fall 2012 st master playbook

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CORNELL FOOTBALL
SPECIAL TEAMS
FALL 2012
PLAYBOOK
FINISH
BEAT YOUR MAN TO THE FOOTBALL
SPECIAL TEAMS
PYRAMID OF EXCELLENCE
ELITE
11
SCHEMES
TECHNIQUES
FUNDAMENTALS
FINISH
EFFORT
2012 SPECIAL TEAMS GOALS
•
•
•
•
W.I.N.!
100% Effort Grade = Do or Do Not
88% Finish Grade = Beat your Man to the Football
CREATE 1 GAMECHANGER
2012 SPECIAL TEAMS EXPECTATIONS
• PERFECT BALL SECURITY
• PENALTY FREE
THE MANTRA
EFFORT is HOW you get where you want to go. FINISH is WHO you are
while you are getting there. THE ELITE 11 measures WHAT you do once
you are there!
Getting out of bed every morning takes EFFORT. Attacking the day requires
FINISH. Accomplishing what needs to get done and achieving success
makes you ELITE!
Understanding and LIVING the above will lead to the Cornell Special
Teams DOMINATING FIELD POSITION throughout the course of 10
games! Study the following diagram to see the importance of field
position in relation to the chances of scoring points!
1 OUT OF 30
1 OUT OF 8
1 OUT OF 5
1 OUT OF 3
1 OUT OF 2
2 OUT OF 3
ELITE 11 POINTS SYSTEM
POSITIVES
Coverage Team
Solo Tackle – 4
Assisted Tackle – 2
1st Hit Assisted Tackle – 3
Tackle inside 10 – 3
Tackle inside 20 – 2
Knockback Tackle – 2
Fumble – Forced or Recovered – 6
Down Punt Inside 10 – 4
Down Punt Inside 20 – 2
Destroy Wedge/Double Team – 3
1st Man Downfield on KICKOFF – 3
Force a Penalty - 2
Punter/Kicker
Avg. 4.2 Hangtime (Punt) – 3
Avg. 38 yards net (Punt) – 3
Key Punt – 2
Punt Hangtime better than 4.2/Over 43 yards – 1/2
Punt Hangtime 4.7 or better/Over 50 yards – 2/3
Excellent Location on Punt/Kickoff – 2
Punt Inside 20 – 1
Punt Inside 10 – 2
Avg. 3.9 Hangtime (Kickoff) – 3
Kickoff Hangtime 4.0 or better – 1
Touchback/Excellent Special Kick – 4
Field Goal – 3
X Pt. – 1
Field Goal of 40+ yards - 5
POSITIVES
Return Team
Touchdown – 7
KOR of 35 yds + or PR of 15 yds + - 4
Break tackle or make ‘em miss – 2
Field kick/punt properly – 1
Blocked punt – 7
Key block on play of 20+ Yards – 4
Knockdown/Dominating block – 3 (x2 if occurs on TD)
Execute block – 1 (x2 if occurs on TD)
Miscellaneous
Will Breaking Play/HUGE Hit – 4
Great Effort – 4
Force a Safety – 2
EXCEPTIONAL FINISH – 5
TOUCHDOWN - 7
NEGATIVES
Punter/Kicker
KO hangtime less than 3.4 = -3
Inaccurate Punt = -2
Punt less than 36 yards = -2
Hangtime less than 3.5 = -3
Inaccurate Kickoff = -1
Missed FG under 40 yds = -3
Missed X Pt. = -6
Kickoff Out of bounds = -10
Return Team
Mishandled Kick/Punt = -5
Miscellaneous
Lack of Effort = -6
Missed Assignment = -3
Missed Tackle = -2
Whiffed Block = -2
15 yd penalty = -6
10 yd penalty = -4
5 yd penalty = -2
SPECIALISTS
COACHING ASSIGNMENTS
•
•
•
•
•
•
PUNTERS = AUSTIN
KICKERS = BURKETT
SNAPPERS = BURKETT
HOLDERS = BURKETT
RETURNERS = HANNA
FLYERS/CORNERS = FENTON
•
•
•
•
PUNT PROTECTION = ARCHER
PUNT BLOCK/HOLDUP = HANNA
KOR FRONTLINE = ARCHER/FENTON
KICKOFF = STAFF
GENERAL
CONCEPTS
“Know Thyself”
CORNELL SPECIAL TEAMS
BLOCK DESTRUCTION CONTINUUM
BEST
WORST
RUN TO BALL
(YOU ARE BFS!)
WAGGLE
PUNCH AND SHRUG
PUNCH AND RIP
PITCH A FIT
CORNELL SPECIAL TEAMS
FUNDAMENTAL TACKLING
PROGRESSION of PRINCIPLES
TRACK THROAT, NEAR PECTORAL, OR NEAR HIP
CLOSE THE DISTANCE
CREATE A BASE
STEP ON TOES
SMELL BREATH
EYES AT BALL LEVEL/ON THROAT
CLUB WRAP
SIAMESE ELBOWS
VICE-GRIP BACKSIDE CLOTH
DOUBLE-TIME KNEES HIGH AND WIDE
FORCE HIPS TO GOALLINE
DUMPTRUCK
CORNELL SPECIAL TEAMS
TACKLING CONTINUUM
APROXIMATE DEGREES OF LEVERAGE TO BALLCARRIER
BEST
WORST
FIT
0
ANGLE
WRAP AND ROLL SWEEP THE ANKLE*
1-60 61-89
90
PROFILE*
CHASE
90
180
*PROFILE TACKLE WILL MOST LIKELY BE IMPLEMENTED WHEN A TEAMMATE HAS SET A SUDDEN EDGE TO THE
BALLCARRIER’S PATH. *SWEEP THE ANKLE CAN HAPPEN AT DIFFERENT DEGREES OF LEVERAGE; PROXIMITY TO
BALLCARRIER WILL DETERMINE IT’S USE. IF ONE IS TOO FAR FROM THE BALLCARRIER TO USE THE CORNELL
FUNDAMENTAL TACKLING TECHNIQUE OF “CLUB WRAP” THEN SWEEP THE ANKLE MUST BE EXECUTED.*
CORNELL SPECIAL TEAMS
TAKEAWAY CONTINUUM
BEST
WORST
SCOOP
and
SCORE
SCOOP
and
FETAL
SECURE
and
PUNCH
SECURE
and
RIP
SECOND
MAN
IN
CORNELL SPECIAL TEAMS
BLOCKING TECHNIQUES CONTINUUM
BEST
WORST
FUNDAMENTAL
BLOCKING
POSITION
RIP
BACK BLOCK
SCRAPE PAINT
PLANT
and
RETRACE
ST WEEKLY
MEASURABLES
36 YARD NET PUNTING AVERAGE
10 YARD PUNT RETURN AVERAGE
OPPONENT DRIVE START AVERAGE OF <25 Yardline
DRIVE START AVERAGE OF >32 YARDLINE
MAKE ALL KICKS FROM 40 YARDS AND IN
COVERAGE
TEAMS
“Detail and Courage”
PUNT
36 YARD NET PUNTING AVERAGE
PUNT COACHING ASSIGNMENTS
• BURKETT = SNAPPER, PP, PUNTER
• *ARCHER = LEFT SIDE
• HANNA = RIGHT SIDE
• FENTON = FLYERS
SCHEME
•
We will be a base spread double slot punt formation.
#
#
6
6
6
6
6
6
TOES AT 6 YARDS
PP
STANDS AT 14.5 YARDS
P
-We will be a directional Punt Team. If we are on the hash we will put the ball outside of the numbers of the hash that
we are on. If we are MOF then we will Punt according to game conditions and incorporate formational changes along
with shifts and motions. We will use Colors to determine where we are punting.
