Hitch and go diagram
- 1
Z runs the same hitch he has run all game, then takes off. Call it after the corner has started jumping the hitch.
When to call Hitch and go
Call it after you have completed a few hitches to Z and the defender on him has started breaking forward on the turn. If that defender is still backing up at the snap, the play is not ready yet.
The double move takes about three seconds. In NFL FLAG the quarterback has 7 seconds to throw and the rusher starts 7 yards back, so QB has time if he throws on rhythm.
Hitch and go: each player's job
QB
Look at Z and pump the ball when he turns on the hitch. Then throw deep down the right side and let him run under it. If the defender does not bite, come down to Y on the quick out or C in the middle.
C
Snap, go 5 yards and turn to face QB. You are the safe throw if the deep ball is covered.
Z
Wide right. Run 5 yards, plant and turn back to QB with your hands up. Hold it for one count, then spin upfield and run straight down the sideline for the ball.
X
Wide left. Slant inside after three steps and hold the defenders on the left.
Y
Right slot. Quick out at about 5 yards toward the right sideline. You pull the short defender on that side toward you and away from Z.
H
Left slot. Run a slant, same as X. You are a quick throw on the left if QB needs one.
What the quarterback looks at
QB watches the defender covering Z. If he steps forward when Z turns, the go is open. Throw it high and far enough that Z runs under it. A deep ball that comes up short gets intercepted.
If the defender stays deep, take the short throw. Y is breaking to the sideline at 5 yards and C is sitting in the middle.
How to teach Hitch and go at practice
- 1
Run plain hitches with Z first. He needs a hitch that looks the same every time, with his chest turned to QB and his hands up.
- 2
Add the go. Z counts one after the turn, then pushes off and runs.
- 3
Add the pump fake. QB pumps as Z turns, resets his feet and throws to a spot 18 to 20 yards downfield.
- 4
Put a defender on Z and tell him to jump the hitch.
Common mistakes
- Z rushes the fake and never turns his head. The defender has to see his eyes and hands, so hold it for a full count.
- The throw is short and Z has to stop for it. Have QB aim past the receiver in practice until the ball lands in stride.
- The play gets called too early in the game. Complete the plain hitch two or three times first.
Hitch and go FAQ
When should I call a hitch and go in flag football?
After the defender on your outside receiver starts breaking forward on the hitch. Once he is stepping up before the ball is thrown, the double move is ready.
Does hitch and go work against a zone defense?
Less often. A deep zone defender is not reacting to the hitch, so he stays behind Z. Against a 6 on 6 zone, use flood or smash and save this for man coverage.
How deep is the throw on a hitch and go?
In the diagram Z ends up about 19 yards past the line. For younger quarterbacks, have Z fake the hitch at 4 yards and throw it 12 to 15 yards downfield.
More plays: all 6v6 flag football plays. Draw your own in the flag football play designer.