3-4 DEFENSE
TABLE OF CONTENTS
High School vs. Community CollegeDefensive Philosophy Base 3-4 DefenseDevelopment PlanTerminology Set The Defense: Call ProcedureDefensive FrontsGame Calls – Outside LinebackersGame Calls – Inside LinebackersCoverage DescriptionsBlitz Schemes & Descriptions
High School vs. Community College
3-4 years DevelopmentConsistent SchemeHigh School SeniorSame TerminologySenior Leadership/Capt.Academic Consistency
18 PracticesCompletely Different SchemesCollege Freshman (2 months)Multiple TerminologyFresh & Sophs OnlyWide Academic Range
HIGH SCHOOL
COMMUNITY COLLEGE
DEFENSIVE PHILOSOPHY
• Establish Defensive System
• Development Plan
Establish the Defensive System
• The plan begins with the installation of our base 50 defense.
• It is the lead defense taught in our teaching progression.
• We must master the skills necessary for the successful execution of our base.
• The more traditional 50 Slant defense is very predictable if you use it exclusively.
• Formation Recognition and Communication between the triangle is imperative to the success of our defense.
• Relentless Pursuit is also key.
3-4 DEFENSE
Why the 3-4? Players
DeceptionTeaching Methods
PLAYERSIt is more difficult to recruit 4-3
personnel.
The 3-4 has allowed us to get our best 11 players on the field at the same time. We would much rather play with our 10th and 11th best defensive player than our 15th or 16th (LB vs. DL).
Players like being in an aggressive and active defense.
Noseguard increases pressure on the Center.
Offense must account for 7 players who are potential threats.
We counter being smaller on defense with speed and our ability to be deceptive.Stem Front Odd/Even – change bubbles Support Structure – 7 to 8 from 2 Deep Shell Multiple Line Movements and controlled Stunts Aggressive 4-5 Man pressure without exposing Secondary Man CoverageUnique schemes and multiple disguises – creates offensive confusion (QB)Creates pass rush mismatchesCan balance defense vs. offensive formationsBlitz Package - Don’t Show Blitz - - - Blitz
- Show Blitz - - - Don’t Blitz - Show Blitz - - - Blitz
DECEPTION
Installation Process System Checklist – Teaching
Progression – Best Players Consistency in the language of the
defense
Continuity from base to all adjustments and coverage's. Each change from base has a definite purpose.
The system has stimulated the learning process for our players. They have a better understanding of the game!
TEACHING METHODS
DEVELOPMENT PLAN Fundamental Development
Technical Development
Terminology
Set the Defense
FUNDAMENTAL DEVELOPMENT
Player Principles
Coaching Principles
StanceOn every play each player should use a particular stance. To be able to carry out his assignment, the player must distribute his weight properly and place his hands, feet, and eyes in the right position. We want our players to play faster than they are, not slower. 4.8’s playing 4.5.
Assignment and TechniqueEvery player has a specific assignment or job on every defense. A player can never leave the huddle without knowing his assignment. In reacting to circumstances, the player must learn specific techniques that allow him to carry out his assignment. We must give constant attention to developing technique in taking on blocks, getting off blocks, finding the ball and tackling.
Alignment Every player has a precise alignment on each defensive call. In teaching our players alignment, we teach in terms of numbered alignments. We also give specific definitions of each alignment. Players must learn precise alignments, and we must demand correct alignment on every down. Never Get Beat By Misalignment.
Key/Reaction The eyes control where the body goes, it is important that a player know exactly where his focal point should be. He must develop the discipline to direct his eyes so that he will get the proper key. Achieving this often requires a lot of coaching and repetition. Proper Keying also allows the players to play quicker than his ability and prevents guessing. The name of the game on defense is reaction. The foundation of improving our players ability to key and react relies on us putting a player in a situation enough times that he can make the proper reaction.
PLAYER PRINCIPLES
In teaching our players fundamentals, we design drills that
focus on a specific aspect of defensive play.
All of our drills are football related and taught in progression.
