Playbooks

Trips X Nasty

Specialists3DRBGadgetPower HBSLWR

Overview

Trips X Nasty is a Shotgun 11 personnel set that stacks three eligible receivers to the strong side and brings the backside X receiver into a reduced, or nasty, split tight to the formation. That condensed X alignment separates it from standard Gun Trips or Trips TE looks. Instead of stretching the backside corner to the numbers, the X starts inside the landmark, which gives him a two-way go against press and a shorter path on crossers, digs, and slants. Defenses cannot simply roll a lone corner out wide and forget about him, because his release angle lets him attack the middle before the linebackers get depth.

The trips side, built with the slot, outside receiver, and Y tight end, creates the classic three-by-one stress on the coverage. The single back sits in the Shotgun next to the QB, which keeps the run game honest with Inside Zone, Mid Zone, HB Mid Draw, and HB Off Tackle while opening the RB as a real receiving threat on HB Swing, Switch HB Wheel, and HB Slip Screen. The Mtn tagged plays use motion to shift the strength or create stacks pre snap, which helps you diagnose man versus zone before the ball is snapped.

Conceptually, the set is built around high low reads and horizontal floods: Hi Lo Cross, Hi Lo Dig, Snag Slot Digs, Mtn Stick Wheel, and WR Smash all put a single defender in conflict. The nasty X also sells play action shots like PA X Cross Shot, where the reduced split lets him cross the field behind flowing linebackers. With a SLWR in the slot and a 3DRB in the backfield, you can isolate your best route runner on a linebacker or safety while the Y tight end draws attention on the trips side.

Strengths

  • The reduced X split gives your backside receiver an inside release on Verticals X Shallow and PA X Cross Shot, making him a nightmare for Cover 1 and Cover 0 corners who cannot jam from outside leverage.
  • Three by one trips alignment forces the defense to either rotate coverage to the strength or leave a lone corner on the X, and Hi Lo Cross, Snag Slot Digs, and WR Smash give you a clean read against either answer.
  • Mtn motion plays like Mtn Spot Y Corner, Mtn Stick Wheel, and Mtn Drag Sluggo reveal man or zone pre snap when a defender follows the motion, letting you audible or hot route before the snap.
  • The 3DRB tag pays off with HB Swing, Switch HB Wheel, and HB Slip Screen, punishing blitz heavy defenses and linebackers stuck in man on a faster back.
  • A real run package out of Shotgun (Inside Zone, Mid Zone, HB Mid Draw, HB Off Tackle) keeps light boxes honest when defenses play dime or nickel against the trips look.

Weaknesses

  • With only one back and a Y that often releases on the trips side, protection is thin; a nano blitz off the backside edge can get home before deeper concepts like Mtn Slot Fades or PA X Cross Shot develop.
  • The nasty X alignment condenses the backside, so a user controlled linebacker or safety dropping into the middle hook can sit on the X's crossing path and jump shallows and digs.
  • Cover 3 Match and Cover 4 quarters teams that bracket the trips side with match rules can take away Smash and Stick combos, forcing you to throw into tighter windows on the single X.
  • Trips run tendencies are easy to read: defenses that shift the box toward the strength and slant the line can blow up Inside Zone and Mid Zone before the back reaches the hole.
  • Opponents who press the reduced X and play outside leverage with a spy can bait you into forcing crossers into the teeth of the coverage.

Usage Tips

Before the snap, check the backside: if a single corner sits on the X with a deep middle safety, throw Quick Short Post or Verticals X Shallow and let the X win inside leverage.

Against heavy blitz looks on 3rd and medium, audible to HB Slip Screen or Mtn HB Swing, or hot route the RB to block and slant the X to create a quick answer.

Use Mtn motion early in the game to diagnose coverage, then call Hi Lo Cross or Hi Lo Dig against zone and Mtn Triple Slants or Quick Fork Zig against man.

On 1st and 10 mix Inside Zone and HB Mid Draw with PA X Cross Shot; once the user linebacker starts cheating downhill, the play action cross will be open behind him.

In the red zone lean on Mtn Stick Wheel, Mtn Spot Y Corner, and Slot Fade H Wheel, since the compressed field makes the trips flood and corner routes difficult for Cover 2 and Cover 4 to handle.

Other Sets in Shotgun

5WR Trio

31 Plays · 1 RB, 1 TE, 3 WR

Box HB Strong

6 Plays · 1 RB, 1 TE, 3 WR

Box Offset Wk

19 Plays · 1 RB, 1 TE, 3 WR

Box Y Off

12 Plays · 1 RB, 1 TE, 3 WR

Box Y Split

24 Plays · 1 RB, 1 TE, 3 WR

Bunch

54 Plays · 1 RB, 1 TE, 3 WR

Bunch HB Str

12 Plays · 1 RB, 1 TE, 3 WR

Bunch Offset

31 Plays · 1 RB, 1 TE, 3 WR

Bunch Offset Close

11 Plays · 1 RB, 1 TE, 3 WR

Bunch Open Offset

19 Plays · 1 RB, 1 TE, 3 WR

Bunch Open TE

16 Plays · 1 RB, 1 TE, 3 WR

Bunch Quads

9 Plays · 1 RB, 1 TE, 3 WR

See all 237 sets in Shotgun