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Iowa Wesleyan College Defensive Play-Book

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Title: Iowa Wesleyan College Defensive Play-Book


1
Iowa Wesleyan College Defensive Play-Book

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2
Why Run a 3-4 Defense
  • If the offense spreads the field, the defense can
    spread the field with no personal change
  • The adjustments are built into our defense
  • Blocking schemes and angles are in the defenses
    advantage
  • One has the ability to bring 7 blitzers or drop 8
    defenders on any down.
  • The blitz package is unlimited and can be ran
    with very little coverage adjustment.

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Example of the 3-4 verses spread

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Example verses a heavy Offensive Set

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DEFENSIVE FRONTSD-LINE TECHINQUES
1
1
0
2i
2i
2
2
3
3
4i
4i
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DEFENSIVE FRONTS LINEBACKER TECHINQUES
10
10
20
20
30
30
80
80
90
90
7
TIGER DEFENSEBase Alignment

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The Corner will Be inside lev. here If the WR was
inside the Number the CB would be Outside
leverage.
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The safety's Have a 2 yard hash Rule.
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Base Alignment
  • The Sam linebacker will go to the strength and
    line up over or close to the 2 receiver. His
    responsibility is dependant on coverage called.
  • The Mike linebacker will go to the strength and
    play a 20 technique. His alignment is four ½
    yards deep with eyes on the triangle.
  • The Will Linebacker will go to the weak side and
    play a 20 technique. His alignment is at four ½
    yards deep with eyes on the triangle.
  • The Zip linebacker will go to the weak side and
    line up over or close to the 2 receiver. His
    responsibility is dependant on coverage called.
  • The Free safety always goes with the strength of
    the front. His alignment is 10 to 12 yards deep
    and he has a 2 yard hash rule.
  • The Rover always goes weak (opposite ) of the
    strength of the front. His alignment is 10-12
    yards deep and he has a 2 yard hash rule.
  • The corners base alignment is 7 yards off of
    number 1 receiver. They will be angled in at the
    QB and will shuffle out at the snap of the ball.
    (Basketball) They will be slightly inside of the
    number one receiver depending on the split of the
    receiver.

9
DEFENSIVE LINE NUMBERING SYSTEM
  • We use numbers to determine the techniques that
    we are playing up front
  • The Stud (end) always plays the first number
    called to the strength call
  • The Quick (end) will always play the second
    number away from the strength call
  • The Nose Guard will shade to the side of the
    higher number unless he hears a tag
  • If there is not a higher number he will play a
    zero technique on the center.

10
DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE 1 53

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The Stud plays a 5 tech to the strength the
Quick plays a 3 tech Away from the strength and
the Nose is shaded to the 5 tech
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DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE 2 Front 35

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The Stud plays a 3 tech to the strength the
Quick plays A 5 tech weak and the Nose shades to
the QUICK.
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DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE 3 53 G

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In the front 53 G the stud plays a 5 tech to
the strength call The quick plays a 3 tech weak
and the Nose plays a 1 tech Because he was tagged
to do so.
13
DEFENSIVE LINE NUMBERING TECHINQUES
EXAMPLE 4 Front 44

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The Stud plays a 4 tech strong the Quick plays A
4 tech weak the Nose has no higher number so he
plays head Up on the center
14
DEFENSIVE LINE FRONTS
  • HERE ARE SOME EXAMPLE OF HOW CREATIVE WE CAN BE
    WITH OUR FRONTS.
  • 53
  • 53 G
  • 53 NOSE
  • 55
  • 44
  • 52
  • 51
  • 43
  • 33
  • 35

15
TIGER DEFENSIVE LINE STUNTS AND GAMES
  • Out of any front we run we can simply tag a stunt
    with the defensive line to disrupt blocking
    schemes and create confusion.
  • Example of how we name our stunts.
  • SKIN (Stud Inside Nose)
  • NUS (NOSE UNDER STUD)
  • QUEEN ( QUICK UNDER NOSE)
  • NUQ (NOSE UNDER QUICK)