-BLUE = LEFT #’S
-WHITE = MIDDLE
-RED = RIGHT #’S
•FLYERS:
-Will take a base top of the numbers alignment with the ball MOF. When the ball is to the flyer they will align on the bottom
of the numbers; ball away = split the difference between the numbers and the hash.
-Are BALL players and will work to leverage the NEAR PEC/HIP of the returner through the returner’s EARHOLE.
-Can use a two-point receiver stance or a BALANCED stance depending on which is most effective.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------•WINGS, TACKLES, AND GUARDS:
-Will use a staggered stance with their weight loaded on their front foot. Palms on thighboards with wrists cocked, fingers
to the sky, proud chest, elbows tight, active eyes.
-Will execute a ZONE SCHEME WITH MAN PRINCIPLES.
-Wings will block #1, Tackles will block #2, and Guards will block #3, counting from outside in on their side of the snapper’s
midline.
-Will use TWO kick slides coming straight back together on a RAIL, then JAM, and RELEASE through the outside number
of their man responsibility.
-Will use the inside (post) arm to protect their interior gap and help the man next to them.
-Will “Cobra” their outside arm ready to strike their man responsibility.
-Guards’ toes to Snapper’s heels. Guards’ helmets must break the belt buckle of the Snapper. Tackles’ front toe in line
with Guards’. Wings are “hipped off” of the Tackles so that their inside arm can scrape the outside hip of the Tackle.
-Are LANE PLAYERS in coverage: Guards have 5 yards of width from the ball, Tackles have 10, and Wings have 15.
-WINGS MUST KEEP THE BALL INSIDE OF THEM (CONTAIN PLAYERS) AND BEND HARD AND CHASE FROM BEHIND ANY
DIRECTIONAL (SIDELINE/WALL RETURN) OR DRASTIC RETURN AWAY FROM THEM.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------•SNAPPER
-Is responsible for delivering the ball on target to the Punter in less than .8 seconds after executing the LONG SNAP.
-Will snap, sink, and set to A Gap/Man Responsibility as given by the PP.
-Is a BALL player in coverage.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------•PERSONAL PROTECTOR
-Is responsible for QUARTERBACKING the PUNT Team and handling ALL calls.
-May stand behind either guard and switch up his alignment as he prefers.
-Will protect A GAP TO MAN responsibility as indicated by call and check any other threats from A gap out.
-Is a BALL player in coverage.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------•PUNTER
-Is responsible for punting the ball after receipt in less than 1.4 seconds to the appropriate fieldzone and for being the
SAFETY against all returns.
CADENCE SYSTEM
-The Personal Protector will handle ALL calls.
-Cadence Delivery Order:
- Identify the distribution of the defenders in the box on either side of the
Snapper’s midline FROM LEFT TO RIGHT and give the Snapper’s directional
call for protection. “Liz” sends the Snapper Left and “Rip” sends the Snapper
Right.
Example: “44 Liz, 44 Liz”
Note: PP will always send the Snapper to the Loaded side. Any DEFENDER
Head-Up on the SNAPPER will be added into the count of the LOADED SIDE.
- The PP will then give any ALERTS or CALLS if applicable.
Alert Example: “Creeper, Creeper”
Call Example: “Zorro, Zorro”
Note: PP will only give Alerts or Calls if they are a DEFINITE THREAT TO
PROTECTION. ALERTS always come before CALLS if there are both.
- The Final Call from the PP will be either “Green” or “Easy”. “Green” tells the
entire Unit that the ball is ready to be snapped and punted. “Easy” tells the
entire Unit that we need to recheck the front and count and go through the
cadence again.
*During the course of the game the PP has the autonomy to send the Snapper
either “Liz” or “Rip” in order to mix up the look for the opposing team.
FRONT RECOGNITION AND CALLS
R
C
C
1 2 3 4 4 3 2 1
PP -”44 LIZ, 44 LIZ”
-”GREEN”
P *SNAPPER MUST ROCK BACK WITH HIS
“4” IF 4 ATTEMPTS TO JUMP TO OPPOSITE
A.*
*PP SENDS SNAPPER “RIP” TO NEAREST THREAT
R
2
C
1
4
3
3
4
PP
P
*WE WILL STILL COUNT
OUTSIDE IN VS. STACKS
AND TAKE THEM AS
THEY UNFOLD.
1
2
C
-”44 RIP, 44 RIP”
-”STACK, STACK”
-”GREEN”
*SNAPPER MUST ROCK BACK WITH HIS
“4” IF 4 ATTEMPTS TO JUMP TO OPPOSITE
A.*
*SNAPPER WILL WORK TO FURTHEST THREAT (#4)
AND PP WILL SORT IT OUT FROM INSIDE OUT.
SNAPPER WILL PASS #5 TO THE PP IF HE ATTEMPTS
TO JUMP TO OPPOSITE A; IF #4 TRIES TO JUMP THEN
THE SNAPPER MUST LOCK ON HIM EXACTLY AS IN A
44 LOOK. PP SHOULD ADJUST ALIGNMENT
TO LEFTSIDE TO “BUILD A WALL” IN PROTECTION.
R
C
12 345
3 2 1
C
PP -”53 LIZ, 53 LIZ”
-”GREEN”
P *RIGHT SIDE CAN TAKE ONE
KICKSLIDE AND RELEASE.
R
C
*DEFENDER THAT IS HEAD UP ON SNAPPER IS
COUNTED BY PP AS PART OF THE RIGHT (LOADED)
SIDE IN THIS PICTURE. LEFT SIDE IN THIS PICTURE HAS
ONE KICK AND RELEASE RESPONSIBLIITY. IF BOTH #5
AND #4 ATTEMPT TO JUMP TO LEFT AWAY FROM RIP
CALL SNAPPER MUST “ROCK BACK” WITH #4.
PP -”35 RIP, 35 RIP”
-”GREEN”
P
R
C
C
1 2 3 5 4 3 2 1
R
1 2 3 4 3 2 1
*DEFENDER THAT IS HEAD UP IS COUNTED BY PP
AS PART OF WHICHEVER SIDE HE DEEMS
APPROPRIATE. PP AND SN MUST HANDLE #4 BASED
ON RIP/LIZ CALL AND ONE MUST BE QUICK TO
COVERAGE. RIGHT SIDE IN THIS PICTURE HAS ONE
KICK AND RELEASE RESPONSIBLIITY.
PP -”43 LIZ, 43 LIZ”
-”GREEN”
P
C
-”SUPER” TELLS THAT SIDE THAT THE PP WILL R
TAKE #3 AND THE GUARD TO THAT SIDE WILL
MAN #4 WHEREVER HE GOES.
SNAPPER WILL BE SENT AWAY FROM
SUPER SIDE AND ROCK BACK ON #4 IF HE ATTEMPTS
TO JUMP TO THE OPPOSITE A.
C
1 2 3 4 4
32 1
-“SUPER”
3 OR MORE
DEFENDERS
OUTSIDE THE
NOSE OF THE
TACKLE.
C
PP -”44 LIZ, 44 LIZ”
-”SUPER RIGHT, SUPER RIGHT”
-”GREEN”
P
-”SUPER” TELLS THAT SIDE THAT THE PP WILL
R
TAKE #3 AND THE GUARD TO THAT SIDE WILL
MAN #4 WHEREVER HE GOES.
SNAPPER WILL BE SENT AWAY FROM
SUPER SIDE AND ROCK BACK ON #4 IF HE ATTEMPTS
TO JUMP TO THE OPPOSITE A.
C
1 23
4 4 3 2 1
PP
P
C
-“SUPER”
3 OR MORE
DEFENDERS
OUTSIDE THE
NOSE OF THE
TACKLE.
