B - Glazier Clinics

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High School vs. Community College
Defensive Philosophy
Base 3-4 Defense
Development Plan
Terminology
Set The Defense: Call Procedure
Defensive Fronts
Game Calls – Outside Linebackers
Game Calls – Inside Linebackers
Coverage Descriptions
Blitz Schemes & Descriptions
High School vs. Community College
HIGH SCHOOL
3-4 years Development
Consistent Scheme
High School Senior
Same Terminology
Senior Leadership/Capt.
Academic Consistency
COMMUNITY COLLEGE
18 Practices
Completely Different Schemes
College Freshman (2 months)
Multiple Terminology
Fresh & Sophs Only
Wide Academic Range
DEFENSIVE PHILOSOPHY
• Establish Defensive System
• Development Plan
Establish the Defensive System
• The plan begins with the installation of our base 50 defense.
• It is the lead defense taught in our teaching progression.
• We must master the skills necessary for the successful execution of
our base.
• The more traditional 50 Slant defense is very predictable if you use it
exclusively.
• Formation Recognition and Communication between the triangle is
imperative to the success of our defense.
• Relentless Pursuit is also key.
3-4 DEFENSE
Why the 3-4?
Players
Deception
Teaching Methods
PLAYERS
It is more difficult to recruit 4-3 personnel.
The 3-4 has allowed us to get our best 11 players on the field at the
same time. We would much rather play with our 10th and 11th best
defensive player than our 15th or 16th (LB vs. DL).
Players like being in an aggressive and active defense.
Noseguard increases pressure on the Center.
Offense must account for 7 players who are potential threats.
DECEPTION
We counter being smaller on defense with speed and our ability to be deceptive.
Stem Front Odd/Even – change bubbles
Support Structure – 7 to 8 from 2 Deep Shell
Multiple Line Movements and controlled Stunts
Aggressive 4-5 Man pressure without exposing Secondary Man Coverage
Unique schemes and multiple disguises – creates offensive confusion (QB)
Creates pass rush mismatches
Can balance defense vs. offensive formations
Blitz Package
- Don’t Show Blitz - - - Blitz
- Show Blitz - - - Don’t Blitz
- Show Blitz - - - Blitz
TEACHING METHODS
Installation Process
System Checklist – Teaching Progression – Best Players
Consistency in the language of the defense
Continuity from base to all adjustments and coverage's.
Each change from base has a definite purpose.
The system has stimulated the learning process for our
players. They have a better understanding of the game!
DEVELOPMENT PLAN
Fundamental Development
Technical Development
Terminology
Set the Defense
FUNDAMENTAL DEVELOPMENT
Player Principles
Coaching Principles
Stance
PLAYER PRINCIPLES
On every play each player should use a particular stance. To be able to carry out his assignment, the
player must distribute his weight properly and place his hands, feet, and eyes in the right position. We
want our players to play faster than they are, not slower. 4.8’s playing 4.5.
Assignment and Technique
Every player has a specific assignment or job on every defense. A player can never leave the huddle
without knowing his assignment. In reacting to circumstances, the player must learn specific techniques
that allow him to carry out his assignment. We must give constant attention to developing technique in
taking on blocks, getting off blocks, finding the ball and tackling.
Alignment
Every player has a precise alignment on each defensive call. In teaching our players alignment, we teach
in terms of numbered alignments. We also give specific definitions of each alignment. Players must learn
precise alignments, and we must demand correct alignment on every down. Never Get Beat By
Misalignment.
Key/Reaction
The eyes control where the body goes, it is important that a player know exactly where his focal point
should be. He must develop the discipline to direct his eyes so that he will get the proper key. Achieving
this often requires a lot of coaching and repetition. Proper Keying also allows the players to play quicker
than his ability and prevents guessing. The name of the game on defense is reaction. The foundation of
improving our players ability to key and react relies on us putting a player in a situation enough times that
he can make the proper reaction.
COACHING PRINCIPLES
In teaching our players fundamentals, we design drills that
focus on a specific aspect of defensive play.
All of our drills are football related and taught in progression.
