Creating An Effective Game Plan In The 50 Defense

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COLERAIN FOOTBALL
RUN FAST! HIT HARD!
Creating An Effective Game Plan
In The 50 Defense
Head Coach – Tom Bolden
Defensive Coordinator – Shawn Cutright
Secondary Coach – Phill Joseph
About Us
• Division I High School (Approx. 1100 Boys) in Cincinnati
• 11 Consecutive Greater Miami Conference Titles
• Playoff Qualifier 10 of the past 11 seasons
• Multiple Division I College Players
• 2004 Ohio State Champions
• 127 – 14 with 35 All-Ohio players since 2000
About Our Defense
Defensive Averages Since 2005:
• 80 Rush Yds. Per Game
• 99 Pass Yds.
• 10 Pts.
• 3 Ohio Defensive Player’s of the Year Since 2000
Why Run The 50?
• Lack of size on the line
• Advantageous to our players… speed
• Difficult to get a pre-snap read
• Easy to adjust to power and spread
• Flexibility to change players
• Ability to run multiple coverages
• Keeps offense off balance with ability to angle
Colerain Defensive
Philosophy
• Use formation recognition & game situation to
make defensive adjustments/alignments
• Be flexible enough to react to what the offense is
doing, even if that means changing our call
• ILB’s & Safeties are leaders on the field & must
completely understand the game plan each week
• Allow them to get us into good situations through
checks
• Take advantage of team speed
• Run all defensive calls from the same look
Defensive Goals
@ Colerain
1. Win
2. Hold Opponent under
10 points
3. Hold under 100 yds.
rushing
4. Hold under 125 yds.
Passing
5. No plays over 25 yds.
6. Force 3 Turnovers
7. Score/Setup a Score
8. Win all sudden changes
9. Prevent Back-to-back 1st
downs after we score
10. No penalties to extend
drives
11. Hold Opponent to under
33% on 3rd down
12. 5 Sacks/TFL
Creating The Game Plan:
What We Want to Know
•
•
•
•
What do they want to do & when do they do it?
What are they best at/What do we have to stop?
What can we do best against them?
Personnel – Who’s the guy?
–
–
–
–
Best Player
QB Ability
Worst OL/Do they flip O-Line
Do they have packages?
Phases of Creating an
Effective Game Plan
1.
2.
3.
4.
5.
Film Breakdown (Coaches)
Game Plan Creation/Scouting Report
Film Study (Players)
Practice
Putting it all together & Making adjustments
in-game
Phase 1:
Film Breakdown
• Meet & get it done in 1 day.
• Defensive staff meets & begins film breakdown @
7am Saturday, typically finished before 2pm
• Breakdown 3 films*
– Last 3 opponents or 3 opponents who run the 50
defense
• Make sure that every coach has responsibilities &
let them create a system to meet them
Film Breakdown
Responsibilities
• Coach 1: Inputs Formation, Play, Play Type,
Play Direction, Field/Bench
• Coach 2: Inputs Location, Down & Distance,
Result
• Coach 3: Draws all run plays
• Coach 4: Draws all pass plays/create passing
chart
• Coach 5: Watch/note personnel, begin to draw
scout cards
Film Breakdown
Continued
• After 3 Films are finished:
– Create personnel sheet for scouting report
– Determine basic tendencies (run/pass,
field/bench)
– Draw enough cards for Monday practice
– Create a Run & Pass Summary page
– Draw each formation & label plays from them
– Discuss initial thoughts & Go home!
• Coaches may need to finish drawing cards, generate
tendency reports, watch additional film
Phase 2:
Creating the Game Plan
• Sunday is spent creating the game plan &
scouting report. By Sunday night this is
finished
• Assistants finish scout cards, begin writing
scripts, create film playlists, etc.
• Coordinator reviews all information, contacts
coaches, reviews film, etc. to formulate plan
• If you play angle defense, tendencies are
critical to your game plan
Tendency Reports
We want to know as much as we can about what the opponent will do in
almost all situations. Tendency reports will determine our automatic
checks, the direction we want to angle, where to bring pressures, what