16
TIGER DEFENSIVE LINE STUNTS AND GAMES
EXAMPLE 1 Front 44 SKIN

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This is an example of 44 Skin. The Stud is first
and is the slasher The nose is second and is the
looper.
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TIGER DEFENSIVE LINE STUNTS AND GAMES
EXAMPLE 1 Front 53 NUQ

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This is an example of 53 NUQ the nose goes first
the Quick Is second.
18
TIGER DEFENSIVE LINE STUNTS AND GAMES
  • RULES FOR STUNTS
  • Slasher is first and slasher only slants one gap
    over
  • Looper goes second and looper always goes two
    gaps over.

19
DEFENSIVE LINE SLANTS
  • We very rarely play a two gap read techinque here
    at Iowa Wesleyan College.
  • We try to maintain as an attack defense by
    pre-determining the gaps that the defensive line
    must control. Thus clearing up the responsibility
    for the inside and outside linebackers by letting
    them know which gaps they are responsible for as
    well. This also allows us to play shade
    techniques (1/2 a man) up front.

20
DEFENSIVE LINE SLANTS
Example of 44 Slant

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Slant technique
  • When using a slant technique we must remember
    that Slant is Strong and Angle is weak
  • As the Defensive line slants they must use a
    lateral step and their aiming point is the next
    outside shoulder in the direction of the slant or
    angle. The Defensive line will never slant to the
    open field if there is not a Tight End.

22
DEFENSIVE LINE SLANTSAngle Technique
Example of 44 Angle
Quick never slants to Open field. Enter
mouth Exit ass

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Flare Technique
  • The Ends have a contain rush to the outside. They
    are not slanting to outside. Bull rush and Two
    gap assignment.
  • The Nose will slant weak.

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The Ends will never Slant to the open field Take
B gap verse Base and reach block if they get a
down block Squeeze and trail.
24
Spark Technique
  • The Ends have a contain rush to the outside. They
    are not slanting to outside. Bull rush and Two
    gap assignment.
  • The Nose will slant Strong.

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Pinch Technique
  • The Pinch Technique tell out Defensive line to
    slant inside. Next Outside Shoulder in the
    direction of the slant. The nose in this case
    will enter mouth and exit ass of center.

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Out Technique
  • The Out Technique tells the Defensive line to
    slant outside. Next Outside Shoulder in the
    direction of the slant. 52 is the main front that
    we use this in.


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Stem Technique
  • Stem Technique is a shade technique from the
    opposite gap.
  • The rules are the next outside shoulder in the
    direction of the slant or angle.

28
Example of Steam tech.53G Angle Sam Zorro
  • Next Outside shoulder in the direction of the
    slant or angle


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Example of Steam tech.35 Slant Zip Zombie
  • Next Outside shoulder in the direction of the
    slant or angle


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LINEBACKER PLAY
  • Reads
  • Run Fits
  • Drops

31
INSIDE LINEBACKER READS
  • SPLIT KEY We Fill Split keys with our outside
    shoulder free, spilling the play to the backside
    linebacker.


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INSIDE LINEBACKER READS
  • Double Down Scrape to the beach. Be ready for a
    gap exchange with an outside backer or defensive
    lineman.


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INSIDE LINEBACKER READS
  • Here is an example of gap exchange.


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If a puller leaves you Must get to the other Side
of the center.
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INSIDE LINEBACKER READS
  • FULL ZONE This is the toughest read for an
    inside linebacker. If not patient this blocking
    scheme can look like double down. We must fill
    our gap VS. inside zone. To take away cut back
    lanes


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RUN FITS
  • Fill player A fill player is a player that has
    defensive line responsibilities. He will wrong
    shoulder pullers and spill kick-out blocks. He
    must be in position to get flat down the line of
    scrimmage.
  • Force Player A force player can not let the ball
    cross his face to the outside. He will Box all
    pulling lineman and kick-out blocks. (S.C.A.R.F.
    Force)

36
RUN FITS
  • A S.C.A.R.F player must box (or Force) runs at
    him and be fold cutback on runs away from him.
  • A fill player must Spill or bounce runs to him
    and play Counter, Reverse, Boot on action away.
    Trail the deepest shoulder of the ball carrier.
  • Defensive Lineman are always Fill players!

