MINES 3-5-3 & 3-6-2 DIME PACKAGE THE GRAND ILLUSION.
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Transcript of MINES 3-5-3 & 3-6-2 DIME PACKAGE THE GRAND ILLUSION.
MINES3-5-3 & 3-6-2
DIME PACKAGE
THE GRAND ILLUSION
MINES DEFENSE DIME PACKAGE
TABLE OF CONTENTS
I. Defensive Goals
II. Defensive Philosophy
III. Wreck The Decision Maker
IV. Tackling
V. Passing Zones
MenuI. Dime
II. Dime Trio
III. Dime Pass Rush
a. Ant
b. Ex
c. Trap It
IV. Dime Line Movements
a. Bench 3 Hide
b. Field 3 Hide
c. Wham
d. Stamp
Table of Contents Cont.
V. Coveragea. 8 b. 8 Softc. Dime Trio 5d. Bench 3 Hidee. Field 3 HideVI. The Constant Illusion of Pressurea. Trio Shark 22b. Trio Bingo 22c. Drop 99d. Shark Switch 33e. Storm/Whale f. Double CrashVII. Adding Your Man Blitzesa. Samurai b. Warriorc. Blast M/C Ambush Man (zone read)V. Red Zonea. Pittb. Trio Pitt
- Mirror Prevent
DEFENSIVE GOALS1.Perfect Communication2.Play Physical3.No. 1 Rushing Defense in the RMAC4.Best Turnover Ratio in the RMAC5.NO BIG PLAYS6.Win 4th Quarter.
PRIDE AND POISE
KNOCK `EM BACK1
DEFENSIVE PHILOSOPHYOur defense will be defined by the following principles:
1.Perfect Communicationa.Know the call and the checksb.Totally eliminate all instances of “I didn’t know/hear/understand”
2.Functional Intelligence: Always know the 4 A’s•Alignment – Be precise in where you need to line up every play. Anything almost right is Wrong.•Assignment – Do not make a mental error by not knowing your gap, coverage, blitz etc.•Adjustment – If the defense requires the front/Coverage to adjust to Motion or Shifts, know how and where you need to adjust.•Aggressive – Once we take care of the 1st 3 A’s we will be able to play HARDER, FASTER, and SMARTER.
3.Full Court Press Defensea.Stop the Run – success on 1st downb.Pressure, Confuse, and Punish the QBc.Punish All Ball Carriers – Force Turnoversd.Harass All Pass Receivers – Disrupt Timinge.Wear Down Offensive Lineman
•Force Turnoversa.Gang Tackleb.Strip the Ballc.Optimize Opportunities
1.Recover all fumbles2.Catch all interceptions
a.Big time players make big time plays
a.Intelligent Pursuit and Smart Leverage•Do not waste great effort
•Great defenses hustle on every play and pursue the football with proper pursuit angles
1.Great effort on every play – No Loafsa.Your dedication to the other 10 members of the defense can be measured by the distance between you and the ball carrier when the whistle blows
b.Eliminate Big Playsa.Force the offense to consistently perform – Make Them Drive The Fieldb.Great Communication and Attention to Assignment Details will eliminate big playsc.Great pursuit and gang tackling will eliminate big plays.
The Final Product is a WORK OF ART3
WRECK THE DECISION MAKER!!
• PHYSICALLY• MENTALLY • EMOTIONALY
TacklingWe Will be the best tackling team in the RMAC
Elements of Tackling
1.Approach#1 Principle – Keep your head up – Always see what you are tackling.Be a KNEE BENDER not a WAIST BENDERDo Not wait for the ball carrier, close towards him and “come to balance” as you get within 3 yards of the ball carrier“Coming to balance” involves “popping” the feet and dropping the center of gravity to regain pad leverage – “Tuck Your Tail”Always bend at the knees to keep the head up
•Body Position – “Good Football Position”Feet under shoulders, not too wide or too tightKnees bent in a power producing position where the defender can roll or unlock his hipsLeveraged, pad under pad position (Our helmet screws under the face mask of the offensive player)Weight balanced between the feetHEAD/EYES UP AT ALL TIMES, NECK IN BOWED POSITIONEyes focused on the ball carriers waist
•Body Position•Straight Ahead Tackle - The following steps happen simultaneously:
Explode up and out taking the knees from a “bent” position to a locked position, accelerate the feet and run through the ball carrierRip the arms up (double uppercut) and grab cloth, timing is critical, arms are used to strike the blow and stop ball carriers momentumAccelerate the feet before and throughKeep head up and slide face to the side of the ball immediately before contact
•Angle Tackle - Always know what leverage you are required to have based on the defensive call
Same rules for approach and body positionTake away one of the ball carrier’s options by taking the proper angle, either the inside/out or outside/in based on your required leverageSame rules for contactHead must slide across the body to avoid arm tackle
1.Open Field Tackle – Used in absolute one on one situationSame rules for approach and contact#1 goal is to get ball carrier to the ground; great contact is not the goalTackle the ball carrier high, eyes focused on the jersey #’sMust grab cloth and get ball carrier to the ground4
FLAT CURL
S
EA
M
S
EA
M
PASSING ZONES
FADE DIG DIG
1/4 1/4 1/4 1/4
1/3 1/3 1/3
1/2 1/2
FADE
CURL FLATHOOK HOOKBOX
HOLE
NO FLY ZONE / DELAY
* THE FIRST 5 YARDS ARE THE "NO FLY ZONE/DELAY." WE WILL NOT CHASE IN THIS AREA UNLESS TOLD SO.