The drills are performed with a specific purpose and objective.
Teach body position. (Stance, Alignment and Leverage)
Reaction. (Key)
Explosion and the finishing of each drill. (Responsibility)
Creativity. Competitive Spirit. (Pride and Accountability)
Tempo. Recognition and Repetition. (Tackling)
Enthusiasm. Enthusiasm is caught not taught.
TECHNICAL
• Defending the Run
• Run Support
• Defending the Pass
• Coverage Structure
• Defensive Structure Responsibilities
DEFENDING THE RUN GAME
Relentless Pursuit With Great Leverage
Takeaway Running Strength (Stop North South Run-Spill)
Run Pressure: Inside/Strong/Weak/Edge
Controlled Line Stunts
Pressure Package Solid Versus Run & Pass
Odd & Even Fronts to take away Bubbles and Offensive Attack
Deception (Disguise & Stem)
Secondary Support (Easy Transition from 7 to 8)
RUN SUPPORT
There are three key elements of run support in structuring our Defensive Calls.
Force: The description of the responsibility for outside leverage on an outside
run. Responsibility for force is designated by:
1) Sky:
2) Cloud:
3) Backer:
Safety Force
Corner Force
Linebacker Force
Alley:
The description of the responsibility for the middle position between the
force and pursuit.
Fold:
The description of the responsibility for inside leverage on an away run.
Assigned to any ball carrier that cuts back to the inside. This assigned
player should be in position to make the play. The Fold player should
always maintain leverage on the ball carrier and adjust angle to the ball.
DEFENDING THE PASSING GAME
We generate most coverage's from a cover 2 shell.
1.
2.
3.
4.
5.
Stop Vertical Passing Game (Seams)
Force the Shortest Widest Throw
Multiple Looks – Major in Zone Coverage
Zone Blitz – Minor in Man Coverage
Under Coverage – Match Routes, Field Zone, Play Ball
COVERAGE STRUCTURE
In planning our pass defense in the secondary we have developed a philosophy
with definite strategies for specific coverage's. Our defensive philosophy is to
disguise our coverage's to help the secondary gain an advantage. We generate
most all our coverage's from a cover 2 shell to create indecision in the QB’s mind.
Such indecision by the quarterback gives the defense an advantage.
This Disguise and Structure of Coverage is critical for various reasons:
 Uniformed look to the Quarterback on his pre-snap read.
 The ability to play multiple coverage’s from the same pre-snap look.
 No pre-empt to QB that the defense is employing the 8 Man Front mechanics. (QB
less likely to check out of selected run plays because of defensive look).
 When you have a 2 deep coverage shell – QB cannot locate single coverage by the
defense because of the pre-snap look.
DEFENSIVE STRUCTURE RESPONSIBILITES
On every defensive call, each player will have an assignment versus a running
play and a passing play. You must know both assignments on every play.
D - Line:
Linebackers:
Secondary:
Alignment, Run Technique, Pass Rush Lane.
Alignment (Formation), Run Force, Pass Rush Lane or
Coverage Zone or Man.
Alignment (Formation), Run Force, Pass Coverage Zone or
Man.
1)
2)
3)
Run Responsibilities
Force – Spill/Trail/Fold
Alley - Fold
Trail/Fold
1)
2)
3)
Coverage Responsibilities
Front Side / Back Side
Coverage Responsibility
Adjustments
Force/Contain/Trail/Fold
Coverage versus Drop back, Half Roll, Full Sprint
Receiver Splits/Motion/Formation Adjustments
ON / OFF BALL TERMINOLOGY
4 yards off ball.
GAP TERMINOLOGY
A Gap:
Between Center and the Guard
B Gap:
Between the Guard and the Tackle.
C Gap:
Between the Tackle and 3rd on/off LOS, #3 outside hip of tackle.
D Gap:
Outside hip of the 3rd on/off LOS.
RECEIVER DESIGNATIONS
Receivers are numbered from the outside in, to each side.
PASS ACTIONS
I.
Quick:
3 Step quick pass.
II.
Roll:
Sprint – set, pass behind the tackle.
III.