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RUN FITS

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FillSpill
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Scarfbox Fold cut back
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Scarf Box
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Coverage and Drops
  • We play a variation of every major coverage
    making little if any adjustment to motions or
    formation. Ruling up our defensive
    responsibilities allows us to do this.
  • Our secondary keeps a two shell look to disguise
    coverage and tendencies.
  • We can cover from depth or rotate our safeties to
    aid in run support or underneath coverage.

39
Cover 3
  • In our four man pressure we run two major forms
    of cover 3. We call this by name not numbers.
  • In cover 3 without a zone blitz we will have two
    hole players and two S.C.A.R.F. players.
  • We will have 3 safeties and four under coverage.
  • This allows us to be solid verse the run and
    great verses most formations and pass
    combinations.

40
Defined terms
  • Hole player 3 receiver and QB verse option
  • Hole player does not have to cover 3 receiver.
    he just drops with eyes on 3
  • SCARF Seam, Curl, And, Rally, To Flat
  • SCARF 2 Receivers, Force if run too, Fold Cut
    back if Run Away.

41
Hole PlayNever Cover Air!
Scarf
ILB
ILB
Scarf
Corner
Inside linebackers will drop to the curl to
hook Zone on their respective hashes. Collision
Crossing routes unless it is too shallow.
Corner must Shrink the field and look for work.
42
Hole PlaySecondary Contain
If we loose contain on sprint out or boot leg
the place side hole player must Regain contain.
The backside hole must replace on the front side
hash.
QB
Scarf
ILB
ILB
Scarf
Corner
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SCARF Play
Scarf
Corner
Work for a slight inside leverage, but be in
position Not to be cracked. Be aggressive to any
vertical route If route continues vertical carry
it for 5 yards
44
SCARF Play
Scarf
Corner
If route breaks inside communicate an in route
with linebacker Never Chase a hard in route. Look
to rob 1
45
SCARF Play
Scarf
Corner
Bubble look for Slant or Crack Run through the
Crack do not avoid contact!
Corner must communicate With a China Call. This
tells the SCARF player that there is no Curl to
rob so drop skinny.
46
SCARF Play
Scarf
Corner
This is the toughest concept to master Hang on
the curl until the QB turns shoulders To throw
the flat route. Stay with the deepest Route as
long as you can. FTF! Do not chase Hard out
breaking routes
47
Zombie Coverage
  • Zip- Anytime he hears zombie he is blitzing
  • The Rover is always the roll down safety in
    zombie and goes away from the strength call. The
    Rover is always a S.C.A.R.F player in Zombie
  • The Free always goes to the strength call and
    becomes the Deep middle 1/3 player
  • Mike-Will are spot droppers with their eyes on
    the 3 receiver
  • Sam Linebacker is always a Scarf player in Zombie
  • Both Corners are Deep 1/3 players to their side.

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Zombie Coverage

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Scarf
Hole
Hole
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Scarf
Deep 1/3
Deep 1/3
Deep 1/3
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Zombie Coverage

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Scarf 2
Hole
Hole
Eyes on 3
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Scarf If pass Rob 1
Deep 1/3
Deep 1/3 Check Vert. Threat before leaving hash
Deep 1/3
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Zorro Coverage
  • Sam is a fill player and is blitzing c gap
  • Free is the scarf player to the strength call
  • Rover is the deep 1/3 player
  • Mike is an A gap player
  • Will is a B gap player
  • Zip is a Scarf Player
  • Corners are deep 1/3 players