* THE FLATS ARE OUTSIDE THE NUMBERS AND EXTEND ROUGHLY 10 YARDS.
* THE CURL IS FROM THE NUMBERS TO A LITTLE OVER HALF WAY TO THE HASH EXTENDS ROUGHLY 10 YARDS.
* THE HOOK IS AN AREA 3 YARDS OUTSIDE AND INSIDE THE HASH AND EXTENDS ROUGHLY 12 YARDS.
* THE HOLE IS DIRECTLY IN THE MIDDLE OF THE FIELD AND EXTENDS ROUGHLY 16 YARDS.
7
A N E
5 M W 10
C C
FH
POSITION ALIGNMENT KEY RUN TO RUN AWAY PASS NOTES
STRONG LT
MIKE
A GAP BASED ON CALL
A GAP BASED ON CALL
BASED ON COVERAGE
BASED ON COVERAGE
EMLOS BASED ON COVERAGE
EMLOSDIME BASED ON COVERAGE
BALL
BALL
GUARD
GUARDWILL
FRONT: DIME
VS SINGLE = 4X4VS 2 OPEN = HIP
NICKLE
VS SINGLE = 4X4VS 2 OPEN = HIP
30
30
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
ANT
NOSE
EX
RUSH
RUSH
CONTAIN RUSH
WEAK A
CONTAIN RUSH
EXPECT PASS RUSH GAMES
EXPECT PASS RUSH GAMES
EXPECT PASS RUSH GAMES
VS TRIPS STACK
VS TRIPS STACK
VS TRIPS STACK
C GAPC GAP
0 TECH BALL
C GAP C GAP
33
A N E
5 M W
10
C C
FH
POSITION ALIGNMENT KEY RUN TO RUN AWAY PASS NOTES
STRONG LT
MIKE
A GAP BASED ON CALL
A GAP BASED ON CALL
BASED ON COVERAGE
BASED ON COVERAGE
EMLOSBASED ON COVERAGE
EMLOSDIME BASED ON COVERAGE
BALL
BALL
GUARD
GUARDWILL
VS SINGLE = 4X4VS 2 OPEN = HIP
NICKLE
30
30
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
BASED ON CALL
ANT
NOSE
EX
RUSH
RUSH
CONTAIN RUSH
WEAK A
CONTAIN RUSH
EXPECT PASS RUSH GAMES
EXPECT PASS RUSH GAMES
EXPECT PASS RUSH GAMES
VS TRIPS STACK
VS TRIPS STACK
C GAPC GAP
0 TECH BALL
C GAP C GAP
FRONT: DIME TRIO
A N E
5 M W 10C C
FH
A N E
5 M W 10C C
FH
A N E
5 M W 10
QB
C C
FH
2nd
1st2nd
NOTES: A - PENETRATORN - WRAPPER - CONTAINE - CONTAIN
STRONG SIDE GAME
STRONG LTTIGHT LT
STRONG LTTIGHT LT
1st
STRONG LTTIGHT LT
NOTES: A - CONTAINN - WRAPPER - CONTAINE - PENETRATOR
WEAK SIDE GAME
2nd
3rd
NOTES:1. A WILL GO FIRST2. NG HAS CONTAIN3. MIKE WILL GO 3RD - ATE DEPTH 4. VS. GUN MOVEMENT WILL BE TO THE BACK5. VS. ONE BACK STRONG SIDE MOVEMENT
1st
DIME PASS RUSH GAMES
MOVEMENT: DIME ANT
MOVEMENT: DIME TRAP IT
MOVEMENT: DIME EX
41
A N E
5 M W 10C C
FH
A N E
5 M W 10C C
FH
A N E
5 M W 10C C
FH
A N E
5 M W 10C C
FH
NOTES: 1. A AND E HAVE CONTAIN2. MIKE AND NOSE HAVE COOP PASS RUSH3. COVERAGE BASED ON CALL
STRONG LTTIGHT LT
STRONG LTTIGHT LT
STRONG LTTIGHT LT
STRONG LTTIGHT LT
NOTES: 1. FRONT WILL MOVE TO THE CALL2. DIME WILL RUSH CONTAIN RUSH3. END WILL HAVE THE 2 WAY GO4. FREE WILL ROTATE DOWN AND PLAY CURL FLAT
NOTES: 1. FRONT WILL MOVE TO THE CALL TO THE BOUNDRY (BENCH)2. NICKEL WILL RUSH CONTAIN RUSH3. END WILL HAVE THE 2 WAY GO4. HERO WILL ROTATE DOWN AND PLAY CURL FLAT
NOTES: 1. A AND E HAVE CONTAIN2. WILL AND NOSE HAVE COOP PASS RUSH3. COVERAGE BASED ON CALL
DIME LINE MOVEMENTS
MOVEMENT: DIME WHAM
MOVEMENT: DIME STAMP
MOVEMENT: DIME FIELD 3 HIDE
MOVEMENT: DIME BENCH 3 HIDE
42
ROTATING IN AND OUT OF TWO AND THREE DEEP COVERAGES
• 1. Cover 8
• 2. Cover 8 Soft
• 3. Trio 5
• 4. Bench 3 Hide
• 5. Field 3 Hide
T N T5 M W 10
CC
FSH
Pass Run To Run AwayAlignment KeysTechnique Notes
OG
WEAK CORNER
STRONG CORNER
MIKE
5
BALL
BASE RULES
BASE RULES
BASE RULES
BASE RULES
CHECK COUNTER CUTBACK
CHASE
WILL
10
HERO
30
30
4X4 OT
TD SAVER
TD SAVER
Pos.