-”44 LIZ, 44 LIZ”
-”SUPER LEFT, SUPER LEFT”
-”GREEN”
*”ZORRO” TELLS THE UNIT THAT WE HAVE AN UNIDENTIFABLE FRONT
AND WE MUST RUN A STRAIGHT ZONE PROTECTION. GUARDS, TACKLES, AND
WINGS WILL TAKE TWO KICKSLIDES BACK TOGETHER AND PROTECT INSIDE OUT AND
WHOMEVER BECOMES THE IMMEDIATE INSIDE THREAT. THE SNAPPER and PP WILL
TAKE THE A GAPS. WE WILL NOT GIVE DEFENDER DISTRIBUTION!
R
C
2
4
1 3
3
4
C
2
1
-”LIZ, LIZ”
-”STACK, STACK”
-”ZORRO, ZORRO”
P
-”GREEN”
*A DOUBLE “SUPER” SITUATION IS AN EXAMPLE OF WHEN WE WOULD NEED A ”ZORRO”
CALL. WE WILL BUILD A CUP AND PROTECT A PUNT POINT WHILE MAKING ALL RUSHERS
SPILL AROUND THE OUTSIDE. WHEN WE OPERATE ON TIME AND SET TOGETHER, THEY
WILL NEVER BE ABLE TO GET THERE.
PP
R
C
1 2 3
4
4
PP
P
C
3 2 1
-”RIP, RIP”
-”STACK, STACK”
-”ZORRO, ZORRO”
-”GREEN”
*A ”SINK” CALL TELLS THE UNIT THAT WE HAVE A DEFENDER (ON THE L.O.S. OR
AT DEPTH) THAT IS ON THE SNAPPER IN ADDITION TO ANOTHER IMMEDIATE A GAP
THREAT. THIS CALL WILL TELL THE SNAPPER TO SNAP, SINK, AND SET STRAIGHT BACK
AND ENGAGE THE FIRST A GAP THREAT TO EITHER SIDE. THE PP WILL THEN FIT OFF OF
THE SNAPPER AND IMMEDIATELY TAKE THE NEXT A GAP THREAT TO EITHER SIDE.
GUARDS, TACKLES, and WINGS WILL BLOCK 3, 2, and 1 on THEIR SIDES ACCORDINGLY.
R
4
C
1
2
3 4 3
C
2
1
PP -”STACK, STACK”
-”SINK, SINK”
-”GREEN”
P
R
4
C
1 2 3
*THIS LOOK, WITH A DEFENDER HEADUP ON
THE SNAPPER AND A SUPER TO BOTH
SIDES, IS A SITUATION WHERE WE WOULD
NEED BOTH A “SINK” AND A “ZORRO” CALL.
4
C
3 2 1
PP -”STACK, STACK”
-”SINK, SINK”
-”ZORRO, ZORRO”
-”GREEN”
P
*”FIRE” TELLS THE UNIT THAT THEY ARE
BRINGING A CORNER FROM THAT SIDE. THE FLYER TO
THE “FIRE” SIDE WILL COMMUNICATE THIS FIRST AND
THE PP WILL ECHO IT. THE WING, WILL EXECUTE HIS
RESPONSIBILITY WHILE GIVING OUTSIDE ARM HELP
ON THE BLITZING CORNER. THE PP MUST ENSURE PROTECTION
AND THE PUNTER MUST GET THE BALL OFF.
R
C
1 2 3 4 4 3 21
C
PP -”44 RIP, 44 RIP”
-”FIRE RIGHT, FIRE RIGHT”
-”GREEN”
P
*”GO” TELLS THE SNAPPER THAT WE HAVE A 6 MAN
BOX AND THAT HE CAN SNAP, SINK, SET AND COVER!
PP MUST ALSO BE LOOKING FOR THE INSTANT RELEASE
IF AVAILABLE.
R
B
B
C
C
1
2
3
3
2
1
PP -”33 RIP, 33 RIP” (POTENTIAL AUTOFAKE)
-”GO, GO”
-”GREEN”
P
R
C C
1
*POTENTIAL “ROCK” CALL TO ONE
OF THE FLYERS IN THIS LOOK.
2
3
3
2
1
C C
PP -”33 RIP, 33 RIP” (POTENTIAL AUTOFAKE)
-”GO, GO”
-”GREEN”
P
COVERAGE LANES
“WHITE”
R
15
10
5
CONTAIN
5
PP
P
SAFETY
CONTAIN
10
15
COVERAGE LANES
“BLUE”
R
SWII
5
NU
5
CONTAIN
10
PP
P
SAFETY
15
CONTAIN
COVERAGE LANES
“RED”
R
15
10
PP
P
SAFETY
5
NU
5
SWII
PUNT COVERAGE PRINCIPLES
-All players must release and defeat the man that is attempting to block them FIRST.
WORK TO STACK YOUR MAN!
-Always BURN THE NEAR OUTSIDE HIP WITH YOUR EYES of the returner and make
plays from outside in; FLYERS will take their shots per their teaching.
-When running through your COVERAGE LANDMARK, never follow directly behind a
teammate; adjust accordingly and fill-up the open running lanes.
-BALL PLAYERS (PP, SN, RF, LF) MUST get to the returner FIRST and make the tackle
OR FORCE THE RETURNER TO DRASTICALLY CUT HORIZONTALLY.
-LANDMARK PLAYERS (Guard, Tackles, and Wings) must SPRINT through their landmark
based on where the RETURNER is setup to receive the punt.
-When the LANDMARK PLAYERS are within 15 yards of the returner OR the BALL HAS
BEEN RECEIVED, they MUST CONVERGE DOWNHILL TOWARDS THE RETURNER!
-If the returner breaks FLAT TOWARDS THE SIDELINE the BACKSIDE Guard, Tackle, and
Wing MUST “Chase the Heels” of the Returner.
-If the returner breaks FLAT TOWARDS THE SIDELINE the FRONTSIDE Guard and Tackle
MUST “Set an Edge” on the Returner and implement one of our Special Teams
Fundamental Tackles depending on their angle of leverage on the returner.
-If the ball is ever caught from between 5 yards inside the top of the
numbers and the sideline, the GUARD to that side must “nose-up” the
returner and the WING must “scratch where it itches” while containing the
football.
SWITCH
“Switch” will be our triple option (run, pass, punt) fake which we can run against any look. The call from the sideline
will be: “Spread Switch”. It is the responsibility of the PP to control cadence as normal and the responsibility of the
punter to read the progression from run to pass to punt. It will always be run to our right. The ball will be snapped on
the “SET” call of the PP as soon as the motion has cleared the opposite wing.
#
#
6
6
6
6
6
6
WING SHIFTS ON
AND FLYER SHIFTS
OFF
TOES AT 6 YARDS
PP
P
TOES AT 11 YARDS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#
6 6 6
6
6
6
FLYER GOES IN “OVER” MOTION
#
TOES AT 6 YARDS
PP
P
TOES AT 11 YARDS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#
#
6
6
THIS IS THE FORMATION AT THE SNAP
6
6
6
6
TOES AT 6 YARDS
PP
P
TOES AT 11 YARDS
MUST OUTSIDE RELEASE VERTICAL
15 YARD CLIMB
10 YARD SPEED OUT
LEAK
FRONTSIDE SPRINT PROTECTION
#
NO COVERDOWN = HOT!
SEAL EDGE
#
WING MUST OUTSIDE RELEASE EMOL
BACKSIDE SPRINT TURNBACK PROTECTION
PP
P
**Utilization of the different options will be determined by the HFC and STC and by
game conditions**
-In general, if they do not cover down our flyer who is in motion, we will look to
throw him the ball right now.
-If they do cover him down we will stay to our right and progress from run, to out,
depending on circumstances.
-Guards, tackles, and snapper must not go down the field until they are sure that
the ball has been passed or punted.
-If Punter is going to run he will yell “Go, Go” and the entire Unit will look for the
nearest opponent to block above the waist.
