Coach Calandes GOOD

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    Coach Calandes GOOD/GOD Blocking and the Balanced Single Wing

    The System begins with the 10 GAP numbering system. The snapper is assigned 2 numbers, 1

    and O. One is the left foot, and Zero is the right foot. The right side of the line is assigned

    even numbers, and the left side assigned odd. The aiming point is the outside leg of the player

    (except snapper because both of his legs are tagged). Notice there is no #6 to the right side.

    This is reserved for tackle over alignment in which case the #7 will align where the #5 is andthe left tackle becomes the #6 on the right side.

    10 gaps-odd to the left, even to the right

    All assignments and rules remain the same whether balanced or unbalanced. Only the tackle

    obtains a new number in unbalanced formations. This gives us better ability to get a bigger

    body on a defensive end.

    Balanced GOOD/GOD hole numbering

    Unbalanced GOOD/GOD hole numbering

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    The defenders will align and will be labeled using standard technique.

    Def ensive Fr ont Techniques

    0 Technique - Head up on the Center

    0 Cheat or Shade - Aligned on one of Cs shoulders

    1 Technique - Inside shoulder of Guard

    2 Technique - Head up on a Guard

    3 Technique - Outside shoulder of a Guard

    4i Technique - Inside shoulder of Tackle

    4 Technique - Head up on a Tackle

    5 Technique - Outside shoulder of tackle

    7 Technique - Inside shoulder of Tight End

    6 Technique - Head up on a Tight End

    9 Technique - Outside shoulder of a Tight End

    8 Technique - Head up on a Wing player

    When identifying the location of players in the defensive front, we describe them in terms of thetechnique theyre playing. Understanding these different locations, or techniques is critical tous for a number of reasons:*It provides a very stron g clue as to wh at gap a man is responsible for, as well as the defenders around him*It determines for linemen, in many cases, what their first two steps will be and how theyll go about doing their job*Often, it determines which way well check a play to insure the best chances of success!

    02 26 6

    8 8

    4 4

    1 14i 4i7 7

    Shade3 35 59 9

    *Special note: Defenders aligned in a

    linebacker position have a 0 added as

    a second digit to their technique. Forexample, a linebacker aligned 4-5 yds

    deep over a guard would be called a

    20 technique, or a Deep 2

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    The Defensive gaps are labeled A-E beginning from the snapper and working out.

    Gap Ident if ica t ion

    A GAP - Between Center and GuardB GAP - Between Guard and Tackle

    C GAP - Between Tackle and Tight End

    D GAP - Between Tight End and Wing

    E GAP - Outside the Wing

    Most all defenses base their schemes around the idea that they will defend gaps, or potentialholes between offensive linemen. Those gaps are labeled using letters, beginning with A andworking out in the following fashion:

    A AB BC C

    D DE E

    The GOOD/GOD system applies to all Power, Counter and Traps. The hole tagged, reveals what

    defender will be kicked out or trapped.

    0/1 holes- kick out first defender past the A gap

    2/3 holes- kick out the first defender past the B gap

    4/5 holes- kick out the first defender past the C gap

    8/7 holes- kick out the first defender past the D gap

    The player who will be kicking out the defender depends on the blocking tag.

    Power- Blocking back- #3 will kick out

    Trap- Backside guard #3 lineman (even trap)

    Counter-#2 guard will kickout out first defender beyond gap called. (odd

    trap)

    The play call will be built using a five column model.

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    An example would be WAR 145 Counter Swap. War is the formation, and the snapper wil

    hand to the 1 back who will carry to and handoff to the 4 who will run to the outside leg of #5

    lineman. The play will be blocked using counter scheme but the #3 back will swap duties wit

    the backside guard. With this system the playcaller can pinpoint which defender he wishes to

    attack and how he wishes to attac;, double team, trap or even sucker trap.

    Applying the rules of the Calande GOOD/GOD system to the single wing.

    RULE 1.If we run at you, YOU must be GOOD.

    The playcall will indicate by the last number which linemans leg we will be

    running at. 14 Power, 12 power. Each example the 1 back will receive the snap

    and run to the outside leg of the appropriate linemans leg.

