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Power, ISO and Quick Hitters

Power, ISO and Quick Hitters. Dewayne Alexander Phone: 615.547.1330 dalexander@cumberland.edu. Fundamentals. Motion Back - 1. FULL SPEED motion to snap point 2. Rocket motion aiming point is 1yd. Behind fullback 3. Jet & Zip motion turns into slide motion at the snap point

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Power, ISO and Quick Hitters

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  1. Power, ISO and Quick Hitters Dewayne Alexander Phone: 615.547.1330 dalexander@cumberland.edu

  2. Fundamentals • Motion Back - 1. FULL SPEED motion to snap point 2. Rocket motion aiming point is 1yd. Behind fullback 3. Jet & Zip motion turns into slide motion at the snap point • Fullback - If behind the center, the FB will take a slide step and read the 1st covered down lineman past the center on ISO • Quarterback – Reverses out on all iso’s, powers, and quick hitters. If we want to front out our QB on run plays we add the word dive to the play call.

  3. Blocking Rules ISO 1. Playside tackle = Base/Stretch 5 Technique 2. Playside Guard/Center = Double team 1 technique or “0” shade 3. Cut-Off/Wall the backside G, T, TE (Fan vs. 7 tech.) 4. Playside wingback base/stretch the outside backer. (should look like rocket)

  4. Power • Playside OT blocks down to backer • FB kicks out 1st defender outside the “B” Gap. FB steps with inside foot and aims for inside hip of OT • Center blocks backside “A” gap • Backside guard pulls through hole for 1st defender • Backside tackle/te cuts off/walls the backside (fan vs. 7 technique)

  5. Fullback Quick Hitters • Center/playside guard double teams 1 tech / “0” shade • Playside Tackle Base blocks • Backside G, T, TE fire blocks/on • Wingback in zip motion iso’s linebacker

  6. VARIABLES • Formations • Always run to 1 technique • Vs. a 50 defense run to widest 5 technique • “Check” Play – To 1 technique or widest 5 technique vs 50 defense

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