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Post by runtheball86 on Feb 18, 2006 8:21:09 GMT -6
How do you call motion?
Us:
Rip (motion right to the inside between the FB and QB) Liz (motion left to the inside bewtween the FB and QB) Rob (motion right behind the FB) Loop (motion left behind the fullback)
lost more but we want to keep our huddle calls sort so we are looking for some new ideas.
Thanks!
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Post by CoachBrink on Feb 18, 2006 14:54:43 GMT -6
We identify who is in motion by letter then the type or direction of motion:
R-Rip (Running Back motion to the right) W-Tail (Wing Back motion behind the FB)
Easy for players to learn and options are only limited by our imagination
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iahc
Freshmen Member
Posts: 78
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Post by iahc on Feb 18, 2006 18:31:04 GMT -6
Our motion is identified by words with the letters of the receiver or person in motion in the word:
Zip - Z receiver all the way across the formation Buzz - Z receiver motion to nearest lineman Jazz - Z receiver motion, behind Fullback
Wiggle - W receiver all the way across the formation Whip - W receiver motion to nearest lineman
Fox - X receiver to nearest linman
Hop - halfback motion Shuffle - Fullback
Our motion call will come directly after the formation call: Right Flex Zip.... Left Ace Wiggle...
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Post by thurman on Feb 18, 2006 21:46:27 GMT -6
I just call out the receiver and then one of the motions.. such s
Z-Jet Z-Rocket Z-In Z-Across Z-Back Z-Test
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Post by coachcalande on Feb 18, 2006 21:58:15 GMT -6
ray and lee are better than rip and liz (sound different and distinct and cant get misinterpreted)
we use ray for arc motion to right, lee for arc motion to left, rocket for sprint motion right and lazer for sprint motion left...but it defines the whole backfield action too telling teh fb where to go adn teh qb where to go adn what to do...
fly and free are the fb motions...never use them though.
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Post by saintrad on Feb 19, 2006 0:30:45 GMT -6
hmmmm
2 back (T) ...all motions start with a T word 4 back (F) ... all motions start with an F word 0 back (Z) ... all motions start with a Z word Y back .... all motions start with a Y word
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Post by Mav on Feb 19, 2006 9:21:37 GMT -6
hmmmm 2 back (T) ...all motions start with a T word 4 back (F) ... all motions start with an F word 0 back (Z) ... all motions start with a Z word Y back .... all motions start with a Y word Agreed - then take it one step further and standardize the rest of the words using only one syllable words: ac=across the formation - TAC, FAC, ZAC, YAC ip=into teh formation(without crossing) TIP, FIP, ZIP, YIP
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Post by runtheball86 on Feb 19, 2006 16:15:36 GMT -6
Heat of the moment ... crucial situation ..,. do the words sound different enough to avoid careless motion penalties? For many years we taught all of our plays with the appropriate motion built in - then used "NO MO" as a tag if we wanted that or other tag words if we wanted to change it ... fewer situations where we needed to tag the motion that way.
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Post by CoachMikeJudy on Feb 19, 2006 18:46:04 GMT -6
Jerry- Jet Rt Jello- Jet Lt Roar- Rocket Right (deep mo) Roll- Rocket lt
Most plays we don't call the motion, only on counters or Joker (plays opposite the motion)
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champyun
Junior Member
Life is not a matter of holding good cards, but of playing a poor hand well.
Posts: 252
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Post by champyun on Feb 20, 2006 9:50:57 GMT -6
Out of the I:
"Tex" - Tells the TB to go in motion towards the X receiver "Toy" - Tells the TB to go in motion towards the Y receiver "Fix" - Tells the FB to go in motion towards the X receiver "Fay" - Tells the FB to go in motion towards the Y receiver "Z-Motion" - Tells the Z to go in motion across the formation "Return" - Added to any RB/WR motion to have that player go in motion away and then return back toward his original alignment "Yo-Yo" - Tells the Y to line up on the side called and then shift to the other side of the formation "Y-Motion" - Tells the Y to line up on the side called, step off the LOS (pause), and then go in motion opposite (Z will step up on LOS). "Rip" - Tells the FB to line up offset to the right, behind the Right OG. "Liz" - Tells the FB to line up offset to the left, behind the Left OG.
