In this game, we look at a game that is very simple to execute attacks, as well as a defensive game design that makes you think. Making the game easier for your team and harder for your opponent allows your team to play at a higher level, and this is the theme of Meyer's learning. Today we look at how Meyer created what he calls "turn tracking" as a new iteration of his network concept, and what I call "drag and drop" (also known as "push and chase").
Initially , setting H/T in the MGoBlog bookmarks became the basis for this post.
Game
ODE protection
I think it's important to understand what a defense does to really understand the idea of an attacking game. So let's start with this.
The red line is where the player runs the most. The yellow line is where this defender looks. The red text is his work at work.
OSU is here in its scope of 4 standards . The CB at the top of the screen (field) is number 1 on MEG (furthest WR on that side), meaning he plays WR on human cover everywhere WR goes. The CB at the bottom of the screen (Limit) plays in MOD mode, which means it only plays from the cover when #1 goes vertical. As soon as #1 came in, he gained depth and helped #2. As the game progresses, it basically includes the person in WR doing the post (the one on the edge).
The main problem in this OSU defense game is their OLB, especially those on the edges (bottom of the screen). His eyes were glued to #2 as he tried to guide her towards the stitches. It didn't matter if the two receivers were in a vertical position on that side, but he had to immediately remove the receiver and fix the #1 (outermost WR) working inside. What he wants to do is see the number one work inside and “block him”, essentially preventing him from getting into midfield. OLB won't be on the ground because CB is right next to him, so he has to run faster to the apartment.
Follow your turn
The OSU game running here is called "Follow Pivot" (basically a combination of the "dig and get stuck" you see in the field). The game itself is another iteration of drag and drop (aka "drag and go") and the concept of networking (more on that later). I posted here a while back about Northwestern following this against Michigan and faking Michigan. Interestingly, Michigan also plays Cover 4 in this game.
This is a game, like all Meyer games, where you have to beat any cover. limited reading; it's not a triangle, as most West Coast crimes claim. Basically all of Meyer's parts have a move button and then advance by 2-3 faces. This game is no different.
QB reads field limits here: turn-follow-turn (hitch-dig-hitch). These are all lower routes. The spin button is the aforementioned OLB (shown in the game diagram). Border posts are ahead (or drop if none are open; essentially limiting the area and reducing insurance). The Belarusian exit is a landfill, if necessary. The dwarves path sells traction and returns to hide from humans; The counter area installed by them is about 5 meters.
Rule:
position/task | Route / Read |
---|---|
Z | 12 meters on the road (excavation). Play together on the machine. |
X | Breakout distance 5 meters. Sell drag in and out. When cutting heat, turn a 2-3 meter path and do it quickly. Overlooking the square. |
Yes | Thick sticks (thin sticks). 5 steps (quick release) to lack of depth |
X | Breakout distance 5 meters. Sell drag in and out. When cutting heat, turn a 2-3 meter path and do it quickly. Overlooking the square. |
R | Determine peak throughput. Protect if it remains unlocked. vacate the apartment. |
HOT | Depending on the thickness of the lining, they are opened from a fence or 5-level rack |
movement lock | The weak side of the hook/roller guard. |
progress | Weak hinge to follow the route to change the route |
This works against people because 1) there is a natural friction due to the reverse OSU formation (in the top WR) and the introduction of what the Unders concept looks like below; 2) 3 receivers sell significantly different routes (Pivot sells traction before returning to ground level; Dig sells ramps or incline routes before running horizontally across the field). This works against the surface as all routes naturally fall into the gaps and can get stuck under cover.
First, let me start with reverse learning. I've already spoken about my love for solid, clumped formations. While the rear formation limits some of the bubble screen threats, I think it opens up more options for your quick QB gameplay. This is because external receivers have the advantage of working naturally on any internal route. Indoor receivers, usually associated with LB and security, have the advantage of being operable and open to deep or intermediate routes. This inside turning point is a shorter throw for QB and the run allows the defense to show its cover, allowing QB to read "lock the way" quickly and easily. While you can still run your entire game through this setup, you only have the added benefit of the inside breakout route (the downside is clearing the flats for the deep breakout route, as mentioned). blocking type because the slot no longer has a corner advantage in its block).
Now we come to point 2.
Network selling concept.
I wrote entire articles on various networking concepts, including what I usually call "network structures." Here is an overview of the standard floor concept. Please note that this includes a high-low sloping sideline route, a post route for high security, and a turnaround route from RB to easily expose the bottom to net receivers.
Let's change it a bit to better fit the game above.
Compared to the next decisive achievement achieved
And that complicates the defensive case while remaining relatively vulnerable.
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