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The System begins with the 10 GAP numbering system. The snapper is assigned 2 numbers, 1
and 0. One is the left foot, and Zero is the right foot. The right side of the line is assigned
even numbers, and the left side assigned odd. The aiming point is the outside leg of the player.
(except snapper because both of his legs are tagged). Notice there is no #6 to the right side.
This is reserved for tackle over alignment in which case the #7 will align where the #5 is and
the left tackle becomes the #6 on the right side.
All assignments and rules remain the same whether balanced or unbalanced. Only the tackle
obtains a new number in unbalanced formations. This gives us better ability to get a bigger
body on a defensive end.
Balanced GOOD/GOD hole numbering
The defenders will align and will be labeled using standard technique.
6
8
4 2 0 2 46
7 4i 1
8
1 4i 7
9 5 3 Shade
3
5 9
0 Technique 0 Cheat or Shade 1 Technique 2 Technique 3 Technique 4i Technique -
4 Technique
5 Technique
7 Technique
6 Technique
9 Technique
8 Technique
Head up on a Tackle
Outside shoulder of tackle
Inside shoulder of Tight End
Head up on a Tight End
Outside shoulder of a Tight End
Head up on a Wing player
The Defensive gaps are labeled A-E beginning from the snapper and working out.
Gap Identification
Most all defenses base their schemes around the idea that they will defend gaps, or potential
holes between offensive linemen. Those gaps are labeled using letters, beginning with A and
working out in the following fashion:
D
C
A
B
C
D
E
GAP
GAP
GAP
GAP
GAP
The GOOD/GOD system applies to all Power, Counter and Traps. The hole tagged, reveals what
defender will be kicked out or trapped.
0/1 holes- kick out first defender past the A gap
2/3 holes- kick out the first defender past the B gap
4/5 holes- kick out the first defender past the C gap
8/7 holes- kick out the first defender past the D gap
The player who will be kicking out the defender depends on the blocking tag.
An example would be Double 27 sweep thunder. Double is the formation, and the snapper
will snap to the 2 back who will carry to the 7 gap. The play will be blocked using sweep
scheme but the #2 guard will pull and execute the Thunder call. With this system the
playcaller can pinpoint which defender he wishes to attack and how he wishes to attack,
double team, trap or even sucker trap.
Applying the rules of the Calande GOOD/GOD system to the single wing.
RULE 1. If we run at you, YOU must be GOOD.
The playcall will indicate by the last number which linemans leg we will be
running at. 14 Power, 12 power. Each example the 1 back will receive the snap
and run to the outside leg of the appropriate linemans leg.
Down=
Definitions:
Inside Gap
Man ON
Outside Gap
DOWN
Covered
D
Linemans inside foot points at the
defenders face. Is the defender aligned
is such a way to threaten your inside
gap?
Defender who is on the line of
scrimmage (or within 2 yards) AND the
defenders helmet is between the
linemans feet.
Linemans outside foot points at the
defenders face. Is the defender aligned
is such a way to threaten your outside
gap?
When the defender is ON your inside
neighbor
A man ON or in his outside gap
The AT man or GOOD guy is who we want to be the designated Post Blocker so
the playcaller should take care to call plays to the covered lineman. This will
ensure the AT man can post up his defender with his helmet to the inside.
If a 4 is the AT man his rule will be GOOD. He will scan from inside out looking for his
blocking assignment. If no one is in his inside gap, he looks to see if there is someone on
him, if not, is there someone outside, if not, is there someone down. He must use this
progression and block the player who first meets the rule. If there is a defender in his
inside gap, and a defender outside, he must block the defender on his inside gap.
RULE 2: Anyone GOOD, has GOD INSIDE them.
The playcall indicates who the AT MAN is and everyone on the line who is inside
of the AT man, will have a rule of GOD. (The inside continues to the snapper).
GOD is an acronym for those inside the at man blocking progression.
Inside GAP=
G
On=
O
Down=
D
The definitions and progressions are the same for GOD as they are for GOOD
Inside Gap
Man ON
DOWN
Covered
RULE 3: The snapper will be included on the playside and his rule will always be MOMA
MOMA is an acronym for the snappers blocking progression
Man ON= MO
Man Away (outside gap) = MA
If the snapper has a defender both ON and Away he will make a Domino call.
(discussed inter)
RULE 4: The Defender directly outside of the AT man is the KingPIN
The Kingpin wants to seal the defense inside. If the GOOD buddy has posted his
defender then the kingpin forms the outside of the running double team. His rule
is GAP, Down, Backer. He will stay on the double team until the backer threatens
the hole vertically. If the At man is not covered then the Kingpin will have a
Backer rule and will release directly to the second level linebacker inside the At
man.