The drills are performed with a specific purpose and objective.
Teach body position. (Stance, Alignment and Leverage)Reaction. (Key)Explosion and the finishing of each drill. (Responsibility)Creativity. Competitive Spirit. (Pride and Accountability)Tempo. Recognition and Repetition. (Tackling)Enthusiasm. Enthusiasm is caught not taught.
COACHING PRINCIPLES
TECHNICAL • Defending the Run
• Run Support
• Defending the Pass
• Coverage Structure
• Defensive Structure Responsibilities
DEFENDING THE RUN GAME
Relentless Pursuit With Great Leverage Takeaway Running Strength (Stop North South Run-Spill)Run Pressure: Inside/Strong/Weak/Edge Controlled Line StuntsPressure Package Solid Versus Run & PassOdd & Even Fronts to take away Bubbles and Offensive Attack Deception (Disguise & Stem) Secondary Support (Easy Transition from 7 to 8)
RUN SUPPORTThere are three key elements of run support in
structuring our Defensive Calls. Force: The description of the responsibility for
outside leverage on an outside run. Responsibility for force is designated by:
1) Sky: Safety Force 2) Cloud: Corner Force3) Backer: Linebacker Force
Alley: The description of the responsibility for the middle position between the force and pursuit.
Fold: The description of the responsibility for inside leverage on an away run. Assigned to any ball carrier that cuts back to the inside. This assigned player should be in position to make the play. The Fold player should always maintain leverage on the ball carrier and adjust angle to the ball.
DEFENDING THE PASSING GAME
We generate most coverage's from a cover 2 shell.
1. Stop Vertical Passing Game (Seams)
2. Force the Shortest Widest Throw
3. Multiple Looks – Major in Zone Coverage
4. Zone Blitz – Minor in Man Coverage
5. Under Coverage – Match Routes, Field Zone, Play Ball
COVERAGE STRUCTUREIn planning our pass defense in the secondary we have developed a philosophy with definite strategies for specific coverage's. Our defensive philosophy is to disguise our coverage's to help the secondary gain an advantage. We generate most all our coverage's from a cover 2 shell to create indecision in the QB’s mind. Such indecision by the quarterback gives the defense an advantage. This Disguise and Structure of Coverage is critical for various reasons:
Uniformed look to the Quarterback on his pre-snap read.
The ability to play multiple coverage’s from the same pre-snap look.
No pre-empt to QB that the defense is employing the 8 Man Front mechanics. (QB less likely to check out of selected run plays because of defensive look).
When you have a 2 deep coverage shell – QB cannot locate single coverage by the defense because of the pre-snap look.
DEFENSIVE STRUCTURE RESPONSIBILITES
On every defensive call, each player will have an assignment versus a running play and a passing play. You must know both assignments on every play.D - Line: Alignment, Run Technique, Pass Rush Lane.Linebackers: Alignment (Formation), Run Force, Pass Rush Lane or Coverage Zone or Man.Secondary: Alignment (Formation), Run Force, Pass Coverage Zone or Man. Run Responsibilities
1) Force – Spill/Trail/Fold2) Alley - Fold3) Trail/Fold
Coverage Responsibilities 4) Front Side / Back Side
Force/Contain/Trail/Fold 5) Coverage Responsibility Coverage versus
Drop back, Half Roll, Full Sprint 6) Adjustments Receiver
Splits/Motion/Formation Adjustments
ON / OFF BALL TERMINOLOGY
4 yards off ball.
GAP TERMINOLOGY
A Gap: Between Center and the Guard
B Gap: Between the Guard and the Tackle.
C Gap: Between the Tackle and 3rd on/off LOS, #3 outside hip of tackle.
D Gap: Outside hip of the 3rd on/off LOS.
RECEIVER DESIGNATIONS
Receivers are numbered from the outside in, to each side.
