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Breakdown

Counter Y is a Power Run out of Shotgun with 11 personnel that pulls the backside guard (or tackle) and uses the Y (tight end) to lead through the hole and kick out the edge defender, creating a natural running lane for the HB. This is a gap scheme run play, not a pass concept, so there are no route beaters here, but the counter action with misdirection steps by the HB and offensive line puts pressure on aggressive linebackers who flow hard to the initial flow side. The primary read is the HB reading the kickout block from the Y and the puller, deciding whether to bend the run outside the kickout or cut it up through the B gap based on how the defensive end and linebacker react to the counter step.

Defensive Reads

Pre-snap, check linebacker depth and alignment since stacked or blitzing linebackers who crash hard to the initial flow side get gashed by the cutback lane created by the pulling blockers. Watch the defensive end and edge defender on the play side, if they stay disciplined and hold their gap against the kickout block, the run gets strung out and loses most of its explosiveness. Man coverage on the perimeter with safeties rotated down into the box is the toughest shell to run this into since it stacks extra bodies against the counter's natural lanes. Post-snap, key any user-controlled defender flying downhill immediately at the snap, since Counter Y is designed to punish exactly that kind of aggressive first-step read. Nano blitzes or interior line stunts can beat this play before the counter action develops, so respect any defensive tackle games or A gap blitzes that collapse the pocket before the pullers get moving.

Usage Tips

Run this out of Shotgun on early downs, especially first and second and short to medium yardage, to keep the defense honest against your pass-heavy calls in this set like Curls and PA Deep Choice.

Look for base 4-3 or 3-4 fronts with linebackers stacked tight to the line since the counter action and pulling linemen create natural cutback lanes when those backers flow too fast.

Avoid calling this into heavy blitz packages with extra defenders in the box since the counter takes longer to develop than a straight downhill run and can get blown up before the puller arrives.

Pair Counter Y with Inside Zone Split and HB Draw earlier in a series so the defense keys hard on the initial line flow, then hit them again with Counter Y to exploit overaggressive pursuit.

Use the right stick to manually guide your HB through the hole if the CPU blocking AI misreads the kickout block, and be patient letting the counter action fully develop before committing to a lane.

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