Trojan Special Teams Philosophy

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Trojan Special Teams
• Over the past 5 seasons, Troy has
excelled in the area of Special Teams
helping the Trojans to 3 straight Sun Belt
Titles.
• The Trojans have had at least one Special
Teams unit ranked in the top 25 nationally
in each of the past 5 seasons.
National Rankings
• 2004- 21st in Net Punt, 37.82
– 10th in KO Return, 23.90
– T. Olmstead- 17th, 43.05
• 2005- 23rd in Punt Return, 11.97
– L. McKelvin- 16th, 12.64
• 2006- 14th in Punt Return yd. Def.
– L. McKelvin- 22nd, 11.21
• 2007- 4th in Punt Return, 16.77
– L. McKelvin- 4th 17.44
• 2008- 2nd in PR Ydage Def.
– 7th in KOR Ydage Def.
2008 Troy Special Teams Rankings
Sun Belt Ranking
(8 Teams)
NCAA Ranking
(119 Teams)
Yardage
NET PUNT
1
29
36.53 yds.
KICKOFF RETURN
1
50
21.81 yds.
PR Ydage DEF.
1
2
2.53 yds.
KOR ydage DEF.
2
7
17.90 yds.
PUNT RETURN
3
31
11.23 yds.
Jorrick Calvin (KOR)
1
31
25.67 yds.
Jorrick Calvin (PR)
2
39
9.9 yds.
Will Goggans (P)
5
76
39.17 yds.
Sam Glusman (Place Kicker) finished 7th in the Country in Number of FG Made. (20)
Michael Taylor (Kickoffs) finished the season with 9 Touchbacks.
Will Goggans (Punter) placed 35% (18/52) of his punts inside the 20 yd. line.
Trojan Special Teams Philosophy
“The Winning Edge”
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Over the years the “Kicking Game” has been a deciding factor in many football games. It may be
that part of a football contest that can create that greatest number of momentum changes. Consider theses
elements of Special Teams play:
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Each play usually covers at least 40 yards of field position.
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Each play normally involves a change of possession.
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Plays that do not fall into the first two categories involve direct scoring opportunities.
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Therefore, we must be thoroughly prepared on every Special Teams play to accomplish our goals.
Champions take PRIDE in making things happen positively. Our kicking game is considered an
OFFENSIVE phase of our approach to the game of football. We plan to WIN in every phase of our Special
Teams. Our schemes are designed to keep constant pressure on our opponent. The key to success will be
CONSISTENCY and EFFICENCY executed with YOUR intensity, effort, discipline, concentration, and
unequaled enthusiasm.
Remember, we are not striving to be GOOD. We are going to be the BEST!
Special Teams
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Philosophy (Great Teams Do What?)
1.
Break Games Down
2.
Score Touchdowns
3.
Give Offense & Defense Good Field Position
4.
ATTACK Oriented
5.
Fakes - Have Fun
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How To Become Successful
1.
Eliminate Mistakes
a.
Concentrate on Assignments
b.
Learn Rules To Take Advantage Of Them
c.
Know Situations
d.
Know What Opponent Is Trying To Do
2.
Intensity
a.
Pay Attention To Detail
b.
All Out Pride-Hustle-Desire
3.
4.
Fundamentals
a.
Precise Skills – Punters, Kickers, Snappers, Holders
b.
Concentration, Distance to Locate Yourselves on Kicks, Timing
Personnel
a.
BEST Players (First/Second)
b.
Reckless Abandon – No Restraints
c.
Unselfishness, Team Oriented, Courageous, Enthusiastic Winner
Special = Unique – Exclusive – Defined – Distinct – Choice – Specialist –
Expert – Devotee – Master –Scholar –Authority – Technician
Play Great Special Teams
• #1 INTELLIGENCE
-Study opponent, Tendencies, Anticipate, Players
visualize, and Success
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#2 EFFORT
-Give great effort in special teams
(Drills / Meetings / Games)
#3 INTENSITY
-Ability to focus in meetings & practice & games
#4 TECHNIQUES
-Be sound fundamentally
#5 COMMITMENT
-Can you be special for one play
Head Coach Involvement
• Imperative to be successful
• Must stress importance of players being a
part of special teams
• Knowledgeable
• Willing to use any player on special teams
• Involved in game planning and film study
in order to make sound game day
decisions.