COVERAGE: DIME COVER 8
MIDDLE HOLE
MIDDLE HOLE
DELAY SORT OUT DELAYSORT OUT THREATS
CURL 4X4 OT VS. TE- TRIANGLEVS. SPLIT #2
CURL BASED ON FRONT
HOOK TO CURL
HOOK TO CURL BASED ON
FRONT
DEEP 1/2USE REFERENFE POINTS.
BALL 2-1DEEP 1/2 ULTIMATE
CONTAIN
FREE DEEP 1/2 USE REFERENCE POINTS
BALL 2-1 DEEP 1/2 ULTIMATE
SQUAT
SQUAT 1x6 O/S
1x6 YDS. O/S
BALL 1-2
BALL 1-2
SQUAT FLAT
SQUAT FLAT
PRIMARY FORCE
PRIMARY FORCE
73
TNT
10WM5CC
FSH
Run AwayAlignment KeysTechnique Notes
WEAK CORNER
STRONG CORNER
MIKE
5
BALL
Pos.
WILL
10
HERO
FREE
30
30
;
Pass
COVERAGE: DIME COVER 8 SOFT
MIDDLE HOLE #2 STRONG
MIDDLE HOLE
DELAYSORT OUT DELAY
SORT OUT THREATS
CURL BASED ON FRONT
VS. TE-TRIANGLEVS. SPLIT #2
CURL
HOOK TO CURL
BASED ON FRONT
HOOK TO CURL
1/2 FIELD 2 TO 1 MATCH 1/4MATCH 1/4
MATCH 1/4 1/2 FIELD2 TO 1 MATCH 1/4
Run To
MATCH 1/4
MATCH 1/4
1x6 OS #1
1x6 OS #1 2 TO 1
2 TO 1 MATCH 1/4
MATCH 1/4
72
10
5 M WC
C
FH
Technique NotesPos. Pass Run To Run AwayAlignment
"5 Left"2-1
2-1
2-12-1
2-1
STRONG LEFT
MIKE
CURL
HOOK TO CURL
CURL
HOOK TO CURL
MATCH 1/4
MATCH 1/4
MATCH 1/4
2 TO 1
2 TO 1
2 TO 1
2 TO 1
MATCH 1/4
MATCH 1/4
MATCH 1/4
MATCH 1/4
MATCH 1/4
ULTIMATE CONTAIN
ULTIMATE CONTAIN TD SAVER
TD SAVERWEAK CORNER
STRONG CORNER
WILL
HERO
FREE
Keys
2-1
"CLOUD""CLOUD"
1/2 FIELD
1/2 FIELD
VS TRIPS OFF 3 STRONG
ULTIMATE CONTAIN
ULTIMATE CONTAIN
IF #2 & #1 GO VERTICAL 3 IN THE FLAT
HIDE PLAYER
1x6 OS #1
1x6 OS #1
MIDDLE HOLE
BASED ON FRONT
BASED ON FRONT
BASED ON FRONT 2 TO 1
VS. TE - TRIANGLEVS. SPLIT #2
#2 STRONG MIDDLE HOLE
HASH TO HASH ALLEY
HASH TO HASH ALLEY
2x2=HOLE
3x1=HOOK TO CURL
VS. TRIPS OFF 3 STRONG TO #1 WEAK
COVERAGE: TRIO 5
5
10 Middle 1/3 Even with Free/Hero
MIDDLE 1/3#3 STRONG #3 VERTICAL
ENA
5 WM 10
CC
FH
Pass Run To Run AwayAlignment KeysTechnique Notes
1/3
1/3
Note: Bump vs. 3/1
"Sky"
1/3
1/3WEAK CORNER
STRONG CORNER
MIKE
5
STRONG LEFT
ALLEY ALLEY
ULTIMATE CONTAIN
ULTIMATE CONTAIN
CONTAIN RUSH
MIDDLE1/3
12x2 YDS.
