I hate that guys roll up right up into man because I really hate having to run corner routes to get them out of it and sometimes they stay in it and it's like well okay this is what your asking for
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Do you even use your 5 preset audibles or are you just going off the strength of your quick audiblesUC: Ace, Spread, Trips 4WR
Gun: Ace, Split Offset, Split Slot, Spread, Spread HB Wk, Spread Flex, Spread Flex Wk, Double Flex, Trips, Trips HB Wk, Trey 4WR, Trips Open, Trips Open Str, 5WR Trips, 5WR Trio, 5WR Trey
Bruce Eien has written a few books and made DVD's about his passing game. @TXHusker05 may find this useful.
Eien is something of a passing guru at the high school level. All of his stuff is Air Raid with different variations off the same concept. He breaks his passing game down in categories: smash, shallow, triangle, and flood. It's a solid passing game that I've decided to recreate by using 20+ variations of 10 personnel formations out of the gun and under center.
This is the ENTIRE playlist that Eien himself says is more polished and in-depth than the DVD he sells.
Here's his playbook. Tack on whatever run game you like and go to work!
http://www.bruceeien.com/fat/06passing.pdf
That Smash Flip concept around 10:58 gives me some ideas. Like I said in the Spread thread about how you can manually motion a receiver and snap it and have him run a route without the awkward pause if it is a shallow, i wonder if that would apply to a pivot as well. Could create that Smash Flip concept very easily.
Will have to go through the PDF and pluck out some pass concepts that are easily created within the offset formations I'm going to run.
I'm a strong believer in the Raid. One thing that makes Eien unique is he runs a concept he calls "FSU" that's basically Mark Richt's triangle shallow concept out of a bunch set: shallow, curl, flat.
The Flat/Quick Out combo is how I've run that concept for awhile TBH, especially to the boundary. If you think about it, the traditional version of Stick (Go/Flat/Option) often functions like a truncated version of Flood: I read the combo described similarly (outside in).
Surprised Ein didn't mention Circus/Flat (The "Corner Strike" concept that's so ubiquitous among the shotgun formations in the game) in his Smash video: IMO that'sthe single best way to run the concept in this game if you want to hit the deeper route most of the time.
The Flat/Quick Out combo is how I've run that concept for awhile TBH, especially to the boundary. If you think about it, the traditional version of Stick (Go/Flat/Option) often functions like a truncated version of Flood: I read the combo described similarly (outside in).
Surprised Ein didn't mention Circus/Flat (The "Corner Strike" concept that's so ubiquitous among the shotgun formations in the game) in his Smash video: IMO that'sthe single best way to run the concept in this game if you want to hit the deeper route most of the time.
Don't you want to stick your corner guy on the line though? That seems like an awkward route to run if you're on the LOS.
Slant drag if they come up on the drag hit the slant over the topGuys I am new to the raid. The question I have is do you guys always have trouble working the shallow concepts over the middle? The guys I play are very good at lurking the middle and it forces me to attack the sidelines in the passing game. Are there any modifications that I can do ?
Guys I am new to the raid. The question I have is do you guys always have trouble working the shallow concepts over the middle? The guys I play are very good at lurking the middle and it forces me to attack the sidelines in the passing game. Are there any modifications that I can do ?
They are playing the drag and baiting me to throw the square in.
Well, you can run Mesh Dig, they won't be able to cover all three routes. You can also run stuff like Follow to mess with their perception of where the dig is coming from. You can also run another dig behind the first one. So Y runs the shallow, H runs the dig, and then X runs another dig behind him. The user will pick up the first dig and you can hit X in the vacated space.
Thats a great idea with the two digs thanks man.
Yeah, I was gonna mention the pivot stuff too. The angle route is also good, that's an adjustment Petrino makes. Just throw in Curl Flat from any 2x2 formation and you can hot route the rest of the routes. You'd have to do it on x down and 10 though so your dig gets enough depth.
Guys I am new to the raid. The question I have is do you guys always have trouble working the shallow concepts over the middle? The guys I play are very good at lurking the middle and it forces me to attack the sidelines in the passing game. Are there any modifications that I can do ?
Not really. I would love to use the quick screens, but they get jumped way too quickly. Bubble is okay, but blocking is too poor for me to use it over a run against a 5 man box in a game that overpowers the run. I do love tunnel screens, though, especially out of 3x1. And I'll throw the quick screen on the tunnel out of 2x2.
Empty is the exception, though. I love bubble and quick screens in those, especially bubble.
I do use Stick and Smash in short yardage situations, especially in this OD where my team is total dogshit compared to everyone else's, especially at running. I ran Stick off of play action last night in a user game on 3rd and 1 and scored a TD.
Yea Im trying to get more into pass first offenses but being ground n pound prostyle guy its tough. Im lookimg for high percentage and low risk throws apart from the shallow cross 5 step game I usually run.
Its a problem I have always had with pass first offenses in videogames. I feels like its hard to stay on schedule on stayout of 3rd in long(which is always one of the things im most concerned with).
Need any help/ideas?
Im run heavy as far as tendency at least 2:1 if im doing it right.
Well my thought is to keep my prostyle run first offense but replace the run game with some kind of safe and consistent pass game.
As far as passing im already using a lot of air raid for 5 step game.