-If we Punt, Punter will yell direction and we will cover accordingly (next page).
SWITCH (RUGBY PUNT)
COVERAGE RESPONSIBLITIES
•Punter must put the ball on the numbers and on the ground so that it rolls erratically.
•Once ball is punted and Punter gives directional call, the entire Unit must release and cover!
•Guards and Tackles have same coverage responsibilities as SPREAD PUNT.
CONTAIN
BALL
BALL
SAFETY
#
#
PP
P
BALL
BALL
CONTAIN
PRINCIPLES AND REMINDERS
-We are protecting a PUNT POINT that is about 9.5 yards deep.
-Our OPERATION time MUST be better than 2.2 seconds. <.8 seconds snap to catch and <1.4 seconds
catch to punt.
-Whenever a ball is punted the Punter MUST ensure that the entire Unit knows where the ball is going
by yelling “left”, “right”, or “middle”.
-Whenever we are DOWNING a football always pick the ball up off of the ground and HAND IT TO
THE REFEREE.
-If the Returner does not field the ball, let the ball roll if it is going toward our opponent’s goalline. If
the ball is bouncing back toward our goalline, down it immediately.
-Punts can be run out of the endzone. The ball is “live” in the endzone until the official blows it dead.
-If the returner elects to FAIR CATCH we should HEIGHTEN OUR INTENSITY and PLAY FOR THE
MUFF.
-We must give the returner the opportunity to FIELD the PUNT; there is no “HALO” rule, however, we
must give the RECEIVING team “an unimpeded opportunity to catch the kick”. This protection is null
and void once the ball has touched the ground or if they have MUFFED the punt. If he is BOBBLING
the ball we must give him the complete opportunity to finish fielding it. Err on the side of FINISH!
-We can catch a punt out of the air if the returning team is not make attempting to receive it. Save
hidden yardage!
SITUATIONS AND SPECIAL CALLS
-When we are IN OPPONENT TERRITORY, we will most likely make a “SKY” call. This is a reminder to
the UNIT that we are attempting to down the football as close to our opponent’s goalline as possible
and it CHANGES our COVERAGE responsibilities slightly.
No player on the PUNT team will every pass up the BALL or an OPPONENT WITH THE BALL!
“SKY” COVERAGE:
FLYERS get to the goalline and work back towards the football to keep it out.
WINGS contain everything per usual but with heightened awareness of CLOSING TO THE RETURNER.
TACKLES/GUARDS run through your coverage landmark and converge on the returner.
PP/SNAPPER NOSE-UP the returner and play for the MUFF!
PUNTER is the SAFETY.
-An “OVER” call tells the UNIT we will line up both FLYERS on the same side.
-A “ROCK” call tells the UNIT that our FLYERS are being doubleteamed and we are going to help one
of the FLYERS by shifting him off of the ball while shifting the sameside WING on the ball.
The PP will then bring the FLYER in motion to help him get a release. We will indicate which way we
want to “ROCK” by saying “ROCK RIGHT” or “ROCK LEFT”.
-A “BANZAI” call tells the UNIT that we will quicksnap our opponent. Once the UNIT is set
in a legal formation the PP will call for the ball to be snapped with a single “SET” call. Automatic Liz for
the Snapper and “ZORRO” protection.
-A “MILK” call tells the UNIT the EXACT OPPOSITE of “KILL”. Let the ball roll and USE AS MUCH TIME
AS POSSIBLE!
-A “KILL” call tells the UNIT that after proper protection and expansion to our coverage responsibilities
we want to find the football ASAP and down it to save time.
SITUATIONS AND SPECIAL CALLS
-A “CLOCK” call tells the UNIT that we are going to use as much of the clock as possible before
snapping. The PP will go through normal cadence except for “GREEN” or “EASY”. He will then
countdown the playclock, starting at 10 to the entire UNIT. At three (3) seconds the ball will be
snapped.
-A “FREEZE” call tells the UNIT that we will get lined up, go through normal procedure, and then TAKE
A DELAY OF GAME PENALTY! WE ARE NOT SNAPPING THE BALL!
-A “TIGHT” call tells the UNIT that we are INSIDE OF OUR OWN 5 YARD LINE. We will take zero inch
splits and “ZORRO” our protection (2 Kick-Slides) and will work to make our operation time
exceptionally fast. PUNTER will take one huge step in off of the ENDLINE to give himself enough
room and one-step punt if necessary. The entire UNIT must do an excellent job of reading the
demeanor of the return team to ensure PROTECTION and COVERAGE.
*THIS CALL IS ONLY NECESSARY IF THEY ARE 8 OR MORE RUSHERS!
If he feels it is necessary, (more than 8 rushers threatening) the PP will call in the FLYERS and they
will align on the L.O.S. at one yard of width from the Wings. Taking two quick kick-slides, they
will block the most outside threat while the Wings will start the normal count with the next man in.
-A ”WWE” (TAKE A SAFETY) call tells the UNIT that we will bring the FLYERS in tight (1 yard outside
of Wings). We will then block, grab, and hold our MAN ASSIGNMENTS (FLYERS have EMOL). Punter
will then use as much time as possible after receiving the snap and then step out over the endline.
PUNTER CHECKLIST
-Stand at 14.5 yards for SPREAD PUNT.
-Catch it, mold it, drop it, strike it!
-Be aggressive in controlling the COVERAGE and becoming
the MIDDLE SAFETY.
-Hangtime and Placement!
-You are the last line of defense!
-Do not run the football unless it is part of our fake scheme or
the HFC and/or STC have approved it.
-If there is a bad snap or you muff it in the endzone then:
-Punt the ball at all costs if a safety WILL BEAT US.
-Take the safety if a safety WILL TIE THE GAME.
-Take the safety if we are ahead by 3 to 8 points.
KICKOFF
OPPONENT DRIVE START AVERAGE OF <26 Yardline
KICKOFF COACHING ASSIGNMENTS
•
•
•
•
BURKETT = KICKER, 6/7
*FENTON = 1, 2, AND 3
HANNA = 8, 9, AND 10
ARCHER = 4/5
STANCE AND TAKEOFF
•
•
•
Hitting the restraining line (our -30) at full SPEED as a FULL UNIT is the single most important
factor in determining our success as a KICKOFF TEAM.
Your ability to maintain and accelerate that SPEED will determine whether or not you can play and
make plays on the KICKOFF TEAM.
In order to have great TAKEOFF and to be able to SPRINT the entire way until we meet the BALL,
we must have a great STANCE.
•
The Cornell Football Kickoff STANCE:
-Backfoot ON the -20 yardline.
-Body pivoted so that hips are facing the Kicker with the toe of front foot pointing downfield.
-Weight loaded onto front foot with bend in ankles, knees, and hips.
-Upperbody relaxed but with arms ready to help explode the body out of the stance.
•
The Cornell Football Kickoff TAKEOFF (-20 to -30):
-You will leave your stance when the kicker runs through your SMARTSPOT. The SMARTSPOT is
the point at which the kicker hits that matches up with your TAKEOFF time. If you leave then you
will be at full speed at the restraining line. This is different for everyone; you must work at it hard
in practice and through film study!
-Once the kicker hits your SMARTSPOT, explode off of your backfoot and pivot yourself into a fullspeed straight-line sprint.
-See the ball kicked and follow its trajectory while you begin to read your man and opponent
scheme keys.
BLOCK DESTRUCTION, TACKLING, and TAKEAWAYS
•
BLOCK DESTRUCTION
-The primary way that we will destroy blocks on KICKOFF is through SPRINTING down the field
while leveraging the appropriate side of the football. This is your GETOFF; the period of time
while covering the kick that you are sprinting full speed with no blocker to evade or engage. The
best kickoff cover people hardly ever encounter blockers in any way and therefore have the best
GETOFF! Your goal is to never break stride!