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Post by thurman on Feb 20, 2006 10:14:01 GMT -6
When we used to run the Wing-T we had built in motion as does Runtheball.. On the Down the HB knew he had 1 step motion... and on Cross Block the Wing knew he has 3 step motion.. And a lot of times we also would tag the play with No Mo.. such 187 Crossblock No Mo.. Sometimes we would be killing them with the Crossblock and the backers would start shifting over on motion.. thats when you can either run the Counter Trap, or just run no mo.. Another thing we did was run 183 Crossblock.. The Wing still knew he had 3 step motion.. but now instead of continuing on his option pitch path, he pivoted on the snap and blasted the LB on his side. These were 3 key busters we would use in our Crossblock series.
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Post by blb on Feb 20, 2006 12:27:15 GMT -6
We are a Veer team and don't use motion probably as much as a lot of one-back or spread teams. When we want FL to go in motion, we simply call "Motion" and formation we want him to wind up in. RB motion calls are: "Jet" = HB motion to formation "Fly" = HB motion away from formation "Orbit" = FB motion to formation "Sail" = FB motion right ("Jet" and "Orbit" to, "Fly" or "Sail" away)
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Post by tog on Feb 20, 2006 15:22:07 GMT -6
Heat of the moment ... crucial situation ..,. do the words sound different enough to avoid careless motion penalties? For many years we taught all of our plays with the appropriate motion built in - then used "NO MO" as a tag if we wanted that or other tag words if we wanted to change it ... fewer situations where we needed to tag the motion that way. this is a good point we had an issue with rex and lex just broke out the old thesuarus and found another word
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Post by cqmiller on Feb 21, 2006 7:50:47 GMT -6
I have 4 different motions with each player that can go in motion. I have an "In", "Out", "Across", and "Return" motion. Each has a different name but it is a simple scheme to pick up.
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Post by lovetocoach on Feb 21, 2006 7:56:45 GMT -6
I have done this many different ways, but the best way that I have found is this:
ZAC = Z across ZIN = Z into the middle ZAR = Z return
HAP = H across HELP = H into the middle HUN = H return
FLOP = Fullback in motion
TOM = Tailback in motion
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Post by lovetocoach on Feb 21, 2006 7:57:49 GMT -6
Of course, it all depends on what you name your terminology and what kind of motion you want. Right now, we don't use ANY motion, so it doesn't really matter! The most important thing is..get the kids involved. Let them feel ownership in making up names and signals.
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Post by midlinemoney on Feb 21, 2006 8:30:18 GMT -6
this works best for us:
just give the letter of the player and a # to tell him where he is going z-10 f-9 y-3 etc. 11 is wide left 9 hash left 7 yard outside y 5 c gap 3 b gap 1 a gap and vice versa for the other side
the only time we don't use this system is when we want fast motion for either a jet sweep or we're running a double wing type motion. we just call that rifle (right to left) and lazer (left to right)
we also make our motion call at the beginning of the play call
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Post by Mav on Feb 21, 2006 10:57:33 GMT -6
this works best for us: just give the letter of the player and a # to tell him where he is going z-10 f-9 y-3 etc. 11 is wide left 9 hash left 7 yard outside y 5 c gap 3 b gap 1 a gap and vice versa for the other side the only time we don't use this system is when we want fast motion for either a jet sweep or we're running a double wing type motion. we just call that rifle (right to left) and lazer (left to right) we also make our motion call at the beginning of the play call We're talking about using this system next year. The numbered 'areas' seem great for simple alignment of your tailback and for motioning. IMHO this is the best if you need PRECISE alignment from your motion man (eg not just motion across, but motion across to the 'wing' position, or the 'slot' position, etc.) It's a bit more wordy, but it defines exactly where the motion man will be at the snap -- 'wing' position, 'slot' position, or the widest position. If you assign pass routes based on who's #1, #2 and #3, IMO this is the way to go. Anyone else use this type of motioning system? I have a couple of questions.
