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PUNT RETURN

MENLO COLLEGE
FRED GUIDICI
HEAD COACH
&
SPECIAL TEAMS
COORDINATOR
650-543-3763
fguidici@menlo.edu

“TO THE HOUSE”





“TO THE HOUSE”

EXPECTATIONS

1 BLOCK PER GAME


(if any attempted)
15 YARD AVE. PER
RETURN
3 TOUCHDOWNS ON
BLOCKS OR RETURNS
NO SUCCESSFUL FAKE
PUNTS
100% SUCCESS ON
GADGETS
NO TURNOVERS
NO PENALTIES!
PUNT RETURN
GENERAL REMINDERS
A. PRE-SNAP

• ALERT FOR FAKE PUNT! EVERYONE CALL OUT


“WATCH THE FAKE”
• PUNT RETURNER COUNT 11 MEN (COUNT YOURSELF)

• 4TH DOWN AND 5 YARDS OR LESS CALL


“POISON” TO ALERT FRONT LINE TO BACK OFF THE L.O.S.

• WE MUST GIVE THE IMPRESSION TO THE PUNT TEAM THAT WE ARE


GOING TO ATTACK THE PUNTER EVERYTIME. (PRESSURE LOOK)

B. RUSH / PUNT BLOCK

• ENSURE THAT THE BALL IS KICKED.

• WHEN WE BLOCK AN OPPONENT’S PUNT BEHIND THE L.O.S.,


SCOOP UP AND TAKE IT TO THE HOUSE! EVERYONE ELSE TURN AND
BLOCK ABOVE THE WAIST AND IN THE FRONT.

ALERT: THE OPPONENT CAN ALSO ADVANCE THE BALL FOR A FIRST
DOWN.
• WHEN WE BLOCK AN OPPONENT’S PUNT AND IT TRAVELS OVER THE
L.O.S.

• MAKE AN “AWAY” CALL AND SPRINT TO SIDELINE.


1. “AWAY” - EVERYONE STOP BLOCKING AND SPRINT TO THE
SIDELINE, EXCEPT THE RETURNER, WHO ENSURES THE PUNT
TEAM DOWNS THE BALL. SIDELINE MUST ECHO THE CALL!
C. RETURNS

• SPRINT TO GET INTO POSITION TO MAKE YOUR BLOCK.

• STRIVE TO GIVE THE RETURNER ROOM TO CATCH THE BALL.

• STAY AWAY FROM ANY BOUNCING BALL – BE ALERT FOR “AWAY” CALL.

• ONCE YOU ARE DOWNFIELD, COMMIT YOURSELF TO A BLOCK.


ANY HESITATION WILL CAUSE YOU TO LOSE YOUR MAN.

• ALL BLOCKS ON ANY RETURNS ARE ABOVE THE WAIST AND IN THE
FRONT. NEVER BEHIND!

• ON HOLD UP (MAN) RETURNS: YOU HAVE ONLY ONE MAN TO BLOCK,


TAKE PRIDE AND TAKE IT PERSONAL
THAT HE WILL NOT MAKE THE TACKLE!

• PROTECT THE BALL CARRIER NEAR THE END OF THE RUN.

D. REMINDERS

• A PUNT RETURN IS CONSIDERED A CHANGE OF POSSESSION.


THIS MEANS IT IS AN AUTOMATIC TIMEOUT AT THE END OF THE PLAY.

• WHEN IN DOUBT - LOCATE THE RETURNER BEFORE FINDING


SOMEONE ELSE TO BLOCK.