    GOOD is an acronym for the At mans progression

    Inside Gap= G On= O Outside= O

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    defenders face. Is the defender aligned

    is such a way to threaten your inside

    gap?

    Man ON Defender who is on the line o

    scrimmage (or within 2 yards) AND the

    defenders helmet is between the

    linemans feet.DOWN When the defender is ON your inside

    neighbor

    Covered A man ON or in his outside gap

    RULE 3: The snapper will be included on the playside and his rule will always be MOMA

    MOMA is an acronym for the snappers blocking progression

    Man ON= MO Man Away (outside gap) = MA

    If the snapper has a defender both ON and Away he will make a Domino call

    (discussed inter)

    RULE 4: The Defender directly outside of the AT man is the KingPIN

    The Kingpin wants to seal the defense inside. If the GOOD buddy has posted his

    defender then the kingpin forms the outside of the running double team. His rule

    is GAP, Down, Backer. He will stay on the double team until the backer threatens

    the hole vertically. If the At man is not covered then the Kingpin will have aBacker rule and will release directly to the second level linebacker inside the At

    man.

    RULE 5: THE FBI Always follows the KINGPIN

    FBI is an acronym for first backer inside. Inside means inside the FBI blocker. The

    AT man and or the Kingpin will be working the fist backer inside the At Man.

    1. If we run at you, you must be GOOD. Your job is to post block a man on or in your outsidegap.

    2. Anyone GOOD has GOD inside them.3. AT Men always have a KINGPIN (blocks GDB) pinning the defender inside4. The FBI Always follows the KINGPIN5. We are kicking out the 1stman pas the at Mans outside gap6. Backside Guard and Tackle always pull on power, counter and trap7. Backside Tightend must cut off B to C on power, counter and trap

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    8. The backside guard kicks on counter or trap9. The blocking back kicks on power10.We only use GOOD/GOD on power, counter and trap.

    Here are some examples of the GOOD/GOD system to attack the 3, 6 and 7 technique to

    eliminate doubt and frustration. The defense is aligned in a 40 front and the defensive end

    changes his alignment and assignment to various shades from D gap to C gap.

    To kick him out call your 2 hole trap and power. The kickout blocker will kick out the first

    defender outside of the AT mans outside gap. (Red player). The AT man( #2) and his Gosh

    Darn Buddy (GDB) (#4) will double the defender on the AT man. The AT man posting up, and

    the GDB forming the outside of the double team. The #6 will work up to the 1st

    backer inside

    (FBI).

    If you want to double team the defender, call 4 hole power and trap. Now the At man is #4

    and #8 his Gosh Darn Buddy (GDB) form the double team. In the single wing the wing back

    becomes the FBI onto the linebacker. Alternating between the #2 and the #4 should frustrate

    the C/D gapper.

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    Perhaps that defender also lined up on the inside 1/3 of the tight end (#8) as a "7" technique.

    He may move

    alignment to a "6"technique or a "6i" or

    even a shade on the

    outside. (Somewhere

    ON the tight end). We

    can double team him by

    calling power to the

    #8. The wing will step

    onto the line and

    become the Gosh Darn Buddy (GDB) and form the outside of the double team. Further, we are

    getting a double team on the 1, 2 or or 3 technique defensive tackle resulting in the DOUBLE

    DOULBE. Now to take make the defender on the tight end worry about the double team we

    tag the 2 hole power or trap with ON . Nothing changes with the tag other than to move the

    Wingback onto the line of scrimmage. (this covers up the tight end making him ineligible for a

    pass).

    To further be able to attack this player we can go to the unbalanced alignment and insert the

    left tackle into #6.

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    To go back to kicking him out, call the 4 hole again. Now the double team works back to the

    defensive tackle and the

    defensive end remains

    confused as he fights double

    teams and traps an entire

    game

    Now the

    Defensive

    end is ready

    to blow

    through the

    double team

    only to find

    no resistance

    and he falls

    on his face or

    he gets

    moved out of the hole by the kickout blocker.