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Zorro Coverage

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Hole
Hole
Eyes on 3
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Deep 1/3
Scarf If pass Rob 1
Deep 1/3
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Z Check
  • Z check is zombie or Zorro
  • We are checking the coverage to the receiver
    strength.
  • If it is a balanced set we will check it to the
    field. (Zorro)

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Z Check (Check Zorro)

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Z
Hole
Hole
Eyes on 3
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Deep 1/3
Scarf If pass Rob 1
Deep 1/3
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Z Check (Check Zorro)

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Hole
Hole
Eyes on 3
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Deep 1/3
Scarf If pass Rob 1
Deep 1/3
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Z Check (Zorro checked to zombie)

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Z
Hole
Scarf 2
Eyes on 3
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Hole
Scarf If pass Rob 1
Deep 1/3
Deep 1/3 Check Vert. Threat before leaving hash
Deep 1/3
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Z Roll
  • Field Corner- Roll down hard on 1 Receiver, Sink
    and play the flat. Outside Leverage.
  • SAM- Seam, Curl, Do not run to flat. Drop Skinny,
    Beat up the 2 receiver do not chase.
  • Zip- Rush if no detached 2 receiver, If there is
    a detached 2 then split the difference and push
    through 2 to the curl of 1.
  • Mike Drop off of 3 Middle Hole
  • Will- If 2 to the boundary is detached he must
    come in rush tech. If a tight number is there
    push through 2 to the curl of 1.
  • Boundary Corner- Deep 1/3 player
  • Rover- Deep middle 1/3 player
  • Free- Deep field 1/3 player

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Z Roll

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Z
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Deep 1/3
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Z Roll

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Z
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Deep 1/3
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Zombie Hole
  • Hole Tells the Zip not to blitz. (SCARF)
  • SAM- Will play regular zombie rules (SCARF)
  • Rover- Will Role down and replace the low hole
    players, Tag 3 receiver and Secondary Contain on
    boot and sprint out.
  • Free- will become the deep middle 1/3 player
  • Corners- are deep 1/3 players to their side
  • Mike and Will- Are blitzing when they hear Zombie
    Hole

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Zombie Hole Coverage

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Z
Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
61
Zombie Hole Coverage

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Z
Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
62
Zorro Special
  • When the Sam hears special he is no longer
    blitzing. He is a SCARF player
  • Zip- Plays regular Zorro Coverage. (SCARF)
  • Mike- Is blitzing
  • Will- Is low Hole player
  • Free- Is now blitzing
  • Rover- Is the middle deep 1/3 player
  • Corners- are the outside deep 1/3 players

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Zorro Special Coverage

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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
64
Zorro Special Coverage

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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
65
Zombie Special Coverage
  • Zip- Ignores the zombie call and plays a SCARF to
    the weak side
  • SAM- Plays normal Zombie responsibility (SCARF)
  • Will- Blitzes
  • Mike- Low Hole player
  • Rover- Blitzes
  • Free- Deep middle 1/3 player
  • Corners- outside 1/3 players

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Zombie Special Coverage

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Z
Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
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Zombie Special Coverage

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Z
Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
68
BOX 8
  • We are dropping all 8 pass defenders
  • Sam/ Zip linebackers Splits the difference
    between 1 2, They are fill players and must
    push through 2 to the curl of 1 (Wall the Hash
  • Mike and Will are spot droppers to the curl to
    hook zone.
  • Free and Rover have a two yard hash rule they are
    dropping off of the 2 receiver and do not come
    off of their hash unless threaten. They are force
    players verses the run. ¼ players verse the pass.
  • Corners are dropping off of the 1 receiver to
    their side. ¼ players

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BOX 8 Coverage

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BOX 8 Coverage

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Split 2 and 3
Wall 3
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TRIPS ADJUSTMENTS
  • We have 4 trips adjustments that we can use.
  • We tag these adjustments horse calls.
  • Bronco
  • Pony
  • Colt
  • Mustang

