| |
Custom
Route Runs
For impatient people: Creating
a Simple WR Motion Toss, Runs Out of
Shotgun, and the Counter Toss play.
This is my most useful discovery with the
Madden 2004 play editor. The basic principle: If you assign
a player a custom route while he is assigned a handoff or
playaction pass, it does two things. First, the player still
follows through with his action, handoff/fake handoff. Second,
he becomes eligible for motion.
This trick gives you a whole new world of
running/PA plays. No longer are you limited to a basic
set of runs out of the backfield - you can hand/toss the ball
to any eligible player on the field. You have a lot
more flexibility with what you can do, using custom routes
to run the ball.
Remember, a PA pass is treated amost like
a running play, so if I talk about runs, I also mean PA passes.
Handoffs/Tosses to a player outside of the
"box": You can give/(fake handoff) the ball to players
you normally wouldn't be able to, such as receivers and wingbacks.
All you have to do: Give a running assignment to the player
(if he doesn't have one already) and change his assignment
to a custom route. Have the player run near enough to the
QB to get the ball, or use motion.
Creating a Simple
WR Motion Toss Play
- Starting from a blank playbook, add any
play from Singleback-Normal.
- Create a new blank running play.
- Go to the formation editor and move the
right-most WR (WR1) into a position next to the HB.
- Change him to HB2.
- Exit the formation editor. Edit the assignment
of this player, HB2.
- Assign him "Receive Pitch/Sweep Left"
- Move him back to the original WR spot,
and change him back to WR1.
-
 |
The
custom route |
Edit his assignment once again, this time, assign him a
custom route which extends backwards one row and three squares
to the left.
- Go to the Test Play area.
- Motion the WR to the left, across the
formation.
- Snap the ball when he nears the tight
end.
Video Link
(286k)
These are instructions for a simple play,
chances are that it won't be very effective as it is right
now. You can do a lot more with this trick, but this is to
give you a general idea of the concept. On toss plays, the
player will need to get depth in the backfield. On handoffs,
you will need to either have the player lined up close enough
at the start (like at a wingback position), or time the motion
just right.
Ways to improve the above play
 |
Both
work nicely for outside runs |
Instead of using a blank play from scratch,
use a stock play which contains an outside blocking scheme
with linemen pulling to get outside. "Split Backs-Big/Quick
Toss" from the Carolina playbook has both the guard and
tackle set to pull left, unless the defense is rushing hard
to that side. The linemen will pull only if they are uncovered,
which is ideal for a play like this. (In case you are wondering,
"Singleback-Big/HB Power" (in almost every playbook)
has the same thing going to the other side). Depending on
the final formation, you could also use "Weak I-Big/Counter
Trap", which has the center pulling towards off-tackle
(I'd go with changing the left guard to base blocking).
 |
Move
the FB spot left, have him sweep right as the HB runs
a fake toss left. |
Alternatively, if you're not into blocking
assignments, you can use a play with the HB running a fake
toss right. You can add a simple FB Dive play from the I Form-Normal
set, with the HB running his fake toss. Move the FB out as
a slot receiver, and apply the custom route. Since this play
is a direct handoff, you will need to time the motion down
correctly for the handoff to take place.
Also, the running assignment has a bearing
on the final play. You selected "Receive Pitch/Sweep
Left" last time - if you select "Sweep Right"
instead, the QB will pivot the other way, which can throw
off the defense from time to time.
You can also use similar steps to create
a pitch back to a player lined up as a wing/H-Back, or a quick
dive handoff (since with a custom route, the HB doesn't take
a second to do a fancy initial step, he just goes). Useful
for a quick FB dive on 4th-and-inches.
Runs out of
Shotgun
 |
The
Shotgun formation I will be using |
This is a frequently asked question - creating
runs out of shotgun using the default runs is tricky and inconsistent.
But you can create a good amount of shotguns with the use
of custom routes. (This tutorial is from a Shotgun formation
with the HB and the QB lined up next to each other. By default,
the HB is lined up one square ahead of the QB; you can still
create runs out of that formation, but I am going with the
assumption that most people have the HB next to the QB in
shotgun. Correct my if I am wrong).
- Handoff play
- Add a play from Shotgun-Normal. Go
to the formation editor, move the HB to a spot directly
behind the QB.
- Create one blank running play.
- Edit the HB's assignment, assign "Delay/Outside
Rt" (the run will go left, but this is so the QB
opens up right).
- Move the HB to a spot directly right
of the QB, change him to a WR.
- Add a custom route - "Delay 1
Second" at the initial point, and "End - Get
Open" at the same initial point.
- Change the WR back to a HB and run
the play.
- Toss play
- Start from the same play as before
(or by adding a new running play)
- Move the HB behind the QB, assign
him "Receive Pitch/Outside Lt".
-
 |
The
custom route |
Move the HB next to the QB, change him to a WR.
- Assign a custom route going one space
back, to the far left square which is lined up with
the player's initial position (the route will look like
stretched-out "V").
- Change the player back to a HB and
run the play.
Video Link: Run
/ Toss (240k / 248k)
Again, these are just two samples, and you
should probably do more than just that. Instead of using plays
from scratch, you can add stock plays. For the first play,
you can find a play with the right guard pulling right, like
one of the counters to the left out of the singleback formations.
The Counter
Toss
This is one of my favorite plays to run.
The QB fakes the ball one way, and gives the other way. You
can tweak this in many ways to fit many different offensive
formations. Instead of creating one for a Double Wing formation,
I'll just describe it for a more conventional Singleback formation,
with an H-back lined up wing left.
- Add the play "Fake Dive Pitch"
from "Full House-Normal", in Atlanta's playbook
(Remember, you can't combine this play to an existing formation,
if you plan to incorporate a counter toss, you must begin
with this and add plays to it).
- Move the left-most WR split far outside,
as WR2. Move the deepest RB in the backfield far right,
as WR1. Move the left RB into a singleback position as HB1.
Change the TE to TE1. Move the right RB to a spot wing left,
as TE2.
- Edit TE2's custom route to be a straight
line right.
- Edit WR1's custom route to be: "Cut
90° left, back one space, and up one space to the far
left (he will be in motion, so the 90° left as he is
running into the formation will take him deeper into the
backfield to gain depth). It will look just like the one
for the shotgun toss.
- Run the play. Motion WR1 to the left,
across the field. Snap the ball as soon as you can. The
H-Back should get a fake handoff right, and the WR should
receive a pitch left.
Video Link: Tutorial
/ 47 Counter Toss
(436k / 100k)
Once again, this is a pretty bare play. Use
your creativity with this play to do many things, experiment
with custom routes, formations and motion.
Final Tips
- You can edit the second man (the final
ballcarrier) on a reverse with custom routes, but don't
mess with the initial guy who hands off.
- Use the "Cut 45/90° Rt/Lt"
commands - they are very useful to adjust timing problems.
- If you need to "kill" time,
to get everything to work ok (like if your ballcarrier gets
there too fast), you can have them cut 90° the other
way before going.
- As far as I know, all of this applies
to PA passes as well as runs.
- Don't be afraid to ask questions - so
I can better write the tutorial, to clear some things up.
Post a note in the Forum,
or drop an email.
|