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n zone system

-create space
-create conflict
-create tempo
don't change the play, change the presentation
protect your plays
think players not plays
play the next play
bad shit happens, fuck it
efficient communication, hand signals
difference in winning
-turnovers, sacks, dropped balls, foolish penalties
burst rule - any time a skill gets the ball , they have to burst, a
noticeable change of speed
12% rule - if under 12% of your total snaps are the above,
then you have a 92% chance of winning
HS schedule
competition Monday
ball security Tuesday
Sweep the corners Thursday
Lock in Friday

wednesday is shorter easier day,


thursday is up tempo and game speed... no walk thru day
before game
PRACTICE
walk thru
pre practice drills
fast start 4-6 plays, best O vs best D
individual
team compete
look team
1on1
team compete
look team
skelly
team compete
post practice drill

install plan
day 1
3 runs, few pass concepts, quicks
base protections
play action
new set of plays for day 2
script 25ish plays for team each day and rep those
team plays correlate to install plan
1 word plays to help tempo
day 2 a lot of same stuff, might add a different run or pass
a lot of carry over
just go back and forth
day 1
day 2
until they master them
then change presentation (add window dressing for the
defense)
one motion for every WR, signal the player, then the motion
easy system
most coaching goes on during INDY

zorro zone read, built in key screens, lock, quicks


rip/liz tampa
giants
zorro - 5 man box, they make a 1 LB call (4 down to mike) to
alert everyone to block all 5 in the box
BST can lock on DE, or use "Sift" technique
vertical upfield, 1 hand lockout on DE, sifting up for WLB if he
comes back in to the box
protections and run game marry each other
fooz call with motion
tells oL to full zone it (like 6 in the box) because you dont
know how they will react to motion (LBs back in to box)
hard call for walk up off edge (odd front) just bump a man
over, full zone
Draw (detroit) is same concept as zone for OL
fold block against the 1 tech, angle
draw is not a 3rd down call
attach quick game to it
qb draw, use motion to run 3 man stick
man beater backside
5 man box QB draw

screen game
can tag backside or playside
protect screens with Lock/Race-Lap
slot bubble path
-3 quick steps at the outside WR, turn and backpedal
#3 will run a true bubble
whenever we motion into 3x1 (wr or Rb motion pre snap)
and no one moves, automatic that we will throw it
ACT - act like it zorro, sell the run, (play action)
send slide where RB would go, RB has to fake and come back
to block LB on side he aligned on
better sells run

progression for QB
3rd progression is a trouble throw, practice it on the move/with
pressure

WRs
in grass stay in grass, not in grass, go to grass

gift on the backside (6 man box, 3on3 over trips) leaves 1on1
backside
pin and pull protects zorro
"shark"
PST take him where he wants to go
down block, and pull with guard and center
can hit anywhere from A to C gap

giant, attaches TE
-anyone inside gap PIN
-no one inside PULL
attach pop to backside of shark/giant
qb reads ILB for pop throw
key 2 attached as trouble throw

tampa - trap read


long trap
rip/liz - 2 back, zone with FB insert on BSDE
screens
rose/linda
RB slow screen
trips to one side - snag or stick
work screen back to 1 WR side
RB leave when DL goes by you
turn and find QBs eyes, keep moving til you can see his eyes
if QB cant see you , he cant throw it to you

rocket/laser - swing screen


if we dont practice fast start, first 5 minutes of practice is a
screen period
rocket/laser
guard/tackle screen
just like my solid screen , but to swing
throw the swing every day in practice
RB to field - 5 steps flat then work to inside edge of numbers
to short side - 3 steps flat then to outside edge of numbers

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