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Bronco
  • We can play this coverage anytime we want. But
    usually play it verse trips.
  • The Zip Covers an number two receiver weak. If no
    number two receiver he will be in rush technique
  • Sam plays his box rules. Push thru 2 to the curl
    of 1
  • Mike and Will- Banjo the back
  • Weak Corner will play man/man technique
  • Strong Corner will play deep 1/3
  • Free Safety will be deep middle 1/3
  • Rover will play his zombie hole rules. Tag 3
    drop to low hole.

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Bronco Coverage

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C

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Bronco Coverage

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Ziploc Call Will Replaces Zip in rush tech.
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75
Pony Coverage
  • Sam plays his Box rule. Push thru 2 to the curl
    of 1
  • Zip is in rush tech. if he does not have a 2
    receiver. If he has a receiver he must cover
    man/man
  • Mike and Will- Banjo the back
  • Strong corner plays ¼
  • Free Safety plays ¼
  • Rover plays ½
  • Backside corner plays man to man on 1 receiver

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Pony Coverage

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C

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Pony Coverage

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Ziploc Call Will Replaces Zip in rush tech.
F
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78
Colt Coverage
  • Sam plays a hard jam tech. on the 3 receiver and
    cuts under the 2 receiver after the jam.
  • Zip plays a rush tech. unless he has a number 2
    receiver to his side. Then he must lock
  • Free plays a scarf tech. on the number 2 receiver
    strong and cuts the number 1 receiver
  • Rover plays deep middle 1/3
  • Field Corner plays deep outside 1/3
  • Weak Corner plays man/man tech.
  • Mike and Will- Banjo the back

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Colt Coverage

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C
Z
M
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C

F
R
80
Colt Coverage

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Z
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C

Ziploc Call Will Replaces Zip in rush tech.
F
R
81
Mustang Coverage
  • Zip is coming in blitz tech no matter what
  • Mike and Will spot drop to curl to hook zones
  • Rover is locked on back or number two receiver
  • Free safety plays deep middle 1/3
  • Field Corner plays deep outside 1/3
  • Weak corner plays man/man tech
  • Sam plays his box tech. push thru 2 to the curl
    of 1

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Mustang Coverage

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Z
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C

Ive got back
F
R
83
Mustang Coverage

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C

Rover Lock Call
F
R
84
Box Adjust
  • Rules for Box Adjust
  • Two receivers to the field play Box
  • Three receivers to the field play The horse call
  • One receiver to the field play zombie
  • If we play box we have a will zip decision, if
    the will can not push thru 2 to the curl of one
    the zip will make a zip call and the WLB will
    replace the zip in rush tech.

85
Box adjust CoveragePlay Box

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Z
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C

ZIP Call
F
R
86
Box adjust CoveragePlay horse in this case Bronco

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Z
M
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C

Man on back
F
R
87
Box adjust CoverageCheck Zombie

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Z
M
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C

F
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88
Red Roll
  • Our man coverage's are distinguished by color
  • Rules for Red Roll (Man Free) Four man pressure.
  • Corners have number 1 to their side unless it is
    a tight end. (corners over)
  • Sam has number 2 strong and must call the front
    to the T.E. Side If no T.E. call the strength to
    the receiver set.
  • Zip will blitz (unless it is Empty)
  • Mike and Will- Banjo the back
  • Free and Rover will Rip/Liz away from the Sam in
    one back or two the Sam in two back sets. Unless
    it is trips

89
Red Roll
One back Rip/Liz away from Sam

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Z
C
M
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F
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RIP CALL
90
Red Roll
One back trips Rip/Liz to the Trips side

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Q
S
C
Z
C
M
W

F
R
Liz Call
91
Red Roll
One back Trips Rip/Liz to the trips side Corners
over verse nub.