12x2 YDS.
1x6 YDS.
1x6 YDS.
GUARD
GUARD
BALL
BALL
BALL
BALL
BALL
BALL
HOOKCURL
CONTAINRUSH
CURLFLAT
CURLFLAT
MIDDLE 1/3
HOOKCURL
HOOKCURL
CURLFLAT
CURLFLAT
HOOKCURL
TD SAVER
TD SAVER
CHECK COUNTER CUTBACK
CHECK COUNTER CUTBACK
CHASE
BASE RULES
Pos.
FORCE
D GAP
D GAP
BASE RULES
BASE RULES
PITCH VS. OPTIONS
PITCH VS. OPTIONS
OPTION: QB
COVERAGE: DIME BENCH 3 HIDE
WILL
10
HERO
FREE
30
30
4x4 OT
4x4 OT
;
Base Rules
"SKY"
70
A N E
5 M W 10
C
C
FH
Pos. Pass Run To Run AwayAlignment KeysTechnique Notes
Note: Bump vs. 3/1
"Sky"
OG
OG
1/3
1/3
1/3
1/3WEAK CORNER
STRONG CORNER
MIKE
5
STRONG LEFT
HOOK CURL
HOOK CURL
CURL FLAT
CONTAIN RUSH
MIDDLE 1/3
CURL FLAT
12x2 YDS.
12x2 YDS.
1x6 YDS.
BALLEMLOS
BALL
BALL
BALL
BALL
BALL
CURLFLAT
MIDDLE 1/3
CONTAIN RUSH
CURLFLAT
HOOKCURL
HOOKCURL
BASE RULES
BASE RULES
D GAP
D GAP
ALLEY
FORCE
BASE RULES
BASE RULES
CHECK COUNTER CUTBACK
CHASE
ALLEY
CHECK COUNTER CUTBACK
PITCH VS. OPTION
PITCH VS. OPTION
COVERAGE: DIME FIELD 3 HIDE
WILL
10
HERO
FREE
30
30
4X4 OT
4X4 OT
ULTIMATE CONTAIN
ULTIMATE CONTAIN
TD SAVER
1x6 YDS.
"Sky"
TD SAVER
OPTION: QB
71
THE CONSTANT ILLUSION OF PRESSURE
• 1.Trio Shark 22• 2.Trio Bingo 22• 3.Drop 99 (schoolyard)• 4.Shark Switch 33• 5.Storm/Whale 33
A N EN M W
D
C C
H F
A N EN M W
D
C C
H F
Position Keys Responsibility Notes
A
N
E
Mike
Will
Nickel
Dime
Hero
Free
StrongCorner
WeakCorner
Ball
Ball
Ball
Ball
Blitz B Gap B Gap RusherNo Contain
MCD Triangle to #2 Run: ScrapePass: Match #2
Trips: Blitz D GapTryps: Alert Exchange
Contain Rusher
Ball to #2 -1
Deep 1/2 Ball to #2 -1Deep 1/2Hash to HashAlley
Deep 1/2Hash to HashAlley
Ball to #2-1
Match #2
Squat Ball to #1-2Squat-FlatFunnel #1 Strong
Squat Ball to #1-2Squat-FlatFunnel #1 Weak
Balance
Strong Left Strong Left
Get There
Triangle to #3-2Vs 2 Recievers Alert Box
Primary Force
Primary Force
1) Vs Trips check "Bozo"2) Vs Tryps alert "Exchange" Between Mike and Will 3) Nickel Rules
"Bozo"
Trips: Blitz B GapTryps: Alert ExchangeVs 2 Rec Alert Box
Pressure: Dime Trio Shark 22
ALIGNMENT
RUSH
0 TECH
RUSH
Run: B GapPass: Contain BlitzRACK TO LAT
AIMING POINT I/S HIP OF OT
AIMING POINT I/S HIP OF GUARD
A Gap RusherLONG STICK
Run: D GapPass: CURL
Trips: Drop off #3 "Bozo"
Curl
Deep 1/2
Contain Blitz Trips: Curl off #2 "Bozo"
101
A N E5
M W
10
C C
FSH
1/2 1/2
"BOZO""SWITCH"
H/C
(NOTE: WILL USE IN EVERY TRIO 22 CALL.)