coverage's to play when, etc. We start by looking at the following:
• Run/Pass
• Hash/Direction
• Each formation
• Tight End
• Motion/Type of Motion
• Backfield Alignment
• Down & Distance
• Combinations of any of these
• Anything else we may see that week
Scouting Report Format
Handed out @ 7am Monday morning
•
•
•
•
•
•
•
•
•
•
Title Page – Paragraph summary of opponent
Personnel Page
Keys to Victory by position (3-4 each)
Tendency Nutshell
Down & Distance Tendencies
Checks & Game Plan Page (What we will call & won’t)
Run Summary Page
Pass Summary Page
Passing Chart
Formation Drawings with plays
Phase 3:
Film Study
•
•
•
•
Your players can never watch enough film!!
Short 15 – 20 min. sessions if possible
Teach formation recognition during film
Our online system is extremely helpful
– Playlists are created and sent to players via text &
email each week.
– Players can now see what is important for them
quickly & easily
Film for Players
• Players will watch opponent film
Tues./Weds./Thurs./Fri. from 7 – 7:25 am
• We typically watch the film from previous
seasons game on Friday morning
• Players are expected to watch film from the
playlists created online
• Players are quizzed during film sessions about
information from scouting report
Phase 4:
Practice
• Monday – Learning Day
– Use walk-thru periods, be patient, adjust if need be
• Tuesday – Chaos
– Up-tempo, lot’s of mental mistakes, focus on effort
• Wednesday – Get it Right!
– Should be few mental mistakes, correct anything that
goes wrong
• Thursday – Perfect Practice!
– As game-like as possible, no mistakes
Practice Continued
• As much about coaches learning & adjusting
as it is for the kids (debrief after each day)
• Film practice! We watch practice film with
players everyday
• Utilize opportunities for 1’s on 1’s
• We try to see every situation in practice,
almost 100 plays a day
• The key to this is having scout cards & scripts
done right
Creating Scout Cards
& Practice Scripts
•
•
•
•
Scripts
Have the same coaches
responsible for creating
them
Make sure you see a variety
of plays
Put players in good & bad
positions
Pay attention to details like
down/distance, hash
Scout Cards
• We draw EVERY PLAY!
• Typically from 3 films this
means we have over 250
plays, we use about 90 a
day
• Cards are numbered,
drawn, color-coded, and
have hash and field position
labeled
Monday Practice
Full Pads/Full Contact
• 10 – 15 minute Walk – Thru
– Done every Monday!! Take as long as you need!
• Individual
– Walk – thru again by position, discuss keys for the week,
fundamental drills
• Interior & Perimeter Periods – 32 Plays Each
– 8 plays of 1’s on 1’s during interior
– Group your plays by formation to help players learn checks
– Put them in good situations a lot
• Team Period – 33 Plays
– 8 plays of 1’s on 1’s
– Arranged by hash & down/distance
– Group plays together by formations
Tuesday
Full Pads/Full Contact
• Tuesday is mistake day! High-paced practice,
energetic/enthusiastic coaching.
• Individual
– Work on opponent specifics (DB’s = Route Combos, DL/LB
= Key Drill)
• Interior (32 Plays, Including 8 1’s on 1’s & 5 Goal Line)
• Perimeter (32 Plays)
• Team (33 Plays including 8 of 1’s on 1’s)
– Players will make multiple mental mistakes, coach the
physical!!
– Put players in bad positions and see how they react
– Repeat checks later on to see if they are learning
Wednesday
Helmets & Shoulder Pads Only
• Walk thru again if need be
• Individual
– Usually Combo’s or fixing something from the
previous practices
• Interior (32 Plays), Perimeter (32 Plays/ 8 are
1’s on 1’s), &Team (33 Plays)
– Checks should run smoothly
– Mix up formations & plays
– Challenge your players mentally & physically
Thursday
• We simulate this as close to a game as
possible
• Put players in positions to make plays
• Coach in between series