PASS ACTIONSI. Quick: 3 Step quick pass.II. Roll: Sprint – set, pass behind the
tackle.III. Drop back: 5-7 Step drop straight
back pass.IV. Full Sprint: QB sprints and breaks
tackle box, pass on run.V. Bootleg: QB goes opposite of both
backs, fakes run series.VI. Action: Play action pass off
running play. VII. Screen: Hit and release defensive
rushers, throw ball behind LOS.
Hole 0-14 YdsHook Zone
0-14 YdsHook Zone
0-14 YdsCurl Zone 0-14 Yds
Curl Zone 0-14 Yds
Flat Zone 0-10 Yds Flat Zone
0-10 Yds
Level 1 Level 1
Level 3Level 2 Level 2
PASSING ZONES
Under 0-5 Yds
TERMINOLOGY FOR TODAY
On vs. Off – When you are “On” you are the one of four linebackers who has been designated the fourth rusher. When you are “Off” you are in pass coverage.Trail vs. Fold – When you are a Trail player you are responsible for Counter, Throwback, Reverse and Boot. If you are a Fold player you are responsible for cutback usually in backside “B” gap.Snap vs. Technique Player – A snap player explodes and executes the given game call on the snap of the ball. A technique player plays normal technique and performs normal read progression.With any “3 Stay” Coverage – Our “On” linebacker is always a linebacker to the multiple receiver side or wide side vs. a balanced one back offensive formation.
Coaching Principles
SET THE DEFENSE: CALL PROCEDURE
For us to be successful on defense, we must understand how we call our defense. To assist in the learning process, all calls for the defenses, stunts, and coverage should be as descriptive as possible and coordinated from our lead defense.
1st # in the huddle will set the strong side end. 2nd Digit aligns the weak side end. The Nose will follow the 5 with alignment or direction, unless tagged with specific alignment or stunt. Same digit numbering, Nose always aligns in a 0.
Descriptive words will align the Nose, EX: 53 G Moves the Nose over the strong side guard in a 2 technique.
Any stunts are made after alignment of the Front. Stunts will be given by the “ON” backer and echoed down the entire front.
COMMUNICATION AND FORMATION RECOGNITION IS CRITICALLY IMPORTANT TO RUNNING THIS DEFENSE!
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“Communication in the Triangle”
DEFENSIVE FRONTS
33
35
35G
44
53
53 G
55
54
53 Front
POSITION
Alignment
Key Flow To Flow Away
Strong End
5 Techniq
ue
Tackle C Gap Squeeze C Gap LOS No Cutoff Tight End
Weak End
3 Techniq
ue
Guard B Gap Squeeze B Gap LOS – No Cutoff Tackle
Nose 1Technique
Center A Gap Squeeze A Gap LOS – No Cutoff Guard
Zeke OLB
9 Techniq
ue
#3 LOS D Gap Fill Alley Fold Cutback, Boot and Reverse
Stud OLB
5 Technique (3 Call Cue #)
Tackle C Gap Fold Cutback, Boot and Reverse
Sam ILB
30 Strong
Guard Triangle Backfield
Tight Plug Strong B – Counter Scrape Window Get Over Top
Plug Weak A Gap Run Football
Will ILB 30 Weak
Guard Triangle Backfield
Tight Plug Weak A – Counter Scrape Window Get Over Top
Plug Strong B Gap Run Football
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55 Front
POSITION
Alignment
Key Flow To Flow Away
Strong End
5 Techniq
ue
Tackle C Gap Strong Trail - Counter, Throwback, Boot, Reverse
Weak End
5 Techniq
ue
Tackle C Gap Weak Trail - Counter, Throwback, Boot, Reverse
Nose O Techniq
ue Strengt
h
Attack Strong Pad of Center
A Gap (No Reach Center) Down LOS (No Reach Guard)
Zeke OLB
7 Techniq
ue
#3 LOS D Gap Fill Alley Fold Cutback, Boot and Reverse
Stud OLB
9 Techniq
ue
Triangle Tackle
Backfield
(Spill Counter) Boot Contain
Fold Cutback, Boot and Reverse
Sam ILB
30 Strong
Guard Triangle Backfield
Tight Plug Strong B – Counter Scrape Window
Get Over Top
Plug Weak A Gap Run Football
Will ILB 30 Weak Guard Triangle Backfield
Tight Plug Weak A – Counter Scrape Window
Get Over Top
Plug Strong B Gap Run Football
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GAME CALL CATAGORIES - OUTSIDE LINEBACKERS
LOOP• CROSS• CROSSBUCK
• SUB• TIGER
PASS• BLAST
• COMBO
• PSYCHO
• SINK IT
PINCH• HEAT• RIP• SKIN• SLAM• SOLID• WHITE
GAME CALL: HEAT • END: ALIGN IN A 4 TECHNIQUE. THIS IS JUST
LIKE A SOLID CALL FOR YOU. YOU ARE THE 'B' GAP PLAYER. MUST GET WOOD ON THE TACKLE CONTROLING 'B' GAP WITH EYES AND BODY POSITION. YOU ARE A TECHNIQUE PLAYER, NOT A SNAP PLAYER.
