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Breakdown

Orbit TE Middle Screen is a screen pass out of Shotgun Trips TE that uses pre-snap orbit motion to bring a receiver across the formation before the snap, disguising the delayed TE release into the middle of the field. The offensive line sets up a delayed pass pro look before releasing to wall off defenders, giving the TE a lane to catch the ball with blockers stacked in front. This is a zone beater at its core, designed to exploit teams that drop into soft zone coverage or bring pressure without disciplined middle linebacker eyes, and the primary read is simply getting the ball to the TE in the middle screen through the initial mesh point read, then letting the blocking convoy work in space.

Defensive Reads

Pre-snap, identify if the defense shifts linebackers or defensive backs to follow the orbit motion man, which tips man coverage and makes the middle screen risky Look for two deep safeties with zone drop linebackers, since this signals Cover 3 or Cover 4 and the middle of the field should be soft enough for the screen to hit Watch for a spy or a linebacker sitting in the throwing lane, since a disciplined Mike linebacker who reads screen action can jump the route and blow up the play before blockers get set Check corner alignment on the trips side, since press man corners with no safety help over the top often mean the defense committed extra defenders into coverage or blitz elsewhere, opening the middle screen lane Beware user controlled defenders lurking in the shallow middle zone, since a good user player can sit on this exact concept and either bait the throw or explode on the catch point for a big hit or pick six

Usage Tips

Use the orbit motion pre-snap to bait defenders into flowing with the motion man and confirm whether the defense is playing man or zone based on if a defender chases across the formation

This play thrives against Cover 3 and Cover 4 shells where linebackers drop deep and vacate the intermediate middle, so key on any defense showing two high safeties with soft linebacker depth

Avoid calling this against interior pressure heavy blitzes like a Mike Sam blitz or A gap nano blitzes since the delayed blocking scheme can get the TE hit before the screen develops

Pair this with Orbit RPO Zone Alert and Orbit Cross Screen from the same Trips TE set to keep defenders guessing on whether the orbit motion leads to a screen, run alert, or vertical shot

Call this on early downs or in obvious pass funnel situations like second and long to catch aggressive blitz calls off guard, and avoid third and short where defenders sit closer to the line and can jump the throw

Other Plays in Trips TE