• Players should make all checks with little or no
problem
• Be as positive as possible so your players leave
confident
Friday - Gameday
• 3 pm – Review of Defensive Goals with team,
pass out incentives
• 4:30 pm – Position Meetings with coaches
• Remind them of checks, keys, answer
questions
• Pre-game warm-up's = no checks
• Run Fast! Hit Hard!
In Game
• ALWAYS HAVE A C.O.P. READY!
– We always have something just in case
• Check on Personnel (Pre-game & during)
• Chart tendencies from press box
– Down/Distance
– Field/Bench
– Formation & Play
• Chart what you are doing effectively/ineffectively
• How are our guys doing?
• Listen to your players & adjust
Questions/Contact
Shawn Cutright
dcutright@nwlsd.org
Phill Joseph
pjoseph@nwlsd.org
Colerain High School
8801 Cheviot Rd.
Cincinnati, OH 45239
COLERAIN FOOTBALL
Team Script
ST. X #1
PLAY
HASH
D&D
CARD
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
M
1 & 10
M
2&2
542
39a
754
23
300
8a
37a
78
122
42a
75
118
72
210
74
71
123
41a
55
132
305
76
17a
1008
28a
330
323
73
319
100
70
302
31a
M
3&4
M
1 & 10
R
2&8
R
R
R
L
L
L
L
M
M
M
M
R
R
R
R
L
L
L
L
M
M
M
R
R
R
L
L
L
3&2
1 & 10
2&7
3&6
1 & 10
2 & 12
3 & 10
1 & 10
2&3
3&3
1 & 10
2&1
3&1
1 & 10
2&7
3 & 11
1 & 10
2&7
3&5
1 & 10
2&6
3&6
1 & 10
2 & 12
3&5
1 & 10
2&8
3&1
PLAY NAME
G Rt Closed Trips Lt 60 Boot
St. I East 19T
G Split Blue 60 Hitch
G Split Blue Rocket 14TT
G Rt Bengal 60 Out
Wk I Red Launch 17 Jet
Closed TE Trips Lt Rocket 25
G Lt Red West 14TT
G Empty Rt TE Lt Launch 50 JB
G Rt Trips Rt Counter 15 TT
G Rt Blue East 24CB
Closed Trips Rt 60 CSF
G Rt Blue East 19T
G Rt TE Trips Lt Rocket 50 HB Wheel
Wk I West Bounce Lt 16 Ctr Toss
Bengal 25
G Rt Blue East 50 JB & Go
St I West 10T
G Lt Red West 18T
Bengal 50 Boot
G Lt Closed TE Trips Rt 60 Under
Bengal Rocket 16 Jet
Closed TE Trips Rt 25
G Lt Red West 60 Hitch
G Rt Trips Rt Counter 15 TT
Bengal 50 Out N up
G Rt Dbl Slot Stallion
G Lt Bengal 24
G Empty Bunch Lt 50 Seam Switch
Bengal 60 Slant
Bengal 24
G Rt DS 50 Dig Wheel
Blue 1 Dive
DEFENSE
Offensive Tendencies - Week 3
COLERAIN vs. Fairfield
52% Run vs. 48% Pass
98 Plays to the Field vs. 27 to the Bench
63 plays to the Left vs. 79 to the Right
Passing Game:
91% to the field
57% to the right
Favorite Routes – Hitch, Post/Out, Smash, Screen
Running Game:
69% to the Field
54% to the Left
Favorite Plays: 56/57, 10/11, Toss Sweep
Motion:
Rip/Liz Motion, Both Plays to that side
Rocket/Launch, 2/2 Pass to the motion
Return Motion, 2/3 Plays away from the motion
Gun 1 RB – 30 Passes & only 6 Runs
Gun 2 RB – 27 Passes & 15 Runs
Shotgun Totals – 57 Passes & 21 Runs
Under Center – 36 Runs & only 9 Passes
Trips Formations :
11 Runs, 22 Passes
23 of 33 Plays to the Trips (Plays away = Ctr Trey, Boot)
If RB is AWAY FROM trips 13 of 14 plays = pass
East & West = 8/8 Pass, always to twins
Single Width – 11 of 15 plays to the strength, away from nub
Down & Distance and Field Position
1st & 10 – 75% Run vs. 25% Pass
2nd & 10 or more
77% Pass vs. 23% Run
3rd & 10 or more
87% Pass vs. 13% Run
2nd & 5-9 yds.
2nd & 5 or less
65 % Run vs. 35% Pass
67% Run vs. 33% Pass
3rd & 5-9 yds.
92% Pass vs. 8% Run
3rd & 5 or less
50% Run vs. 50% Pass
4th Down = 1 Run (less than 5 to go) & 1 Pass (more than 5 to go)
Red Zone Tendencies: 8 Passes (Smash, Slant, Outs) & 12 Runs (56/57, Toss Sweep)
Goal Line: 1 Pass & 1 Run
Passing Chart
3 Game Totals: 5 – 22, 126 Yds., 1 TD, 1 INT
5 Sack, 3 Scramble
21 Yards & Up
21 Yards & Up
21 Yards & Up
1 – 5, 39 yds.
0 – 3, 0 yds.
1 – 2, 39 yds.
11 – 20 Yards
11 – 20 Yards
11 – 20 Yards
0 – 3, 0 yds.
1 – 1, 15 yds.
1 – 2, 16 yds.
0 – 10 Yards
0 – 10 Yards
0 – 10 Yards
1 – 1, 3 yds.
0 - 1, 0 yds.
0 – 4, 0 yds.
1 TD!
1 INT
Season Leaders & Totals:
Kyle Sess, 13 -36, 300 Yds., 4TD, 3 INT
Receiving:
Darius Hillary, 4 Catches, 116 yds., 2 TD
Will Bundy, 4 Catches, 143 yds., 3 TD
SYCAMORE DEFENSIVE CHECKS
Tight Angle Defense:

