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Team Play Communication Examples Attack Cues Gogo Tempo Sonic Tempo.

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Presentation on theme: "Team Play Communication Examples Attack Cues Gogo Tempo Sonic Tempo."— Presentation transcript:

1 Team Play Communication Examples Attack Cues Gogo Tempo Sonic Tempo

2  Combination of words + numbers  Use both to help players memorize *note my hand signals to demonstrate communication  1 st Formation signal (directional as you see it) “Ace Right” +  WORD ASSOCIATION - any US state (no signal given) “Iowa” +  3 NUMBERS - COMBINATION LOCK (only #’s of play) “908”

3 US State1 st digit2 nd digit3 rd digit Dummy “Iowa” Series 9 POA-hole 0 (oh) Dummy 8 Dummy “Iowa” Run Pass Even=right Odd=left Dummy Again

4  3 Different CALLS – 1 PLAY (all the same)  IOWA(9 - 0) - 8?  Play = 90  ILLINOIS (9 - 0) - 3?  Play = 90  MICHIGAN (9 - 0) - 1?  Play = 90

5  “Ace Right – Ace Right” *read defense – point @ safeties (defensive #’s) *pause & make sure everyone aligned properly  “Michigan – 905” (pause) *must allow time to process and communicate calls  “Michigan – 905”  Give count reminder if not on 1 st GO *saying nothing means something (TTO-count) *check make sure everyone set (backfield behind you) + see defense  “Set” – “Readyyy” – “Go”

6  Tappers (we-Offense)  Listeners (they – Defense)  We know what to listen for – they do not Example - 904  They hear 2 nd -3 rd digits together – (9) (04)  We hear 1 st and 2 nd digits together - (90) (4) lets look @ how WE Say and Hear Each

7 What We Say and Hear (Listen)  9 – Jet Series  8 – Pro Pistol  7 – Sprint Pass  6 – Read  5 – 5 step drop back  4 – Veer Option  3 – 3 step drop back  2 – Half Back Run  1 – Full Back Run

8 What We Say and Hear (Listen) Odd #’s – Left Even #’s – Right *Note - 3 rd digit is a dummy # (0-9) G C T Y G T X 50 30 *10=teen 20 40 6080 00 (0h) 90 70 Z J BQ 10

9 No Huddle Teaching - TRIPLE AAA (1A) All in proper Alignment (2A) All Listening to Assignment (3A) All off Ball – Confident Action

10  ATTACK CUE = CONCEPT CUE  attack cue makes ALL 3 digits mean something  Compass Calls (North – South – East – West) Attack Cue “Northern Iowa” Series fake 9 Play Fake 0 (oh) POA- Route 2

11  “NORTHERN IOWA” = “NORTH” cues PAP-DROPBACK  Digit #1 and #2 (play fake) = (90) JET STRETCH RIGHT  Digit #3 (2) Route Concept = All Go Routes / 4 verts)  Example:“NORTHERN IOWA” (9 - 0) - 2  CUES = PAP dropback / slide pro / jet stretch / all Go  Tappers (we-Offense) know what we are listening for  Listeners (them – Defense) don’t know  *They still hear a PLACE (IOWA or NORTHERN IOWA)

12  PROVEN Memorization Techniques 1. Themes or Patterns 2. Alliteration 3. Unique terms or Memory Markers 4. Chunking 5. Scaffolding  HOW (concrete examples) 1. Themes: Compass Cues = Play Action Pass *example: North-South-East-West 2. Alliteration: first letter of word as cue (R)ocket = Right 3. Memory Markers: embedded cues (green=go) 4. Chunking: use and combine small bits (units) 5. Scaffolding: build upon each concept (Sonic)

13  TEMPO CUE = OFFENSIVE SPEED  “GOGO” TEMPO (FAST)  adding GOGO cue alerts everyone to get set- ready to go! Tempo “Gogo” Series 2 POA-hole 4 Dummy 8

14  “Gogo” = cues fast tempo Play - replaces US State  “Gogo” = cues snap count on 1 st Go  “Gogo” = cues team to get set NOW  *use only core – simple and best plays  *use Run Plays after a first down (runs clock)  Example:“Right-Right’ - “Gogo” (2 / 4) / 8  PLAY ?  24 (core blast – top inside run – aggressive)

15  TEMPO CUE = OFFENSIVE SPEED  “SUPER SONIC” TEMPO (FASTER)  1 word for everything!  Great with read plays (3 plays in 1 - triangle)  Simplifies calls for plays with many parts Sonic Tempo Formation Tri Left Play “Rocket” Count

16  Replaces – snap count and play *use with packaged plays and when you want to speed up the game + auto 2 min offense - all set “Tri Left” (3x1) + “Rocket–Rocket” (twice)  CUES =Snap on 1 st Go (nothing said)  CUES = Packaged Play: pass-run-run option 1. Bubble screen Left by #3 rec (Rocket = bubble) 2. Run Play 64 (Rocket = Twrap Blast Right) 3. Qb keep out backdoor Left (Rocket = Read DEnd)

17  Teach How people Learn BEST 1. Foundations (keep to 3 / with blitz beaters) 2. Themes or Memory Markers (unique cues) 3. # and Word Association (alliteration) 4. Chunking (unit 1 = formation / unit 2 = play) 5. Scaffolding (build concept upon concept) They hear Everything – We hear One thing!

18  1 st Install & Teach using Regular No Huddle Talk *example = 2 back blast (23-24) & sprint base (Seattle 77-78)  2 nd ADD – Gogo tempo with simple-sound-core RUN and Pass Plays (1 run / 1 pass) *example = 2 back blast (23-24) or sprint base (Seattle 77-78)  3 rd ADD – Sonic tempo with same simple core Run and Pass Plays (blast / flood) + package plays *example = 2 back blast (23 = “Boise” & 24 = “Baltimore”) *example = sprint base (“Seattle Lisa” or “Ray”) *example = Twrap Bubble Read (“Laker or Rocket)

19  *Chip Kelly (former Oregon HC / NFL HC) “Do not put a limit on your players’ minds; they will learn whatever you teach them.”  Less said = less to process (bundle calls)  Fun and Fast (yet fundamentally sound) *(see next-last slide) website link-video of Oregon Offense Overview *that’s it – get it / got it / good

20  2012 Oregon Offense (Chip Kelly Scheme)  Fishduck website  Good Overview of Concept Teaching  Good Overview of Why so Successful  Oregons Most Important Offensive Play  http://fishduck.com/2012/08/oregons-most- important-offensive-play/ http://fishduck.com/2012/08/oregons-most- important-offensive-play/


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