• OLB: WIDEN ALIGNMENT TO AN ATTACK 7 AIMING FOR THE OUTSIDE HIP OF THE TE. IF FB IS OFFSET TO YOU AIM FOR THE OUTSIDE HIP OF THE FB. STILL THE 'D' GAP PLAYER. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS. YOU ARE A SNAP PLAYER. NO WOOD ON TE.
• ILB: TREAT LIKE A SOLID CALL. FLOW TO- 'C' GAP PLAYER, BE READY FOR PLAY TO BOUNCE. FLOW AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: WHEN THE 'ON' OLB IS OVER A TE AND THE FB IS OFFSET TO HIM, ESPECIALLY IF THEY ATTACK THE PERIMETER OUT OF THAT SET. ALSO GOOD VERSUS SPRINTOUT.
HEAT
Click Visual
GAME CALL: RIP• END: NORMAL ALIGNMENT MUST USE RIP
TECHNIQUE TO TAKE B GAP. STAY SQUARE IN GAP STAYING LOW AND AGGRESSIVE. YOU ARE A "SNAP" PLAYER. CAN TIGHTEN ALIGNMENT TO MAKE SURE AND SECURE 'B' GAP.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG FREE. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS.
• ILB: FLOW TO- 'C' GAP PLAYER. BE READY FOR THE PLAY TO BOUNCE. FLOW AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: THIS IS GOOD CALL VERSUS I BACKS AND SETS WHERE THE FB IS OFFSET AWAY FROM THE 'ON' OLB
RIP
Click Visual
GAME CALL: SKIN• END: ALIGN IN A 4 TECHNIQUE RIP OUTSIDE INTO
'C' GAP. MUST BE READY TO FIGHT PRESSURE TO MAINTAIN 'C' AND CONSTRICT 'B' CANNOT GET WASHED OUTSIDE. YOU ARE THE TRAIL PLAYER ON PLAY AWAY AND THE CONTAIN RUSHER VERSUS PASS. YOU ARE A SNAP PLAYER.
• OLB: MIGHT HAVE TO WIDEN ALIGNMENT SLIGHTLY TO GIVE THE END MORE ROOM DEPENDING ON THE SPLIT OF THE TE. MAINTAIN 'D' AND CONSTRICT 'C' KEEPING OUTSIDE ARM AND LEG FREE. YOU ARE A FOLD PLAYER ON RUN AWAY AND AN CONTAIN RUSHER VERSUS PASS. FOLD MAY HAVE TO BE QUICK INTO 'B' GAP DUE TO THE MOVEMENT OF THE END.
• ILB: FLOW TO- YOU ARE THE 'B' GAP PLAYER. FLOW AWAY- YOU ARE THE BACKSIDE 'A' GAP PLAYER. BE READY FOR 'B' GAP TO BE BIGGER DUE TO THE MOVEMENT OF THE END.
• WHEN TO CALL: THIS IS A GOOD CHANGE-UP CALL FOR A SOLID CALL. GOOD CALL WHEN THE FB IS OFFSET TO THE 'ON' OLB.