Drop back:
5-7 Step drop straight back pass.
IV.
Full Sprint:
QB sprints and breaks tackle box, pass on run.
V.
Bootleg:
QB goes opposite of both backs, fakes run series.
VI.
Action:
Play action pass off running play.
VII.
Screen:
Hit and release defensive rushers, throw ball
behind LOS.
PASSING ZONES
Level 2
Level 2
Level 3
Level 1
Level 1
Under
0-5 Yds
Flat Zone
0-10 Yds
Curl Zone
0-14 Yds
Hook Zone
0-14 Yds
Hole
0-14 Yds
Flat Zone
0-10 Yds
Hook Zone
0-14 Yds
Curl Zone
0-14 Yds
TERMINOLOGY FOR TODAY
On vs. Off – When you are “On” you are the one of four linebackers
who has been designated the fourth rusher. When you are “Off” you
are in pass coverage.
Trail vs. Fold – When you are a Trail player you are responsible for
Counter, Throwback, Reverse and Boot. If you are a Fold player you
are responsible for cutback usually in backside “B” gap.
Snap vs. Technique Player – A snap player explodes and executes the
given game call on the snap of the ball. A technique player plays
normal technique and performs normal read progression.
With any “3 Stay” Coverage – Our “On” linebacker is always a
linebacker to the multiple receiver side or wide side vs. a balanced
one back offensive formation.
SET THE DEFENSE: CALL PROCEDURE
For us to be successful on defense, we must understand how we call our
defense. To assist in the learning process, all calls for the defenses,
stunts, and coverage should be as descriptive as possible and coordinated
from our lead defense.

1st # in the huddle will set the strong side end. 2nd Digit aligns the weak
side end. The Nose will follow the 5 with alignment or direction, unless
tagged with specific alignment or stunt. Same digit numbering, Nose
always aligns in a 0.

Descriptive words will align the Nose, EX: 53 G Moves the Nose over the
strong side guard in a 2 technique.

Any stunts are made after alignment of the Front. Stunts will be given
by the “ON” backer and echoed down the entire front.

COMMUNICATION AND FORMATION RECOGNITION IS CRITICALLY
IMPORTANT TO RUNNING THIS DEFENSE!
55 Front
3/2
1
2
1
“Communication in the Triangle”
DEFENSIVE FRONTS
33
53
35
53 G
35G
55
44
54
53 Front
3/2
1
2
1
POSITION
Alignment
Key
Flow To
Flow Away
Strong End
5 Technique
Tackle
C Gap
Squeeze C Gap LOS No Cutoff Tight End
Weak End
3 Technique
Guard
B Gap
Squeeze B Gap LOS – No Cutoff Tackle
Nose
1Technique
Center
A Gap
Squeeze A Gap LOS – No Cutoff Guard
Zeke OLB
9 Technique
#3 LOS
D Gap Fill Alley
Fold Cutback, Boot and Reverse
Stud OLB
5 Technique (3
Call Cue #)
Tackle
C Gap
Fold Cutback, Boot and Reverse
Sam ILB
30 Strong
Guard Triangle
Backfield
Tight Plug Strong B – Counter Scrape Window Get
Over Top
Plug Weak A Gap Run Football
Will ILB
30 Weak
Guard Triangle
Backfield
Tight Plug Weak A – Counter Scrape Window Get
Over Top
Plug Strong B Gap Run Football
55 Front
3/2
1
2
1
POSITION
Alignment
Key
Flow To
Flow Away
Strong End
5 Technique
Tackle
C Gap Strong
Trail - Counter, Throwback, Boot, Reverse
Weak End
5 Technique
Tackle
C Gap Weak
Trail - Counter, Throwback, Boot, Reverse
Nose
O Technique
Strength
Attack Strong
Pad of Center
A Gap (No Reach Center)
Down LOS (No Reach Guard)
Zeke OLB
7 Technique
#3 LOS
D Gap Fill Alley
Fold Cutback, Boot and Reverse
Stud OLB
9 Technique
Triangle Tackle
Backfield
(Spill Counter) Boot Contain
Fold Cutback, Boot and Reverse
Sam ILB
30 Strong
Guard Triangle
Backfield
Tight Plug Strong B – Counter Scrape
Window Get Over Top
Plug Weak A Gap Run Football
Will ILB
30 Weak
Guard Triangle
Backfield
Tight Plug Weak A – Counter Scrape Window
Get Over Top
Plug Strong B Gap Run Football
GAME CALL CATAGORIES - OUTSIDE LINEBACKERS
PINCH
LOOP
PASS
•HEAT
•CROSS
•BLAST
•RIP
•CROSSBUCK
•COMBO
•SKIN
•SUB
•PSYCHO
•SLAM
•TIGER
•SINK IT
•SOLID
•WHITE
GAME CALL: HEAT
• END: ALIGN IN A 4 TECHNIQUE. THIS IS JUST LIKE A SOLID CALL FOR YOU. YOU ARE
THE 'B' GAP PLAYER. MUST GET WOOD ON THE TACKLE CONTROLING 'B' GAP WITH
EYES AND BODY POSITION. YOU ARE A TECHNIQUE PLAYER, NOT A SNAP PLAYER.