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Q
S
C
Z
C
M
W

F
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Rip Call
92
Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will
are 3 on 2 with the backs Corners over verse nub
side.

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S
C
Z
C
M
W

F
R
Liz Call
93
Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will
are 3on 2 with the backs

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S
C
C
Z
M
W

F
R
Liz Call
94
Red Roll
EMPTY Rip/Liz to the trips, Zip must lock on the
backside and will blitz. Mike Drops into the low
hole.

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S
C
C
Z
M
W

F
R
Liz Call
95
Green
  • Green is 2 man coverage
  • Corners have number 1 to their side. No corners
    over
  • Sam has Number 2 strong
  • Mike has the back
  • Will is in rush tech
  • Zip Covers two weak or three strong
  • Rover/Free- play cover two

96
Green Coverage

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Q
S
C
Z
C
M
W

F
R
97
Green Coverage

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Q
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C
Z
C
M
W

Zip over Zip lock
F
R
98
Green Coverage
Mike and Zip have closest back to them.

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Q
S
C
Z
C
M
W

F
R
99
Green 8
  • Green 8 is cover 2 man dropping 8 defenders
  • Mike and Will banjo the back
  • Zip is locked on two weak or three strong
  • Sam has two strong
  • Corners have one to their side. (no corners over
  • Free and Rover- play cover 2 Deep ½

100
Green Coverage

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Q
S
C
Z
C
M
W

F
R
101
Green Coverage

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Q
S
C
Z
C
M
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Zip over Zip lock
F
R
102
Green Coverage
.
The Mike, Will, and Zip are three on two with the
backs Zip will jump in the banjo.

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Q
S
C
Z
C
M
W

F
R
103
Orange Coverage
  • Orange coverage is 0 free
  • Orange goes with our 6 man pressures
  • This means that the Mike, Will, and Zip are
    blitzing
  • Everyone else has a man
  • Corner has number 1 to their side. No corners
    over
  • Sam has number 2 strong
  • Free has 3 strong or 3 weak
  • Rover has 2 weak or 4 strong

104
Orange Coverage

N
Q
S
C
Z
C
M
W

F
R
Free has the back Which is 3 weak
105
Orange Coverage

N
Q
S
C
Z
C
M
W

F
R
Rover has the back Which is 4 strong
106
Orange Coverage
EMPTY WE MATCH UP!

N
Q
S
C
Z
C
M
W

F
R
107
Orange Coverage
Free has one back the rover has the other 3
strong and 2 weak!

N
Q
S
C
Z
C
M
W

F
R
108
Blue Coverage
  • 0 Free coverage
  • We bring the Sam, Will, and Zip in blue
  • Corners have number one the their side no corners
    over
  • Free has two strong three weak
  • Rover has two weak or three strong
  • Mike has back and never leaves the box even if
    empty

109
Blue Coverage

N
Q
S
C
Z
C
M
W

Mike has the back
F
R
110
Blue Coverage

N
Q
S
C
Z
C
M
W

F
R
Mike has the back Free has two strong Rover has
3 strong
111
Blue Coverage
Free has one back the rover has the other 3
strong and 2 weak!

N
Q
S
C
Z
C
M
W

F
R
Mike and Rover are on Levels together Mike has
first back out to his side rover Has first back
out to his
112
Blue Coveragecheck orange
EMPTY WE MATCH UP! We must check orange

N
Q
S
C
Z
C
M
W

F
R
113
Purple Coverage
  • Purple is 0 free coverage
  • We are bringing the Sam, Mike and Zip
  • Corners have number 1 to their side no corners
    over
  • Free has 2 strong (like Blue) or three weak
  • Rover has 2 weak or three strong (like blue)
  • Will has the back

114
Purple Coverage

N
Q
S
C
Z
C
M
W

Will has the back
F
R
115
Purple Coverage

N
Q
S
C
Z
C
M
W

F
R
Will has the back Free has two strong Rover has
3 strong
116
Purple Coverage

N
Q
S
C
Z
C
M
W

F
R
Will and Rover are on Levels together Mike has
first back out to his side rover Has first back
out to his
117
Brown Coverage
  • Brown is man free with 5 man pressure
  • Rules are similar to Red
  • Sam has two strong
  • Corners have one to their side can have corners
    over
  • Trips, Two back and one back rules
  • Blitz the Will and Zip
  • We have no low hole player and Brown checks to
    orange if we get Empty.

