Smash: a 5v5 flag football play
The outside receiver runs a 5-yard hitch; the slot runs a corner route over the top of it. The defender responsible for that side has to choose: sit on the hitch and the corner is open behind them, or drop with the corner and the hitch is open in front.
Opens the free play maker with Smash added, ready to edit and print on a wristband card.
How Smash works
- Z runs a 5-yard hitch.
- Y pushes 7 yards upfield, then breaks at 45 degrees for the corner.
- X runs a backside post to hold the middle defender.
- C releases 5 yards and sits in the middle.
The quarterback's read
- Read the corner defender on the smash side.
- Defender sinks with the corner: throw the hitch.
- Defender squats on the hitch: throw the corner over them.
- If the middle defender jumps the corner, the backside post is open.
Coaching points
- Y sells the vertical stem before breaking. A corner that breaks early lets the defender carry both.
- The corner is a touch throw: lead Y toward the sideline, away from any deep help.
- Z catches the hitch and turns upfield, because the corner has cleared the space behind.
When to call it
Second or third and medium against zone, especially a two-deep look.
For youth teams
Older youth (10 and up). The corner throw needs arm strength and touch.
Rules check
IFAF (5v5, 7v7 and beach)
Legal as drawn. Near the goal line the corner route becomes a great end-zone throw, and the play still works in the no-run zone.
NFL FLAG and other rulebooks
Legal as drawn.
Rule numbers refer to the IFAF International Flag Football Rules 2023, the current edition. See the trick plays guide for the six rules that decide most plays.
Put Smash on a wristband
Add it to your playbook in the free play maker, change the routes to fit your team, and print numbered wristband cards and a coach's call sheet on regular paper.