RULE 5: THE FBI Always follows the KINGPIN
FBI is an acronym for first backer inside. Inside means inside the FBI blocker. The
AT man and or the Kingpin will be working the fist backer inside the At Man.
1. If we run at you, you must be GOOD. Your job is to post block a man on or in your outside
gap.
2. Anyone GOOD has GOD inside them.
3. AT Men always have a KINGPIN (blocks GDB) pinning the defender inside
4. The FBI Always follows the KINGPIN
5. We are kicking out the 1st man past the AT Mans outside gap
6. Backside Guard will always pull on power, counter and trap
7. Backside must cut off penetration on power, counter and trap
Now the Defensive end is ready to blow through the double team only to find no resistance
and he falls on his face or he gets moved out of the hole by the kickout blocker.
single wing plays which hit very quick. With backfield action and the direct snap to the
blocking back, defenses have a difficult time finding the ball until several yards have been
gained.
SWEEP blocking is to the 8 or the 7. Base way will be to reach one gap up. If uncovered, plan
on reach, ripping and running to the next level. If covered, plan on reaching and overtaking the
defender in the next gap up. A thunder call will tell the #2 guard to pull and lead the play to
the edge.
SEAM blocking will use GOO and GOD. Everyone from the AT man outside will block GOO.
Everyone inside the AT man will block GOD. The # 3 back leads between the GOO and the GOD
onto the linebacker.
The final analysis will be to have the snapper call the CORE defensive stucture at the line of
scrimmage. We will identify the core in the following manner:
4. Right end will align 4 yards off the power tackle and be on the line in WR stance
with inside foot forward.
5. Left end, horizontal split is 6 inches, and vertical split is even with tackles feet
6. Tailback will be 4 yards deep aligned in the weak A gap
7. Fullback/QB will be 4.5 yards deep aligned in the strong A gap.
8. Blocking back will be 1 yard deep between the left guard and snapper in a 3 point
stance
9. Wingback, horizontal split will be 1 yard from end man on the line and 1 yard
deep in a 2 point stance.
2. 14 trap. This is a way to kick out the DE. We will get a double team on the defensive
tackle and the 4 back will
work up to the linebacker
inside. The #3 back has a
good angle leading
through to the 2nd
outside defender. If a
keybreak is needed,
(unlikely), send the #3
back wrong. Also, this can
be run from double
formation to set up a
weakside pin and pull
sweep.
3. Buck 214 trap. The #2 back
must catch, set, show, snap
and sell. We are not going to
read the play so the #2 back
must sell the fact we are.
He must make it appear he
has the ball every time there
is a mesh. The 1 will follow
behind the pulling guard.
Vertical push on the double
team is a must. To slow
down the backside
unblocked defensive end/OLB
the 2 back should put his eyes
on him during the mesh
4. Spinner 24 power. The
Spinner can be very deceptive
but much care must be taken
to teach the mesh and the #2
back steps. This cannot be
rushed and must be perfect.
The installation is described in the coaching points. The 4 back will go in slow motion at
the motion sound and will accelerate after the snap to a spot directly behind the #2
back. The #1 back will bucket step and raise his left arm and clamp down as he taking
one more step before taking sweep path. The mesh should look like 3 backs in a line. If
the Mesh is not perfect the middle linebacker will read the play and make the tackle.
The base formation for spinner will be with the blocking back in strong formation. The 1
back and the 4 back must carry out the fakes if they are not receiving the ball.
back who must wait one count and then follow behind the pulling guard. A variety of
backfield actions will be run with this. Spinner motion is very effective as is the JET
Spread formation. Run the trap to the 3 technique side
13.Spinner 21 Trap can be used to attack the aggressive defensive tackles and linebackers
by
threatening
both edges
and then
running
underneath
the pressure.
The spin of
the 2 back
will give the
delay
needed for
the guard to
get out and
take short angle upfield to dig out the defensive tackle
Spinner 21 Trap nothing changes from our base 1 hole trap play. The 1 is the left leg of
the snapper so that is front side. The guard will be his gosh darn buddy and will have
GDB. The left end is now FBI and we will trap the defensive tackle. The Defensive
end/OLB is unblocked. If the mesh is good he should be coming upfield looking to tackle
the #4. We will run under him. We will also snap directly to the #3 back and run Spinner
31 trap.