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    The system allows for the play caller to pick on the defensive tackles just as easy. If you want

    to double

    team him,

    you run

    right AT

    him. Call

    the 2 hole

    power or

    trap and

    the At am

    and his

    Gosh Darn Buddy will form a double team and the the tight end works to the linebacker (FBI).After he tires of being double teamed on every 2 and 6 hole the playcaller calls a 0 trap. 0 is

    the right foot of the snapper. The #2 becomes the Gosh Darn Buddy and the

    tackle will be FBI. 30 and 31 are very good single wing plays which hit very quick. With

    backfield action and the direct snap to the blocking back, defenses have a difficult time finding

    the ball until several yards have been gained.

    The GOOD/GOD

    system is effective

    against the 50 front

    as well. A quick look

    shows we can

    double team the

    nose and kick out

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    the DT on any 0 or 1 trap. Even if the defensive tackle is widened from outside the guard to

    outside the tackle. The offensive tackle has a nice angle to the linebacker for a 31 or 30 trap. If

    we want to double team the tackle we run 4 hole play. As long as he is aligned somewhere on

    the tacle. Inside, head up, outside, he is going to face the double team.

    If he were to align truly in the B gap, not on eitehr ther Guard or the tackle the best way to

    double team him is with the 2 hole power. (however, there are other calls in the playbook

    that bette fit, ie seam, if the DT aligns directly in the B gap)

    Often defenses will bring in the linebackers to create a 7 man line. Nothing changes for the

    GOOD/GOD system.

    Looking at the shades

    shown, we can doublethe nose and

    kick out the defensive

    guard with a 0 hole trap,

    we can double the

    defensive guard and kick

    the defensive tackle with

    a 2 hole power, counter

    or trap and we candouble the tackle and

    Kick the End with a 4 hole power or counter. Backside is covered unless the tight end cannot

    cut the B gapper. IF not he calls HOME and the tackle will not pull. Practice reps will letthe

    coach whether the tight end can slow up the 2 and the 4 tecnique.

    The final analysis will be to have the snapper call the CORE defensive stucture at the line of

    scrimmage. We will identify the core in the following manner:

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    The base alignment will be:

    1. Snapper over the ball2. Guards, horizontal split is 6 inches, and vertical split is toe to the snapper heal3. Tackles, horizontal split is 6 inches and vertical split is even with guards feet4. Left end will align 4 yards off the left tackle and be on the line in 2 point stance5. Right end, horizontal split is 4 yards from end man on the line and vertical split is

    even with tackles feet

    6. Tailbackwill be 4-5 yards deep with right foot in line with snapper left foot7. Fullback/QB will be 4-5 yards deep with left foot in line with snapper right foot.8. Blocking back will be 1 yard deep between the left guard and snapper9.

    Wingback, horizontal split will be 1 yard from end man on the line and 1 yarddeep in a 2 point stand angled at a 45 degrees.

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    The numbering system for the players will be:

    1. Left end 72. Left tackle 5,63. Left guard 34. Snapper 105. Right guard 26. Right tackle 47. Right end 88. Wingback 49. Blocking back 310.Fullback 211.Tailback (QB) 1

    PLAYS-

    1. 14 power. This is astraight power play in

    which we want to

    outnumber the defenseat the point of attack.

    With 14 power the 2 will

    be the AT man and post

    up his man allowing the

    tackle to form the

    outside of the double

    team. The blocking back

    will anticipate the 5

    technique being shallow

    and taking a flat angle to dig him out. The wing back will have the first linebacker inside

    of his alignment. The backside guard has a very short pull and must get into the funnel

    quickly looking to dig out the first player outside the hole. The snapper will stop

    penetration of the 1 technique. The left end must prevent inside penetration. Key to a

    successful power play is vertical movement on the double team and a violent kickout by

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    the blocking back. The tailback must catch without false stepping and explode to the

    outside leg of the inside tackle. No cutting until he is through the line of scrimmage.

    a. Make an under callfor the wing back and he will come under the double teamand lead up through the hole like an isolation play.

    b. Make an Edge calland it moves 14 power to 16 power. The wing will crack downon the Defenisve end and the kickout will be outside the C gap. The right end (#8)

    will become FBI. The back aims for the outside leg of the power tackle.

    c. Make a BULL Call Test to see if 143 counter is open. Run 14 power BULL . The 4back will now fake taking the 143 reverse and the #2 back will be have LB

    responsibility

    d. Make X CallTellsBackside guard to stay,

    Frontside guard to pull,and the inside tackle to

    block MOMA.

