Playbooks
Dbl Stop N Go's is a double move man beater built out of Shotgun Doubles Y Off with 11 personnel. Both outside receivers run stop and go routes designed to sell a hard stop or hitch before breaking vertically down the sideline, punishing corners who jump the short route in man coverage. The primary read progression is to work either boundary receiver based on which cornerback bites hardest on the initial stop, then reset your eyes to the opposite side stop and go if the first read is covered deep.
Presnap, identify press man alignment on both outside corners since this route dies against off man or zone where the double move has nothing to attack. Watch for a single high safety rotation, this tells you the defense is playing man underneath and gives the stop and go a clean vertical lane once the corner commits. Post snap, key the corner's hips and feet on the stop portion of the route, if he stays square and does not lunge forward the double move will be covered and you should reset to the backside read. Beware of a lurking safety sitting deep over the top in Cover 1 or Cover 3, since he can erase the vertical break if the corner gets beat and the safety has depth to recover. If the defense shows Cover 2 or Cover 4 with two deep safeties presnap, abandon this concept entirely since the deep half defenders will sit on top of the go route and take away the explosive play.
Use pre-snap motion or shifts to bait the corner into showing man coverage before the snap so you know which stop and go to attack first.
This play thrives against aggressive man corners who like to jump underneath routes, so save it for third and short or second and medium when defenders are primed to bait a quick throw.
Hold your eyes on the stop portion of the route just long enough to get the corner flat footed, then release the throw the instant he commits so your receiver has separation on the vertical break.
Pair this play with Mtn Stick or RPO Peek Slant earlier in a series so the defense over commits to jumping short routes, setting up the double move for a bigger explosive gain later in the drive.
Avoid calling this against heavy zone shells since the stop route has no built in zone beater window, if you see two deep safeties presnap check into Four Verticals or Flood instead.



