Staff Organization
• One coordinator= continuity, better
productivity, one identity, promotes
smoother meetings, helps on personnel
issues
• HOWEVER! Good Special teams play can
not be achieved without the dedicated help
of the other assistants.
Personnel
• PLAY YOUR BEST PLAYERS ON SPECIAL
TEAMS!!!
• No player is exempt- Our three starting
linebackers are on punt team. Our starting
corners are on kick-off.
• Create a culture where great players want to
play special teams.
• A good place to get young talented players
game experience.
• Also a place for role players.
Practice Organization
• 1 out of every 5 plays that take place in a game
is a Special Teams play (20%). Therefore, 20%
of every practice should be dedicated to Special
Teams.
• Practice time limited just as meeting time is
limited
• Know exactly what you are going to do
• Have a competitive scout team
• Teach scout team off opponent film so they know
how to execute opponents schemes (draw
cards)
Special Teams Game Week
Schedule
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Monday–
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Review game tape
Preview opponent
PAT- 5 min.
Punt- 10 min.
KOC- 10 min.
Tuesday– PAT- 5 min.
– Punt- 10 min.
– KOR- 10 min.
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Wednesday– PAT- 5 min.
– Punt- 10 min.
– PR- 10 min.
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Thursday– Review all Special Teams
– Onside, Hands, Fakes
Meeting Preparedness
• Make time to meet.
• Be prepared so no time is wasted.
• Limit video to exactly what the players
need to see ie.., basic schemes, fakes,
special adjustments to unusual
alignments.
• Meeting needs to address what you are
going to do, how you are going to do it,
and why it is going to work.
Self Evaluate
• Grade players performance on special
teams
• Evaluate your schemes. Are they
succeeding?
• Do not be afraid to make a change
• Stay ahead of your opponent by constantly
evaluating your own strengths and
weaknesses each week.
Reward Positive Performance
• Recognize good special teams
performances in front of team. We do this
Monday after every game.
• Recognize a player/players of the week on
a board or with an award.
• Have a goal board- just as you probably
have an offensive and defensive goal
board.
Special Teams Reminders
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#1 Set The Tone
-No Substitute for Toughness
(K.O. UNIT SETS THE TONE)
#2 Ball Security
#3 No Penalty
#4 Establish Field Position
#5 Big Play
(See yourself making the BIG PLAYS)
Opponent Evaluation
Questions to Answer?
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#1
#2
#3
#4
#5
SCHEMES
What are their schemes?
What is their system?
What are they trying to do?
PERSONNEL
Who are their dominant players?
Who must we shut down?
WEAKNESS
Where are their weaknesses?
(system and personnel)
MATCHUPS
Where are the matchups to our advantage or disadvantage?
DRILLS/TECHNIQUES
What must we teach to win?
Shield Punt
Shield Punt
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Most vulnerable gaps are B and C gaps.
We want our snapper at or below 0.8 sec.
Our total operation should not be more than 2.1 sec.
Protectors run through their man on their way out, not
retreat backwards
• The shield covers down field after ball is kicked
• If no one pressures then the shield should immediately
begin coverage
• Snapper just snaps and covers
Shield Punt
• Splits- guards are 2 yards, tackles and ends are 2.5 to 3
yards
• The 3 shield guys heels are at 8 yards from the ball
• The punter is at 14 to 15 yards from LOS
• Left and Right shield players apex the A-gap
• Middle shield starts out behind right shield and fills gap
when ball passes
• The punters foot at contact with ball MUST be right
behind middle shield and be 2-3 yards from shield- this
protects the punt from being blocked around edges or
over the top
Count System
• 4 or less on LOS, the count starts with first defender
from the outside in.
• Five or more on LOS, the count starts with second
defender from outside in.
• Only players on LOS will be counted. Anyone off the line
or in a stack position will not be counted.
• If five or more and the tackle or end can’t get to their
man, then they make a FAN call and counts starts back
with 1.
• Left shield gives the count, cadence and direction of kick
Cover Lanes From Middle of Field
L3 one yard inside
number
L2 4 yards outside hash
L1 one yard inside left
up right
C on ball
R1 1 yard inside right
up right
R2 4 yards outside
hash
R3 one yard inside the
numbers
LS numbers
Punter may be the
safety
MS middle
RS Numbers
Cover Lanes From Hash
L3 3 Yards from SL
L2 Top of Numbers
L1 Midpoint Numbers and Hash
C Hash Mark
R1 left Up Right
R2 RT Up Right
R3 Far Hash
LS Numbers
MS Hash to Side of Kick
RS Middle
Punter be the Safety
Rugby Punt
• Splits- 1 yard for everybody on
LOS
• Right side blocks gap down
• Left side scoops
• Left shield looks right A- gap
back to left A-gap
• Right shield takes first thing off
the edge
• Middle shield takes second off
edge on his way out, checking
for penetration on his way.