-JUST AS WHEN COVERING A PUNT, WE WILL NEVER RUN BEHIND OUR TEAMMATE. IF FOR
SOME REASON YOUR BUDDY CROSSES IN FRONT OF YOU WHILE HE IS EVADING A BLOCK
YOU MUST “WRAP” BEHIND HIM TO WHERE HE CAME FROM AND BALANCE THE FIELD.
EVERYONE WANTS TO BE MAKE BIG HITS – THE MASTERS OF KICKOFF COVERAGE ARE THE
GREAT DESTROYERS OF BLOCKS.
*SEE THE FOLLOWING PAGE FOR YOUR KICKOFF BLOCK DESTRUCTION PROGRESSION*
•
TACKLING
-We will always execute one of our 6 Cornell Football Special Teams Tackles in FINISHING an
opponent’s kickoff return.
-The more FIT tackles we execute, the better our STANCE, TAKEOFF, GETOFF, and BLOCK
DESTRUCTION!
•
TAKEAWAYS
-There is nothing more demoralizing to our opponent then taking the football immediately back
after we have just scored on them.
-We will always get 11 hats to the football on KICKOFF and if the ball happens to still be attached
to the returner, then we will always work to either “Secure and Punch” OR “Secure and Rip”.
Additional bodies that arrive at the returner after our initial tackler should always remember their
training in the “2nd Man In” drill.
CORNELL SPECIAL TEAMS
KICKOFF BLOCK DESTRUCTION
PROGRESSION
DISTANCE AWAY FROM BALL
70 YDS. 65 YDS.
-30 YDL.
TAKEOFF
50 YDS.
25 YDS.
15 YDS.
5 YDS.
PUNCH
AND
SHRUG
OR
PUNCH
AND
RIP
BULLY
-35 YDL.
GETOFF
THROUGH
LASER
WAGGLE
EITHER WAY
WAGGLE
FRONTDOOR
OR
BUTTSIDE
0 YDS.
G.L.
SCHEME
HUDDLE PROCEDURE AND BALL PLACEMENT
-We number 1 through 10 excluding the kicker from left to right as we face our opponent.
-We will huddle in a semi-circle on the -20 directly behind where the ball is teed up. The
kicker will have his back to the football and the coverage team will be facing the return
team.
-THE BALL WILL BE TEED THREE YARDS INSIDE THE HASH.
30
BALL
1
10
9
K
2
3
20
30
56 7
4 5
8
20
ALIGNMENT
-We will have a mirrored alignment.
-Adjustments to alignment can be made and will be based on where we are kicking.
30
1
20 2
30
3
4
K
5
6
7
8
9 20
10
RESPONSIBILITIES
*All 10 coverage people are leveraging the ball inside and in front of them while burning the
pec/hip of the returner on an 80 yard sprint. Ball always takes precedence – leverage and
evade to the football! If your man key for that opponent’s return tells you where the return is
going for certain, then avoid the blocker buttside, otherwise, locate the ball OR the opponent
with the ball and get there!
1/10 – Reckless Playmaker – Can force or spill blockers. Bend hard to the returner. When
we kick or on returns away from you bend hard across the field at the opposite 40.
2/9 – Fitter and Hitter – Must fit off of 1/10 and make him right. Outside arm and leg free. Rule
of 20 = everyone except the kicker inside and in front. Fit as tight as possible on TOP of the
pile. Aggressive fold tackler when we kick or on returns away from you.
3/8 – Aggressive Force – Make plays from outside in. Must keep outside arm and leg free and
send everything into the BALL PLAYERS. Bend hard and backdoor blocks when we kick
or on returns away from you. Fit on outside edge of double teams and loose wedges.
4, 5, 6, 7 – Ball Player – Must split double teams and blocks in loose wedges and force the
returner to cut drastically when you penetrate their lines. When we kick or on returns away
from you scrape and find a downhill fit (angle tackle leverage) like a LB.
LOOSE WEDGE FITS (AS WE LOOK AT WEDGE FROM LEFT TO RIGHT):
4 – 1st Gap; 5 – 2nd Gap; 6 – 3rd Gap; 7 – 4th Gap
Kicker – Middle Safety – Rule of 21. Fit directly over the top of the football. Leverage the ball
to the nearest sideline as you close the distance and work the be the TOP OF THE TRIANGLE
THAT YOU FORM BETWEEN YOU, 2, and 9.
NUMBERS LEFT
(TOUCHBACK IF POSSIBLE)
POST
(TOUCHBACK IF POSSIBLE)
NUMBERS RIGHT
(TOUCHBACK IF POSSIBLE)
KICK TYPES
*WHERE THE BALL WILL LAND*
SKY LEFT
SKY RIGHT
SQUIB LEFT
SQUIB MIDDLE
SQUIB RIGHT
POOCH
SHAKE LEFT
ONSIDES LEFT
SURPRISE ONSIDES
SHAKE RIGHT
ONSIDES RIGHT
“NUMBERS LEFT”
RET.
20
20
SAFETY (21)
1
2
3
4
5
K
6
7
8
9
10
“NUMBERS RIGHT”
RET.
20
20
SAFETY (21)
1
2
3
4
5
6
K
7
8
9
10
KICKOFF REMINDERS
-Never follow a teammate when covering a kick. Adjust as necessary to the football!
-ALIGNMENT, STANCE, TAKEOFF, and GETOFF are the keys to being a great KICKOFF player.
-Ballcarrier should always be inside and in front. We should be able to pause the film and see five players (1-5/6-10) on
either side of the football burning the pec/hip of the returner no matter where we kick the ball.
-Understand your job description, your fit, and your WEEKLY OPPONENT MAN KEYS.
-A kickoff is not a legal kick (or live ball) until it has traveled 10 yards or more OR HAS BEEN TOUCHED by the
receiving team.
-When there is a free football THAT HAS NOT BEEN POSSESSED AND THEN FUMBLED BY THE RECEIVING TEAM,
whether during an onsides situation or otherwise, recover it securely and protect your teammates. WE CANNOT
ADVANCE IT!
-Understand their ability to faircatch. We must give the returner the opportunity to FIELD the KICK; there is no “HALO”
rule, however, we must give the RECEIVING team “an unimpeded opportunity to catch the kick”. This protection is null
and void once the ball has touched the ground or if they have MUFFED the kick. If he is BOBBLING the ball we must
give him the complete opportunity to finish fielding it. Err on the side of FINISH!
-If you run or are forced out of bounds, you cannot reenter and be the first player to touch a football in any fashion.
-The Return Team must recover and down the football if it is muffed in the endzone. They do not have to run it out of
the endzone, but they must recover and down it.
-We must STAY ABOVE THE WAIST to destroy blocks on the KICKOFF team.
RETURN
TEAMS
“Skill and Determination”
CORNELL SPECIAL TEAMS
BLOCKING TECHNIQUES CONTINUUM
BEST
WORST
FUNDAMENTAL
BLOCKING
POSITION
RIP
BACK BLOCK
SCRAPE PAINT
PLANT
and
RETRACE
KICKOFF RETURN
DRIVE START AVERAGE OF >33 YARDLINE
KICKOFF RETURN COACHING ASSIGNMENTS
•
•
•
•
BURKETT = FB, LE, RE
*CONDELL = LR, MR, RR
ARCHER = FRONTLINE
YOUNG/DAMERON = SHOW TEAM
KOR STANCE AND ALIGNMENTS
STANCE
-FRONTLINE players will be in a condensed and comfortable KICKSLIDE stance with their foot nearest the ball back.
-All BACKEND players will be in a balanced stance with bend in their
ankles, knees, and hips.
-All players will have hands active and ready to field the football.
