Monday, June 29, 2009

Jacksonville Jaguars (Air Coryell) 2009 Offense Outlook

Coryell definitely didn't create the play action pass, but he was the first to really use it in coordination with a seriously threatening passing attack. Stretching the field is the basic concept of this system.

The Air Coryell (AC) system relies on a power running attack which is critical in setting up the kind of passing that the Coryell offense wants to accomplish. Power running wears a defense down fast. By running the ball, the defense must stay on the field, tiring and wearing the defense down. Then the defense will start to cheat a safety down into the box and the passing lanes begin to open up. That is when the fun starts.

Using play action, the offense will then begin to throw the ball. The ball is thrown down field, aggressively attacking a now weakened and out of position defense. Deep and intermediate routes run by skilled receivers, tight ends and running backs. The defense can pick their poison. The Air Coryell is now in full effect.

The ideal receivers for the Air Coryell are quick and great route runners. The receivers need to be able to go up and get balls down field, as well as track the ball and adjust accordingly.

The Running back is critical for this system to work. A between the tackles runner and he mustt have good all around receiving skills. In this system, even the running back will occasionally go deep.

Your Quarterback has to have a strong arm and be accurate on the deep throw and be able to split the zone and beat the DB to the receiver with the ball. The traditional drop back passer is ideal.

The offensive line needs to be good at both run blocking and pass blocking. Maulers are good on the inside for the power running and then add in some pass blocking tackles.

The Jaguars personnel already matches up well with the preferred types of players at each position. At receiver they have Torry Holt and Mike Walker as the starters, both are good route runners and have the speed required of AC receivers.

At Tight End, the Jaguars have Marcedes Lewis. Lewis is a good fit for the system. He is great at blocking in the running game, and has good speed to be a threat down the seam.

At running back, Maurice Jones Drew's versatility allows him to fill all of the roles required by the AC. He is a good runner between the tackles and almost always gainsmore yards after first contact. In the passing game he can take them out of the backfield or he can run a route and go deep.

At quarterback they have David Garrard. He can be very effective in a system that allows him to take a seven step drop and have good protection. Garrard offers mobility as well, which could be used to the teams advantage. He can also make all of the throws required. The offensive line is looks good as well and has some good depth behind it.

The Jaguars have the right personnel to make the Air Coryell work. With Garrard's new weapons on offense, the Jaguars could give themselves a respectable and even feared offense.

Shallow Cross Concepts

The vertical passing game is very important, but the shallow cross is a great tool to hit passes underneath the fast dropping linebackers and to get good match ups with speed receivers getting rubs and running away from man to man for big play potential. We intergrate the shallow cross into four main concepts: drive/cross-in combo (same side), hi-lo (shallow/in opposite sides), mesh, and the choice.

Running the Route

The route is designed to be run at a depth of 5-6 yards. It is mandatory that it at least crosses the center, and often can be caught on the opposite side of the field. Here is the route shown vs. both man and zone and some coaching points:




1. First step is directly up field. Vs. press man stutter step and get inside position.
2. Rub underneath any play side receivers inside of you.
3. Initially aim for the heels of the defensive linemen
4. Cross center. Aim for 5-6 yards on opposite hash.
5. Read man or zone : Vs. zone settle in window facing QB past the center-line (usually past the tackle). Get shoulders square to QB, catch the ball and get directly up field. Vs. man staircase the route (shown above, push up field a step or two) and then break flat across again and keep running. No stair casing when running mesh.

Reading man or zone: After your initial step, eye the defenders on the opposite side of the center line. Two questions: who are they looking at? and what does their drop look like?

If they are looking at the receivers releasing to their side and turning their shoulders to run with those receivers, it is probably man (on mesh look if they are following the opposite receiver).

If they are dropping back square and looking at either the QB or at you, it is probably zone. Expect to settle. Even if it is zone and there is nothing but open space, keep running; we'd rather hit a moving receiver than a stationary one.

Now, onto the concepts themselves.

Drive/Shallow-in

The first is the "drive" concept, here is a diagram below:




This is the most versatile of all the shallow-cross routes. The in route is run at 14-15 yards and the corner is a 14 yard route. Against man the read is shallow->in->corner (RB dump off). Against zone it is a hi-lo: corner (or wheel), in, to shallow. The shallow and sometimes a quick flat are good options built in against blitz (the read is always inside to out).