• Punter rolls right and is taught
to hold the ball as long as he
can until he feels pressure
• Returner does NOT catch the
ball in the air!
LE LT LG C RG RT RE
LS
RS
MS
P
Punt Team Questionnaire
1. Base Calls2. Pressure Problem Answers-
3. Coverage Problem Answers4. Coming Out5. Must Get Punt Off6. Take Safety-
Punt Team Questionnaire
7. New Snapper8. New Punter-
9. Fake10. Pooch Punt11. Depth Issues-
Punt Return
Max Double 18
Jam Jam
Jam Crash
Crash Jam
Max Double 18
• Main concept is to double team the
gunners with our corners and number 1
and 8 players
• Only one player rushes to ensure the kick
• The rest jam their man while keeping
inside leverage
• Max means we’re trying to return the ball
up the middle, that’s why we have inside
leverage
Max Double 18
C
1 2
3
4 5 6
7 8
C
Jam Jam
• Players are in a sprinters stance, exploding through the outside
shoulder of blocker shooting our hat and hands into the blocker.
This is selling the rush causing the opponent to retreat back to
protect.
• When the ball is kicked, the punt team goes from protecting to
covering the kick. When the coverage team attempts to shed our
rushers, we teach our players to sink their hips to resist the throw
and stay on their feet.
• Next, our blockers must have speed to recover back on their man
and run with them maintaining a position between cover man and
returner. If our blocker is initially defeated, he is taught to run the
cover man down. When the cover man breaks down to tackle the
returner this allows the blocker to regain his position to make a legal
block (high and in front).
• #8 ensures the kick.
Jam Jam
C
1 2
3
4 5 6
7 8
C
Jam Crash
• Left side is in jam mode in case we do not get
the block we can still have a left return
• The right corner times up snap and rushes
under 8 player.
• 8 player goes over the top of wing
• #4 on the left side leaves early to cover gunner
on right to replace the corner
• Take the ball off the punters foot and don’t leave
your feet- Run to the block point.
• If we do not block the punt, rushers continue
running to form wall on Jam side of the field.
Jam Crash
C
1 2
3 4
5
67 8
C
Crash Jam
C
123
4 5 6
7 8
C
Punt Return Questionnaire
1.
Opponent Punt Formations-
2.
Opponent Protection-
3.
Opponent Coverage1.
2.
4.
5.
6.
7.
8.
Gunners areContain is-
Ball Lands GenerallyPunter is RT/LT FootedPunters AverageBlock Point is at ____ yds.
Snapper is ________.
1.
Does he pull ball ________?
Punt Return Questionnaire
9. Best place to pressure kick is10. Weakest Blocker is ______, ______, ______.
11. Weakest Cover guys are ______, ______, ______.
12. Best place to return punts are13. Depth Issues-
Punt Safe Questionnaire
1. Their punt formation-
2. Fakes they’ve shown-
3. Our Punt Safes-
Kickoff Cover
Regular Kick
Kick Off Cover Alignments and Cover Lanes
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1 aligns 3 yards from the sideline and is
contain
2 aligns top of numbers
3 halfway between numbers and hash
4 aligns 1 yard outside the hash and
covers down the hash
5 aligns 1 inside the hash and covers to
the left upright
6 varies alignment and covers to the
ball
7 aligns on the right upright and covers
to the middle of goal post
8 aligns 1 yard inside the hash and
covers to the right upright
9 aligns 2 yards outside the hash,
covers down the hash, and is contain
10 covers down the field beyond
opposite 40 folds to become mid level
fill player
K safety
10
9
8
7
6
K
5
4
3
2
1
Kick Off Cover Technique and Procedures
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Covering 2/3 of the field- reduce amount of field to cover
Kicker places ball just inside left hash or wherever he feels
comfortable
Kicker’s goal is to land ball on the numbers
The kick must be outside of hash
Hang time should be 3.8 or better
Must cover with speed and athleticism
START-we want to hit the yardline where the ball is kicked at full speed
as the kicker impacts the ball
AVOID- We must have enough speed on this unit to avoid all early
blocks with speed. You should always avoid to the butt side of the
defender.