PRESSURE: DIME TRIO SHARK 22
***EMTPY ADJUSTMENT*** "BOZO SWITCH"
102
A N E
N M W
D
C C
H F
A N EN M W
D
C C
H F
Keys Responsibility Notes
A
N
E
Mike
Will
Nickel
Dime
Hero
Free
StrongCorner
WeakCorner
Ball Get ThereA Gap Rusher
Ball
Ball
Ball
Blitz B Gap B Gap RusherNo Contain
MCD Run: ScrapePass: Match #2
Blitz D Gap Contain Rusher
Deep 1/2 Ball to #2 -1
Deep 1/2 Ball to #2 -1Deep 1/2Hash to HashAlley
Deep 1/2Hash to HashAlley
SCiF Ball to #2-1 Match #2Trips: SCiF off #3 "Bozo"
Squat Ball to #1-2Squat-FlatFunnel #1 Strong
Squat Ball to #1-2Squat-FlatFunnel #1 Weak
Balance
Strong Left
Get There
Triangle to #3-2Run: D GapPass: SCiF
"Box"
Strong Left
"Box"
Position
Vs 2 Recieves alert "Box"Vs Trips Match #2
Trips: Blitz B GapVs 2 Recievers alert "Box"
Ball to #2-1 Vs 2 Recievers alert "Box"
Pressure: DimeTrio Shark Bingo 22
1) Nickel Rules2) Nickell make a "Box" to the A vs 2 recievers3) Game time adjustments only
RUSH
0 TECH
RUSH
ALIGNMENT
RAC TO LATRUN: B GAPPASS: CONTAIN BLITZ
AIMING POINT O/S HIP OF GUARD
Primary Force
Primary Force
103
A N E10M W5
C C
FSH
A N E
10M W5
C C
FSH
A N E5
M W10
C C
FSH
2
2 2
H/CM/H
"SWITCH"
"SWITCH"
A. WILL RUN WITH SCHOOLYARD
B. ILLUSION OF PRESSURE
C. NICKEL AND DIME CONTAIN BLITZ
D. FRONT 3 = PRESSURE AND TAG
E. DB'S= COVER 2
F. LB'S= HOOK TO CURL TECHNIQUE
A. NICKEL MAKE "SWITCH" CALL, ANT HAS CONTAIN BLITZ.
B. MIKE IS MIDDLE HOLE OFF #3
C. BASE COVER 2 RULES
PLAY SAME AS 3X1
A. BASE COVER 2 RULES
PRESSURE: DIME DROP 99
98
A N E5M W 10
CC
FH
A N E5 M W 10C C
FH
Strong Left
RESPONSIBILITY NOTESKEYSALIGNMENT
NG
MIKE
STRONG CORNER
WEAK CORNER
POSITION
WILL
HERO
FREE
Strong Left
(2)
(1)(2)
(1)
PASS: SCIFRUN: SCIF RULES
BALL TO QB
BALL TO #1SHOW HARD CORNER PRE-SNAP
BALL TO GUARD
BALL TO EMLOS
BLITZ C/D GAP - CONTAIN
SCIF DROP BALL TO #2SHOW 2 DEEP DISGUISE BASE ALIGNMENT
SHOW 2 DEEP DISGUISE BASE ALIGNMENT
30
30
MIDDLE 1/3
CONTROL BAIL 1/3EXPECT BALL EARLY
OPTION: QB TO PITCHBOX CALL VS. SPLIT #2
AIMING POINT I/S HIP OF OT
BALL TO #1 SOLO VS DEAD END
CONTROL BAIL 1/3EXPECT BALL EARLY
BLITZ STRONG B GAP
GO INFRONT OF STG DT
Notes: 1. ALERT FOR A BOX CALL FROM THE WILL TO THE END VS. 2 OPEN WEAK
GUARDRUN TO: C GAPRUN AWAY:SAP
PRESSURE: DIME DOG SHARK SWITCH 33
5
10
ANT ATE RUSH
5 TECH RUSH
0
BASED ON FORMATION
BASED ON FORMATION
BALL
BALL
BALL
LOOPA GAP
C GAP CONTAIN
WEAK A GAP
BOX CALL VS. SPLIT #2
1 STEP UPFIELD
EX
SHOW 2 DEEP DISGUISE BASE ALIGNMENT"CLUE" VS 2 DETACHEDSHOW 2 DEEP DISGUISE BASE ALIGNMENT"CLUE" VS 2 DETACHED
BALL TO EMLOS
97
T N TSM W
E
CC
FH
T N TS
M W
E
C C
FH
RESPONSIBILITYKEYS
MIKE
STRONG CORNER
WEAK CORNER
EMLOS PASS: SCIF
BALL TO QB
SHOW HARD CORNER PRE-SNAP
ALIGNMENTPOSITION
BLITZ STRONG B GAP
GUARD
BALL BLITZ STRONG A GAP
UNDER ALL RB BLOCKSFIND DAYLIGHT
BALL TO EMLOS
BALL TO TACKLE
BALL TO TACKLE
RAC TO WEAK A GAP
"BOX" TO WEAK END
