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AIR FORCE FOOTBALL

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AIR FORCE FOOTBALL WHY FIRE-ZONES Pressure the point of attack versus running game. WHY FIRE-ZONES Pressure the point of attack versus running game. – PowerPoint PPT presentation

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Title: AIR FORCE FOOTBALL


1
AIR FORCE FOOTBALL
2
FIRE-ZONE PACKAGE
3
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.

4
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs confidence.

5
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.

6
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.
  • Create negative yardage plays get offense off
    schedule.

7
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.
  • Create negative yardage plays get offense off
    schedule.
  • Reduce the volume of offense from opponent.

8
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.
  • Create negative yardage plays get offense off
    schedule.
  • Reduce the volume of offense from opponent.
  • Zone adjustment to offensive change of strength.

9
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.
  • Create negative yardage plays get offense off
    schedule.
  • Reduce the volume of offense from opponent.
  • Zone adjustment to offensive change of strength.
  • Zone drops often cause quarterback to hold ball
    in pocket allows for pressure to develop.

10
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.
  • Create negative yardage plays get offense off
    schedule.
  • Reduce the volume of offense from opponent.
  • Zone adjustment to offensive change of strength.
  • Zone drops often cause quarterback to hold ball
    in pocket allows for pressure to develop.
  • Cannot run off perimeter run support.

11
WHY FIRE-ZONES
  • Pressure the point of attack versus running game.
  • Attack pass protection weakness QBs
    confidence.
  • Reduce the big-play exposure by taking the
    back-end out of man coverage.
  • Create negative yardage plays get offense off
    schedule.
  • Reduce the volume of offense from opponent.
  • Zone adjustment to offensive change of strength.
  • Zone drops often cause quarterback to hold ball
    in pocket allows for pressure to develop.
  • Cannot run off perimeter run support.
  • Offense must be protection-orientated over
    hot-orientated in the passing game.

12
OUR DEFENSIVE STRUCTURE
_
_
_
_
_
_
13
OUR DEFENSIVE STRUCTURE
E
E
N
_
_
_
_
_
_
14
OUR DEFENSIVE STRUCTURE
E
E
N
L
M
R
_
_
_
_
_
_
15
OUR DEFENSIVE STRUCTURE
E
E
N
F
F
L
M
R
_
_
_
_
_
_
16
OUR DEFENSIVE STRUCTURE
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
17
BASIC DESIGN PRINCIPLE
  • PRESSURE ELEMENT
  • FRONT THREE TWO

18
BASIC DESIGN PRINCIPLE
  • PRESSURE ELEMENT
  • FRONT THREE TWO
  • COVERAGE ELEMENT
  • TWO SEAMS ONE HOLE
  • THREE DEEP ZONE

19
PRESSURE ELEMENT
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
BEAR
20
PRESSURE ELEMENT
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
TIGER
21
PRESSURE ELEMENT
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
SHOOT
22
DECLARATIONS
  • TIGHT
  • SPLIT
  • FORMATION
  • FIELD
  • BOUNDARY
  • TILT
  • NUMBERS

23
PRESSURE ELEMENT
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
BLAZE
24
PRESSURE ELEMENT
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
THUNDER
25
PRESSURE ELEMENT
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
TORNADO
26
PRESSURE ELEMENT
E
E
N
F
L
M
R
C
C
FS
F
_
_
_
_
_
_
FLOOD (RIVER/LAKE)
27
TIGHT
E
E
N
L
F
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
28
SPLIT
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
THUNDER
29
FORMATION
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
THUNDER
30
FIELD
FIELD
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
31
BOUNDARY
FIELD
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
32
TILT
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
33
NUMBERS
E
E
N
L
F
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
34
BASIC DESIGN PRINCIPLE
  • PRESSURE ELEMENT
  • FRONT THREE TWO