Within ten yards of the returner we must become two gap players and
take on the defender
If a double team is encountered, we will attack one predetermined
defender.
FIT-We will determine the opponents two most used returns and “fit”
them just as a defense “fits” offensive play schemes.(This is
accomplished with our Kick Off Fit Drill which can be seen on the drill
tape.)
Kick Off Cover Drills
• Fit Drill
• Avoid and Two-Gap Drill
• Cover and Return Drill
– (See Drill Tape)
Kickoff Cover Questionnaire
1. Base Calls2. Special Kicks3. Answer if having problems in coverage4. Against Wind Plan-
5. KOC After Safety Plan6. Must Onside.
Kickoff Cover Questionnaire
7. Depth Issues-
8. List Opponents Returns-
Kick-off Return
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1. Average 25 yards per return.
2. Score or set up a score.
3. Find the weakness and attack (Personnel or Scheme).
4. Personnel is critical with your front line players.
(Hardest Technique)
5. Practice techniques like you are in a game situation.
6. Find returners that are north and south runners.
Sometimes your BEST running backs and receivers are
not the BEST kick-off returners. (Defensive Backs)
• 7. We use man protection so if your guy twists you have
him no matter what.
Kickoff Return
Left Return
Right Return
Middle Return
Left HASH Return
Right HASH Return
Left and Right Return
• We line up in a basic 5-2-2-2
• On right return, the right tackle and RE
double #4
• The two FB’s and LE wedge together on
1,2, and 3
• The guards, center, and other tackle man
block 5,6,7,and 8
• Count starts from right to left unless Left or
Left Hash Return is called.
TROY LEFT RETURN
1
2
3
4
T
5
K
G
6
C
7
8
G
T
4
LE
RE
5
6
7
8
3
2
1
LB
R
RB
R
9
10
TROY RIGHT RETURN
10
9
8
7
T
6
K
G
5
4
C
G
LE
4
8
7
6
5
3
2
1
LB
R
3
RB
R
2
T
RE
1
Middle Return
• Returners ensure the catch and lead up to
the wedge protecting backside.
• FB’s and Ends form a 4-man wedge and
lead returners down the middle of the field.
• Frontline guys turn 3, 4, 7, 8, and 9 out.
• 4-man wedge takes on 5 and 6.
TROY MIDDLE RETURN
10
9
8
7
T
6
G
K
5
C
4
G
LE
8
9
3
7
6
LB
R
5
RB
R
2
T
RE
4
3
1
Left and Right HASH Returns
• Returner that is not receiving the kick makes sure the
other returner catches and handles the kick. Then he
leads the returner to the hash taking care of anything
that shows first and then protecting back side.
• Backside End checks backside after forming wedge.
• Running the HASH Return creates a landmark for return
team to clear for the returner. It also gives the returner a
landmark to hit.
• Front line pins 4, 5, 6, 7, and 8 inside off the hash.
• Return side Tackle may change which way he blocks #4
depending on evaluation of #4 cover lane on film.
• Return side End blocks 3 outside away from hash.
TROY LEFT HASH RETURN
1
2
3
T
4
5
G
K
6
C
7
G
LE
4
3
6
7
8
2
1
LB
R
RB
R
9
T
RE
5
8
10
TROY RIGHT HASH RETURN
10
9
8
7
T
6
K
G
LE
6
4
G
5
RE
3
2
LB
R
4
C
7
8
5
1
RB
R
3
2
T
1
Kickoff Return Questionnaire
1. Base Returns2. Special Returns3. Wind Plan- Short Kick.
4. KOR After Safety-
5. Hands Team6. Where is ball placed- Before and After Kick.
Kickoff Return Questionnaire
7. List Opponents Best Cover Guys-
8. Depth Issues-
Time Management
Time Management in Taking the Safety
• General Rule: If they have to Score Twice, then we Punt
it and force them to earn it with execution.
• If we are Up by 5(3):
• 21+ seconds we Punt
• 20 or less seconds we Take the Safety.
• If we are Up by 6(4) to 10(8):
• 31+ seconds we Punt it.
• 30 or less seconds we Take the Safety
Time Management
Squib? Kickoff at End of Half or Game
• Up by a TOUCHDOWN:
• With less than 31 seconds= Squib.