14. Rocket 21 trap:
from the Jet
formation send
the 1 in rocket
motion. The 2
back is not
reading the play
but must use the
set, show, snap
and sell to open
attack to the left leg of the left guard. Again, this will be run from Double formation as
well
20. Double Flash 143 counter
G By placing the 3 back in
double he has a better
angle on the linebacker and
the pulling guard will now
G block and kick out first
man beyond the B gap.
21.Rocket 143 Counter. To
catch linebackers flowing
too quickly to the jet
motion we will run Rocket
143 counter. Here the 1
back will catch, show,
snap, and sell as normal
but now will take step back
to the #4 back who will
take the inside handoff and
follow his guard. Since it is
a counter, the #3 back will
kick the first player beyond
the B gap. #2 guard will
pull
22.Laser Larry 247 Sweep The
4 back must trust his speed
and get to the edge. The 1
back will crack back inside
and the #3 back will lead
out to the corner. covered
lineman must reach and
overtake the defender
above them. Uncovered
must reach rip and run to
the second level.
23.Double 27 sweep
thunder. If the defense
lacks overall team speed
or inside blitzing we can
run short side sweep.
Sweep blocking with the
thunder tag should allow
us to outnumber the
edge. If the tight end
cannot reach the end
player he will call
dynamite to alert the #3
back to slam down and
then slide up to the linebacker. We must get penetration stopped from the edge player
first. Do not allow him to spill the play.
24.Double Buck 247 sweep
Here we are trying to
draw the defense into
the compression, pin
them inside, then let
speed of the 4 back run
to the edge. The 2 back
will take the snap, and
will set, show, snap and
sell to the 2 back. He will
then boot out and make
an outside handoff to the
4 back who will run to
the edge
The single wing passing
game protections.
1. The 10 protection
will be a half slide
weak, with BOB to
the strong side. The
He should be aiming to
run out of bounds at 20
yards. The outside
receiver will drive hard to
the inside aiming to get
between the 2nd and 3rd
inside players. He wants
to run away from the
middle linebacker once he
has planted. The inside
receiver will look to cross the line about 3 yards outside the tackle and run out of
bounds at 4 yards. In rocket 20 SNAG the 1 back will become the flat receiver and the
#3 back will have B gap responsibility. Buck 10 Snag, Rocket 20 Snag
2. Dragon The dynamic of the
Dragon concept is to fill the
void left by the retreating
corner. The outside receiver
will run a Go fade by
releasing outside and
getting to the numbers. The
middle receiver will run a
whip route at 5 yards. The
inside receiver will run a
dragon route under the
1st linebacker and climb
over the next one looking to
get to 15 yards. Will run this
from 10 protection and
naked protection. In the
naked version the 1 back
will look to cross the line 3
yards outside the tackle and
run out of bounds at 4
yards. Regardless of the
formation, the assignments
3. Vertical. This is an
adjustment off Dragon. If
the safety or linebacker is
coming down on the Dragon
route we can call Vertical.
This has the same set up as
dragon but the outside
receiver will run a hard slant
for seven steps, hesitate,
and then scream up the
seam. If the safety has
rotated to far on the corner
or stayed too flat on the
dragon, then the seam
should be able to run right
past him. If this is run from
the Jet formation, the #1
back will fake the smoke
screen left. Buck 10
Vertical, JET 10 Vertical
4. Curl. This concept is to
attack a safety that is
getting too close to the
line and getting involved in
the spin game. The outside
reviver will run a 10 stride
comeback curl. The inside
is going to run a seam
Screen Game- We will run a smoke screen left, and a bubble screen right. Each will have a
complimentary screen and go complimentary play. Also we will run Naked Dragon and throw
screen pass to the #4 back.
1. Jet Smoke The #2 back will take two steps forward with head down before retreating
back and showing his numbers to the passer. He will catch and get upfield. No juking
allowed. The tight end will come flat down the line and not turn up field until he reaches
the area of the #2 back so as not to whiff on the block.
2. Jet Smoke/GO The identical play as Jet Smoke but the tight end will turn upfield after
he has made fake block on the defender
3. Jet Bubble. The 4 back will use ice-skater technique and get behind the split end to
catch and get outside.
4. Jet Bubble and Go. This is the same play but the split end will hesitate after engaging
the defender then, explode upfield away from the safety.
5. Naked Dragon 4 This is Naked Dragon but after run blocking the center and #3 guard
will sprint to the outside and outflank the defenders to create a wall. The Dragon route
will convert to a stalk block on the safety. The #2 guard and the #3 back will lead up the
alley outside the wall. All other assignments remain the same.