SKIN
Click Visual
GAME CALL: SLAM• END: NORMAL ALIGNMENT, CAN TIGHTEN
ALIGNMENT TO MAKE SURE YOU GET THROUGH. USE RIP TECHNIQUE TO TAKE 'B' GAP. MAKE SURE TO KEEP SHOULDERS SQUARE AND TRY NOT TO GET WASHED DOWN. YOU ARE A SNAP PLAYER.
• OLB: NORMAL ALIGNMENT, CAN TIGHTEN ALIGNMENT TO MAKE SURE YOU GET THROUGH. USE RIP TECHNIQUE TO TAKE 'C' GAP. MAKE SURE TO KEEP SHOULDERS SQUARE AND TRY NOT TO GET WASHED DOWN. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS. YOU ARE A SNAP PLAYER.
• ILB: WIDEN ALIGNMENT. FLOW TO- FAST FLOW AS YOU ARE A 'D' GAP PLAYER. FLOW AWAY- YOU ARE A BACKSIDE A GAP PLAYER. BE READY TO HELP ON SPRINTOUT WITH SECONDARY CONTAIN.
• WHEN TO CALL: GREAT SHORT YARDAGE CALL. ALSO GOOD WHEN FB IS OFFSET AWAY FROM THE 'ON' OLB OR IF THE OPPOSING TEAM DOES NOT THREATEN THE PERIMETER OUT OF THE I SET.
SLAM
Click Visual
GAME CALL: SOLID• END: ALIGN IN A 4 TECHNIQUE. YOU NOW
ARE A B GAP PLAYER. MUST GET WOOD ON TACKLE CONTROLLING B GAP WITH EYES AND BODY POSITION. YOU ARE A TECHNIQUE PLAYER, NOT A SNAP PLAYER.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG FREE. TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS.
• ILB: FLOW TO- 'C' GAP PLAYER. BE READY FOR PLAY TO BOUNCE. FLOW AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: GOOD CALL VERSUS I BACKS AND SETS WHERE FB IS OFFSET AWAY FROM THE 'ON' OLB. ALSO GOOD VERSUS TEAMS THAT RUN ZONE BLOCKING SCHEMES.
SOLID
Click Visual
GAME CALL: WHITE• END: NORMAL 5 TECH ALIGNMENT.
MAINTAIN 'C‘ CONSTRICT 'B'. YOU ARE THE TRAIL PLAYER ON PLAY AWAY AND CONTAIN RUSHER VERSUS PASS.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG FREE. FOLD PLAYER ON PLAY AWAY AND INSIDE PASS RUSHER VERSUS PASS.
• ILB: FLOW TO- 'B' GAP PLAYER. FLOW
AWAY- BACKSIDE 'A' GAP PLAYER.
• WHEN TO CALL: GOOD CALL WHEN FB IS OFFSET TO THE ‘ON' LB. ALSO GOOD VERSUS TEAMS THAT RUN GAP BLOCKING SCHEMES.
WHITE
Click Visual
GAME CALL: CROSS • END: ALIGN IN A NORMAL 5 TECH. MAY HAVE
TO DEEPEN ALIGNMENT SLIGHTLY. COME OFF OLB'S BUTT FOR CONTAIN VERSUS PASS AND TRAIL ON RUN AWAY.
• OLB: AIMING POINT IS THE HIP OF THE OT LOOKING TO BUST IT. IF OT PASS SETS COME UNDER GETTING TO 'B' GAP, IF OT BLOCKS DOWN COME FLAT OFF HIS BUTT. YOU ARE A 'B' GAP PLAYER AND A SNAP PLAYER.
• ILB: PATIENT FLOW READ.• WHEN TO CALL: CAN ONLY CALL TO THE OPEN
SIDE, NO TE. GOOD VERSUS 2ND AND 3RD MEDIUM AND LONG. ALSO GOOD WHEN FB IS OFFSET AWAY FROM 'ON' OLB. CAN ALSO BE GOOD WHEN FB IS OFFSET TOWARDS 'ON' OLB IF RUN PROPERLY.
