Playbooks

Y Off Trips Pats

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Overview

Shotgun Y Off Trips Pats is a New England flavored trips look that bunches three receivers to one side with the Y tight end aligned off the ball inside the trips set, leaving the X receiver isolated on the backside and a single back offset next to the quarterback. Unlike standard Shotgun Trips TE or Trips Y Iso, the Y is detached from the line, so he gets a free release at the snap and cannot be easily jammed or rerouted by a stacked linebacker. That off alignment also lets him function as a pseudo slot, a motion piece, or a lead blocker on perimeter runs, which gives defenses a lot to process before the snap.

The set thrives on Patriots style option and crossing concepts. Plays like Y-option Wheel, Mesh Y Out, Pats Y Out, and Pats Cross put the tight end on a linebacker or safety in space, while Jets Crosses, Wheel Mesh, and Pats Drag Wheel flood the middle with shallow traffic that stresses man coverage and hook defenders. The Mtn tags (Mtn Corners, Mtn Y Poco, Mtn Empty HB Sluggo, Mtn Empty Dbl Unders, Mtn Empty Smash Y-post) motion the back or a receiver to create empty looks, revealing man or zone and pulling a linebacker out of the box to isolate the back on a slower defender.

The backside X is the other key matchup. With trips forcing the defense to rotate coverage toward the strength, X Curl, Deep Slot Curl, and Giants Go Dbl Post let you attack a single corner with no underneath help. A real run menu (Inside Zone, HB Power, 5 6 Trap, HB Mid Draw, Scat) keeps light boxes honest, and screens like Pats HB Screen and WR Screen punish aggressive pressure.

Strengths

  • The off ball Y gets a clean release, making Y-option Wheel, Pats Y Out, and Mesh Y Out elite linebacker isolation concepts against man coverage and Cover 1 Robber.
  • Jets Crosses, Wheel Mesh, and Pats Drag Wheel create natural rub and pick action from the trips side, giving you reliable man beaters that also sit in the soft spots of Cover 3 and Cover 4 zone.
  • The Mtn Empty plays diagnose coverage pre snap: if a linebacker follows the back into the slot it is man, letting you audible or hot route to punish the mismatch before the ball is snapped.
  • Trips strength pulls the safety rotation toward the three receiver side, leaving the backside X on an island for X Curl, Deep Slot Curl, and Giants Go Dbl Post against single high looks.
  • A legitimate run and screen package (Inside Zone, HB Power, 5 6 Trap, HB Mid Draw, Pats HB Screen, WR Screen) punishes defenses that drop into dime or overload the pass rush against the trips side.

Weaknesses

  • With only one back and the Y off the line, protection is thin; a nano blitz or overload pressure from the boundary side of trips can beat the RB pickup before the crossers clear.
  • Many of the best concepts are timing based crossers, so a user controlled linebacker or safety sitting in the middle hole can undercut Jets Crosses, Wheel Mesh, and Pats Cross.
  • The Mtn Empty plays remove your running back from protection entirely, making them risky against Cover 0 and any look showing six or more rushers.
  • Defenses that bracket the Y with a spy or a mug linebacker combo and roll a safety over the backside X can take away the two primary matchup options and force you into checkdowns.
  • Trips alignment is a strong pass tendency tell, so opponents running trips checks or Cover 3 Buzz and Match variants can pattern read the flood and crosser combos without leaving the base call.

Usage Tips

Use the Mtn Empty plays on early downs to read the defense: if a defender travels with the motion, stay on the concept and target the back or Y against man; if the defense bumps instead, favor Mtn Empty Smash Y-post or Mtn Empty Dbl Unders against zone.

On third and medium against man coverage, call Y-option Wheel or Mesh Y Out and read the Y first, hot routing the RB to a block if the opponent shows a blitz from the trips side.

When the defense rotates safeties toward trips and plays single high, work the backside with X Curl or Giants Go Dbl Post, and consider a hot route slant or fade on X if the corner is playing off.

Against a user lurking in the middle, pivot to Pats Drag Wheel or Mtn Corners to hit the outside and vertical areas he vacates, or throw Pats HB Screen when he creeps down to jump crossers.

Keep the defense honest with HB Mid Draw and Inside Zone when opponents drop into dime or nickel against trips, then use PA Pats Cross and PA Jets Fork off those runs to pull linebackers up and open the intermediate windows.

Plays (32)

Plays in Y Off Trips Pats
PlaySaveOpen
5 6 TrapTrap, Run Play, Power Run
Deep Slot CurlCurl, Pass Play, Block and Release +3
Double InsIn, Pass Play, Comeback +2
Giants Go Dbl PostPost, Go, Double Posts +6
HB Mid DrawDraw, Run Play
HB PowerPower, Run Play, Power Run
Inside ZoneInside Zone, Run Play, Zone Run
Jets CrossesCrosser, Pass Play, Post +3
Jets CurlCurl, Pass Play, Dig +2
Mesh Y OutOut, Mesh, Pass Play +5
Mtn CornersCorner, Motion, Pass Play +2
Mtn Empty Dbl UndersMotion, Corner, Hitch +3
Mtn Empty HB SluggoSluggo, Motion, Pass Play +3
Mtn Empty Smash Y-postPost, Smash, Motion +4
Mtn HB CornerCorner, Motion, Pass Play +3
Mtn Y PocoPost Corner, Motion, Pass Play +5
PA Copo Cross DigPlay Action, Dig, Crosser +6
PA Jets ForkPlay Action, Pass Play, Post +3
PA Pats CrossPlay Action, Crosser, Pass Play +4
Pats CrossCrosser, Pass Play, Drag +2
Pats Drag WheelWheel, Drag, Pass Play +4
Pats HB ScreenScreen Pass, Hb Screen, Pass Play +5
Pats Y OutOut, Pass Play, Corner +3
ScatScat, Pass Play, Block and Release +3
Slot OutOut, Pass Play, Block and Release +2
TE WhipWhip, Pass Play, Corner +4
Wheel MeshWheel, Mesh, Pass Play +5
Whip DigDig, Whip, Pass Play +5
WR ScreenScreen Pass, Wr Screen, Pass Play +2
X CurlCurl, Pass Play, Dig +3
Y Off Trips Close—
Y-option WheelWheel, Option Route, Pass Play +3

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