TB: He steps to the right at 5:00 throws his left arm in the air and fakes getting a handoff
from the Fullback. He takes a very wide sweep right angle to allow the wing to pass just
inside of him. He dips the inside shoulder and rocks cradle down field 20 yards.
Wing: At "Go" he allows the Tailback to go outside of him and fakes an outside handoff
path to Fullback trying to mesh as close as he can with Tailback and Fullback. On the
Flash tag alerts the wingback to cheat back one yard and not go in motion. All other spin
rules apply. On 143 He will take a path between the fullback and the line of scrimmage
taking the handoff with his left a
arm up.
SPINNER 24 POWER
DOUBLE SPINNER 2 4 TRAP
SPINNER 21 TRAP
SPINNER 218 SWEEP THUNDER
FLASH 243 COUNTER
DOUBLE FLASH 243 COUNTER
BUCK SERIES
The quarterback and the tailback must work together to perfect the buck series.
In all Buck plays the #2 back will receive the snap and must execute the proper set,
show, snap and sell technique.
Once the #2 back receives the snap he will:
SET the ball with both hands around the fat of the ball and begin to take a full stride
toward the line of scrimmage with his left foot looking to land at 9:00. As his left foot is
striding he will begin to extend his elbows out to
SHOW the ball to the running back. The QB is aiming for a spot above his belly button.
As the running back begins to clamp down on the ball the right foot of the #2 back is
moving a full stride toward the line of scrimmage looking to land at 1:00. As the
running back passes the #2 back, the #2 back will
SNAP his head in the direction of the running back while his front arm is extended to
SELL the running back has the ball.
On a keep, the #2back will step with his left foot and show the ball. Right before the
running back gets to him, he will remove the belly side hand while holding the ball and
pin it to his hip/groin pocket. His front hand will remain in the runningback ball pocket.
As the running back passes he will snap and sell the run. He then returns his sell hand
back to the fat part of the ball and either boots, sweeps or runs.
On a give, the steps are the same except the belly hand will be removed without the
ball. The #2 back will allow the running back to clamp down on the ball and he will snap
and sell as normal. He will return his now empty hand to the fat part of the imaginary
ball he has pinned to his hip/groin pocket and either boots, sweeps or runs.
BUCK 214 TRAP
DOUBLE BUCK 214 TRAP
BUCK 23 COUNTER
DOUBLE BUCK 23 COUNTER
DOUBLE BUCK 247 Sweep
ROCKET 24 TRAP
LASER LARRY 30 TRAP
ROCKET 218 SWEEP THUNDER
ROCKET 21 TRAP
ROCKET 243 COUNTER
LASER LARRY 247 SWEEP
LASER LARRY 24 POWER
14 power
Double 14 trap
22 seam
14 power edge
18 sweep
18 sweep thunder
Spinner 24
power
Rocket 24 Trap
WEAKSIDE PLAYS
BACK
1
Spinner 21 trap
Rocket 21 trap
31 trap
23 counter
23 counter bull
Buck 23 counter
Double Buck 23 counter
G
143 counter
Flash 243 counter
Double flash 243 G
Rocket 243 Counter
the tackle to get some depth and stay square to the line of scrimmage and keep his eyes downfield
finding the force player. The skip pull has the tackle stepping with his inside foot first. We drop step
the inside foot back and directly behind the tackle. The 2nd step is a bucket step to gain width and
depth and push off the backside foot to a crossover step for the third step. Eyes must be down field
finding the forte player.
END MAN AND WING TANDEM SCHEMES
Combo:
End man and wing will combo block the
defensive end to secure the edge and work to
first linebacker inside. End Man will use the
same technique as If he was going to reach the
defensive end. Wing is going to fit his inside
shoulder into the ribs of the defensive end with
his head up looking for scrape linebacker.
TED:
End man and wing will have a gap scheme
using the same technique we have
discussed on all pin
Blocks trying to stay square and fitting
eyebrows on play side number. Tackle will
skip pull for force player.
TE..QG..C..SG..IT..OT.R
BB.WB
.TB..FB
On our weak side counter sweep, the FB spins and hands tot he WB (the TB fakes around the strong end). The TE &
QG cross block and log/pin the DE. From the backside the SG, BB< and OT pull around the weak side and lead the
sweep.
Once we went all SW, it was mostly power and spin series, although we did mess with some unbalanced spread stuff.