Title: AIR FORCE FOOTBALL
1AIR FORCE FOOTBALL
2FIRE-ZONE PACKAGE
3WHY FIRE-ZONES
- Pressure the point of attack versus running game.
4WHY FIRE-ZONES
- Pressure the point of attack versus running game.
- Attack pass protection weakness QBs confidence.
5WHY 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.
6WHY 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.
7WHY 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.
8WHY 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.
9WHY 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.
10WHY 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.
11WHY 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.
12OUR DEFENSIVE STRUCTURE
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_
_
_
_
_
13OUR DEFENSIVE STRUCTURE
E
E
N
_
_
_
_
_
_
14OUR DEFENSIVE STRUCTURE
E
E
N
L
M
R
_
_
_
_
_
_
15OUR DEFENSIVE STRUCTURE
E
E
N
F
F
L
M
R
_
_
_
_
_
_
16OUR DEFENSIVE STRUCTURE
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
17BASIC DESIGN PRINCIPLE
- PRESSURE ELEMENT
- FRONT THREE TWO
18BASIC DESIGN PRINCIPLE
- PRESSURE ELEMENT
- FRONT THREE TWO
- COVERAGE ELEMENT
- TWO SEAMS ONE HOLE
- THREE DEEP ZONE
19PRESSURE ELEMENT
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
BEAR
20PRESSURE ELEMENT
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
TIGER
21PRESSURE ELEMENT
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
SHOOT
22DECLARATIONS
- TIGHT
- SPLIT
- FORMATION
- FIELD
- BOUNDARY
- TILT
- NUMBERS
23PRESSURE ELEMENT
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
BLAZE
24PRESSURE ELEMENT
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
THUNDER
25PRESSURE ELEMENT
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
TORNADO
26PRESSURE ELEMENT
E
E
N
F
L
M
R
C
C
FS
F
_
_
_
_
_
_
FLOOD (RIVER/LAKE)
27TIGHT
E
E
N
L
F
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
28SPLIT
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
THUNDER
29FORMATION
E
E
N
F
M
R
L
F
C
C
_
_
FS
_
_
_
_
THUNDER
30FIELD
FIELD
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
31BOUNDARY
FIELD
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
32TILT
E
E
N
F
L
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
33NUMBERS
E
E
N
L
F
M
R
F
C
C
_
_
FS
_
_
_
_
THUNDER
34BASIC DESIGN PRINCIPLE
- PRESSURE ELEMENT
- FRONT THREE TWO
35BASIC DESIGN PRINCIPLE
- PRESSURE ELEMENT
- FRONT THREE TWO
- COVERAGE ELEMENT
- TWO SEAMS ONE HOLE
- THREE DEEP ZONE
36HOW DO YOU PLAY ZONE COVERAGE WITH ONLY SIX
DEFENDERS?
37TEACH PLAYERS HOW TO READ ROUTE COMBINATIONS
TEACH CONCEPT OF PLAYING MAN WITHIN YOUR ZONE
MUCH LIKE A MATCH UP ZONE IN BASKETBALL
38HOLE
SEAM
SEAM
THIRD
THIRD
THIRD
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_
_
_
_
_
COVERAGE ELEMENT BEHIND FIVE MAN BLITZ
39ZZ PRESSZ SPINZ ROBZ LOUZ MIKEZ JOHN
40COVER Z
E
E
N
F
F
SEAM
SEAM
_
_
_
_
_
_
COVERAGE RESPONSIBILITIES
41COVER Z
E
E
N
F
F
L
M
R
SEAM
SEAM
HOLE
NON-BLITZING LINEBACKER BECOMES HOLE PLAYER
_
_
_
_
_
_
COVERAGE RESPONSIBILITIES
42COVER Z
E
E
N
F
F
L
M
R
SEAM
SEAM
HOLE
_
_
FS
_
_
_
_
MIDDLE THIRD
COVERAGE RESPONSIBILITIES
43COVER Z
E
E
N
F
F
L
M
R
SEAM
SEAM
HOLE
C
C
OUTSIDE THIRD
OUTSIDE THIRD
_
_
FS
_
_
_
_
MIDDLE THIRD
COVERAGE RESPONSIBILITIES
44COVER Z
E
E
N
F
F
L
M
R
FORCE
FORCE
C
C