STRONG DT
END
SAM
WILL
HERO
FREE
WEAK DT
NOSE
PRESSURE: STRONG DOG STORM 33
30
30RUN TO: SCRAPE RUN AWAY: FLOW
SHOW 2 DEEPALIGN TO EXECUTE
SHOW 2 DEEPBASE ALIGN MIDDLE 1/3
CONTROL BAIL 1/3EXPECT BALL EARLY
CONTROL BAIL 1/3EXPECT BALL EARLY
CONTAIN VS. PASS
NOTES
AIMING POINT I/S HIP OF OT
ALERT "BOX CALL"
VS. Split #2
Notes:BOX CALL VS. DETATCHED #2
BALLSETUP ALL BACKS TO THE OUTSIDE STAY IN LANE
PASS: SCIFRUN: PRIMARY
Strong Left
5 TECH C GAP BASE
3 TECH ATELAT
1 TECH STRONG ATE
WEAK OG
AIMING POINT I/S HIP OF WEAK GUARD
VS. 2 MAN ROCK (Buzz Out)VS. 3 MAN ROCK
SHOW 2 DEEPBASE ALIGN"CLUE" VS 2 DETACHED
SHOW 2 DEEPBASE ALIGN"CLUE" VS 2 DETACHED
BALL TO #1CLUE= 2 TO 1
BALL TO #1CLUE= 2 TO 1
VS. 3 MAN=ROCKVS. SPLIT #2 1X4 INSIDE (HIP)
SOLO VS DEAD END
86
E
WMS
CC
FH
E
WMS
CC
FH
E
WM
S
CC
FH
E
WMS
CC
FH
E
WM
S
CC
FH
E
WMS
CC
FH
E
WMS
CC
FH
T N TS M W
E
C
C
FH
Empty 3/2
Strong Dog Storm 33
Empty rules for DE
ALL DIAGRAMS ARE STRONG LEFT
TRIPS TRYPS
"BOX" "BOX"
RAM TWINS
TWINS OPEN
QUAD
SPREAD
87
T N TS
M W
EC
C
FH
T N TS M W
E
CC
FH
Strong Left Strong Left
RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION
NG
MIKE
STRONG CORNER
WEAK CORNER
33 ALIGNMENT RULES
BALL TO #1
BALL TO #1
SHOW HARD CORNER PRE-SNAP
BALL TO GUARD
BALL TO GUARD
UNDER ALL RBsATE - BRING IT NORTH - SOUTH
BALL TO EMLOS
RUN: C/D PASS: SCIF
BLITZ WEAK A GAP
BALL TO QB
O/S OF ALL RB BLOCKS
BALL
ALIGN TO EXECUTESHOW 2 DEEP
BALL TO TACKLECONTAIN VS. PASSFLOW AWAY: BRS SPRINT ALERT
1 TECH STRONG BALL TO CENTER
BALL TO TACKLE
STRONG DT
WEAK DT
END
SAM
WILL
HERO
FREE
PRESSURE: STRONG DOG WHALE 33
5 TECH
3 TECH
C GAP KICKOUTS: BLOW UP
LAT C GAP CONTAIN
AIMING POINT I/S HIP OF OT 3 MAN ALERT
STRONG A GAP
PASS: SCIFRUN: PRIMARY
EMLOS
30
30
RUN TO: B GAPRUN AWAY: SLOW
DEEP 1/3
DEEP 1/3
DEEP 1/3
Notes:1. VS #2 DETACHED TO BOUNDRY CHECK TO "LION"
LION VS #2 DETACHED TO BOUNDRY
BLITZ
VS. 3 MAN ROCKVS. SPLIT #2 HIP
33 ALIGNMENT RULES "CLUE VS 2 DETACHED
33 ALIGNMENT RULES "CLUE VS 2 DETACHED
"SOLO" VS DEAD END
VS 2 MAN= BUZZ OUTVS 3 MAN=SLIDE TO ROCK AT SNAP
88
T N TS
M W
E
C
C
FSH
TN E
S M WC C
FH
TN E
S M WC C
FH
TN E
S M WC C
FH
TN E
S M WC C
FH
Strong Dog Whale 33ALL DIAGRAMS ARE STRONG LEFT
TRIPS TITE TRYPS
TWINS OPEN SPREAD
CHECK "LION"
89
ADDING YOUR MAN BLITZES
• DEFENDING THE DBP GAME• STOPPING THE SCREENS• SLOWING DOWN THE ZONE
READ OPTION• Red Zone• 1. Samurai/Warrior Man• 2. Blast M/C Ambush• 3. Trio Pitt
N
D5
A
M W
E
C C
FH
N
D5
A
M W
E
C C
F
H
2 1 2
"Bump" vs. 3/1 Sets Only
BALL
BALL TO CENTER
0 TECH
BALL TO GUARD BLITZ B GAP WEAK
BALL TO CENTER
BALL TO GUARD
BALL TO RB
BALL TO RBRANDOM
HASH RULES
HASH RULES
1X6 OS #1
1X6 OS #1
#1 STRONG
#2 STRONG
STRONG LEFT TIGHT LEFT
STRONG LEFT TIGHT LEFT
RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION
BLITZ A GAP WEAK
5
NG
A
E
STRONG CORNER
WEAK CORNER
