Playbooks

Giants Go Dbl Post

Shotgun·Y Off Trips Pats·Personnel not specified

Breakdown

Giants Go Dbl Post is a trips-based pass concept out of the Y Off Trips Pats set in Shotgun that attacks the seams with two vertical post routes stacked against the safeties. The trips side runs a Go route to clear the corner and hold the deep half while the double posts split the middle of the field, forcing a single high safety to choose which post to help on. This is a coverage beater built for Cover 2 and Cover 4 shells, and the primary read progression starts with the inside post working from the slot, then works out to the second post before checking down to the boundary or backside option if both safeties collapse the middle.

Defensive Reads

Pre-snap, identify whether the defense is showing two deep safeties or a single high look, Cover 2 and Cover 4 shells are the primary targets for this concept. Watch the middle linebacker depth at the snap, a shallow drop signals he may be sitting on the inside post, which means you should progress to the second post or the Go route instead. Key the free safety's break point after the snap, if he commits hard to the first post you have a clear window to hit the second post behind him. Beware of Cover 3 or Cover 1 with a robber underneath, a lurking defender sitting in the intermediate middle can undercut both post routes if the quarterback holds the ball too long. Blitz packages that bring pressure off the edge can collapse the pocket before the posts develop, so if you see a nano blitz alignment pre-snap, be ready to hot route or check to a quicker throw.

Usage Tips

Check the safety alignment before the snap, if you see two deep safeties splitting the field evenly this play is designed to put one of them in a bind between the two posts.

Use the Go route on the outside trips receiver as a clear out, do not force the ball there unless the corner bites hard on a shorter route underneath.

Hot route the backside receiver into a quick out or drag if you expect man coverage pressure, this gives you a release valve if the posts get jumped by underneath zone defenders.

This play hits best on second and medium to second and long when defenses are still willing to play two high safety shells instead of selling out on the run.

Pair this call with Y Off Trips Close or Mtn Corners in the same set so the defense sees similar trips formations but has to respect both vertical and shorter route combos, keeping safeties honest and slower to jump the posts.

Other Plays in Y Off Trips Pats

Other 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
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