• OLB: WIDEN ALIGNMENT TO AN ATTACK 7 AIMING FOR THE OUTSIDE HIP OF THE TE.
IF FB IS OFFSET TO YOU AIM FOR THE OUTSIDE HIP OF THE FB. STILL THE 'D' GAP
PLAYER. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS. YOU
ARE A SNAP PLAYER. NO WOOD ON TE.
• ILB: TREAT LIKE A SOLID CALL. FLOW TO- 'C' GAP PLAYER, BE READY FOR PLAY TO
BOUNCE. FLOW AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: WHEN THE 'ON' OLB IS OVER A TE AND THE FB IS OFFSET TO HIM,
ESPECIALLY IF THEY ATTACK THE PERIMETER OUT OF THAT SET. ALSO GOOD VERSUS
SPRINTOUT.
HEAT
Click
Visual
GAME CALL: RIP
• END: NORMAL ALIGNMENT MUST USE RIP TECHNIQUE TO TAKE B GAP. STAY
SQUARE IN GAP STAYING LOW AND AGGRESSIVE. YOU ARE A "SNAP"
PLAYER. CAN TIGHTEN ALIGNMENT TO MAKE SURE AND SECURE 'B' GAP.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG
FREE. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS.
• ILB: FLOW TO- 'C' GAP PLAYER. BE READY FOR THE PLAY TO BOUNCE.
FLOW AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: THIS IS GOOD CALL VERSUS I BACKS AND SETS WHERE THE
FB IS OFFSET AWAY FROM THE 'ON' OLB
RIP
Click
Visual
GAME CALL: SKIN
• END: ALIGN IN A 4 TECHNIQUE RIP OUTSIDE INTO 'C' GAP. MUST BE READY TO FIGHT
PRESSURE TO MAINTAIN 'C' AND CONSTRICT 'B' CANNOT GET WASHED OUTSIDE.
YOU ARE THE TRAIL PLAYER ON PLAY AWAY AND THE CONTAIN RUSHER VERSUS
PASS. YOU ARE A SNAP PLAYER.
• OLB: MIGHT HAVE TO WIDEN ALIGNMENT SLIGHTLY TO GIVE THE END MORE ROOM
DEPENDING ON THE SPLIT OF THE TE. MAINTAIN 'D' AND CONSTRICT 'C' KEEPING
OUTSIDE ARM AND LEG FREE. YOU ARE A FOLD PLAYER ON RUN AWAY AND AN
CONTAIN RUSHER VERSUS PASS. FOLD MAY HAVE TO BE QUICK INTO 'B' GAP DUE TO
THE MOVEMENT OF THE END.
• ILB: FLOW TO- YOU ARE THE 'B' GAP PLAYER. FLOW AWAY- YOU ARE THE BACKSIDE
'A' GAP PLAYER. BE READY FOR 'B' GAP TO BE BIGGER DUE TO THE MOVEMENT OF
THE END.
