Screen Principle: Bubble: Tap RT Bub 13
Screen Principle: Bubble: Tap RT Bub 13
20
20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10
10
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN C
Ni
B1 F1
F3 F2
Q T
20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10
10
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
C
Ni
B1 F1
B2 F2
Q T
20
20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.
3x1 ALERT CLOUD
2. ATTACHED CALL CORNER: MAKE A
“SWITCH” CALL
3. SIGHT BY GAMEPLAN
AND BASE MAN
$ ON TO MDM
10
10
C
Ni
B1 F1
F3 F2
“SWITCH”
Q T CALL
20
1. PERIMETER SCREEN
WHERE THE #1 RECEIVER
HAS THE NOW ROUTE.
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
F
10
10
F1 B1
F2 B2
Q T
20
20
BACKSIDE HITCH TO B1
10
10
C
Ni
B1 F1
B2 F2
Q
BASE FORM
20
20
RELIEF CONCEPT
1. PERIMETER SCREEN
WHERE THE #3 HAS
DUMP, #2 RECEIVER HAS
THE BUBBLE, FIELD #1
HAS A SLANT &
BOUNDARY #1 HAS $
HITCH RULES
C
10
10
Ni
F1
B1
F3 F2
Q
BASE FORM
20
20
1. FURTHEST INSIDE
RECEIVER HAS THE
BUBBLE. BUBBLE RUNNER
TAKES A J-STEP AND
RUNS FLAT WITH SPEED
AND SHOULDERS
SQUARE TO THE LINE OF
SCRIMMAGE.
$
10 C
10
2. ATTACHED CALL
3. SIGHT BY GAMEPLAN
Ni
B1 F1
F3 F2
20
20
LOCKED HITCH BS
10
10
Ni C
B1 F3
F2 F1