Hi/Lo

The hi/lo shallow concepts are shown below:




The in route is at 15 yards as is the post route. The front side corner is run at 15 and is only thrown vs. certain man looks. The base read is in->shallow->RB dump-off. Versus quarters coverage look through the In to the Post route. The idea is that if the safety jumps the In you can hit the post up top behind him. Typically the weak safety (to in/post side) is watched on the early part of the drop, and if he comes up (blitz!) the post becomes the #1 read. The pass on the right is read the exact same, just some of the responsibilities are switched.

Mesh

Two receivers cross over the middle getting a rub, which is very effective versus man. Sometimes it also can be a horizontal stretch against zones with four underneath men. In our system the Z receiver runs a curl at 12 yards over the center. What happens then is it floods the underneath zones with four defenders to cover five receivers So it is a very effective man and zone play. At least one of the two receivers threatening the flats will run a wheel route which gives you a deep option.




The QB will get a pre-snap read for the wheel route, basically checking to see if a LB has him in man and/or if the deep defender to that side might squeeze down with no immediate deep threat. The read is then right to left, X-Z-Y, or shallow, in, shallow. The shallows will look to settle vs. zone but they need to get a little wider here. For the mesh the Y sets the top of the mesh at 6 yards and X comes underneath at 5 (It is best if they can cross going full speed). If all is covered vs. zone the ball can be dropped off to the flat to the RB or tight end.

Choice

The single receiver side is the late read and the middle-read is the primary. The play is intended as a spring to a slot receiver or RB in the seam with the ability to read on the fly.




The QB reads MOFO or MOFC and looks to attack the deep middle against open coverage and break flat across underneath a deep middle safety. The receiver can also break it off against blitzes and/or wide coverage. The read is post-read->shallow->comeback/flat read. So if they squeeze the post-read the shallow is next and then the QB works the comeback and the flat off a hi/lo read. In the second diagram the seam just clears out or breaks off his route if there is a blitz.

How Many Concepts do you Need in your Passing Game?

If you can protect and have a good QB, receivers will take care of themselves. If you have game breakers on the outside but cannot handle much of the 5-step stuff, then you still can work to get the ball to them on screens, quick’s, etc.

This offense is an under the center drop back offense so you will want to have draws, screens and counters to compliment your power running and deep passing. You utilize between 12-15 concepts. We may pass the ball 40 times and utilize each play 3-4 times (less is more and practice what you will use).

Though you should not be locked into the fact that you must run all of these routes every game. For example, if you play a Cover 2 team, you'll throw smash, 3-verticals and double slants maybe 4 times each in a game and Curl/flat and all-hitch almost never. Then versus a Cover 1 and/or blitzing team, you'll run mesh 4-6 times that game, and then versus a zone team you'll only use it a few times.

You typically need a Cover 3 beater, a Cover 2 beater, and a Cover 4 beater, some man beaters (2 and 1) and some anti-blitz (both screens and up the field "take-a-shot" passes). My two favorite plays are the draw and screen (find any way you can to utilize them).

Organizing Pass Plays as Concepts

Horizontal Stretch:

Think of a football field as a flat, two dimensional plane. You attack a defense "horizontally" along a line on this plane. For example, in the All-curl, you are horizontally stretching 4 underneath defenders with 5 receivers all looking back at the QB (versus 3-deep. Versus cover 2 they now have 5 underneath defenders: one for every passing lane). There are 5 passing lanes for only 4 defenders to cover.

This is what would be a called a "short in-out horizontal stretch". The QB is reading inside to out (sit route to curl to flat), on a short horizontal stretch. The key is that you have isolated those 4 underneath defenders in a game they can't win: 4 vs 5.

However, to further facilitate reading these things easily, a coach will integrate a coverage key (here the drop of the middle linebacker) where he will then isolate himself into 1/2 of the field. Then, 5 on 4 becomes the more manageable 3 on 2.

Vertical Stretch:

A good example of a vertical stretch concept is corner/3-vertical route.




First, it is an example of a "deep out-to-in vertical stretch". You want to run this versus 2-deep, so you are stretching 2 deep defenders with 3 deep receivers. The QB would then pick a side based on the safety key, and read outside in (corner to post).

Further, making the play effective is it is also a "hi/lo vertical stretch". On each 1/3 half of the field you can isolate a single sideline defender "hi/lo" with your corner route and your flat--both sideline routes. Essentially this is a 2 on 1.