CROSS
Click Visual
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GAME CALL: CROSSBUCK • END: ALIGN IN A NORMAIL 4 TECH. SKIN OFF
OLB'S TAIL AND WORK TO CONTAIN VERSUS PASS AND TRAIL VERSUS RUN AWAY.
• OLB: AIMING POINT IS THE HIP OF THE OT LOOKING TO BUST IT. IF OT PASS SETS COME UNDER GETTING TO 'B' GAP, IF OT BLOCKS DOWN COME FLAT OFF HIS TAIL. YOU ARE A 'B' GAP PLAYER AND A SNAP PLAYER.
• ILB: PATIENT FLOW READ.• WHEN TO CALL: CAN ONLY CALL TO THE OPEN
SIDE, NO TE. GOOD VERSUS 2ND AND 3RD MEDIUM AND LONG. ALSO GOOD WHEN FB IS OFFSET AWAY FROM 'ON' OLB. CAN ALSO BE GOOD WHEN FB IS OFFSET TOWARDS 'ON' OLB IF RUN PROPERLY.
CROSSBUCK
Click Visual
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GAME CALL: SUB • END: ALIGN IN A 5 TECH BACKED OFF THE
BALL SLIGHTLY. COME OFF THE OLB'S BUTT TIGHT AND WORK TO CONTAIN VERSUS PASS AND TRAIL VERSUS RUN AWAY.
• OLB: AIMING POINT IS THE EARHOLE OF THE OT. ON THE SNAP CROSS THE FACE OF THE OT GETTING TO 'B' GAP. CAN TIGHTEN ALIGNMENT. MUST CROSS OT'S FACE. YOU ARE A SNAP PLAYER AND AN INSIDE PASS RUSHER.
• ILB: FLOW PLAYER TO 'D' GAP ON PLAY TO AND BACKSIDE 'A' GAP PLAYER ON PLAY AWAY
• WHEN TO CALL: GOOD CALL ON 2ND AND 3RD DOWN WITH MEDIUM YARDAGE.
SUB
Click Visual
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GAME CALL: TIGER • END: ALIGN IN NORMAL 5 TECH TO SLIGHTLY
WIDER. YOU ARE RESPONSIBLE FOR GETTING UPFIELD, TAKING 'C' GAP AND CUTTING OFF THE POCKET. YOU ARE FIRST AND A SNAP PLAYER.
• OLB: ALIGN IN A NORMAL 7 TECH OR GHOST
ALIGNMENT. YOU CAN TIGHTEN YOUR 7 TECH IF NEEDED. YOU CAN ALSO DEEPEN YOUR GHOST ALIGNMENT IF NEEDED. YOU ARE RESPONSIBLE FOR COMING OFF THE END AS TIGHT AND FLAT AS POSSIBLE AND TAKING 'B' GAP. VERSUS PLAY AWAY CHASE AND YOU ARE AN INSIDE PASS RUSHER WITH A TWO WAY GO ON THE GUARD. YOU ARE A SNAP PLAYER.
• ILB: YOU ARE A 'D' GAP PLAYER ON PLAY TO,
AND A BACKSIDE 'A' GAP PLAYER ON PLAY AWAY.
• WHEN TO CALL: GOOD CALL ON 2ND OR 3RD DOWN WITH LONG OR MEDIUM YARDAGE. CAN ALSO BE A GOOD CALL WHEN FB IS OFFSET AWAY FROM THE 'ON' OLB.
TIGER
Click Visual
1 2
• EDGE: ALIGN IN NORMAL 5 TECH. ATTACK UPFIELD FOR 1-2 STEPS AND MAKE A QUICK COUNTER MOVE INTO 'B' GAP. YOU ARE AN INSIDE PASS RUSHER AND A SNAP PLAYER.
• OLB: ALIGN IN NORMAL 7 TECH OR WALKED ALIGNMENT. USE SPEED RUSH TECH STAYING OUTSIDE AS YOU ARE THE CONTAIN RUSHER VERSUS PASS AND THE TRAIL PLAYER VERSUS RUN. YOU ARE A SNAP PLAYER.
