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Quick Reference

Breakdown

Mtn Counter out of Shotgun Split Pro Near is a counter run play built off the 21 personnel look with two backs and a tight end for extra gap protection. The offensive line pulls the backside guard (and sometimes tackle) across the formation to kick out the edge defender while the lead back leads through the hole created by the counter action, selling flow one way before cutting back against the grain. This is a run play designed to attack aggressive fronts and overpursuing linebackers, with the primary read progression starting at the playside double team and reading the pulling guard's kickout block, then bending the run based on how the linebackers flow to the initial counter step.

Defensive Reads

Watch for linebacker depth at the snap, since shallow linebackers who flow hard to the play side create the cutback lane this play is designed to exploit. Key the defensive end or outside linebacker on the play side to see if they crash down on the initial counter step, since that flattens the kickout angle and can blow up the pulling guard. Look for user-controlled defenders spying the backfield or sitting in the hole, since a disciplined user linebacker reading counter action can jump the cutback lane and blow up the play for a loss. Check safety alignment before the snap, since a safety sitting close to the box in run support can rotate down fast enough to clean up the cutback if the front seven does not disrupt it first. Beware of gap-exchange or scrape exchange blitz packages, since these are designed specifically to counter misdirection runs like this and can leave a free hitter in the backfield.

Usage Tips

Use pre-snap motion or a hard count to see if linebackers show blitz or overcommit to the strong side flow before the counter action hits.

Identify base 4-3 or 3-4 fronts with linebackers playing downhill, since Mtn Counter thrives when defenders flow hard to the initial step and get out of position for the cutback.

Pair this play with Mtn HB Toss and Mtn PA Fk Toss in the same play-calling sequence so the defense sees similar mountain action and backfield flow, making it harder for defenders to key the counter versus the toss or play-action look.

Stick to standard early down situations like first and ten or second and short, since the counter blocking scheme needs time to develop and is less effective in obvious passing situations.

Avoid calling this against heavy blitz packages that send extra defenders off the edge before the pulling linemen can get set, since fast penetration can blow up the counter before the kickout block executes.

Other Plays in Split Pro Near

Other plays in Split Pro Near
PlayOpen
0 1 Trap
Corner Strike
HB Slip Screen
Inside Zone
Mesh Dig Wheels
Mtn HB Toss
Mtn PA Fk Toss
Outside Zone
PA Flood
PA Y Leak
Read Option
RPO Read F Slide
Same Side Zone
Slants
Slant Switch
Smash FB Angle
Y Cross