    2. 14 trap. This is a way to kick out the DE. We will get a double team on the defensivetackle and the 4 back will

    work up to the linebacker

    inside. The #3 back has a

    good able leading thoughout to the 2nd outside

    defender. If a keybreak is

    needed, unlikely, send the

    #3 back wrong. Also, this

    can be run from double

    formation to set up a

    weakside pin and pull

    sweep.

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    3. Buck 214 trap. The #2 backmust catch, set, show, snap

    and sell. We are not going to

    read the play so the #2 back

    must sell the fact we are.

    He must make it appear he

    has the ball every time there

    is a mesh. The 1 will follow

    behind the pulling guard.

    Vertical push on the double

    team is a must. To slow

    down the backside

    unblocked defensive end/OLB the 2 back should put his eyes on him during the mesh

    4. Spinner 24 power. The Spinner can be very deceptive but much care must be taken toteach the mesh and the #2

    back steps. This cannot be

    rushed and must be perfect.

    The installation is described

    in the coaching points. The 4

    back will go in slow motion at

    the motion sound and willaccelerate after the snap to a

    spot directly behind the #2

    back. The #1 back will bucket

    step and raise his left arm and

    clamp down as he taking one

    more step before taking

    sweep path. The mesh should

    look like 3 backs in a line. If the Mesh is not perfect the middle linebacker will read the

    play and make the tackle. The base formation for spinner will be with the blocking back

    in strong formation. The 1 back and the 4 back must carry out the fakes if theya re not

    receiving the ball.

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    5. Rocket 24 trap. To takeadvantage again of

    linebackers too anxious to

    protect the edge we will run

    rocket 14trap. Rocket is run

    from the spread formation

    and the 2 back will go in jet

    motion and form the mesh

    behind the playside guard.

    This is a spread to run

    formation. Again, the mesh

    must be executed perfectly to

    make it appear the 2 back has the ball.

    6.

    24 seam This is a fast hittingisolation play. From the hole

    to the outside will block their

    inside gap, on and then

    outside (GOO). Everyone

    inside the hole will block

    GOD. The 1 and 4 back will

    fake 143 counter. The 2 back

    will take the snap and followthe 3 back between the guard

    and inside tackle.

    7. Laser Larry 20 power TheLarry tag tells the #3 back to

    align behind the left guard 1

    yard deep. The 2 back must

    make a good mesh and not

    be in a hurry to get to the

    hole. After catching the snap

    he will execute his normal

    laser rul es and shuffle with

    the motion. Taking care to

    set, show, snap and sell. We

    will not read this so the 2

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    back will be shooting through the wide A gap hole created by the cross block action of

    the guard and the #3 back.

    8. Laser larry 30 trap. Larry tellsthe 3 back to align on the

    left cheated closer to thesnapper. He will receive the

    snap and count 1 while the

    guard pulls shallow to trap

    the A gap player. Behind him

    the mesh is taking place so

    he must take care as not to

    stand tall and draw attention

    away from the mesh.

    9. 18 sweep: The offensive linewill zone block right. The #4

    back will perform a slime and

    slide on the defensive end on

    or outside the power tackle

    and work his way to the

    linebacker inside. Also, we

    will run this as a pin and pull

    scheme by adding a Thunder

    Call. This tells the playside

    guard to pull to the outside

    and wrap around the pin

    being made by the power

    tackle. The #2 back on the

    Thunder tag now as A gapresponsibility and will run

    through to attact linebacker

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    10.Spinner 18 sweepThunder. All blocking

    remains the same for the

    Thudner tag and the

    Spiiner steps for the

    1,2,3,4 remain identical.

    The #1 back needs to

    trust his speed to get to

    the edge before looking

    for a cut up lane.

    11.Rocket 18 Sweep ThunderThe Jet Series allows the 1back to get a full speed

    head start to the edge.

    The QB is responsible for

    selling the mesh and not

    slowing down the back.