118
Brown Coverage

N
Q
S
C
Z
C
M
W

Mike has the back
F
R
Rip
119
Brown Coverage

N
Q
S
C
Z
C
M
W

Mike has the back
F
R
Liz
120
Brown Coverage
SAM and Mike have the backs

N
Q
S
C
Z
C
M
W

F
R
Liz
121
Brown Coveragecheck orange
We must check orange

N
Q
S
C
Z
C
M
W

F
R
122
TIGER PRESSURES
  • We also tag names to the blitzes that we run
  • We can dictate 4 man 5 man or 6 man pressures
    just by adding a coverage.

123
4 man pressure
  • Sam
  • Quiz
  • Squirt
  • Switch
  • Squib
  • Zip

124
44 Angle Sam Zorro

N
Q
S
C
Z
C
M
W

F
R
125
44 Flare Switch Zorro

N
Q
S
C
Z
C
M
W

F
R
126
44 Squib Zorro

N
Q
S
C
Z
C
M
W

F
R
127
44 Slant Zip Zombie

N
Q
S
Z
C
C
M
W

F
R
128
44 Spark Quiz Zombie

N
Q
S
Z
C
C
M
W

F
R
129
44 Squirt Zombie

N
Q
S
Z
C
C
M
W

F
R
130
5 man zone blitz
  • Whiz
  • Wizard
  • Will Fire
  • Zew
  • Weezle
  • Storm
  • Moss
  • X
  • Wham
  • Zeus
  • If you add Orange, Blue, or Purple you can get a
    6 man pressure out of any of these and you are
    playing 0 free coverage behind it.
  • The extra Blitzer will blitz his gap of
    responsibility.

131
44 Spark Whiz Zombie

N
Q
S
Z
C
C
M
W

F
R
132
44 Flare Wizard Zombie

N
Q
S
Z
C
C
M
W

F
R
133
44 Slant Zew Zombie

N
Q
S
Z
C
C
M
W

F
R
Zip is 1st and Will is second Will has contain
134
44 Slant Weezle Zombie

N
Q
S
Z
C
C
M
W

F
R
Will is 1st and has contain Zip is 2nd and still
knifes
135
44 Slant Will Fire Zombie

N
Q
S
Z
C
C
M
W

F
R
136
44 Angle Storm Zorro

N
Q
S
C
Z
C
M
W

F
R
Sam 1st and knife the line Mike 2nd contain rush
137
44 Angle Moss Zorro

N
Q
S
C
Z
C
M
W

F
R
Sam 2nd and knife the line Mike 1st contain rush
138
44 Angle Mike Fire Zorro

N
Q
S
C
Z
C
M
W

F
R
139
44 Pinch Zeus Zorro

N
Q
S
C
Z
C
M
W

F
R
140
44 Skin X Zombie Hole

N
Q
S
C
Z
C
M
W

F
R
141
44 Slant Wham Zombie Hole

N
Q
S
C
Z
C
M
W

F
R
142
5 man Pressure Safety Blitz
  • Foam
  • Mafia
  • Row
  • War

143
44 Angle Foam Zorro Special

N
Q
S
C
Z
C
M
W

F
R
144
44 Angle Mafia Zorro Special

N
Q
S
C
Z
C
M
W

F
R
145
44 Slant Row Zombie Special

N
Q
S
Z
C
C
M
W

F
R
146
44 Slant War Zombie Special

N
Q
S
Z
C
C
M
W

F
R
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