ALIGNMENTS
FRONTLINE
-Back foot on the +43 yardline. Tackles on the numbers, guards +2 outside the hashes, and
center between the goalposts uncovering the football.
ENDS
-Heels on the -35 yardline on the numbers.
FULLBACK
-Heels on the -25 in between the goalposts.
LEFT AND RIGHT RETURNERS
-Heels on the -5, directly on the numbers.
MIDDLE RETURNER
-Heels on the goalline between the goalposts.
COUNT SYSTEM
-We will count the coverage team from left to right for all returns, 1 through 10,
excluding the kicker. We will gameplan how we handle stacks and twists.
ALIGNMENTS
LT
LG
C
LE
RG
RT
RE
FB
LR
RR
MR
TECHNIQUES
FRONTLINE
SPRINT, GATHER, EXPLODE (USED ON MOST SINGLE BLOCKS REGARDLESS OF RETURN)
-DURING THE KICKER’S APPROACH and just before he contacts the ball “Clear your Cleats” to
gain momentum and then turn and crossover SPRINT to your blocking spot.
-Your angle of departure out of your stance should take you on a course to get inside leverage of
your man where you can finish with your DOWNFIELD LEG DOWN HIS MIDDLE.
-Keep your head on a swivel to track your man while you crossover sprint BUT be most
concerned with getting to your spot.
-Once at your blocking spot, flip your hips and backpedal to GATHER your leverage and maintain
your cushion.
-After no more than 5 yards, stick your foot in the ground, EXPLODE, and “close the cushion” to
your man.
-THE REST OF THE TECHNIQUE FOLLOWS THE BLOCKING TECHNIQUES CONTINUUM – BEAT
YOUR MAN TO THE FOOTBALL!
EARHOLE (USED RT/LT on RED, BLUE, and MOLLY)
-DURING THE KICKER’S APPROACH “Clear your Cleats” to gain momentum and then turn and
crossover SPRINT to your blocking depth.
-Once at the appropriate depth gather momentarily and then “Run the Hump” to get to your
earhole shot.
DOUBLETEAM WITH FRONTLINE (USED BY GUARDS and CENTERS in RED and BLUE)
-DURING THE KICKER’S APPROACH “Clear your Cleats” to gain momentum and then turn and
crossover SPRINT to your blocking spot.
-If the “POST” man, completely square up the target opponent and “close the cushion.”
-If the “DRIVE” man, widen during SPRINT phase and “close the cushion” from outside in to the
opponent’s earhole.
-SWIVEL HIPS TOGETHER AND FINISH TO OPPOSITE SIDELINE.
DOUBLE TEAM WITH BACKEND (USED BY GUARDS ON MOLLY)
-DURING THE KICKER’S APPROACH “Clear your Cleats” to gain momentum and then turn
and crossover SPRINT to your blocking depth. YOU ARE THE “DRIVE” MAN.
-Widen during SPRINT phase and “close the cushion” from outside in to the opponent’s earhole.
-SWIVEL HIPS TOGETHER AND FINISH TO OPPOSITE SIDELINE.
TECHNIQUES
BACKEND
MDM (BASE BACKEND SINGLE BLOCK PRINCIPLE)
-If faced with one threat, block him. If you are faced with two or more threats always block
the inside threat and stay on your feet to create seams.
EARHOLE (USED BY RE/LE on RED and BLUE and LR/RR on MOLLY)
-Pause momentarily after ensuring trajectory of kick to setup leverage of your block.
-Sprint across the field and run through the earhole of your target as TIGHT TO RETURNER AS
POSSIBLE (HE WILL COME TO YOU!)
DOUBLETEAM WITH FRONTLINE (USED BY RE/LE on MOLLY)
-Pause momentarily after ensuring trajectory of kick to setup leverage of your block. YOU ARE
THE “POST” MAN.
-Completely square up the target and “close the cushion.”
-SWIVEL HIPS TOGETHER AND FINISH TO OPPOSITE SIDELINE.
DOUBLETEAM WITH BACKEND 2 for 2 (USED BY RETURNERS on RED and BLUE and ENDS and RETURNERS
on MORGAN)
-Pause momentarily after ensuring trajectory of kick to setup leverage of your block.
-Come together with your blocking partner HIP to HIP, stem away from target, and then accelerate
to opponents AIMING FOR OPPONENT THREAT THAT IS CLOSEST TO RETURN.
-We will get a HAT on a HAT here; hold your hips as long as possible then SPRAY to the two threats
as late as possible.
DOUBLETEAM WITH BACKEND 2 for 1 (WE DO NOT USE THIS RIGHT NOW)
-SAME AS ABOVE EXCEPT WE ARE RUNNING THROUGH THE OPPONENT WITH THE
DOUBLETEAMER FURTHEST AWAY FROM THE RETURN.
WEDGE (ON AUTOWEDGE WE MUST STAY AT LEAST 3 YARDS AWAY FROM EACH OTHER!)
-Fullback will set the wedge 7 yards in front of whichever returner fields the ball per wedge set
rules.
-Ends will fit one half man behind and 3 yards wide from the fullback.
-Nearest returner to the ballcarrier will sprint to fit one half man behind and 3 yards wide from the
end and look to block MDM off of the frontside.
-Furthest returner to fielding ballcarrier will sprint to fit one half man behind and 3 yards wide from
the end and look to block MDM off the backside.
-Fielding returner will secure the football and sprint upfield for two steps before stemming to fit
directly behind fullback in the wedge.
-All BACKEND people must block and protect the integrity of the wedge from inside out!
BLUE
K
1
2
3
LT
4
5
LG
6
7
C
8
RG
9
10
RT
5
(40)
LE
6
(30)
3
2
7
(25)
4
1
(20)
RE
8
(25)
(20)
FB
LR
RR
MR
K
RED
1
2
3
LT
4
5
LG
6
C
7
8
RG
9
10
RT
6
(40)
4
(25)
LE
5
(30)
8
7
3
(25)
(20)
9
RE
10
(20)
FB
LR
RR
MR
MORGAN
K
1
2
LT
3
4
5
6
LG
7
C
3
4
RG
7
5
8
LE
9
RT
8
RE
6
2 (1)
9 (10)
FB
LR
RR
MR
10
MOLLY
K
1
2
3
4
5
6
7
8
9
10
LEFT TACKLE CROSSES ON TOP OF RIGHT TACKLE, LEFT RETURNER CROSSES ON TOP OF RIGHT RETURNER
LT
LG
C
RG
RT
5
6
LE
4
RE
7
FB
2
3
8
LR
9
RR
MR
• AUTOWEDGE BLOCKING RESPONSIBLITIES/RULES
*We will gameplan each opponent each week. What follows is the base plan.*
FRONTLINE
Left Tackle - #3
Left Guard - #4
Center - #5
Right Guard - #7
Right Tackle - #8
BACKEND
ENDS and FULLBACK
-Use MDM technique from inside out and stick on blocks!
-Understand that if we block properly on the frontline that 1, 2, K, 6, 9, and 10 will be free.
-Keep your eyes open and know who your probable threat will be.
FULLBACK (WEDGE SET RULE)
-If ball is caught on or between the hashes set the wedge directly over the ball.
-If ball is caught between the hash and the numbers then set the wedge directly in between the hash and the
numbers.
-If ball is caught on our outside the top of the numbers then set the wedge on the top of the numbers.
RETURNERS
-As fielding returner is securing football, the NEAREST OTHER RETURNER will yell “go, go, go” loudly and clearly
to initiate BACKEND blocks. THIS OCCURS whether we are in AUTOWEDGE or our other RETURNS.
-Middle Returner will handle all balls from the top of the number to the top of the numbers.
-Middle Returner has the autonomy to call off anyone no matter where the ball is kicked.