• ILB: NORMAL ALIGNMENT. MUST BE READY TO DEFEND 'B' OR 'C' GAP VERSUS RUN TO AS THE EDGE MAY NOT GET TO 'B' GAP DUE TO THE TECH OF THE GAME CALL. STILL BACKSIDE 'A' PLAYER VERSUS RUN AWAY.
• WHEN TO CALL: MAKE THIS CALL IS PASSING SITUATIONS. DECENT CALL WHEN EXPECTING BOOT OR SPRINTOUT.
GAME CALL: PSYCHO
PSYCHO
Click Visual
GAME CALL CATAGORIES - INSIDE LINEBACKERS
LOOP• RALPH• LENNY
PASS• PSYCHO
• TRAP IT
• SAMMIE
• WILLIE
PINCH• HORSE• RIP• SKIN• SLAM• SOLID• WHITE
GAME CALL: RIP• END: NORMAL ALIGNMENT MUST USE RIP
TECHNIQUE TO TAKE B GAP. STAY SQUARE IN GAP STAYING LOW AND AGGRESSIVE. YOU ARE A "SNAP" PLAYER. CAN TIGHTEN ALIGNMENT TO MAKE SURE AND SECURE 'B' GAP.
• OLB: MAINTAIN 'D' CONSTRICT 'C' WITH TE. KEEP OUTSIDE ARM AND LEG FREE. FOLD PLAYER ON PLAY AWAY AND DROP PLAYER VERSUS PASS.
• ILB: FLOW TO- 'C' GAP PLAYER. BE READY FOR THE PLAY TO BOUNCE. FLOW AWAY- BACKSIDE 'A' GAP PLAYER. CONTAIN RUSHER VERSUS PASS.
• WHEN TO CALL: THIS IS GOOD CALL VERSUS I BACKS AND SETS WHERE THE FB IS OFFSET AWAY FROM THE 'ON' ILB
RIP
Click Visual
GAME CALL: LENNY/RALPH
• EDGE: NORMAL 5 TECH YOU ARE A 'C' GAP PLAYER. MAINTAIN 'C‘ AND CONSTRICT ‘B'. YOU ARE THE CONTAIN RUSHER VERSUS PASS AND THE TRAIL PLAYER VERSUS RUN AWAY. YOU ARE A TECHNIQUE PLAYER.
• NOSE: NORMAL 0 TECH. IF RALPH IS CALLED YOU TAKE THE 'A' GAP TO THE RIGHT. IF LENNY IS CALLED YOU TAKE THE 'A' GAP TO THE LEFT. YOU ARE A SNAP PLAYER.
• OLB: NORMAL ALIGNMENTS WITH NORMAL TRAIL/FOLD RESPONSIBILITIES. DROP PLAYER VERSUS PASS.
• ILB: NORMAL ALGINMENT TAKING THE OPPOSITE 'A' GAP THAT THE NOSE DOES. YOU ARE A SNAP PLAYER. WORKS BEST IF GAME IS NOT GIVEN AWAY BY ALIGNMENT. MAKE SURE TO COME THROUGH 'A' GAP AND NOT TO GET WASHED OUT.
• WHEN TO CALL: GOOD CALL VERSUS INSIDE RUN AND CAN BE GOOD VERSUS PASSING GAME WHEN USED SPARINGLY. CAN BE CALLED BY EITHER INSIDE BACKER.
LENNY
Click Visual
RALPH
Click Visual
3 Deep Landmarks We will use 3 Deep Coverage Techniques
often. The basic coverage consists of - Two Hook/Curl defenders and two Curl/Flat defenders. The deep zones are identified as a strong deep outside third, deep middle third and weak deep outside third.
Each outside – 1/3 starts on the sidelines and will overlap with the deep middle zone. The top of the numbers are 9 yards from the sidelines. Therefore, with the ball in the middle of the field, the landmark of a deep outside 1/3 is the top of the numbers and 20 yds. deep.