Gun 1 RB ANGLE TO RB

Angle AWAY from twins in DBL east and west

Angle to TE

Angle to trips

DO NOT Check angle W MOTION……UNLESS THEY MOTION TO QUADS IN EMPTY

Angle to Unbalanced

In EMPTY……KEEP ANGLE CALL….ANGLE TO THE 2 PLAYER SIDE

Angle to Offset I
6 PACK

Check WEAK in closed trips
NUT SHELL
1. 2/1 plays to the field
2. Pass 40% out of I backs
3. Shot gun 2RB….RUN 51/53
4. Pistol 1 RB…..11/11 run (speed option 8/11)
5. 74/228 total plays where QB RUNS
6. #74 is there best O-LINEMEN
7. #3 is a DB…watch HIM getting the ball when he comes to OFFENSE
8. #3 runs wildcat sometimes
9. KEEP ALL FIELD/ BENCH CALLS
KEYS TO SUCCESS VS. SYCAMORE
TEAM
1. PLAY LIKE HELL AND ENJOY THIS GREAT GAME OF FOOTBALL!
2. Run fast and hit hard.
3. FIGHT FOR EVERY INCH, NEVER GIVE UP!
4. CREATE TURNOVERS.
DEFENSIVE LINE
1. PLAY ON THE LINE OF SCRIMMAGE – DO NOT GET PUSHED AND ANGLE FLAT!
2. GET YOUR GUY EVERY PLAY!
3. The favorite run is QB TRAP, 40/41 AND 24/25.
4. This game will be WON by stopping the run!
LINEBACKERS
1.
2.
3.
4.
ENDS
Be physical. Stop the run with authority #8 is there best player.
GET YOUR GUY and get all checks.
Best run is the QB TRAP, 40/41 AND 24/25.
This game will be WON by stopping the run!
1. Best run is the QB TRAP, 40/41 AND 24/25 – BE PHYSICAL!
2. Read the end man on the line and close on all down blocks.
3. #8 IS THE MAN… you are QB KILLERS!
4. This game will be WON by stopping the running!
SECONDARY
1.
2.
3.
4.
Run to the ball and be great tacklers. Support the run by being physical.
Cover the 3 step and quick passes - make plays on the ball!
Eliminate the big plays by being great in coverage and doing your job.
This game will be WON by stopping the run!
When your team is winning, be ready to be tough,
because winning can make you soft!
Remember:
SYCAMORE GAME PLAN
RUN DEFEND
T<2
T<4
S<3
T<3
T BIRD
F < 2/3
B<3
T STRAIGHT 3
Tuff St.
Tuff St. 3
Tuff St.Fire 3
Tuff St. Pick Rt/Lt 3
Tuff St. Falcon Rt/Lt
3
PASS DEFEND
All ABOVE
6 PACK END 3
6 PACK WK END 2
RUN ATTACK
T < CRASH 2/3
F/T smoke 3
S lightning 3
S shoot 3
Tuff St. Dbl Falcon 3
Tuff St. Dbl Pick 3
Tuff St. Fire Dbl Pick 3
Tuff St.FireDblFalcon
3
6 PACK 2 MAX (Fire)
6 PACK 3 MAX (Fire)
PASS ATTACK (5 man)
6 PACK BOLT 3
6 PACK DBL END 3
6 PACK BOLT PICK 3 6 PACK SHOOT END 3
3
6 PACK FIRE BIRD 3
6 PACK EAGLE 3
ALL 6 PACK WEAK BLITZES
6 PACK SHOW BOLT PICK 3 and 3 MAX
PASS ATTACK (6 / 7 man)
6 PACK BOLT X 3/1
6 PACK FIRE BIRD X 3/1
6 PACK EAGLE X 3/1
6 PACK DBL BOLT 0
6 PACK DBL BOLT PICK 0
6 PACK DBL FIRE BIRD 0
6 PACK DBL EAGLE 0
6 PACK DBL EAGLE PICK 0
Nickel Dbl Fire 2 Trail
Nickel Dbl Pinch 2 Trail
6 PACK BOLT SWITCH 3
6 PACK BOLT PICK SWITCH
6 PACK TWIST END
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