_
_
FS
_
_
_
_
RUN SUPPORT
45COVER Z
E
E
N
F
F
L
M
R
FORCE
FORCE
C
C
_
_
FS
_
_
_
_
ALLEY
RUN SUPPORT
46COVER Z
E
E
N
F
F
L
M
R
FORCE
FORCE
C
C
SECONDARY CONTAIN
SECONDARY CONTAIN
_
_
FS
_
_
_
_
ALLEY
RUN SUPPORT
47SEAM TECHNIQUE
48SEAM TECHNIQUE
3
5
F
FLAT-FOOT READ
VERSUS SINGLE WIDTH
49SEAM TECHNIQUE
F
10 YARDS DEPTH
PLAY AS NORMAL CURL ZONE DEFENDER
50SEAM TECHNIQUE
2
7
F
FLAT-FOOT READ
VERSUS TWO STANDS UPS
51SEAM TECHNIQUE
F
READ ROUTE OF 2 RECEIVER
52SEAM TECHNIQUE
F
HOLD CURL
IF 2 QUICK TO FLAT -- WORK TO NORMAL CURL AND
HOLD
53SEAM TECHNIQUE
F
IF 2 QUICK TO FLAT -- WORK TO NORMAL CURL AND
HOLD
54SEAM TECHNIQUE
F
IF 2 RUNS SLANT -- CUT AND CARRY THROUGH QBs
EYES
55SEAM TECHNIQUE
F
IF 2 VERTICAL -- COLLISION AS NEARS RE-ROUTING
OUTSIDE
56SEAM TECHNIQUE
F
IF 2 VERTICAL -- COLLISION -- PLAY MAN ON ALL
STOP/OPTION ROUTES
57SEAM TECHNIQUE
F
IF 2 QUICK CROSSER -- PASS OFF TO HOLE PLAYER -
SETTLE AND ZONE QBs EYES
58SEAM TECHNIQUE
F
C
VERSUS ANY SCREEN -- SEAM PLAYER TRIGGERS
59HOLE TECHNIQUE
60HOLE TECHNIQUE
E
E
N
LB
PATTERN READ OFF 3 RECEIVER -- OFTEN BACK IN
BACKFIELD
61HOLE TECHNIQUE
E
E
N
LB
DROP OVER 3 AS YOU READ HIS ROUTE -- NO RECEIVER
THREAT DRIVE ON 3
62HOLE TECHNIQUE
E
E
N
F
LB
DROP OVER 3 AS YOU READ HIS ROUTE IF THREAT BY
2 WALL OFF AND ROLL
63BANJO TECHNIQUE
1
7
LB
F
WIDEN AS NEEDED
FLAT-FOOT READ
VERSUS THREE STANDS UPS
64BANJO TECHNIQUE
LB
F
WORK BANJO WITH HOLE -- INSIDE/OUTSIDE CUTTERS
65BANJO TECHNIQUE
LB
F
DO NOT CUT SLANT OF 2 IN BANJO HOLD CURL IF
YOU GET FLAT -- HOLE PLAYER DRIVE NEW 3
66BANJO TECHNIQUE
LB
F
HOLE PLAYER WILL CUT SHORT CROSSER SEAM PLAYER
WILL PLAY AS TWO STAND UPS
67BANJO TECHNIQUE
LB
F
HOLE PLAYER CARRY VERTICIAL BY 3 LOOK FOR
CROSSER FROM 2
68BANJO TECHNIQUE
LB
F
HOLE PLAYER DRIVE NEW 3 SEAM PLAYER HEAVY OVER
3
69FREE SAFETY PLAY
70FREE SAFETY PLAY
T
T
N
F
12
F
L
M
R
C
C
_
_
FS
_
_
_
_
ALIGN IN MIDDLE OF FIELD PERFORMANCE IS PRIORITY
71FREE SAFETY PLAY
E
E
N
F
12
L
M
R
F
C
C
_
_
FS
_
_
_
_
BALL ON HASH -- SPLIT DIFFERENCE 2 AND BALL
72FREE SAFETY PLAY
E
E
N
F
F
L
M
R
C
C
_
_
FS
_
_
_
_
ZONE MIDDLE THIRD FAVOR TO SKILL BE FAST ON
QBs INTENTIONS
73CORNER PLAY
74CORNER PLAY
40
7
C
_
_
_
_
_
_
VERSUS NORMAL WIDE RECEIVER SPLIT
75CORNER PLAY
40
1
7
C
_
_
_
_
_
_
VERSUS WIDE SPLIT BY WIDE RECEIVER
76CORNER PLAY
40
2
7
C
_
_
_
_
_
_
VERSUS TIGHT SPLIT BY WIDE RECEIVER
77CORNER PLAY
C
SINGLE WIDTH PLAY AN INSIDE THIRD MAN ALL
THREATENING RELEASES POST PROTECT
78CORNER PLAY
C
PUSH OUT TO SLOW PEDDLE - KEY FOR QUICK THREE
STEP PASSING GAME AT SNAP
79CORNER PLAY
C
BREAK UP ON ALL NORMAL BREAKING ROUTES
80CORNER PLAY
C
BREAK UP ON ALL NORMAL BREAKING ROUTES
81CORNER PLAY
C
TURN AND DRIVE ON DEEP SHOULDER OF RECEIVER ON
POST
82CORNER PLAY
C
CLOSE AND PLAY CHASE ON DIG
83CORNER PLAY
C
TURN AND GAIN HIP POSITION ON FADE
84CORNER PLAY
40
7
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS NORMAL SPLIT
85CORNER PLAY
40
3
7
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS WIDE SPLIT
86CORNER PLAY
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS PLAY DIVIDER
TECHNIQUE TRUE ZONE
87CORNER PLAY
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS PLAY DIVIDER
TECHNIQUE TRUE ZONE
88CORNER PLAY
C
_
_
_
_
_
_
VERSUS MULTIPLE STANDS UPS IF 2 CANCELS OUT
DRIVE ON 1
89END