You do not win football games by creating "one-on-one match ups" unless you have superior talent at each position. You win by getting a numerical advantage, where it is 5 on 4, or 2 on 1.

I prefer 2 on 1s as they are easier--simply look at the movement of one defender--but the practical problems of properly identifying that key defender and being confident no one else will get into the passing lane are not easy, so you go for 3 on 2, 4 vs 3, or 5 on 4.

Coverage Reads

PRE-SNAP COVERAGE READS

Scan the formation for uncovered receivers and find the Weak Safety:
  1. If the W/S is low – check other coverage keys for “Cover 0”.
  2. If the W/S is high – check other coverage keys for “Cover 1” or “Cover 3”
  3. If there are 2 safeties and they are both low – check other coverage keys for “Cover 0”.
  4. If there are 2 safeties and they are both high – check other coverage keys for “Cover 2”, “Cover 2/Man”, or “Cover 4” (1/4’s).
  5. If there are 2 safeties and they are staggered – check other coverage keys for “Cover 1/Robber” or “Cover 3/Robber”.

The QB must be aware of the following actions from a well “disguised” secondary in the dropback passing game:
  • If there is 1 safety and he rolls down hard after the snap – HAVE A PLAN VS. PRESSURE!
  • If there are 2 safeties and both roll down hard after the snap – HAVE A PLAN VS. PRESSURE!
  • If the W/S or 2 safeties maintain their alignment after the snap – execute your progression reads with an awareness of where the weaknesses are in the coverage and which coverage defender we are attacking.
POST-SNAP READS (“READING THE SQUARE”):

One of the most important areas in determining secondary coverages is the middle of the field about 15 to 25 yards deep and about 2 yards inside of each hash. We call this area the “square”.

In reading the “square” the QB simply looks down the middle of the field. He should not focus on either Safety but see them both in his peripheral vision.
  • If neither Safety shows up in the “square”, and both are deep, it will indicate a form of Cover 2. A quick check of Corner alignment and play will indicate whether it is a 2/Man or 2/Zone. If neither Safety shows up in the “square” and both are shallow, it will indicate a Cover 0 (blitz look).
  • If the Strong Safety shows up in the “square”, this will indicate a Cover 3 rolled weak or possibly a Cover 1.
  • If the Weak Safety shows up in the “square”, this will indicate a strong side coverage. It could be a Cover 3 or a Cover 1. If the coverage is Cover 3, it could be a Cover 3/Sky (Safety), or a Cover 3/Cloud (Corner), depending on who has the short zone.

When either of the Safeties shows up in the “square”, the best percentage area to throw the ball in is the side that he came from! If NEITHER of the Safeties show up in the “square” – throwing the ball into the “square” is a high percentage throw.


DISCUSSION OF PROGRESSION READS AND COVERAGE READS

I. PROGRESSION READS: A progression read is designed to have two or three choices of where to go with the ball. It is important to pre-read the coverage to give you an indication of the coverage, but more importantly, it’s knowing where the receivers are going to be with a progression read pattern called. This kind of read calls for throwing the ball with rhythm drops. You might get to the third receiver in the progression as soon as you hit your fifth step on the drop. So when you are stepping forward to throw, you can hit the third receiver in the progression on the same rhythm you would have if you were throwing to the first.

The limitations of progression reads are:
  • There is a tendency to stare at the receiver that is first in the progression attracting other defenders;
  • It is frustrating for coaches to watch because they could see the receiver you didn’t throw to was wide open.
  • You will lose patience or think that because you hit the first receiver in the progression he won’t be there when the play is called again. You must have patience and not make up your mind before the ball is snapped.

REMINDERS:

  1. Stay with the progression.
  2. Don’t stare.
  3. Progression reads are thrown with rhythm drops.

QUARTERBACKS VITAL INFO

I. DIRECTIONAL READ (ELIMINATE ½ OF FIELD) BY EITHER:
  • PRE-SNAP LOOK (PREFERABLY) OR,
  • POST-SNAP “TRIGGER” OFF DEFENDER (BY 2nd STEP) (ON “50’s” ONLY – NOT “60’s”)

NOTE: IF THE DEFENSE IS BALANCED & YOU CAN’T DETERMINE BEST SIDE TO THROW TO, STAY CALLSIDE BECAUSE WE WILL HAVE MORE RECEIVERS OUT TO THE CALLSIDE.


