Playbooks

Split Flanker Close

Specialists3DRBGadgetPower HBSLWR

Overview

Split Flanker Close is a 20 personnel Shotgun set that puts two running backs in the backfield and three wide receivers on the field. There is no tight end. Most Shotgun sets rely on a lone back with a tight end or four receivers. This one flanks the QB with a pair of backs and condenses the flanker into a tight split near the formation. The split end (X) stays wide on the single receiver side and the slot works inside, so the defense sees a spread look that can still run gap scheme football with a lead blocker.

The personnel package is where the matchup value comes from. With no tight end, defenses usually answer with nickel or dime, and that puts lighter bodies in the box against HB Power O, Inside Zone Lt, and HB Draw. If they stay in base to stop the run, your 3DRB and Gadget player can motion out or release on Drag HB Wheel and win against a linebacker. The condensed flanker gets free releases off the line and a two way go, which makes X Dig, DBL Ins, and WR Corner hard to jam or bracket. Your SLWR can work the middle on Pivot Dig while the backs hold the flats defender.

Conceptually, the set pairs a real run game (Power O with a pulling guard, Inside Zone, Draw, and Read Option) with a passing tree built on in breaking routes and backfield releases. You can pair a downhill Power HB with a shifty receiving back and keep defenses guessing on every snap. Because every run and pass starts from the same split back alignment, the defense gets almost nothing from the pre-snap picture, which makes this one of the better constraint sets in Shotgun.

Strengths

  • Light box exploitation: 20 personnel pulls nickel and dime onto the field, so HB Power O and Inside Zone Lt hit against six man boxes with an extra blocker in the backfield.
  • Drag HB Wheel is an elite man beater. The drag creates natural traffic against man and the wheel stresses a linebacker or safety carrying a back up the sideline, especially with a 3DRB or Gadget tagged runner.
  • The condensed flanker gets free releases against press, which makes DBL Ins and X Dig strong Cover 1 and Cover 3 beaters as the dig attacks the void behind hook defenders.
  • WR Corner is a Cover 2 and Cover 4 killer. Holding the flat defender with a back in the flat stretches the corner vertically and puts the half field safety in conflict.
  • Read Option and HB Draw punish aggressive edge pressure and pass rush heavy calls. Paired with Power HB and Gadget personnel, the defense has to respect QB keeps, cutbacks, and delayed hits from the same look.

Weaknesses

  • With no tight end, edge protection is thin. Overload and nano blitzes off the wide side can beat your RB chip before the dig or corner routes develop.
  • The condensed flanker splits make it easy for a user controlled defender (a hook or middle linebacker) to sit in the lanes for X Dig, Pivot Dig, and DBL Ins, since all of them converge on the same inside window.
  • The play list is small. Opponents who see nine plays can learn your tendencies fast, especially if you only throw Drag HB Wheel on third down with the receiving back on the field.
  • Cover 2 man with a user robbing the middle takes away the in breakers, and there is no true vertical clear out outside of the WR Corner concept to stretch two deep safeties.
  • When defenses bring heavy personnel to match, like 4 3 base with a user spying the QB, Read Option loses its value and the gap runs meet stout linebackers in the hole.

Usage Tips

Check the box count pre-snap. Against six or fewer defenders in nickel or dime, audible to HB Power O or Inside Zone Lt. Against a loaded seven man box, check to Drag HB Wheel or X Dig to attack the vacated coverage.

On 3rd and medium against man, run Drag HB Wheel with your 3DRB as the wheel runner. If you read Cover 3 instead, hot route the wheel to a flat and hit the drag under the hook defender.

Against Cover 2 zone on 2nd and long, call WR Corner and streak the slot to hold the middle safety. Throw the corner on a high lead pass once the flat defender bites on the back.

Use HB Draw and Read Option as your answer to blitz heavy opponents who send edge pressure. The Draw's delayed handoff and the Read Option's keep punish defenders who crash upfield with no contain.

In the red zone, Pivot Dig and DBL Ins are quick, reliable concepts against man. Motion the Gadget player to reveal man or zone first, then block the back on the pressure side if you see a nano blitz look.

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See all 237 sets in Shotgun