MIKE
DIME
PASS: 3 BOX DROPRUN TO: C/D GAPRUN AWAY: CHECK COUNTER
SPY RB TO BOX DROP
BLITZ B GAP STRONG SET PICK FOR MIKE
BLITZ A GAP STRONG - 2ND THROUGH
O/S OT
O/S OT
WILL 30
30
UNDER ALL BACKS
FREE
HERO
#1 WEAK
1
BLITZ: DIME SAMURAI MAN
SPY PEELCONTAIN BLITZ
CONTAIN BLITZ CONTAIN BLITZ
NOTES: 1. DIME WILL SPY PEEL THE BACK 2. A WILL KEY OFF 3 VS. TRIPS AND THE RB VS. 2X2 SETS ON HIS DROP VS. PASS
MAN ON #2 WEAK OR #3 STRONG
#2 WEAK OR #3 STRONG
MAN ON #2 STRONG
MAN ON #1 STRONG
MAY SHOW 3 DEEP VS. TRIPS
MAY SHOW 3 DEEP VS. TRIPS
MAN ON #1 WEAK
HIP
119
120
D
A
WM5
CC
F
H
DA
WM5C
C
FH
D
A
WM5
CC
F
HD
A
WM
5
CC
F
H
D
N EA
WM5
CC
F
H
DA
WM5C
C
FH
D
A
WM5C
C
FH
Empty 3/2
(1)(2) (1)(2)
(1)(2) (1)(2)
(1)(2)(1)(2)
(1)(2)
SWITCH CALL VS. EMPTYDIME TAKE #2 WEAKEND CONTAIN RUSH
ALL DIAGRAMS ARE STRONG LEFT
TRIPS TRYPS
DIME Samurai ManTWINS OPEN
RAM
SPREAD
QUAD
N
D5
A
M W
E
C C
F
HN
D5
A
M W
E
C C
FH
12
"Bump" vs. 3/1 Sets Only
Strong LeftTight Left
BALL TO CENTER
0 TECH
BALL TO GUARD
HASH RULES
HASH RULES
1X6 OS #1
1X6 OS #1
#1 STRONG MAN ON #1 STRONG
MAN ON #1 WEAK
#2 STRONGMAN ON #2 STRONG
MAN ON #2 WEAK OR #3 STRONG
#2 WEAK OR #3 STRONG
RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION
BLITZ A GAP WEAK
OPTION:PITCH
BALL TO GUARD
BLITZ B GAP STRONG
BALL TO #3
BLITZ B GAP WEAK
5
NG
A
E
STRONG CORNER
WEAK CORNER
MIKE
DIME
12
CONTAIN BLITZ CLOSE ALL KICKOUTSALERT: SPY
BLOW UP ALL KICKOUTS OPTION: QB
WILL
FREE
HERO
O/S OT
O/S OT
30
30
RANDOM
1X5 INSIDE #2
BALL
BALL
BALL TO CENTER
#1 WEAK
Strong LeftTight Left
CONTAIN BLITZ C GAP
BLITZ A GAP WEAK SET PICK FOR WILL
CONTACT TACKLE AND DROPOPTION:PITCH
UNDER ALL BACKS
BLITZ:DIME WARRIOR MAN
NOTES: 1. 5 WILL HAVE SPY PEEL VS. THE RB 2. E WILL KEY OFF THE #3 VS. TRIPS AND THE RB VS, 2X2 SETS ON HIS DROP VS. PASS - E WILL HAVE PITCH ON OPTION
PASS: 3 BOX DROPRUN TO: C/D GAPRUN AWAY: CHECK COUNTER
MAY SHOW 3 DEEP VS. TRIPS
MAY SHOW 3 DEEP VS TRIPS
121
D
E
WM5C
C
FH
DE
WM5C
C
FH
D
N EA
WM5
CC
F
H
D
E
WM
5
CC
F
HD
E
WM5
CC
F
H
DE
WM5C
C
FH
D
E
WM5
CC
F
H
Empty 3/2
Ram
(1) (2)
(1) (2)(1) (2)
(1) (2)
(1) (2)
(1) (2) (1) (2)
ALL DIAGRAMS ARE STRONG LEFT
ACE
TRIPS TRYPS
SPREAD
SWITCH CALL VS. EMPTYANT CONTAIN RUSHNICKEL TAKE #3 STRONG
Dime Warrior Man
TWINS OPEN
122
A N E
5 M W10
C CH
FS
A N E
5 M W 10C C
H
FS
BALL
RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION
5
NG
A
E
STRONG CORNER
WEAK CORNER
MIKE
DIME
WILL 30
30
FREE
HERO
RUSH
0 TECH
RUSH
BASE
BASE
BASED ON FORMATION
BASED ON FORMATION
BASE MAN
BASE MAN
BALL
BALL
BALL
BALL
OUTSIDE MAN
BASED ON AMBUSH
#1 MAN
#1 MAN
CONTAIN C GAP
WEAK A GAP
CONTAIN C GAP
COMBO MAN
TRAPPER
#1 MAN
#1 MAN
KNOW WHO YOU ARE TRAPPING
KNOW WHO YOU ARE TRAPPING
TRAPPER
HAS HELP VS CHINA
HAS HELP VS CHINA
*TRAPPING #2 STRONG
BLITZ: DIME BLAST M/C AMBUSH MAN
**TRAP
--QB --QB