II. PROGRESSION OF RECEIVERS READ: IN STEPS A & B BELOW - READ 1/2 FIELD CHOSEN HORIZONTALLY; IN STEP C READ 1/3 FIELD CHOSEN VERTICALLY):
  • INSIDE-OUT (HORIZONTAL STRETCH)

    PROGRESS INSIDE-OUT IF THE WR RUNS AN IN BREAKING ROUTE!
  • OUTSIDE-IN (HORIZONTAL STRETCH)

    PROGRESS OUTSIDE-IN IF THE WR RUNS AN OUT BREAKING ROUTE.
  • LONG-INTERMEDIATE-SHORT (VERTICAL STRETCH)

III. OBJECT RECEIVER READ (LOOKING FIRST FOR A PARTICULAR
RECEIVER OTHER THAN NORMAL PROGRESSION). IF OBJECT RECEIVER ISN’T OPEN – GO BACK TO WHAT IS LEFT OF PROGRESSION (GIVE OBJECT RECEIVER AS MUCH TIME AS POSSIBLE BECAUSE THE COACHES “SEE SOMETHING”!).


QB TIMING (ON “TIMING ROUTES”)

3 STEP DROP = SET IN .8/THROW IN 1.3 (6 YD BREAK)

5 STEP DROP = SET IN 1.3/THROW IN 1.8 (12 YD BREAK)

THIS IS BASED ON GIVING A RECEIVER 1 SECOND TO GET OUT OF HIS STANCE, AND 1/10th OF A SECOND FOR EACH YARD RUN IN THE ROUTE. THE QB GETS .5 SECONDS TO GET THE BALL OUT WHEN THROWING ON THE PLANT.

Passing Thoughts

ATTACKING DEFENSES:
  1. You must know the theory of all coverages.
  2. You are either attacking man or zone defense (against man you are beating him and against zone you are attacking an area - Not knowing the difference will result in stupid interceptions).
  3. Study your coverage sheets so that by merely glancing at a defense you know the total coverage design.
  4. Attacking Man and Zone Defenses:
  • Hit the single coverage man. Stay away from receivers who are doubled short and long.
  • Do not throw to post if the weak safety is free.
  • Flare action is designed to hold backers. If backers are loose the hit the flare man.
  • The secret to attacking man coverage is to attack the single coverage man who is on his own with no help short or to either side.
  • You must know the individual weaknesses of our opponents and attack them
  • To successfully attack zone defense, concentrate on attacking the slots (X-Z Curl, Y Curl, Cross Routes).
  • Flare action is a must to hold the backers close to the line to help open up the zones behind them.

SUMMARY:
  1. Spread the field horizontally and vertically with all 5 receivers
  2. Pass to set up the run
  3. Only use singleback formations unless in goaline situations.

Game Planning

1. BASE OFFENSE. You have to establish in your own mind how you are going to handle a base offense. You want to have certain plays to start the game in which you take on your opponent physically and observing tendencies. You get a better feel which way to run, what kinds of plays work and where your best matchups advantages are.

2. SET UP CERTAIN THINGS. We want to run a given play so that later we can run the play pass that can win the game for us.

3. SPECIALS. Get your special play into the game quickly (I prefer the very first series). Set up your special plays early and run them early. Get them done, it affects your opposition.

SITUATIONAL FOOTBALL

1. BACKED UP OFFENSE. Have four runs and two passes for the backed up offense. You should have a quick and play action pass designated for just this scenario.

2. 3RD AND 3 OFFENSE. Go to your best back with your best running play and depend on him to get the extra yard or two with his ability. It is best to have three running plays and a play action pass for this situation. Teach your back to bust up in in the hole and use his blocking to get his three.

OPPONENT'S 20 YARD LINE

Throw the ball and get a touchdown as the defense will blitz in this area of the file 95% of the time. We know the man to man coverage is far more likely as they will be blitzing. You can also have a special run play set up such as a trap or draw.


3RD AND 8 YARDS OR MORE TO GO.

The best route for this situation is the hook. On a hook route, the receiver can see the ball leave the quarterback's hands and adjust to coverages. And you do not need to run the route past the first down marker as half of the yardage you get from passing comes after the catch.

Basics of the Coryell Offense

The Coryell offense has the following characteristics:
  • It is a “stretch-the-field-vertically” offense, predicated on the complementary effects of throwing deep and running the football.
  • The receivers often run intermediate-to-long routes.
  • The QB takes more 5- and 7-step drops.
  • It emphasizes maximum pass protection, to protect the QB until the receivers get open down field.
  • It is committed to the power running game. The running game opens up opportunities for big down field completions.

