Pass ConceptDifficulty: 3/5

Four Verts

Attack Deep with Numbers

Originated byHal MummeIowa Wesleyan~1989

Four Verts sends all four receivers vertical, attacking the deep zones with numbers and forcing safeties to make impossible choices. It's the ultimate Cover 3 beater and big-play concept.

Overview

Four Verts is exactly what it sounds like: four receivers all running vertical routes. The concept attacks deep zones by sending more vertical routes than the defense has deep defenders. Against Cover 3, that's 4-on-3. Against Cover 2, it's 4-on-2 (though the corners help).

The outside receivers typically run go routes while the inside receivers run seams, bending their routes based on the safeties' leverage. Against Cover 3, the inside receivers split the safeties. Against Cover 2, they attack the hole between the safeties.

Four Verts requires time to develop but creates big-play opportunities when executed properly. It's a high-risk, high-reward concept that can break games open.

History & Origin

Four Verts became a signature concept of the Air Raid offense that Hal Mumme and Mike Leach developed. It embodied their philosophy of attacking deep and taking calculated risks.

Key Principles

  • 1Four receivers run vertical routes
  • 2Outside receivers: go routes up the sideline
  • 3Inside receivers: seam routes with leverage adjustments
  • 4Attack the deep zones with numbers advantage
  • 5Against Cover 3: split the safeties with seams
  • 6Against Cover 2: attack the middle of the field
  • 7Requires time to develop - need solid protection

When to Use

Four Verts is the go-to concept against Cover 3 and when you want to attack deep. Use it when you have good protection and need a big play. It's excellent on play-action and when backed up against your own goal line.

Pros & Cons

Advantages

  • +Big-play potential on every snap
  • +Creates numbers advantage against deep zones
  • +Simple concept for receivers
  • +Excellent against Cover 3
  • +Opens up underneath routes on future plays

Disadvantages

  • Requires time in protection
  • High-risk if coverage is right
  • Less effective against two-deep safeties
  • No short option if coverage is good

What Coaches Call It

Different coaches use different terminology for the same concepts.

CoachTeamTheir TermNotes
Mike LeachVerticalsAir Raid terminology
Lincoln RileyUSCFour VertsStandard terminology
Kliff KingsburyAll VerticalsDescriptive

What You Need

Skills and jobs required to run this scheme effectively.

Critical

VERT3x Wide Receiver who can Vertical Threat

At least 3 receivers who can win deep

Beat defender deep with speed. Pure speed and release moves.

PHY
COG

High

ANCHOR2x Offensive Lineman who can Pass Pro - Anchor

Need time for routes to develop

Absorb bull rush and hold ground in pass protection. Core strength and technique.

PHY
COG
ANTICQuarterback who can Anticipation Throw

Throw receivers open on seams

Throw before receiver breaks open. Trust, timing, and ball placement.

PHY
COG
DEF-READQuarterback who can Read the Defense

Find the open window in coverage

Pre-snap identification and post-snap adjustment. Film study and pattern recognition.

PHY
COG
PRESS-WIN2x Wide Receiver who can Win vs Press

Must beat press to run deep routes

Beat press coverage at the line of scrimmage. Technique, hands, and footwork.

PHY
COG
PHY = Physical DifficultyCOG = Cognitive Difficulty

Matchups

Good Against

  • +Cover 3
  • +Cover 1
  • +Single-high safeties
  • +Soft coverage

Avoid Against

  • Cover 2
  • Two-high safeties
  • Heavy pressure
  • Tight man underneath

Installation

Install CostLOW
Ideal Personnel11 or 10 personnel with four vertical threats

What You Need

Prerequisites for running this scheme effectively.

  • Four receivers who can threaten deep
  • QB with arm strength
  • OL who can protect 4+ seconds

When NOT to Use This

  • !High-risk if coverage is right
  • !No short option if routes are covered
  • !Requires elite protection
#pass#deep#verticals#cover-3-beater#big-play

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Added to Eyes Up by John Hashem

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