NO PENALTIES!
PUNT FORMATIONS 1
SPREAD P *ALL PLAYERS NOTED BY
POSITION ARE ELIGIBLE

PP

LW RW

LH RH

P
TITE
PP

LU RU

LE RE

SHIELD P

LU PP RU

LE RE

DOUBLE P
WING
PP

LW RW

LE RE

CLOSE P

PP
LW RW

LH RH
UNDERSTANDING PUNT PROTECTION

WE WILL SPEND A LOT OF TIME ON OPPONENT'S PUNT PROTECTIONS


AND COVERAGE SCHEMES. THIS IS CRITICAL IN OUR GAME PLAN
OF RUSHES AND RETURNS.
WE WILL EXPLOIT THE FOLLOWING:

A. FORMATION: SPREAD OR TIGHT

B. ZONE OR MAN PROTECTION

C. SNAPPER'S ABILITY:
1. TECHNIQUE
2. MOVEMENTS
3. HITCH
4. RHYTHM

D. PUNTERS'S ABILITY:
1. STEPS
2. GET OFF SPEED
3. BLOCK POINT
4. DIRECTION AND POSITION (IS HE OFFSET)

E. WEAKEST PROTECTOR:
1. WORST TECHNIQUE (SLOW FEET, SHOULDERS TURN,
BAD HAND PLACEMENT)
2. WHO RELEASES TOO QUICKLY
3. MOST INEXPERIENCED PLAYER -
WHO CAN WE CONFUSE BY STEMMING?

F. POOREST COVERAGE MAN:


1. POOREST OFF HOLD UPS
2. DOESN'T STAY IN HIS LANE.

G. GAME DAY ADJUSTMENTS. HOW THEY PROTECT AGAINST US.

WE WILL HAVE A BASE SCHEME FOR EACH TYPE OF PROTECTION.


GAME PLAN AND SCOUTING REPORTS WILL DICTATE CHANGES ON
A WEEKLY BASIS. WE WILL ALWAYS WANT TO TAKE ADVANTAGE
OF A WEAKNESS THAT IS DISCOVERED.
TYPES OF PROTECTION
MAN PROTECTION - EACH TEAM MEMBER WILL SINGLE BLOCK A
DEFENDER
.

A. CHARACTERISTICS OF MAN PROTECTION:


1. BIG SPLITS 2-3 FEET
2. BLOCKERS WILL POINT AT YOU
3. BLOCKERS WILL TALK A GREAT DEAL
4. BLOCKERS WILL LOOK DIRECTLY AT YOU
5. THEY WILL BE LONGER AT THE L.O.S. BEFORE IT IS SNAPPED
6. CENTER IS INVOLVED IN PROTECTION - ONE SIDE, JACK THE OTHER SIDE

B. IN MAN PROTECTION WE MUST :


1. CREATE CONFUSION IN THE BLOCKING ASSIGNMENT - STEM/TWIST
2. CREATE OVERLOADS TO THE SIDE THEY WANT TO PUNT (DIRECTONAL)
3. HAVE A SENSE OF TIMING DURING THE SNAP.
4. ATTACK THE WEAKEST PROTECTOR WITH FAST PENETRATION TECHNIQUES.
5. KEEP COMING HARD IF RUSHING - BEAT YOUR MAN!

ZONE PROTECTION (ZORRO) - AREA PROTECTION


EACH PUNT TEAM MEMBER WILL BLOCK INSIDE AND / OR OUTSIDE AREA.
THEY WILL SECURE A SPECIFIC GAP. IT DOES NOT MATTER WHERE WE
ALIGN OR PENETRATE. THEY PROTECT A GAP.

A. CHARACTERISTICS OF ZONE PROTECTION:


1. TIGHT SPLITS - ESPECIALLY CENTER-GUARD AREA.
2. OPPONENT WILLNOT POINT OR LOOK DIRECTLY AT YOU.
3. VERY LITTLE TALK OR CONVERSATION BETWEEN PUNT TEAM.
4. USUALLY A QUICK SNAP.
5. OPPONENT IS FURTHER OFF THE BALL.
6. NO DEFENDER WILL BE ALLOWED TO RUSH FREELY.
PHILOSOPHY OF TIGHT PUNT PROTECTION

"MDM"

PP

LUB RUB
"PIVOT,PUNCH,SLAM" "DBL BUMP"

LE LT LG C RG RT RE
1 2 3 4 5 6 7 8 9 10
"WIDE GRIP BENCH"

1. PROTECTION RULES FOR TIGHT PUNT

A. LINEMEN: ENDS, TACKLES & GUARDS - WILL BLOCK FROM THEIR


NOSE UP TO THE NEXT MAN'S OUTSIDE LEG. WILL
USE "PIVOT, PUNCH & SLAM" TECHNIQUE.