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Post by coachbdf on Feb 21, 2006 14:16:52 GMT -6
Mav,
I use that letter of player and numbers. The numbers are simply an extension of the hole numbering system and the letters they already used to. The way I learned it was it was just like using coordinates on a map - letter, number. Have not had a problem with it being to wordy.
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Post by sls on Feb 21, 2006 16:42:20 GMT -6
this works best for us: just give the letter of the player and a # to tell him where he is going z-10 f-9 y-3 etc. 11 is wide left 9 hash left 7 yard outside y 5 c gap 3 b gap 1 a gap and vice versa for the other side the only time we don't use this system is when we want fast motion for either a jet sweep or we're running a double wing type motion. we just call that rifle (right to left) and lazer (left to right) we also make our motion call at the beginning of the play call I don't know if they invented it or not, but this is the Robinson/Coverdale system, has worked really well for us.
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Post by Mav on Feb 21, 2006 18:58:30 GMT -6
bdf and sls, We're trying to use this numbering concept into our existing system for TB positioning and motion. For example in our 21 personnel group (2 backs, 1 TE) we have Pro, Wing, Slot, etc We don't currently use hole numbers, so to position our Tailback we're thinking of using simply 2,4,6 to the right and 1,3,5 to the left.
----------------------------YOOXOOO----------------------- --------5-------3--------1------Q------2--------4--------6--
Example - Slot Rt 2 - creates a trips look -----------------------------YOOXOO-------------------X--- ---------------------------------Q----TB-------Z------------- ---------------------------------------------------------------- ---------------------------------F-----------------------------
Example - Pro Lt 4 - creates a 2x2 look ----------------------------YOOXOO--------------------X--- --------Z-----------------------Q------------Z-------------- ---------------------------------------------------------------- ---------------------------------F-----------------------------
Our passing attack will be similar to the Coverdale/Robinson pattern concepts - ie your individual route will be determine by your relative postion of #1,2,or 3. What do you do if you want to position or motion a player to a numbered spot where a player is already lined up?
Example- if we want to lineup the TB in the 4 or 6 position in a Slot Rt formation. Have you had to deal with this? Our initial thoughts are to have a rule that states- If the TB is aligned in your normal position, slide 1 position inside.
Pro Rt 5 - slides the originally wide X, down into the slot position
-------------------X----------OOXOOY---------------------- --------T-------------------------Q--------------Z------------- ---------------------------------------------------------------- ----------------------------------F----------------------------
We're thinking about having the same rule for motioning. If someone's motioned to your normal aligned position, cheat in a couple of yards. The general thought is to keep players to enable the correct pattern distribution.
Any and all thoughts and ideas on this concept is appreciated.
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Post by cookiemonster on Feb 21, 2006 22:48:20 GMT -6
I use the number system also and really like it.
