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Receiver routes

Depth-chart slots are shown as they line up in the base package for this set.

See this play with a team's players
PlayerSideRoute
HB1RightSlip Screen
WR3LeftStreak
WR1LeftFade
TE1RightStreak
WR2LeftDeep Cross

Read progression

  1. HB1 right, Slip Screen
  2. WR3 left, Streak or WR1 left, Fade or TE1 right, Streak or WR2 left, Deep Cross

Breakdown

HB Slip Screen out of Shotgun Trips Y Iso is a designed screen play that gets the offensive line releasing to set up a wall in front of the running back after a brief pass-protection sell. The three receivers to the trips side run vertical or intermediate routes to occupy the second and third level defenders and pull the underneath defenders away from the screen lane, while the running back slips out to the flat behind the leaking linemen. The primary read progression is immediate: the QB is looking to dump the ball to the HB as soon as the screen develops, using the trips routes purely as decoys against blitz-heavy or aggressive pass rush looks.

Defensive Reads

Pre-snap, identify blitz indicators like walked-up linebackers or safeties crowding the box, since this screen is designed to counter exactly that aggression. Post-snap, key on defensive tackles and ends, if they get washed upfield by the initial pass-set fake, the screen lane opens instantly for the HB. Watch for a spy or a linebacker sitting in a shallow zone drop, a disciplined defender reading screen can jump the throwing lane and blow this play up for a loss. Man coverage shells with off-ball linebackers reading the backfield are the biggest counter, since those linebackers can react quickly to the HB releasing instead of biting on the vertical routes. Zone coverages that keep linebackers at shallow depth or a Tampa 2 look with disciplined underneath defenders will often diagnose this screen early and limit the blocking wall's effectiveness.

Usage Tips

Call this play when you diagnose an aggressive pass rush package pre-snap, especially against overload blitzes or user-controlled edge rushers crashing hard off the line.

Watch the defensive line alignment before the snap, a screen like this thrives against defenses that pin their ears back or bring extra rushers from depth.

Delay the throw slightly after the snap to let your linemen get out in front, but do not hold it so long that a spy or delayed blitzer closes the window.

Sequence this play after running HB Draw or Inside Zone earlier in the drive so linebackers start reading run and bite on the initial line movement, opening up the screen lane.

Use this as a change-up call after Mesh or Four Verticals have drawn the defense into dropping deep zones, since shallow defenders flowing to cover verticals will be out of position to stop the screen.

Other Plays in Trips Y Iso

Other plays in Trips Y Iso
PlaySaveOpen
Four VerticalsDeep Cross, Crosser, Fade +3
HB BaseRun Play
HB DrawRun Play
H CrossCrosser, Deep Cross, Post Sit +4
Inside ZoneRun Play
MeshOption Route, Post, Speed Out +2
Mesh DigDig, Option Route, In +3
Mesh X DigDig, In, Option Route +3
RPO Alert BubbleBubble Screen, Slant, Pass Play +1
SailFade, Post, Slant +2
Stick Y SlantSlant, Stick, Fade +4