• With 31 or more seconds= Kick Deep.
• Up by a FG:
• With less than 16 seconds= Squib.
• With 16 or more seconds= Kick Deep.
• Up by 2 scores:
• With less than 1 minute= Squib.
• We may Squib with more time left in these situations if we are very
confident in our defense’s ability to hold.
• CP’s: Kick ball at ENDS. Maintain field spacing integrity.
Time Management
Onside Kicks at End of Game
Any less time is an Onside situation:
1.
No Timeouts: need 3:00 min. to Kick Deep.
(With no TO’s, we must get to 3rd down at 2 minute.)
2.
One Timeout: need 2:30 minutes to Kick Deep
3.
Two Timeouts: need 2:00 minutes to Kick Deep.
4.
Three Timeouts: need 1:30 to Kick Deep.
Time Management
Last Second “Hurry Up” Field Goal
When we are in FG range on 1st, 2nd, 3rd down.
General In-Range rule is inside 30 yd. line, and is subject to game conditions.
NO TIMEOUTS:
Preferred time needed to execute= 17 seconds.
3rd Down= NO KILL Clock Situation.
Huddle: Minimum play start at 24 seconds.
No Huddle: minimum call play at 34 seconds.
1st or 2nd Down= KILL Clock Situation.
Huddle: Minumum play start at 20 seconds.
No Huddle: Minimum call play at 25 seconds.
*Kill it at 4-6 seconds.
ONE or MORE TIMEOUTS:
Preferred time needed to execute FG and avoid Kickoff is 4 seconds.
Call Timeout at 4-6 seconds.
Call at 7 seconds if we want time to account for penalty against us on attempt.
Huddle: Minimum play start at 12 seconds.
No Huddle: Minimum call play at 22 seconds.
Special Teams
Goal Board
MTSU
Win the Field Position
Battle
Kick-Off
Return
Score or Set
Up a Score
Av. 25 yrds
Per Return
Kick-Off
Coverage
Create a
Turnover
Hold
Opponent
Inside 20
Punt
Return
Block a
Punt
Av 10 Yrds
Per Return
Punt
No Blocked
Punts
Hold Opp to
4 Yrds Per
Return
Av. 43 Yrds
Per Punt
FG/PAT
100%
FG/PAT
Block
Block a
Kick
ASU
OSU
Ok. St.
FAU
FIU
NT
ULM
WKU
LSU
ULL
ASU
Kickers,
Punters,
Snappers
Weekly Schedule
To understand our kicking schedule and drills, you first have to
know our day- to- day Special Teams practice schedule
• Monday- Thursday Periods 1-3- PAT/FG, Punt
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Monday Periods 10-11- Kickoff Coverage
Tuesday Periods 10-11- Kickoff Return
Wednesday Periods 10-11- Punt Return
Thursday Periods 4-7- Everything (Fakes,
Hands, Onside, etc…)
• Each Period is 5 minutes.
Specialists
• Our Kickers, Snappers, and Punters are
all out on the field 45 minutes before our
team stretching begins to start practice.
• 3rd and 4th String players (walk-ons) shag
balls for starters and backups getting them
ready for periods 1-3.
• They will have an opportunity to kick later
in practice and starters and backups will
shag for them.
Troy Kicker’s Warm-Up
• Stretch on their own.
• Start with Lift Drill- works foot placement
on the ball and getting height on kick.
(great for freshmen used to kicking off a
tee)
• No Steps from 10 yd. line- works proper
leg swing, follow through the ball and
HEAD DOWN!!!
Troy Kicker’s Warm-Up
• 1 Step- works on adjusting to a mishandled
snap that is set late. Focuses on plant foot at
the proper spot, head down and follow through.
• Full Steps- finally, we work full steps from
different spots and angles.
• When snapper and kicker are ready, the holders
come down to work Snap, Hold, Kicks- making
sure we have a good/smooth operation.
Troy Kicker’s Warm-Up
• Before Team stretch, kickoff return Ends and FB’s catch
pooches and squibs from our kickers.
• The Pooch Kick- is a shorter kick, but with the same
amount of hang time as a deep kick. Our kickers try to
land the ball 45 yards down the field approximately the
25 yard line on the numbers.
• Kicker places tee wherever he feels most comfortable
while pooch kicking being careful not to kick it out of
bounds.
• Kickers approach the ball different on pooch kicks, so
cover team must be aware and develop proper timing on
get offs.