35
BASIC DESIGN PRINCIPLE
  • PRESSURE ELEMENT
  • FRONT THREE TWO
  • COVERAGE ELEMENT
  • TWO SEAMS ONE HOLE
  • THREE DEEP ZONE

36
HOW DO YOU PLAY ZONE COVERAGE WITH ONLY SIX
DEFENDERS?
37
TEACH PLAYERS HOW TO READ ROUTE COMBINATIONS
TEACH CONCEPT OF PLAYING MAN WITHIN YOUR ZONE
MUCH LIKE A MATCH UP ZONE IN BASKETBALL
38
HOLE
SEAM
SEAM
THIRD
THIRD
THIRD
_
_
_
_
_
_
COVERAGE ELEMENT BEHIND FIVE MAN BLITZ
39
ZZ PRESSZ SPINZ ROBZ LOUZ MIKEZ JOHN
40
COVER Z
E
E
N
F
F
SEAM
SEAM
_
_
_
_
_
_
COVERAGE RESPONSIBILITIES
41
COVER Z
E
E
N
F
F
L
M
R
SEAM
SEAM
HOLE
NON-BLITZING LINEBACKER BECOMES HOLE PLAYER
_
_
_
_
_
_
COVERAGE RESPONSIBILITIES
42
COVER Z
E
E
N
F
F
L
M
R
SEAM
SEAM
HOLE
_
_
FS
_
_
_
_
MIDDLE THIRD
COVERAGE RESPONSIBILITIES
43
COVER Z
E
E
N
F
F
L
M
R
SEAM
SEAM
HOLE
C
C
OUTSIDE THIRD
OUTSIDE THIRD
_
_
FS
_
_
_
_
MIDDLE THIRD
COVERAGE RESPONSIBILITIES
44
COVER Z
E
E
N
F
F
L
M
R
FORCE
FORCE
C
C
_
_
FS
_
_
_
_
RUN SUPPORT
45
COVER Z
E
E
N
F
F
L
M
R
FORCE
FORCE
C
C
_
_
FS
_
_
_
_
ALLEY
RUN SUPPORT
46
COVER Z
E
E
N
F
F
L
M
R
FORCE
FORCE
C
C
SECONDARY CONTAIN
SECONDARY CONTAIN
_
_
FS
_
_
_
_
ALLEY
RUN SUPPORT
47
SEAM TECHNIQUE
48
SEAM TECHNIQUE
3
5
F
FLAT-FOOT READ
VERSUS SINGLE WIDTH
49
SEAM TECHNIQUE
F
10 YARDS DEPTH
PLAY AS NORMAL CURL ZONE DEFENDER
50
SEAM TECHNIQUE
2
7
F
FLAT-FOOT READ
VERSUS TWO STANDS UPS
51
SEAM TECHNIQUE
F
READ ROUTE OF 2 RECEIVER
52
SEAM TECHNIQUE
F
HOLD CURL
IF 2 QUICK TO FLAT -- WORK TO NORMAL CURL AND
HOLD
53
SEAM TECHNIQUE
F
IF 2 QUICK TO FLAT -- WORK TO NORMAL CURL AND
HOLD
54
SEAM TECHNIQUE
F
IF 2 RUNS SLANT -- CUT AND CARRY THROUGH QBs
EYES
55
SEAM TECHNIQUE
F
IF 2 VERTICAL -- COLLISION AS NEARS RE-ROUTING
OUTSIDE
56
SEAM TECHNIQUE
F
IF 2 VERTICAL -- COLLISION -- PLAY MAN ON ALL
STOP/OPTION ROUTES
57
SEAM TECHNIQUE
F
IF 2 QUICK CROSSER -- PASS OFF TO HOLE PLAYER -
SETTLE AND ZONE QBs EYES
58
SEAM TECHNIQUE
F
C
VERSUS ANY SCREEN -- SEAM PLAYER TRIGGERS
59
HOLE TECHNIQUE
60
HOLE TECHNIQUE
E
E
N
LB
PATTERN READ OFF 3 RECEIVER -- OFTEN BACK IN
BACKFIELD
61
HOLE TECHNIQUE
E
E
N
LB
DROP OVER 3 AS YOU READ HIS ROUTE -- NO RECEIVER
THREAT DRIVE ON 3
62
HOLE TECHNIQUE
E
E
N
F
LB