**TRAP
1. TRAP TOP RECIEVER/ PRE-DETERMINED 2. PRE-SNAP MUST KNOW WHICH SAFETY IS TRAPPER.3. RUN WITH MOTION4. CAN SINK SAFETY INTO BOX
5. IDENTIFY BACK WITH "LARRY/ROGER" CALL6. BLAS WILL BE AWAY FROM BACK7. DE TO BACK = TILIT "CHASE"
BASED ON BACK LARRY/ROGER CALL
2X2 QB PLAYER
LARRY/ ROGER CALLBASED ON BACK
CHASE VS TUG IF BACK TO YOU
CHASE VS TUG IF BACK TO YOU
2X2= OUTSIDE MAN #2 WEAK
3X1= QB/BLITZ
2X2= OUTSIDE MAN#2 WEAK
3X1= QB/ BLITZ
2X2 = STACK/ BLITZ
3X1= MAN ON #3
2X2 = BASED ON BACKTO: QBAWAY: BLITZ
COMMUNICATE
118
S M WC C
FH
S M WC C
FH
WEAK CORNER
STRONG CORNER
MIKE
TECHNIQUEPOSITION ALIGNMENT KEY PASS RUN TO RUN AWAY NOTES
CHECK COUNTER CUTBACK
STRONG LEFT STRONG LEFT
COVERAGE: PITT
SAM
WILL
FREE
HERO
USE REFERENCE POINTS
ULTIMATE CONTAIN
HASH TO HASH ALLEY
USE REFERENCE POINTS
HASH TO HASH ALLEY
BALL
1-2
BALL
1-2
ULTIMATE CONTAIN
SQUATSQUAT FLAT
PRIMARY FORCE
OPTION: PITCH
BALL
1-2
SQUAT SQUAT FLAT
PRIMARY FORCE
OPTION: PITCH
BALL
1-2
#2 STRONG
MATCH #2 STG
C GAPOPTION: 2-1
BRACKET #2 STRONG
REDZONE
REDZONE
REDZONE
REDZONE
REDZONE
REDZONE
REDZONE
OUTSIDE 1/4
OUTSIDE 1/4
"CLOUD" "CLOUD""DELAY"
1/41/4
"CLOUD" "CLOUD""DELAY"
1/41/4
"BRACKET" "BRACKET""BRACKET" "BRACKET"
OUTSIDE 1/4
OUTSIDE 1/4
1x5 O/S
1x5 O/S
DELAY VS 2X2BRACKET VS 3X1
BASED ON FRONT
BASED ON FRONT
BASED ON FRONT
GUARD
GUARD
BASED ON FORMATION
BASED ON FORMATION
BASED ON FRONT
BASED ON FRONT
BASED ON FRONT
BASED ON FRONT BASED ON
FORMATION
#2 GOES FLAT ZONE OFF AND BRACKET NEW #2
BASED ON FORMATION
ADJUST ALIGNMENT TO TRIPS
VS 3X1 ILB'S WILL EXCHANGE TECHNIQUE
FUNNEL #1 STRONG HEAVY ON ALL FLAT ROUTES
FUNNEL #1 STRONG HEAVY ON ALL FLAT ROUTES
CHECK COUNTER CUTBACK
CHECK COUNTER CUTBACK
BRACKET VS 2X2DELAY VS 3X1
62
A N
10
5 M W
E
C CFH
A N
5
10
M W
E
C CFH
Alignment Keys Notes
Strong LeftTight Left
Technique/ResponsibilityPos.
NG
5
10
Strong LeftTight Left
Head Up OT
Head Up OT
Head Up OC
Long Stick Flush the QB
Long Stick Flush the QB
Find QB and Rush Upfield Shoulder
Do not Contact the Center - Force a Bad Throw
Base - Balance RulesAdjust to Trips
Base - Balance RulesAdjust to Trips
vs. 2x2 Wall #2vs. 3x1 Jam #1 Weak
1x8 I/S #2 Strong
Center Fielder Nothing Behind You
Wall #2
1x12 I/S #2 Strong 1/4 Field Player
1x12 I/S #2 WeakAdjust to Trips 1x12 I/S #3 Strong 1/4 Field Player
1x12 O/S #1 1/4 Field Player
1/4 Field Player1x12 O/S #1
Deepest PlayerAdjust to Field Align Deeper than the QB's Arm
MIKE
Must get QB out of the Pocket
Must get QB out of the Pocket
A
E
STRONG CORNER
WEAK CORNER
Ball
Ball
Ball
vs. 2x2 - #2 Strongvs. 3x1 - #3 Strong
vs. 2x2 Middle Holevs. 3x1 Wall #3
#2 Strong
Ball to QB
2 to 1Adjust Alignment Based on Situation
Adjust Alignment Based on Situation
Adjust Alignment Based on Situation
Adjust Alignment Based on Situation
Dime: Prevent Mirror
WILL
HERO
FREE 2 to 1
1 TO 2
1 TO 2
vs. 2x2 - #2 Weakvs. 3x1 - #1 Weak
74