    This play is not being

    read,b the 2 back should

    eyeball the middlelinebacker to keep him

    from running with the jet

    motion

    12.31 trap is designed to takeadvantage of the

    aggressive defensive

    tackles and fast flowing

    linebackers. The ball will

    be snapped to the

    blocking back who must

    wait one count and then

    follow behind the pulling

    guard. A variety of

    backfield actions will be

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    run with this. Spinner motion is very effective as is the JET Spread formation. Run the

    trap to the 3 technique side

    13.Spinner 21 Trap can be usedto attack the aggressive

    defensive tackles and

    linebackers by threatening

    both edges and then

    running underneath the

    pressure. The spin of the 2

    back will give the delay

    needed for the guard to get

    out and take short angle

    upfield to dig out thedefensive tackle

    Spinner 21 Trap nothing changes from our base 1 hole trap play. The 1 is the left leg of

    the snapper so that is front side. The guard will be his gosh darn buddy and double team

    the 1 technique. The left tackle is now FBI and we will trap the defensive tackle. The

    Defensive end/OLB is unblocked. If the mesh is good he should be coming upfield

    looking to tackle the #4. We will run under him. We will also snap directly to the #3 back

    and run Spinner 31 trap.

    14.Rocket 21 trap: from the Jetformation send the 1 in rocket

    motion. The 2 back is not

    reading the play but must use

    the set, show, snap and sell to

    open the A gap cutback lane

    we are trying to take

    advantage of.

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    15.23 counter is a designed totake advantage of the

    reactive MIKE on the 1 back

    action. With 23 counter we

    will snap to the 2 back and

    he is going to let the 1 cross

    his face and take two moving

    steps getting on his outside

    hip, then plant the outside

    foot and arrow behind his

    guard. To dress it up and

    give the defense more to

    digest we will run this with a

    fake 143 counter being rununder and the 2 back will use

    the 4 as a lead blocker. Also,

    run from Double formation

    aligning the #3 back 1x1 over

    the left offensive tackle in

    base or the left end in

    unbalanced, which should

    move the outside linebacker.#3 blocking back must take

    care to identify 1st

    linebacker

    inside depending on the

    formation he is in.

    16.Buck 23 Counter Buck 23 isthe same way to double the

    defensive tackle and kick out

    the defensive end/OLB. The 1

    and 2 back must take great

    care to endure a great and

    proper mesh.

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    17.Double 23 Counter G willmove the 3 back to a 1x1

    left wing position. He is

    now FBI and the backside

    guard will be kicking out

    the first player beyond

    the B gap.

    18.143 counter. This playrequires a handoff from

    the 1back. A 5 technique

    getting too far upfield

    combined with a MLB

    chasing the #1 back sets up for positive yardage. The #3 back will be the FBI blocker andthe backside guard will

    kick out first defender

    past the B gap. IF need

    too, cheat the left end

    out a few yards and see if

    the OLB will move out

    some as well. If we need

    an additional blocker wewill tag the play lead

    and the #2 back will

    shuffle left with the 1

    before aiming at the

    outside leg of the left guard and looking for outside uglies.

    19.Flash 143 counter: Flashis the spin series without

    the 4 back going in

    motion. HE must cheat

    back 1 yard on the Flash in

    order to have the correct

    angle of attack to the left

    leg of the left guard.

    Again, this will be run

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    from Double formation as

    well

    20.Double Flash 143 counterG By placing the 3 back in

    double he has a better

    angle on the linebacker and

    the pulling guard will now

    G block and kick out first

    man beyond the B gap.

    21.Rocket 143 Counter. Tocatch linebackers flowing

    too quickly to the jet

    motion we will run Rocket

    143 power. Here the 1back will catch, show,

    snap, and sell as normal

    but now will take step back

    to the #4 back who will

    take the inside handoff

    and follow his guard. Since

    it is a counter, the #3 back

    will kick the first player

    beyond the B gap. #2

    guard will pull

    22.Laser Larry 247 Sweep The 4 back must trust his speed and get to the edge. The 1 backwill crack back inside and the #3 back will lead out to the corner. Uncovered lineman

    must reach and overtake

    the defender above

    them. Covered must

    reach rip and run to the

    second level.

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