2014/08/27

MESH TECHNIQUES - 4. HOP METHOD

This is a common technique in nowadays under-center Veer teams on the college level. It is easier to teach than the Ride and Decide Method because less parts are moving during the procedure. It helps reading the stunts and estimating the movement of the defense. This is because of the principle of relative velocity. Estimating a cars speed from the sidewalk is easier than judging it from your car moving in the opposite direction.

The Quarterback steps with his playside foot (right foot if going to the right) to 5 o'clock and brings his backside leg (left leg) almost simultaniously parallel to the B-Backs path, creating a hopping motion on this step. He has to bring both feet into the ground as quick as possible, keeping his legs bent and keeping the shoulder level low. With the hopping action, Quarterbacks tend to raise up more and this has to be limited. Because there is no pushoff, the depth will be closer to the line of scrimmage than on the Ride and Decide Method. It is really important that the feet are parallel to the path of the B-Back, otherwise fumbles will occur. The ball will be pushed back with the extended front arm (left arm) similar to the Ride and Decide Method, tucking his chin to the front shoulder (left shoulder) and getting his eyes on the Divekey. His feet will be flatfooted and he will start the ride off this stance. The weight transfer starts toward the front foot (left foot) and the decision has to be made at the front hip, not reaching out. The read is shorter than on the Ride and Decide Method because of the flatfooted stance and tough on certain stunts. After the ride, the Quarterback has to start from a stationary position and needs to get off fast. If the Quarterback is not athletic enough the backside can chase down the Quarterback from behind.

Coach Tony DeMeo has used a different technique for his Gun Triple Option. Basically the Fullback is utilized as an additional blocker in pull reads and cuts the Divekey. Currently the technique is not common with Flexbone Offenses but a lot of phrases he uses apply to it perfectly. More on that in a separate article.

MESH TECHNIQUES - 3. POINT METHOD

"Better a wrong read than a long read." Tony DeMeo

The Point Method or "No-Mesh Mesh" Method has its proponents in the Split Back Veer, but also has a growing "fanbase" in other Veer Offenses. Its origin is at Carson-Newman College. It is not as deceptive as the Ride and Decide Method and this hurts the Play Action Passing game too. Its advantage is that their is no ride between the Quarterback and the B-Back, so the chance of a fumble is limited. And limiting turnovers is key to all offensive success as we know. A big advantage is also the time of teaching the technique needs and that it cancels hangups in the mesh because of a long read.

As with the Ride and Decide Method, the Quarterback will transfer his weight to his backside foot (left foot if played to the right) and push off that foot gaining depth into the mesh. The toes of the playside foot (right foot) should point at 2 o'clock and the weight transfers from the backside leg (left leg) to the playside leg (right leg) while the backside leg (left leg) follows. The toes of the backside (left leg) should now point at 1 o'clock and you should come to balance. This brings the Quarterback into the line of scrimmage and assures that the Quarterback is not bellying of the mesh or getting into the backfield and running sideways. The arms will be extended immediately presenting the ball for the B-Back, pointing the ball at the Divekey and the trunk and torso will face the Divekey. His eyes will follow the arms and he will focus on the far shoulder of the Divekey. The Quarterback needs to be in a position where he is able to attack the defense. The ball is pointed directly at the Divekey with arms extended, so that the B-Back is able to run over the ball. The weight in this stance is balanced on the balls of his feet during his read  and his pad level should stay the same from the snap to the mesh. If the Divekeys far shoulder takes the B-Back and crosses the ball, the Quarterback will pull the ball. If the Divekeys far shoulder stays on the upfield side of the ball, the B-Back will take the ball. Against stacked fronts and stunting defenses, the Quarterback needs to perform an area read, where he reads the area of the collission point with the B-Back. If no one attacks this area and he gets a clear read, the B-Back will run over the Football and take it. If a Defender attacks this area and the Quarterback gets a cloudy read, he will pull the ball. It is important that the Quarterback gives the ball unless someone is able to tackle the B-Back and this has to be his mindset. The B-Back will run over the ball and if it is there, it is his and he will take it. Also if the B-Back touches the Football, the ball has to be given to him. If a wrong read occurs and the Quarterback pulled the ball, he has to follow the B-Back. This gives him a chance to make something out of nothing. If the Quarterback gets a fuzzy read and the Playside Tackle takes the pinching Divekey the Quarterback has to give the ball. When the read is made the weight shifts back to the rear leg (right leg) in order to get out of the mesh quick and aggressively downhill. He will snap the ball back into his chest before contact is made with the B-Back if the ball is being pulled. The Quarterback aims to the hash marks, then the numbers and towards the sideline. If the Quarterback has problems getting off the mesh quickly, he can perform an escape step with his rear foot (right foot) behind the mesh and get downfield with the second step. The ball stays at heart level to be able to perform a heart to heart pitch and getting the ball out quick if the defense stunts.

MESH TECHNIQUES - 2. RIDE AND DECIDE METHOD

The Ride and Decide technique is the oldest one but probably still the most used one. It developed with the Wishbone offense. It is a proven technique within different offensive formations and combines a long read duration for the decision making of the Quarterback and decent deception. It works against different defensive techniques because the Quarterback can control the time of the read with the length of his step. Against a pinching Divekey the step can be shorter, against a slowplaying Divekey the step can be longer, making the Divekey to commit for the B-Back or the Quarterback. This helps with ball security and the reads of the Quarterback. The techniques takes time to teach and because of the ride ball security problems can occur. Also it is tougher for the B-Back to judge if he is getting the ball or not.

The Quarterback will push off his backside foot (left foot if going to the right), gaining depth and step with his playside foot (right foot) at 5 o'clock. The weight is actually transferred to the backside foot (left foot) before the snap. If the Quarterback steps and does not push back, his shoulder level will raise and he will lean back, so make sure that the weight is transferred presnap. This happens especially with tall Quarterbacks. He pushes the ball with his backside hand (left hand) to his rear hip (right hip), keeping both hands on the ball and the front arm (left hand) fully extended. His chin tucks to his front shoulder (left shoulder) and his eyes are on the Divekey immediately. As the B-Back gets into the Mesh, the Quarterback starts riding, keeping his front arm (left hand) extended and stepping with his backside foot (left foot) parallel to the line of scrimmage while transferring his weight from the rear leg (right leg) into the step. The decision to give or pull the ball is made at the front hip (left hip). The Quarterback continues pushing off his front foot (left foot) and stepping with his rear foot (right foot) behind the B-Back. This keeps the Quarterback moving and not having to restart his motion after the read. It helps reducing backside defenders chasing down the Quarterback from behind. Because it is not working into the line of scrimmage Quarterbacks tend to belly off the mesh after disconnecting with the B-Back.