• WHEN TO CALL: THIS IS A GOOD CHANGE-UP CALL FOR A SOLID CALL. GOOD CALL
WHEN THE FB IS OFFSET TO THE 'ON' OLB.
SKIN
Click
Visual
GAME CALL: SLAM
• END: NORMAL ALIGNMENT, CAN TIGHTEN ALIGNMENT TO MAKE SURE YOU GET
THROUGH. USE RIP TECHNIQUE TO TAKE 'B' GAP. MAKE SURE TO KEEP SHOULDERS
SQUARE AND TRY NOT TO GET WASHED DOWN. YOU ARE A SNAP PLAYER.
• OLB: NORMAL ALIGNMENT, CAN TIGHTEN ALIGNMENT TO MAKE SURE YOU GET
THROUGH. USE RIP TECHNIQUE TO TAKE 'C' GAP. MAKE SURE TO KEEP SHOULDERS
SQUARE AND TRY NOT TO GET WASHED DOWN. TRAIL PLAYER ON PLAY AWAY AND
CONTAIN RUSHER VERSUS PASS. YOU ARE A SNAP PLAYER.
• ILB: WIDEN ALIGNMENT. FLOW TO- FAST FLOW AS YOU ARE A 'D' GAP PLAYER.
FLOW AWAY- YOU ARE A BACKSIDE A GAP PLAYER. BE READY TO HELP ON
SPRINTOUT WITH SECONDARY CONTAIN.
• WHEN TO CALL: GREAT SHORT YARDAGE CALL. ALSO GOOD WHEN FB IS OFFSET
AWAY FROM THE 'ON' OLB OR IF THE OPPOSING TEAM DOES NOT THREATEN THE
PERIMETER OUT OF THE I SET.
SLAM
Click
Visual
GAME CALL: SOLID
• END: ALIGN IN A 4 TECHNIQUE. YOU NOW ARE A B GAP PLAYER. MUST GET
WOOD ON TACKLE CONTROLLING B GAP WITH EYES AND BODY POSITION.
YOU ARE A TECHNIQUE PLAYER, NOT A SNAP PLAYER.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG
FREE. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS.
• ILB: FLOW TO- 'C' GAP PLAYER. BE READY FOR PLAY TO BOUNCE. FLOW
AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: GOOD CALL VERSUS I BACKS AND SETS WHERE FB IS
OFFSET AWAY FROM THE 'ON' OLB. ALSO GOOD VERSUS TEAMS THAT RUN
ZONE BLOCKING SCHEMES.
SOLID
Click
Visual
GAME CALL: WHITE
• END: NORMAL 5 TECH ALIGNMENT. MAINTAIN 'C‘ CONSTRICT 'B'. YOU ARE
THE TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG
FREE. FOLD PLAYER ON PLAY AWAY AND INSIDE PASS RUSHER VERSUS
PASS.
• ILB: FLOW TO- 'B' GAP PLAYER. FLOW AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: GOOD CALL WHEN FB IS OFFSET TO THE ‘ON' LB. ALSO
GOOD VERSUS TEAMS THAT RUN GAP BLOCKING SCHEMES.
WHITE
Click
Visual
GAME CALL: CROSS
• END: ALIGN IN A NORMAL 5 TECH. MAY HAVE TO DEEPEN ALIGNMENT SLIGHTLY.
COME OFF OLB'S BUTT FOR CONTAIN VERSUS PASS AND TRAIL ON RUN AWAY.
• OLB: AIMING POINT IS THE HIP OF THE OT LOOKING TO BUST IT. IF OT PASS
SETS COME UNDER GETTING TO 'B' GAP, IF OT BLOCKS DOWN COME FLAT OFF
HIS BUTT. YOU ARE A 'B' GAP PLAYER AND A SNAP PLAYER.
• ILB: PATIENT FLOW READ.
• WHEN TO CALL: CAN ONLY CALL TO THE OPEN SIDE, NO TE. GOOD VERSUS 2ND
AND 3RD MEDIUM AND LONG. ALSO GOOD WHEN FB IS OFFSET AWAY FROM 'ON'
OLB. CAN ALSO BE GOOD WHEN FB IS OFFSET TOWARDS 'ON' OLB IF RUN
PROPERLY.
