Playbooks

Wing Trips Wk Nasty

Specialists3DRBGadget

Overview

Wing Trips Wk Nasty is an 11 personnel Shotgun set that stacks three receivers to one side, with one of them aligned in a tight wing position, while the tight end sits alone to the other side in a nasty split, a couple of yards outside the tackle. That nasty alignment puts the Y in position to block down on an edge defender, release into a quick route off the line, or motion across the formation without tipping run or pass. Standard Gun Trips looks spread the field horizontally. This set compresses the backside, gives the offense a true run look with an extra gap blocker, and still keeps a three receiver surface to stress the flat and seam defenders.

The play list is built around deception and the running back. Y Mtn Drive, Y Mtn Flood, and Y Mtn Bench Ins use tight end motion to shift the strength of the formation and force defenses to rotate, which exposes the checkdown or late cover defender. The Shuffle series (Shuffle Smash Y Shake, Shuffle Wheel Y Drag, Shuffle Shock HB Choice Go) adds a gadget element. The shuffle pass behind the line punishes aggressive edge rushers and heavy blitz calls, while the vertical and choice routes attached to those plays punish safeties who crash on the underneath look.

The matchup advantage comes from isolating the running back and the tight end. All Go HB Choice and Shuffle Shock HB Choice Go put a 3DRB on a linebacker in space with an option route that breaks based on leverage. The nasty split Y routinely draws a safety or linebacker in man coverage, and the trips side forces defenses to declare their rotation pre snap. Pair that with Inside Zone Split, Outside Zone, and RPO Buck Alert Out, and this set can run, throw, or option out of an identical look.

Strengths

  • HB Choice concepts (All Go HB Choice, Shuffle Shock HB Choice Go) isolate a 3DRB on a linebacker in man coverage, and the choice route breaks away from leverage for an easy completion against Cover 1 and Cover 0.
  • Y motion plays shift formation strength pre snap, so you can read the defense's rotation: if a defender travels with the TE it is man, and if the coverage bumps it is zone, which tells you whether to work Y Mtn Flood against zone or Y Mtn Drive against man.
  • The shuffle series is a built in blitz and edge pressure counter, as the quick shuffle underneath beats crashing ends and outside blitzers while the attached wheel and go routes punish safeties who trigger downhill.
  • Stick and Stick N Nod give a reliable zone beater and a double move answer from the same look, so after you hit the stick route against Cover 3 or Cover 4 you can come back with the nod to beat a sitting flat or hook defender.
  • The nasty TE creates a real run threat to the backside, and Inside Zone Split plus Outside Zone keep defenses honest, which makes PA Crossers and PA Slide far more effective off play action.

Weaknesses

  • The trips side is compressed, so a well placed Cover 3 Buzz or Cover 4 Match with a user controlled hook defender can sit on the stick, drag, and shallow window where much of this play list lives.
  • With the TE isolated to the backside, a defense can walk a linebacker or slot defender down on him and take away the Y routes, forcing throws into the trips side where they have numbers.
  • Pass protection is thin on many concepts because the RB and TE both release, so a nano blitz or overload pressure off the boundary can get home before deeper routes like Y Mtn Bench Ins develop.
  • Shuffle plays are risky against disciplined edge contain and spy calls, and a user shading the middle of the field can undercut the shuffle for a tackle for loss or a tipped ball.
  • The set has tells: TE motion and gadget tendencies become readable over a game, and sharp opponents will anticipate the shuffle or HB Choice once they see the same pre snap looks repeatedly.

Usage Tips

On third and short to medium against man coverage, call All Go HB Choice or Shuffle Shock HB Choice Go and throw the RB choice route as soon as he wins leverage off the linebacker; motion the TE first to confirm man.

Against Cover 3 on early downs, use Stick or Y Mtn Flood, hot route the outside receiver to a streak if the corner bails deep to open the flat, and throw the stick route off the hook defender's reaction.

When you see a six or seven man pressure look pre snap, audible to a shuffle play or RPO Buck Alert Out to get the ball out fast, and consider blocking the RB on longer concepts to buy extra time.

Establish Inside Zone Split and Outside Zone in the first quarter, then call PA Crossers or PA Slide on second and short when the defense stacks the box, since the nasty TE sells run action on the backside.

In the red zone, Y Mtn Bench Ins and Shallow Cross Smash create rub and high low reads against both man and zone; pre snap, identify whether the safety is capped over the trips side before choosing the corner or the in breaking route.

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See all 237 sets in Shotgun