AUTOWEDGE (BALL CAUGHT MIDDLE)
1
2
LT
3
4
K
6
5
LG
3
7
C
4
8
RG
5
7
LE
9
RT
8
RE
FB
(2)
(6)
(9)
(10)
(1)
LR
RR
MR
10
AUTOWEDGE (BALL CAUGHT LEFT)
K
1
2
3
4
LT
5
LG
3
4
6
7
8
C
5
RG
9
10
RT
7
8
LE
(1)
(2)
(6)
RE
FB
(9)
(10)
LR
RR
MR
AUTOWEDGE (BALL CAUGHT RIGHT)
K
1
2
3
4
LT
5
6
LG
3
4
7
8
C
5
9
RG
10
RT
7
8
LE
RE
FB
(2)
(6)
(9)
(1)
LR
(10)
RR
MR
SPLATTER
•
•
•
•
•
•
•
•
•
•
This is our call OR reaction we use against teams that give us squib, sky, pooch, and any
other type of non-traditional kick. It will always be in the gameplan; it can be used as a
sideline call but will most often be called on the run by the Middle Returner as we may get
these types of kicks unexpectedley.
The Middle Returner makes the “Splatter” Call and the rest of the UNIT echoes it from there.
We want the Middle Returner to field the football if possible.
All Frontline people must secure and fetal any ball in front of them.
Ends and Fullback must let hard squibs go to the Returners.
Ends and Fullback must be ready to attack slow-rolling squibs and utilize faircatches vs. sky
kicks.
Ball Security is the first priority!
He that is fielding the football during a “Splatter” call must run in A STRAIGHT LINE directly
up the field towards our endzone. SEIZE THE GREEN!
The ten players who are blocking must stop their angles of departure IMMEDIATELY after
hearing the “Splatter” call and SPRINT to their man assignment!
“SPLATTER” is “SPLATTER” – whatever return we have on is overridden and we execute or
“SPLATTER” assignments with extreme prejudice with an emphasis on immediate and
violent contact with our opponent.
SPLATTER
K
1
2
3
LT
3
4
5
6
LG
7
C
8
RG
7
4
9
RT
8
5
LE
RE
6
2
9
10
1
FB
LR
RR
MR
10
KOR REMINDERS
•
•
•
•
•
•
•
•
•
•
We will huddle on the sideline. Do not leave the sideline unless you are positive of
what you are doing. Execute!
Every yard counts! We need to CATCH the ball on the fly and run UPFIELD! We want
our RETURNERS catching the ball. Ends and Fullback will catch the ball ONLY if it is
kicked in front of or above them!
All 11 players on the KOR Unit need to anticipate the trajectory of the ball based on
scouting and see the ball kicked!
It is illegal to block below the waist! Initial contact must occur above the waist!
It is a live and free ball after it travels 10 yards OR touches one of us.
Unless you are POSITIVE that the ball is going out of bounds, catch/return it, down it,
or faircatch it.
A kickoff into the endzone must be downed by us to initiate a touchback.
If you bring a ball out of the endzone, keep coming out and advance up the field!
Returners must communicate with “you, you”, “me, me”, and “go, go” calls.
The MIDDLE RETURNER initiates all communication on KOR and the UNIT echoes it.
PUNT RETURN
10 YARD RETURN AVERAGE
PUNT RETURN COACHING ASSIGNMENTS
•
•
•
•
•
BURKETT = RETURNER (ALL)
YOUNG = 1
CONDELL = 10
*DAMERON = 2-9 (FRONT 8)
ARCHER = SHOW TEAM
SCHEME
•
ALIGNMENTS AND COVERDOWN
-We will number our people from 1 to 10 counting LEFT to RIGHT as we look at the opponent punt team.
-We will be a BASE ODD STACK front. This is our “STACK” alignment.
-Our other base alignments will be “Snuff”, “Mano” and The “Sword” Unit for the Communist Shield Punt teams.
-In all of our alignments we will execute PRE-SNAP STEMS in order to disrupt the opponents protection.
-For COVERDOWN against our oppponents’ non-traditional formations, 4, 6, AND 7 are our adjusters. 4 and 7 will
have #2 to their side and 6 will have #3 whereever he is. 2 and 9 will peel on anything that crosses their face and
returner will play middle safety. 3, 5, and 8 will rush their gaps and play run/pass fake and/or force the punt.
*All SCHEMES can be run out any ALIGNMENT.*
“STACK” ALIGNMENT
P
PP
1
2
3
5
8
4
6
7
R
9
10
-2 X 2 COVERDOWN
P
PEEL
PEEL
PP
2
1
3
5
4
8
9
6
*WE WILL LOCK MOTIONS.*
10
7
R
-3 X 1 COVERDOWN
P
PEEL
PEEL
PP
2
3
5
1
8
9
10
6
7
4
*WE WILL LOCK MOTIONS.*
R
“SNUFF” ALIGNMENT
P
PP
1
2
3
4
5
7
8
9
6 7
8
9
10
6
R
P
“MANO” ALIGNMENT
PP
2
3
4
5
1
10
R
“GO”
P
PP
2
3
4
5
6
7
8
9
1
10
R
“MULA”
W
P
W
PP
2
1
3
4
5 6 7
SN
R
8
9
10
“RIGHT”
P
W
T G
PP
2
3
4
5
6
7
8
9
10
1
*5 must stem and cheat alignment to make it
to opposite A gap.*
R
P
“LEFT”
G
PP
2
3
4
5
W
6
7
T
8
9
1
10
*6 must stem and cheat alignment to make it
to opposite A gap.*
R
“LESLIE”
P
PP
2
3
5
1
4
6
PP
8
7
FLYER
9
10
*5 sets our wall 10 yards up the field and 10
yards wide from the returner. Next man is 5
up the field from him and last man is 5 up the
field from middle man.
R
P
“RHONDA”
PP
2
3
PP
5
8
1
10
4
*5 sets our wall 10 yards up the field and 10
yards wide from the returner. Next man is 5
up the field from him and last man is 5 up the
field from middle man.
9
6
7
FLYER
R
“DOUBLE”
P
W
W
PP
2
3
5
1
8
9
10
SN/PP
4
6
7
FLYER
FLYER
R
“DOUBLE DOWN”
P
W
W
PP
4
1
2
3
5
SN/PP
6
R
8
9
7
10
“FIRE RIGHT”
P
W
T G
PP
2
3
4
5
6
7
8
9
10
1
R
P
“FIRE LEFT”
G
PP
2
3
4
5
W
6
7
T
8
9
1
10
R
P
“MAYDAY”
PP
2
3
4
5
6
1
7
8
9
10
R
“SWORD” ALIGNMENT
P
PP
2
4
1
5 6
7
3
8
(DE) (DE)(DE) (DE)
9
10
R
ALL NORMAL COVERDOWN RULES STILL APPLY SHOULD THEY COME OUT IN A DIFFERENT FORMATION OR SHIFT OR
MOTION. OTHER COMMUNIST VARIATIONS WILL BE HANDLED ON A GAMEPLAN WEEKLY BASIS.
BASE CALL vs. COMMUNISTS
P
“SWORD BASE”
PP
2
4
1
3
5
6
SN
R
8
7
9
10
“LINDA”
P
PP
2
1
3
4
5
6
R
7
8
9
10
“RITA”
P
PP
2
3
4
5
7
8
9
10
1
6
R
“ARTHUR”
P
PP
2
4
3
5
6
1
8
7
9
10
R
TECHNIQUES
-1 and 10
-Use the sideline as the extra defender and force the outside release. Your mentality is zero man coverage on 4 th
down to win the game!
-Use Press, Bluff, Bail, or Invert techniques. Which is the best will depend on gameplan and the call.
-Be alert for returner “short” and “peter” calls.
-2 through 9
-Our getoff at these positions will determine our success. “1, 2, 3 this ground belongs to me!” In our blocks and
returns get up the field and make them protect the punt!