CROSS
2
Click
Visual
1
GAME CALL: CROSSBUCK
• END: ALIGN IN A NORMAIL 4 TECH. SKIN OFF OLB'S TAIL AND WORK TO CONTAIN
VERSUS PASS AND TRAIL VERSUS RUN AWAY.
• OLB: AIMING POINT IS THE HIP OF THE OT LOOKING TO BUST IT. IF OT PASS
SETS COME UNDER GETTING TO 'B' GAP, IF OT BLOCKS DOWN COME FLAT OFF
HIS TAIL. YOU ARE A 'B' GAP PLAYER AND A SNAP PLAYER.
• ILB: PATIENT FLOW READ.
• WHEN TO CALL: CAN ONLY CALL TO THE OPEN SIDE, NO TE. GOOD VERSUS 2ND
AND 3RD MEDIUM AND LONG. ALSO GOOD WHEN FB IS OFFSET AWAY FROM 'ON'
OLB. CAN ALSO BE GOOD WHEN FB IS OFFSET TOWARDS 'ON' OLB IF RUN
PROPERLY.
CROSSBUCK
2
Click
Visual
1
GAME CALL: SUB
• END: ALIGN IN A 5 TECH BACKED OFF THE BALL SLIGHTLY. COME OFF THE OLB'S
BUTT TIGHT AND WORK TO CONTAIN VERSUS PASS AND TRAIL VERSUS RUN
AWAY.
• OLB: AIMING POINT IS THE EARHOLE OF THE OT. ON THE SNAP CROSS THE FACE
OF THE OT GETTING TO 'B' GAP. CAN TIGHTEN ALIGNMENT. MUST CROSS OT'S
FACE. YOU ARE A SNAP PLAYER AND AN INSIDE PASS RUSHER.
• ILB: FLOW PLAYER TO 'D' GAP ON PLAY TO AND BACKSIDE 'A' GAP PLAYER ON
PLAY AWAY
• WHEN TO CALL: GOOD CALL ON 2ND AND 3RD DOWN WITH MEDIUM YARDAGE.
SUB
2
Click
Visual
1
GAME CALL: TIGER
• END: ALIGN IN NORMAL 5 TECH TO SLIGHTLY WIDER. YOU ARE RESPONSIBLE
FOR GETTING UPFIELD, TAKING 'C' GAP AND CUTTING OFF THE POCKET. YOU
ARE FIRST AND A SNAP PLAYER.
• OLB: ALIGN IN A NORMAL 7 TECH OR GHOST ALIGNMENT. YOU CAN TIGHTEN
YOUR 7 TECH IF NEEDED. YOU CAN ALSO DEEPEN YOUR GHOST ALIGNMENT IF
NEEDED. YOU ARE RESPONSIBLE FOR COMING OFF THE END AS TIGHT AND FLAT
AS POSSIBLE AND TAKING 'B' GAP. VERSUS PLAY AWAY CHASE AND YOU ARE
AN INSIDE PASS RUSHER WITH A TWO WAY GO ON THE GUARD. YOU ARE A
SNAP PLAYER.
• ILB: YOU ARE A 'D' GAP PLAYER ON PLAY TO, AND A BACKSIDE 'A' GAP PLAYER
ON PLAY AWAY.
• WHEN TO CALL: GOOD CALL ON 2ND OR 3RD DOWN WITH LONG OR MEDIUM
YARDAGE. CAN ALSO BE A GOOD CALL WHEN FB IS OFFSET AWAY FROM THE
'ON' OLB.
TIGER
1
Click
Visual
2
GAME CALL: PSYCHO
• EDGE: ALIGN IN NORMAL 5 TECH. ATTACK UPFIELD FOR 1-2 STEPS AND MAKE A
QUICK COUNTER MOVE INTO 'B' GAP. YOU ARE AN INSIDE PASS RUSHER AND A
SNAP PLAYER.