Troy Kicker’s Warm-Up
• Squib- Ends and FB’s should also field squibs from kickers.
• Kickers should focus on kicking higher on the ball to keep it
low as possible.
• We want the FB’s to catch and return the kick.
• The ball should bounce around on the ground before getting
to the FB’s.
• We do not want the roll to be end over end.
• Bunt- Last, the kickers work on their bunt kicks. The kickers
approach to the ball is the same as the deep kick.
• The bunt should get to ten yards quickly and should be
recovered before 15 yards. Kickers must “feel” the bunt, not
too hard, but not too slow.
Troy Snapper’s Warm-Up
• Stretch on their own.
• Toss back and forth to get arms loose
• Snap over heads to work wrists and spiral
of ball
• Finally, they snap to each other, starting at
10 yds. and working out to 15 yds. After
punt snaps they warm-up on short snaps.
• Make sure holders and punters catch
snaps before Team stretching.
Troy Punter’s Warm-Up
• Stretch on their own.
• Drops down the line- works on staying
straight and not crossing feet. Also
focuses on Drop which is most important
part of punt.
• No Steps- HEAD DOWN, fitting foot on
ball properly, Good Drops, follow through
• 1 Steps- Good Drops, not crossing feet, fit
foot on ball
Troy Punter’s Warm-Up
• Full Steps- work on Tempo, also work on bad
snaps and getting ball to drop point
• Returners- catch punts during this time before
practice, working on getting to the ball, catching
ball high and in front, and elbows in, tuck high
and tight, and get north.
• Last 10 minutes before stretch we work Rugby
Kicks. This is usually when punters catch snaps
from snappers.
Troy Punter’s Warm-Up
• Rugby Kick- we get depth on our roll out and kick top
half of the ball. The ball should land approximately 25
yards from the Line of Scrimmage.
• The Rugby Kick should be high enough to avoid hitting
our cover team, but low enough to prevent the returner
from fielding the punt in the air.
• Punters roll out until they feel pressure. The longer the
punter holds the ball the farther down the field our cover
team gets. Do not rely on shield to make blocks. Kick
the ball as soon as pressure is felt.
Periods 4-9
• During this 30 minutes, we work whatever
we have coming up Periods 10-11.
• Monday- Kickoff Coverage- We work
our bunts, squibs, pooches, and onside
kicks. During periods 8-9, we work on
placement of our deep kicks.
• Punters will work on their punts going in.
• Snappers catch up for us with walk-ons.
Periods 4-9
• Tuesday- Kickoff Return- During periods
8 and 9, our kickers will work on their
kickoffs in order to give return team a good
look. Also, kickers will work on extra FG’s
from hashes.
• Punters- work on bad snaps, down the line
focusing on drops and then extra Rugby
Kicks.
• Snappers and walk-ons catch up.
Periods 4-9
• Wednesday- Punt Return- Our back up punters
work on their punts during periods 8 and 9 to
prepare for period 10 scout look. Back up
snappers get extra snaps preparing for scout
punt team.
• Punters kick with back ups that are getting ready
for Period 10.
• Kickers- extra FG’s, Onside, squibs, bunts, and
pooches
• Snappers catch up and get back up snapper
ready for Punt Return.
Periods 12- 21
• Walk-On kickers get to warm up and kick.
• Starting kickers catch up for them and help
walk-on kickers get better.
• At this point, even though practice is only
an hour in, starting kickers and punters
have been kicking on and off for 2 hours.
Their day is done. We must be careful not
to over kick.
Thursday
• Periods 1-7 are all kicking
• We go over all fakes, hands team, onside kick
team, different kickoffs (pooch, bunt, squib),
kickoff returns, and all punt returns for that
week’s opponent.
• Practice is shorter on Thursdays, only about 1214 periods. Kickers and punters are usually
done after Period 7. They should be limiting
their kicks as gameday approaches.
PAT/FG Questionnaire
1. They pressure kicks from2. We must watch who while protecting-
3. Special Kicks1. FG Pooch
2. Fake-
4. Muddle Huddle-
PAT/FG Block Questionnaire
1.
2.
3.
4.
Block PointKick feels pressure from his RT/LT/ Middle?
Kickers RangeFalls shown list-
5.
Best Blocks-
6.
Their weakest protectors-
7.
Do they Muddle Huddle?
8.
PAT/FG Safe-
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