-------9-------------7---------------5--00X00--4-------------6--------------8---- -------------------------------------------3--2--------------------------------------
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Post by coachbdf on Feb 23, 2006 10:39:18 GMT -6
bdf and sls, We're trying to use this numbering concept into our existing system for TB positioning and motion. For example in our 21 personnel group (2 backs, 1 TE) we have Pro, Wing, Slot, etc We don't currently use hole numbers, so to position our Tailback we're thinking of using simply 2,4,6 to the right and 1,3,5 to the left. ----------------------------YOOXOOO----------------------- --------5-------3--------1------Q------2--------4--------6-- Example - Slot Rt 2 - creates a trips look -----------------------------YOOXOO-------------------X--- ---------------------------------Q----TB-------Z------------- ---------------------------------------------------------------- ---------------------------------F----------------------------- Example - Pro Lt 4 - creates a 2x2 look ----------------------------YOOXOO--------------------X--- --------Z-----------------------Q------------Z-------------- ---------------------------------------------------------------- ---------------------------------F----------------------------- Our passing attack will be similar to the Coverdale/Robinson pattern concepts - ie your individual route will be determine by your relative postion of #1,2,or 3. What do you do if you want to position or motion a player to a numbered spot where a player is already lined up? Example- if we want to lineup the TB in the 4 or 6 position in a Slot Rt formation. Have you had to deal with this? Our initial thoughts are to have a rule that states- If the TB is aligned in your normal position, slide 1 position inside. Pro Rt 5 - slides the originally wide X, down into the slot position -------------------X----------OOXOOY---------------------- --------T-------------------------Q--------------Z------------- ---------------------------------------------------------------- ----------------------------------F---------------------------- We're thinking about having the same rule for motioning. If someone's motioned to your normal aligned position, cheat in a couple of yards. The general thought is to keep players to enable the correct pattern distribution. Any and all thoughts and ideas on this concept is appreciated. Mav, Sorry couldn't get to computer yesterday. I think numbering it your way is good, the only thing you might want to consider is using more numbers and moving smaller numbers for gaps between OL, but only if you were planning on motioning people to lead up through a hole on a run play. EX: C & RG = 2, RG & RT = 4 etc. I originally had the problem of aligning people or motioning a player to a numbered spot where another player is already lined up. I use pretty similar formation calls to Robinson/Coverdale so now I just make sure to avoid that by call. But my first year I ran into that problem and handled it exactly the way you mentioned. If someone is aligned in your normal position or motioning to your position then you move 1 position inside. In trips for example I would tell them we need one in a "wing" position, one at widest position and one to split the difference. It was tough at first, but they did catch on. But like I said, now I just avoid that situation by calls.
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Post by Mav on Feb 24, 2006 9:56:58 GMT -6
Still hashing this one around. We originally had numbers inside the TE, but thought it might be too confusing for the linemen. We think we'd rather them not have to worry about the motioning numbers calls. We may use words: 'crack' for the short motion block on the EMOLOS, 'wham' for short motion blcok to DT/NT and 'kick' for long motion across kicking out the far EMOLOS. Did the linemen pick up the motioning numbering system okay for you.
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Post by txdrawl on Feb 25, 2006 21:32:26 GMT -6
Also out of the I:
Taxi - TB motioning across QB and back to original spot (while in a slot position) Zip - Z motioning into the formation (short motion and not crossing playside T or TE) Zap- Z motioning across the formation (long motion across the C) Zipper - Z motioning across the C and back to a slot
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Post by coachmacplains on Feb 27, 2006 16:21:05 GMT -6
When we ran split back veer, our backs were A & B. "Al" - A back across formation "Bob" - B back across formation "A Walk" - Motion away same side "B Walk" - Same Flanker motions: "Flee" - Motion across formation "Walk" - Motion same side of formation
Since going to flex we designate wings as A & B and use "Al" and "Bob" motion. FB only goes in motion on a few special calls; we call that "Fred".
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devils1
Sophomore Member
Posts: 110
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Post by devils1 on Feb 27, 2006 19:12:04 GMT -6
t- trick h- hit and hat z- zip and zap y- yip and yap f- flash
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Post by Olineiq on Feb 27, 2006 20:43:36 GMT -6
I like what we are using now each recever going left to right is A,B,C,D,E then you just tab it with how far you want them to motion to example "A motion short"
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Post by cqmiller on Feb 28, 2006 7:03:52 GMT -6
Motions
Motion.....................................“F”...........“H”...........“X”.....................“Y”...........“Z” In to “C”..................................Fin...........Hit............Exit.....................Yin............Zip Away from “C”..........................Fan..........Hat..........Exact....................Yang........Zap Across the Formation................Foot.........Hoop.........Exon..................Yo – Yo.......Zoom Return (in & back out)...............Fire..........Hero.........Extra......................Year........Zero
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