The Deep Middle 1/3 defender must be a seam to seam, goal post defender. The true midpoint for a deep middle defender is the goal post and 20 yds deep.
Dividers / Corner’s Play: 3 Deep
1. Our corner’s alignment and play in his one-third technique is predicated on his “divider” rule, and formation set (single width) or (multiple stand ups).
2. A divider is a specific landmark for each corner that tells him where the midpoint of his outside one-third is located.
3. If the ball is in the middle of the field, the corner’s divider (midpoint) is the top of the numbers (9 yards from sideline).
4. Should the ball be on a hash the far corner’s divider is five yards above the numbers (14 yards from sideline/midpoint between numbers and hash). The near corner’s divider moves to six and a half yards from the sideline (1/2 yard outside; bottom of numbers)
5. These dividers remain constant throughout the play and the corners play off these in terms of horizontal alignment and actual play as follows
Cover 3 - Deep Seams There are two specific areas of the field which a
defense must defend while playing Cover 3, The Seams. These seams are two points of reference for our entire pass defense to defend.
They are six yards wide and begin at a point 8-10 yards from the line of scrimmage. With The ball in the Middle of the field, the seams include the hash marks and extend horizontally six yards outside each hash mark.
The seams extend vertically down the football field to a depth of 20 yards, this is also the maximum depth at which a underneath defender is required to defend.
These seams are our weakest areas of coverage vs. four vertical routes, and as such they are main points of reference. Offenses will threaten the defense here horizontally and vertically. Therefore we must reroute vertical threats at the ideal collision point .
COVER 3 - FIELD LINES
6 YDS 6 YDS
THESE LINES ARE PAINTED THE ENTIRE LENGTH OF THE FIELD
6 YD ALLEY6 YD ALLEY
1 YD OUTSIDE BOTTOM OF #'S
9 YDS
CANNOT ALLOW #2 RECEIVERS TO RUN INTO THESE AREAS. DISRUPT ALL SEAM PATTERNS. CORNER CAN SQUEEZE AS LONG AS THERE IS NO THREAT OF #2 TO SEAM OR DEEP CROSSER AT SECOND LEVEL. ALL DIVIDER LINES WILL MOVE WITH THE BALL ON THE HASH.S
EAM
SEAM
Field Seams
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No Cover Zones
Ball
Right Flat Left Flat Hole
0-7 Yards 0-7 Yards8-12 Yards
The ‘No Cover Zone’ is an area that extends from the line of scrimmage to a variable vertical depth of down field. The area between the inside linebackers is identified as ‘The Hole’. The area outside the left hash mark is identified as the ‘The Left Flat’. The area outside the right hash mark is identified as ‘The Right Flat’.
This is why our corners must clear the 3 step pass action!
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55 3 Stay vs. Motion
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“OFF”
“ON”
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55 2 Stay
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55 2 Backer Stay
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Cover 6 Zone Blitz SchemesCoaching Points
StrengthEffective way to get 5 man pressureCorners must clear the 3 stepAlley players must disrupt seam routesGood change up versus 2 back setsCan be effective versus 1,3, & 5 step
passing gameEliminates dangerous man coverage
WeaknessCan be weak versus certain 1 back spread
setsNot effective versus Wing T or Sprint Out
(Flood passing schemes)
BLITZ RULESCoaching Points:
Blitz under control
Blitz to contain
Wider is better from the edge
Expect the play to come at you
Never let your disguise take you out of your responsibilities
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55 Middle Crook 6
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55 Closed Crook 6
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55 Storm 6
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55 Field Blitz 6
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55 Star ? Blitz 6
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CONTACT INFORMATION:Dan LindHead Football Coach/Athletic DirectorMesabi Range Community & Technical
College1001 West Chestnut StreetVirginia, MN 55792http://www.mr.mnscu.edu/sports/
football/index.htm 218.748.2422 Office
218.780.1658 Cell800.657.3860 Toll Free
218.749.0318 [email protected]