DROP OVER 3 AS YOU READ HIS ROUTE IF THREAT BY
2 WALL OFF AND ROLL
63
BANJO TECHNIQUE
1
7
LB
F
WIDEN AS NEEDED
FLAT-FOOT READ
VERSUS THREE STANDS UPS
64
BANJO TECHNIQUE
LB
F
WORK BANJO WITH HOLE -- INSIDE/OUTSIDE CUTTERS
65
BANJO TECHNIQUE
LB
F
DO NOT CUT SLANT OF 2 IN BANJO HOLD CURL IF
YOU GET FLAT -- HOLE PLAYER DRIVE NEW 3
66
BANJO TECHNIQUE
LB
F
HOLE PLAYER WILL CUT SHORT CROSSER SEAM PLAYER
WILL PLAY AS TWO STAND UPS
67
BANJO TECHNIQUE
LB
F
HOLE PLAYER CARRY VERTICIAL BY 3 LOOK FOR
CROSSER FROM 2
68
BANJO TECHNIQUE
LB
F
HOLE PLAYER DRIVE NEW 3 SEAM PLAYER HEAVY OVER
3
69
FREE SAFETY PLAY
70
FREE SAFETY PLAY
T
T
N
F
12
F
L
M
R
C
C
_
_
FS
_
_
_
_
ALIGN IN MIDDLE OF FIELD PERFORMANCE IS PRIORITY
71
FREE SAFETY PLAY
E
E
N
F
12
L
M
R
F
C
C
_
_
FS
_
_
_
_
BALL ON HASH -- SPLIT DIFFERENCE 2 AND BALL
72
FREE SAFETY PLAY
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
ZONE MIDDLE THIRD FAVOR TO SKILL BE FAST ON
QBs INTENTIONS
73
CORNER PLAY
74
CORNER PLAY
40
7
C
_
_
_
_
_
_
VERSUS NORMAL WIDE RECEIVER SPLIT
75
CORNER PLAY
40
1
7
C
_
_
_
_
_
_
VERSUS WIDE SPLIT BY WIDE RECEIVER
76
CORNER PLAY
40
2
7
C
_
_
_
_
_
_
VERSUS TIGHT SPLIT BY WIDE RECEIVER
77
CORNER PLAY
C
SINGLE WIDTH PLAY AN INSIDE THIRD MAN ALL
THREATENING RELEASES POST PROTECT
78
CORNER PLAY
C
PUSH OUT TO SLOW PEDDLE - KEY FOR QUICK THREE
STEP PASSING GAME AT SNAP
79
CORNER PLAY
C
BREAK UP ON ALL NORMAL BREAKING ROUTES
80
CORNER PLAY
C
BREAK UP ON ALL NORMAL BREAKING ROUTES
81
CORNER PLAY
C
TURN AND DRIVE ON DEEP SHOULDER OF RECEIVER ON
POST
82
CORNER PLAY
C
CLOSE AND PLAY CHASE ON DIG
83
CORNER PLAY
C
TURN AND GAIN HIP POSITION ON FADE
84
CORNER PLAY
40
7
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS NORMAL SPLIT
85
CORNER PLAY
40
3
7
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS WIDE SPLIT
86
CORNER PLAY
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS PLAY DIVIDER
TECHNIQUE TRUE ZONE
87
CORNER PLAY
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS PLAY DIVIDER
TECHNIQUE TRUE ZONE
88
CORNER PLAY
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS IF 2 CANCELS OUT
DRIVE ON 1
89
END
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