What are the personnel requirements for the Coryell offense:
  • QBs must be able to throw deep with accuracy. They are typically pocket passers with big arms.
  • WRs must be able to stretch the field. The name of the game is speed and separation.
  • RBs carry a heavy load and tend to have good power.
  • TEs tend to be strong blockers; they are relied upon heavily in pass protection and in paving the way for RBs in the ground game.
  • OL tend to be big and physical.

What are the advantages of the Coryell offense:

Run correctly, it is simply an explosive offense, capable of big plays at any time. It puts opposing defenses in a bind: does the defense defend the deep ball, thereby weakening its run support, or does it defend the run, thereby leaving itself vulnerable to big plays down field.

Real West Coast Offense

Don Coryell developed the “Air Coryell” offense while he was with San Diego State (West Coast) between 1961 and 1972. While coach of the Aztecs, he often watched Chargers practices. Coryell added his own innovations and took the NFL by storm when he assumed the head coaching position of the Chargers in 1979.

The Air Coryell Offense has four basic principles which are stretch the field, protect the passer, confuse the defense and run it down their throats. The offensive line is composed of maulers to employ the power running game. The line blocks in a zone scheme, meaning they block anyone that comes into their zone. The offense is based on passing, so the wide receivers run intermediate to long-range routes. In order to give these routes time to develop, quarterback protection is paramount. Three wide-receiver sets are the base offense and used about 90% of the time (goaline situations dictate a tighter formation). Motion and shifting is also heavily used to confuse the defense.

Air Coryell Player Requirements

Air Coryell forces a defense to cover every square inch of the football field and to expect a pass and prepare for it. Coach To be a good play caller in this offense you must have no tendencies. You need to have the courage to call reverses and halfback passes when backed up to your own end zone. No longer can the opposing defenses expect a run on 3rd and short or that half of the first down plays are runs.

You should be offensive on offense and attack the defense at all times. Test them vertically and make them cover every square inch of the field. Spread the defense out and make them work as individuals and not a unit. Find the weakest link in the chain and attack it. Passing routes are based off timing and that is the key factor. One WR should be open and at a certain spot of the field at x seconds where another WR will have the greatest chance of being open at y seconds. Quarterbacks have to anticipate throws based off timing, not yardage. If the defense adjusts and is able to cover down the field, get the ball to an open RB or TE. These positions are also used as Wide Receivers, so all offensive skill players must have good hands.

The quarterback must be very smart to digest the whole playbook and have the ability to sense the pass rush and get rid of the ball in time. He must have good anticipation of the Wide Receivers and has to be able to get the ball down field. On just about every passing play a WR will go deep. The Wide Receivers must be quick and good route runners. The running backs and tight ends must have good hands as well. They have to catch the ball often and be able to do something with it once they get possession. Since many roll out passes and play action fakes are used, the offensive line is usually built to be a power running offense. Size and aggressiveness are the main characteristics of the offensive line.

Complexity

With the Air Coryell system you get an aggressive offense that passes to set up the run. You want an elusive running back who can catch the ball. Your base offense should consist of three wide receivers, a tight end and half back. The offense works best with speedy receivers. The quarterbacks who execute it best are intelligent and can understand the offense (not necessarily the best athletes).

What is the Air Coryell Offense?

It is a combination of mid range and deep passing mixed with power running. It relies on getting all five receivers out into patterns that stretch the field, set up defensive backs with route technique and the quarterback throwing to a spot on time where the receiver can catch the ball and turn up field. Pass protection is critical to it's success because at least two of the five receivers will run a deep in, skinny post, comeback, speed out or shallow cross route.

The goal is to have at least two down field, fast wide receivers who can adjust to the deep pass very well, combined with a sturdy pocket quarterback with a strong arm. It uses three key weapons which are a strong inside running game, the ability to strike deep with two or more receivers on any play and to use a lot of mid-range passes to your TE, WR or back.

You have the ability to grind it out with the ground game and also to strike deep and fast without warning. The offense is structured around a power running game and tall WRs who can win jump balls and have some breakaway speed. It is built not only for deep passing but also to defeat short yardage and red zone situations. If the safeties sit back to cover the deep field the offense can run the ball on them. If the defense tightens down to stop the run then you go deep. If a defense hedges its bets by using three-deep setups with an eight-man defense up front, the QB can pick apart the defense with 10-20 yard passes.