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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
HB1LeftSlip Screen
WR3RightDeep Out
WR1LeftDeep Cross
WR2RightStreak
TE1RightFlat

Read progression

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

Breakdown

HB Slip Screen out of Shotgun Wing Trips WK is a designed screen play that gets the running back leaking out to the flat behind a wall of pulling linemen while the receivers run to occupy the deep defenders. This is a blitz beater and zone beater built to punish aggressive pass rushes and overloaded fronts that sell out to pressure the quarterback. The primary read is simple: the QB looks to the trips side to freeze linebackers and safeties for a beat, then dumps it to the HB slipping out of the backfield as the guards and center release to lead block in space.

Defensive Reads

Pre-snap, identify any defense showing a heavy blitz look with linebackers or safeties creeping toward the line, since this is exactly the alignment this screen is designed to punish. Watch for defensive tackles and edge rushers who upfield rush hard without contain discipline, as their pursuit angles open the exact lane the HB needs. Post-snap, if you see a linebacker or safety sitting in a lurk zone reading the QB's eyes toward the backfield, this play gets blown up immediately since that defender can jump the screen. Cover 3 and Cover 1 with aggressive man pressure are prime coverage shells to attack, since the underneath defenders are occupied with man responsibilities on the outside receivers. Match zone or pattern-matching defenses with disciplined linebackers who scan for screens will diagnose this quickly, so avoid calling it into defenses that have shown they sit and read rather than commit to the rush.

Usage Tips

Call this play whenever you see pre-snap indicators of a nano blitz or five plus man rush, since the extra rushers create running lanes once they overcommit upfield.

Hold the ball for a half second after the snap to let your offensive linemen get out in front of the HB before releasing the throw, this timing window is critical against user blitzers.

Use this as a companion to Power Read or PA Inverted Veer in your play-calling sequence, since defenses that key on the run game will bite even harder on the screen action.

Avoid throwing this into a spy or a defense that shows soft zone with linebackers sitting at depth, since undisciplined defenders who stay home will blow up the screen before it develops.

Mix this in on second and long or third and medium when opponents are more likely to dial up exotic pressure, and pair it with Stick or Quads Cross Y Delay to keep defenses guessing between quick game and screen concepts.

Other Plays in Wing Trips WK

Other plays in Wing Trips WK
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HB BaseRun Play
Inside Zone SplitRun Play
Mtn Cross Z PocoCrosser, Post Corner, Deep Cross +4
Mtn Dash Hitch OverHitch, Deep Cross, Crosser +3
Mtn HB Off TackleRun Play
Mtn HB Slip ScreenScreen Pass, Deep Cross, Crosser +3
Mtn Inside Zone SplitRun Play
PA Inverted VeerBlock and Release, Deep Cross, Crosser +5
PA Power Y PopFade, Speed Out, Streak +2
PA ReadComeback, Deep Cross, Crosser +5
PA Y WheelWheel, Curl, Deep Cross +5
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Quads Cross Y DelayCrosser, Delay, Deep Cross +4
Quads DriveDrag, Crosser, Fade +4
Quads Sprint SpotCorner, Deep Cross, Crosser +2
RPO Alert OutOut, Pass Play, Run Play
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StickStick, Flat, Out +3
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Z SpotCorner, Curl, Flat +1