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 3/2 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! 55 3 Stay 3/2 1 2 1 55 3 Stay vs. Motion 3/2 1 2 “OFF” 1 “ON ” 55 Backer 3 Stay 3/2 1 2 1 55 2 Stay 3/2 1 2 1 55 2 Backer Stay 3/2 1 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 55 3 Stay 3/2 1 2 1 55 Open Crook 6 3/2 1 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: