

Backside WR isolation routes. 

Case Study Salt/Pepper

  • Formation: Star (3x2) Pepper
  • Call: Star F-Orbit Pepper
  • Field Position: 10-yard line (green zone)
  • Down & Distance: 2nd & Goal
  • Defense: Cover 1

YPS Process:

  • Scan defense left to right gathering vital information, mainly the count of our WRs vs their perimeter defenders (Safety's at 7+ yards or more depth do not factor into the count).

Post-snap Progression:

  • The QB puts the screen runner in motion, snaps the ball and hits the screen runner out in front, heading downhill with a full head of steam.

Click here to see how Quick Screens works in the Youth Passing System (video)

Tunnel Screen Breakdown & Cut Ups (14U & High School)

Until recently, Tunnel Screens were not a huge part of my game plan. I didn't know how to naturally fit them into my game plan. I didn't love that the offensive lineman were working hard to get into the WR path but not get there soon enough to impact the play. I was more confident in our other screens and shorter passing routes so I defaulted to anything else so I didn't have to fight through the uncertainty of calling a play I wasn't confident in.

It all changed when I saw Coach Joe Salas presenting on his Tunnel Screens, more specifically how he would run it to a single receiver side, into the boundary. This turned a switch in my brain, and it all made sense. Just these small adjustments solved all of my issues with the play and now it is a regular part of my game plan, as well as a deadly go to play when within 10 yards of the endzone.

Our tunnel screen (lucy/rose) concept was utilized by middle school (12U, 14U), as well as our High School teams.

 

Tunnel Screen (Lucy/Rose)

 

Formations

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back), Black/Brown, (2 Back Heavy), Star/Laser (empty)

Favorite Formations to run Tunnel Screens

  • Late/Early (3x1), Star/Laser (Empty)

My Universal Tunnel Concept Rules

Pre-snap:

  • QB needs to count numbers on the screen side. Will run the play as long as we are not behind in the count, we will still run play with equal numbers.

Post-snap:

  • QB: Zero step, laces optional throw to the tunnel runner.
  • Backside WRs: Run the same tunnel screen action.
  • Number 2 WR/RB playside: Immediately attack the catch zone of the tunnel runner, ensuring the CB (or most dangerous defender) cannot disrupt the catch and/or make a tackle.
  • Tunnel Runner will take at least one hard step (up to three) toward the CB to get him moving backward, then retreat on the same path to the LOS, moving slightly toward the OL. The WR should only come inside a few steps at the most, really just needing that #2 WR/RB to get in front for the block. The tunnel runner will catch the ball at the LOS, getting inside #2's block, then immediately getting back outside to ensure interior help doesn't tackle him.
  • Playside Guard: 2 vertical steps back, engaging with DT if needed, throw DT outside and take a 45 degree angle, up field to go find the first person in the wrong color in the alley.
  • Playside Tackle: 2 vertical steps back, engaging with DE if needed, throw DE outside and take a 45-degree angle, up field to go find the first person in the wrong color on the side walk. 

Click here to see how Tunnel Screens works in the Youth Passing System (video)

 

Slow RB Screen (Lexie/Roxie)

Formations

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back), Black/Brown, (2 Back Heavy)

Favorite Formations to run Tunnel Screens

  • Open/Ace (2x2), Late/Early (3x1)

My Universal Tunnel Concept Rules

Pre-snap:

  • Identify any potential blitzes.

Post-snap:

  • QB: Zero step drop… then back pedal inviting DL to attack. Touch ball over DL as they gain get close.
  • Receivers: Run Shallow Concept, shallow runner is the hot throw if pressure comes too fast.
  • Playside Guard: 2 vertical steps back, engaging with DT if needed, throw DT outside and take a 45 degree angle, up field to go find the first person in the wrong color in the alley.
  • Playside Tackle: 2 vertical steps back, engaging with DE if needed, throw DE outside and take a 45-degree angle, up field to go find the first person in the wrong color on the side walk.  

 Click here to see how Slow Screens works in the Youth Passing System (video)

 Article 4: 3 Run Game Plays for Middle School Air Raid

The Run Game is not defined in terms of doing it the “YPS way”. While most coaches will run plays they are comfortable with, there are a few rules that spread teams share. Most only have 3 running concepts like Iso, Power or Zone that cover the need to execute an inside run, outside run and a misdirection. I am going to share what I have personally seen work but please note, it seems to be more about what you can successfully coach as long as you have options to use when you need to attack inside or outside.

GT COUNTER / BUBBLE SCREEN

Formations:

  • Ace/Open (2x2), Late/Early (3x1), Blue/Green (2 Back), Star/Laser (empty)

Routes:

  • R: Block the CB over him. Stick and stay.
  • Y: Block the defender over him. Stick and stay. 
  • H: Running our Bubble Screen we call Roger. One hard step forward, then he turn completely toward the QB, backpedaling with hands up making a huge target.
  • Center, RG, RT: Down blocks one Gap down. Cut if you have too. Can’t lose.
  • LG: Full speed pull, aiming to kick out DE.
  • LT: Full speed pull, aiming to turn up the hole created by the down block and pulling guard, looking inside for LB’s.
  • F: Counter jab step left, cross in front of QB, take handoff and follow LT through. 

Pre Snap Progression:

As the QB comes to the LOS, he will look at the Trio set. If we have a numbers advantage (3 on 2, safety doesn’t count), he will throw the bubble screen. If they have put another defender out there and it is 3 on 3, he will say “you, you” to the F and we will run the GT Counter.

COACHING POINTS: We didn’t combine GT with our Bubble Screen last year but once again I am stealing from Joe Salas as I saw his video on this and it makes too much sense to not do it. We run the counter toward the Trio side so that overhang defender is put in conflict, and he has to declare either way. We consider the bubble screen our outside run concept. We do run Fly Sweep but since that takes very little time to install, we rep Bubble way more. We run Counter without the Tackle pulling at times for various reasons.

Click here to watch a video of how we teach our players the GT Counter / Bubble Screen RPO with cut ups

 Draw

Formations:

Ace/Open (2x2), Late/Early (3x1)

Responsibilities:

  • Wide Receivers: Block the CB over him. Stick and stay.
  • F: Block, block get behind the pulling guard up the midline.
  • RT: Pass pro, welcoming DL up field and outside.
  • RG: If uncovered, up to LB. If covered, block man on.
  • Center: RG: Pass pro, welcoming DL up field and outside
  • LG: Pass pro, welcoming DL up field, wrap behind Center down block.
  • LT: Pass pro, welcoming DL up field and outside

Master the Knowledge Transfer Process using modern tools 

We strongly believe it is the coach's job to give their players the tools necessary to help them learn the passing system easily and efficiently. In turn, I want to help coaches by supplying them with the best tools so they can support their players. Which is why we created an amazing way to create engaging lesson plans through our new Quarterback Decision Making training tool, Playrbook. It allows coaches to teach & test your passing concepts against defensive coverages through virtual game play on their players phones! Within this new system, we have baked in numerous tools to help drive home every piece of our pre-snap to the next-snap process, and it is fully customizable to each coach's individual needs.

As a member of Playrbook, your Quarterbacks will be masters at the Youth Passing System as they will:

  1. Step through the YPS Process at every snap during your practices.
  2. Go home and step through the YPS Process on the playrbook mobile app on their phones, on their own time, taking endless virtual repetitions of the process through our concepts.
  3. So by the time gameday hits, your Quarterback will be operating off muscle memory, playing fast and making great decisions.

Youth football, youth air raid, middle school air raid, flag football, 7v7 football

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