-THREE POINT STANCE = Crowd the football, hand behind the ball, hat behind your hand, hips above your ears,
off arm ready to be explosive.
-TWO POINT STANCE = Active, defensive football position.
CORNELL RINGO (HOLDUP) TECHINQUE
Make them hold you up on your way to the block point. Once the punt team engages you, strike them and force them
away from the return. Once he attempts to widen himself and release to coverage DELIVER A DOUBLE HANDED
BLOW UNDERNEATH HIS NEAR SHOULDER PAD and then drop your hands and run on his near hip. Stay a half man
inside and underneath and focus on his hips. Once he closes to returner use both hands to block if in a legal blocking
position or SCRAPE PAINT if you are in a clip position.
CORNELL PUNT BLOCK TECHNIQUE
-”1, 2, 3 this ground belongs to me.”
-”4, 5 dip and drive.”
-”Find the foot.”
-Head and eyes down.
-Body lean.
-Cross thumbs.
-Dive in the pool and shoot hands to punter’s foot.
-Find the football and score!
UNIT REMINDERS
-We will ALWAYS sprint on to the field on the PUNT RETURN team.
-We must be ready to execute the call as soon as the Snapper’s hands are on the football!
-The RETURNER and #6 are responsible for making sure that we have enough people on the field and
are aligned properly.
-If we block a punt and it goes toward OUR GOALLINE beyond the original L.O.S., we must shout
“PETER” and get to our sideline.
-If we block a punt that stays anywhere on our opponent’s side of the original L.O.S., ALWAYS attempt
to scoop it up and SCORE!
-We can NEVER at any point on the field, block below the waist OR from behind.
-If the ball touches us on our side of the original L.O.S. and has not been deflected by our block
attempts, it is LIVE and can be recovered by our opponent.
-If there is a punt that our returner cannot handle because it is too short or is rolling he will yell
“PETER” and everyone must get away from it. Do not block. Locate the punt, vacate the field,
let the returner handle the ball, and stay alert!
UNIT (RETURNER) TECHNIQUE AND REMINDERS
-Align 40 yards from the line of scrimmage (understand game conditions/scouting report reminders about specific punter).
-Study football rotation, step the same direction as the punter, study the type of punt team they are, GET TO THE SPOT AND CATCH THE BALL
WHILE IN A STATIONARY POSITION!
-Wobbling or Tumbling Ball = ball will be short and travel straight. If the ball hits the ground, protect against the bounce towards you.
-Nose Up = ball will be short and break right. If the ball wobbles, spins faster, or is kicked higher, the break to the right will be greater.
-Nose Turns Over = ball will be long and break left. With low trajectory, the break to the left will be greater.
-Tail Wobbling = ball will hang longer.
-Gather yourself underneath the ball in a rockered athletic stance, hands high, elbows in, give with the ball, bend in the leg joints. Field punts
in the air unless we are trying to MILK the clock.
-Make decisions quickly and aggressively. Run up the field! You must beat the first man!
-A FAIRCATCH means that you have waved one or both or your arms ABOVE your head. You are now afforded protection from the coverage
team but cannot advance the football.
-If you call for a fair catch, you can’t BLOCK, nor can anyone else on our return team.
-”Peter” Calls = Any punt that you are sure that you don’t want to receive, you can’t receive, or that is too dangerous to attempt to receive, you
must shout “Peter” to the UNIT and wave your arms at stomach level from side to side. When you use this you MUST, while using your best
judgement, attempt to field the football and save hidden yardage. You are NOT afforded the same protection as you are with the faircatch
but still may not advance the football. As soon as you do this fall to the ground to stop the play with the football secured.
-You must give a “Short” call if a punt is abnormally short. This will alert our 1 and 10 to abort their coverage and find/evade the football! Use
your judgment if you feel that you should also implement one of the above.
-You lose the right to advance the football if you initiate any waving of the arms in ANY fashion. See above for when you are and are not
afforded protection from the coverage team.
-Ten Yardline Rule = heels on the ten, never retreat inside of the ten to catch a punt; use a dummy faircatch WHILE running at the nearest
opponent.
-If the ball has been touched by the opponent BUT NOT DOWNED pick up the ball and advance it, there is no risk.
-Never catch a ball out of bounds.
-If you are bobbling a fair catch, stick with it, the opponent must give you the chance to complete it.
PAT-FG
MAKE ALL KICKS 40 YARDS AND IN
PAT-FG COACHING ASSIGNMENTS
• *BURKETT = SNAPPER, HOLDER,
KICKER
• ARCHER = RIGHTSIDE
• FELA = LEFTSIDE
HUDDLE and PROCEDURE
-Huddle
-We will never huddle on the field for PAT-FG. We will gather together on the sideline at the same
level (as much as possible) as where the ball is spotted.
-All players who have remained on the field will gather 5 yards away from the L.O.S. with their
backs turned to the L.O.S. If the holder has been on the field for the last offensive play then he
must come to the sideline to participate in the count and get the call.
-Procedure
-Once we have counted the number of players on the sideline and field and given the call to the
players running on the field the holder will quietly pass the call to the players remaining on the
field.
-All players other than the holder and the kicker will get immediately set in their position per the
call.
-The kicker will initiate his pre-kick routine. When finished, the kicker will find the spot and the
holder will mark and prepare to run the call.
-All players except the wings will be in three point stances with their inside hand down and inside
foot back.
-We will take 6 inch splits between all line players including the Ends; Wings will align
according to their body type and defensive formation across from them in order to execute
their assignment.
CADENCE and SPECIAL SITUATIONS
-Cadence
-Our base cadence will be: “Blue 8, Blue 8, SET!”. This cadence indicates that all is well and we
will kick the ball.
-Our base run fake call to the right will be: “Brown 8, Brown 8, SET!”. If we do not have the look
that we want to run the fake to the right, the holder can say: “Easy, Easy, Blue 8, Blue 8,
SET!” and we can kick.
-Our base run fake call to the left will be: “Black 8, Black 8, SET!”. If we do not have the look that
we want to run the fake to the left, the holder can say: “Easy, Easy, Blue 8, Blue 8, SET!” and we
can kick.
-Another way that we can run our cadence is to have a CHECK WITH ME. This is when we can
run a fake to the right, left, or kick it. If this is the case, then the three cadences above will be used
to indicate what we are running.
-Special Situations
-Any time the ball is outside the uprights and inside the 15 yardline, we will run a “tackle over” formation. The
holder will control this and will say “left/right tackle over”. The left tackle will go over when the ball is outside the
uprights to the left and vice versa. We will change the kickspot to behind the inside leg of the guard and decrease
the angle for the kicker.
-If we cannot handle the snap or something else adverse occurs that does not allow us to kick the
football, the holder will yell “Fire! Fire!”. If this happens then either the holder or the kicker will take the football
and scramble himself open to deliver the ball to one of our receivers. (SEE NEXT PAGE FOR DIAGRAM). As
soon as the “Fire” call is delivered then the receivers will release and the lineman will inside-out pass protect.
-If we want to run the same scheme and routes as “Fire” as a called play, then we will call “Smoke” from the
sideline. If this is the call, everyone on the team will get set as soon as possible. As soon as we are set, the
holder will start the play by delivering the one word cadence: “Set!” When this is delivered we will execute the
same scheme and routes as “Fire”.
FORMATIONS and SCHEME
6
6
6
6
6
6
NORMAL
H (8 YARDS)
K
FIELD
6
6
6
6
FIELD
6 RT 6
6 LT 6
LEFT TACKLE OVER
6
6
6
6
RIGHT TACKLE OVER
H (8 YARDS)
H (8 YARDS)
K
K
10
6
10
6
6
6
6
6
FIRE (SMOKE)
H (8 YARDS)
K
FINISH
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