• OLB: ALIGN IN NORMAL 7 TECH OR WALKED ALIGNMENT. USE SPEED RUSH TECH
STAYING OUTSIDE AS YOU ARE THE CONTAIN RUSHER VERSUS PASS AND THE
TRAIL PLAYER VERSUS RUN. YOU ARE A SNAP PLAYER.
• ILB: NORMAL ALIGNMENT. MUST BE READY TO DEFEND 'B' OR 'C' GAP VERSUS
RUN TO AS THE EDGE MAY NOT GET TO 'B' GAP DUE TO THE TECH OF THE GAME
CALL. STILL BACKSIDE 'A' PLAYER VERSUS RUN AWAY.
• WHEN TO CALL: MAKE THIS CALL IS PASSING SITUATIONS. DECENT CALL WHEN
EXPECTING BOOT OR SPRINTOUT.
PSYCHO
Click
Visual
GAME CALL CATAGORIES - INSIDE LINEBACKERS
PINCH
LOOP
PASS
•HORSE
•RALPH
•PSYCHO
•RIP
•LENNY
•TRAP IT
•SKIN
•SAMMIE
•SLAM
•WILLIE
•SOLID
•WHITE
GAME CALL: RIP
• END: NORMAL ALIGNMENT MUST USE RIP TECHNIQUE TO TAKE B GAP. STAY
SQUARE IN GAP STAYING LOW AND AGGRESSIVE. YOU ARE A "SNAP"
PLAYER. CAN TIGHTEN ALIGNMENT TO MAKE SURE AND SECURE 'B' GAP.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG
FREE. FOLD PLAYER ON PLAY AWAY AND DROP PLAYER VERSUS PASS.
• ILB: FLOW TO- 'C' GAP PLAYER. BE READY FOR THE PLAY TO BOUNCE.
FLOW AWAY- BACKSIDE 'A' GAP PLAYER. CONTAIN RUSHER VERSUS PASS.
• WHEN TO CALL: THIS IS GOOD CALL VERSUS I BACKS AND SETS WHERE THE
FB IS OFFSET AWAY FROM THE 'ON' ILB
RIP
Click
Visual
GAME CALL: LENNY/RALPH
• EDGE: NORMAL 5 TECH YOU ARE A 'C' GAP PLAYER. MAINTAIN 'C‘ AND CONSTRICT
‘B'. YOU ARE THE CONTAIN RUSHER VERSUS PASS AND THE TRAIL PLAYER VERSUS
RUN AWAY. YOU ARE A TECHNIQUE PLAYER.
• NOSE: NORMAL 0 TECH. IF RALPH IS CALLED YOU TAKE THE 'A' GAP TO THE RIGHT.
IF LENNY IS CALLED YOU TAKE THE 'A' GAP TO THE LEFT. YOU ARE A SNAP PLAYER.
• OLB: NORMAL ALIGNMENTS WITH NORMAL TRAIL/FOLD RESPONSIBILITIES. DROP
PLAYER VERSUS PASS.
• ILB: NORMAL ALGINMENT TAKING THE OPPOSITE 'A' GAP THAT THE NOSE DOES. YOU
ARE A SNAP PLAYER. WORKS BEST IF GAME IS NOT GIVEN AWAY BY ALIGNMENT.
MAKE SURE TO COME THROUGH 'A' GAP AND NOT TO GET WASHED OUT.
• WHEN TO CALL: GOOD CALL VERSUS INSIDE RUN AND CAN BE GOOD VERSUS
PASSING GAME WHEN USED SPARINGLY. CAN BE CALLED BY EITHER INSIDE BACKER.
LENNY
Click
Visual
RALPH
Click
Visual
3 Deep Landmarks
 We will use 3 Deep Coverage Techniques often. The basic coverage
consists of - Two Hook/Curl defenders and two Curl/Flat defenders. The
deep zones are identified as a strong deep outside third, deep middle
third and weak deep outside third.
 Each outside – 1/3 starts on the sidelines and will overlap with the deep
middle zone. The top of the numbers are 9 yards from the sidelines.
Therefore, with the ball in the middle of the field, the landmark of a deep
outside 1/3 is the top of the numbers and 20 yds. deep.
 The Deep Middle 1/3 defender must be a seam to seam, goal post
defender. The true midpoint for a deep middle defender is the goal post
and 20 yds deep.
Dividers / Corner’s Play: 3 Deep
1.
2.
3.
4.
5.
Our corner’s alignment and play in his one-third technique is predicated on
his “divider” rule, and formation set (single width) or (multiple stand ups).
A divider is a specific landmark for each corner that tells him where the
midpoint of his outside one-third is located.
If the ball is in the middle of the field, the corner’s divider (midpoint) is the
top of the numbers (9 yards from sideline).
Should the ball be on a hash the far corner’s divider is five yards above the
numbers (14 yards from sideline/midpoint between numbers and hash). The
near corner’s divider moves to six and a half yards from the sideline (1/2
yard outside; bottom of numbers)
These dividers remain constant throughout the play and the corners play off
these in terms of horizontal alignment and actual play as follows
Cover 3 - Deep Seams
 There are two specific areas of the field which a defense must defend while
playing Cover 3, The Seams. These seams are two points of reference for our
entire pass defense to defend.
 They are six yards wide and begin at a point 8-10 yards from the line of
scrimmage. With The ball in the Middle of the field, the seams include the hash
marks and extend horizontally six yards outside each hash mark.
 The seams extend vertically down the football field to a depth of 20 yards, this is
also the maximum depth at which a underneath defender is required to defend.
 These seams are our weakest areas of coverage vs. four vertical routes, and as
such they are main points of reference. Offenses will threaten the defense here
horizontally and vertically. Therefore we must reroute vertical threats at the
ideal collision point .
COVER 3 - FIELD LINES
Field Seams
6 YDS
6 YDS
9 YDS
1 YD OUTSIDE
BOTTOM OF #'S
6 YD ALLEY
S
E
A
M
6 YD ALLEY
CANNOT ALLOW #2 RECEIVERS TO RUN INTO THESE
AREAS. DISRUPT ALL SEAM PATTERNS. CORNER CAN
SQUEEZE AS LONG AS THERE IS NO THREAT OF #2 TO
SEAM OR DEEP CROSSER AT SECOND LEVEL. ALL
DIVIDER LINES WILL MOVE WITH THE BALL ON THE
HASH.
S
E
A
M
THESE LINES ARE PAINTED THE ENTIRE LENGTH OF THE FIELD
55 3 Stay
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1
2
1
No Cover Zones
The ‘No Cover Zone’ is an area that extends from the line of scrimmage to
a variable vertical depth of down field. The area between the inside
linebackers is identified as ‘The Hole’. The area outside the left hash
mark is identified as the ‘The Left Flat’. The area outside the right hash
mark is identified as ‘The Right Flat’.
Ball
Right Flat
0-7 Yards
Hole
8-12 Yards
Left Flat
0-7 Yards
This is why our corners must clear the 3 step pass action!
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2
1
55 3 Stay vs. Motion
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2
“OFF”
1
“ON
”
55 Backer 3 Stay
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1
2
1
55 2 Stay
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1
2
1
55 2 Backer Stay
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2
1
Cover 6 Zone Blitz Schemes
Coaching Points
Strength
Effective way to get 5 man pressure
Corners must clear the 3 step
Alley players must disrupt seam routes
Good change up versus 2 back sets
Can be effective versus 1,3, & 5 step passing game
Eliminates dangerous man coverage
Weakness
Can be weak versus certain 1 back spread sets
Not effective versus Wing T or Sprint Out (Flood passing schemes)
BLITZ RULES
Coaching Points:
Blitz under control
Blitz to contain
Wider is better from the edge
Expect the play to come at you
Never let your disguise take you out of your responsibilities
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2
1
55 Open Crook 6
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2
1
55 Middle Crook 6
3/2
1
2
1
55 Closed Crook 6
3/2
1
2
1
55 Storm 6
3/2
1
2
1
55 Field Blitz 6
2/3
2
1
1
55 Star ? Blitz 6
2/3
2
1
1
CONTACT INFORMATION:
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