B. ENDS: THEY WILL USE A "DOUBLE BUMP" TECHNIQUE TO SLOW DOWN


BOTH RUSHER IF THERE ARE 2 MEN FROM THEIR NOSE TO OUTSIDE.

C. UPBACKS: RESPONSIBLE FOR A-GAP. VS 2 MEN IN A-GAP THEY


USE A "WIDE GRIP BENCH" TECHNIQUE TO SLOW DOWN RUSHERS.

D. JACK: RESPONSIBLE FOR DANGEROUS MAN FROM INSIDE PUNTER'S


KICKING LEG OUTSIDE.

E. CENTER: HAS NO BLOCKING RESPONSIBILITY.

2. PROS & CONS:


PROS: GREAT PROTECTION WITH CENTER HAVING NO BLOCKING
ASSIGNMENT. GOOD FORMATION FOR FAKES.
CON: POOR COVERAGE
PHILOSOPHY OF SPREAD PUNT PROTECTION
MAN COUNT WITH ZONE DROP PROTECTION
PP

LW RW
LH LT LG C RG RT RH
1 2 3 4 5 6 7 8 9
10

WEAK AREAS

1. THIS IS A MAN COUNT WITH A ZONE DROP.


THIS IS OUR PUNT PROTECTION.

B. THE WEAK AREAS TO ATTACK ARE:


1. C-GAPS BETWEEN THE TACKLES AND THE WINGS.
2. A-GAPS - CONFUSING THE CENTER ON WHO TO BLOCK.

C. CREATE VERTICAL SEAMS AND GAPS IN THIS PROTECTION


ENABLING US TO FIND A HOLE TO SLIP THRU AND BLOCK THE PUNT.

2. PROS & CONS:


PROS: GREAT COVERAGE WITH WIDE HITMEN. DEPTH OF BLOCKERS
FOR BETTER VISION. GOOD FAKE FORMATION VS 6 IN THE BOX.

CONS: STEMMING WILL CREATE CONFUSION FOR MAN COUNTING.


OVERLOADS, TWISTS AND STACKS MAY CREATE SEAMS.
CENTER MUST HAVE A BLOCKING ASSIGNMENT.
PHILOSOPHY OF SPREAD PUNT PROTECTION
PURE ZONE PROTECTION

PP

LW RW
LH LT LG C RG RT RH
1 2 3 4 5 6 7 8 9
10

WEAK AREAS

1. THIS IS A PURE ZONE DROP, BLOCKING WHOMEVER ENTERS YOUR ZONE


WHICH IS DEFINED BY THE BLOCKERS INSIDE LEG TO THE NEXT OUTSIDE
MANS SHOULDER.

A. THE WEAK AREAS TO ATTACK ARE:


1. C- GAP BETWEEN THE TACKLE AND THE WING TO THE SIDE OF THE
PUNTERS KICKING LEG.
2. A-GAPS - CONFUSING THE CENTER ON WHO TO BLOCK.

B. CREATE VERTICAL SEAMS AND GAPS IN THIS PROTECTION


ENABLING US TO FIND A HOLE TO SLIP THRU AND BLOCK THE PUNT.

TECHNIQUE: KICKSLIDE - KICK BACK HOLD OFF INSIDE GAP MAN WITH
INSIDE HAND TO OUTSIDE GAP MAN WITH OUTSIDE HAND.

2. PROS & CONS:

PROS: GREAT COVERAGE WITH WIDE HITMEN. DEPTH OF BLOCKERS


FOR BETTER VISION. GOOD FAKE FORMATION VS 6 IN THE BOX.
NO MAN RESPONSIBILTY.

CONS: OVERLOADS, TWISTS AND STACKS MAY CREATE SEAMS.


CENTER MUST HAVE A BLOCKING AREA.
DOUBLE A-GAP RUSHERS TO ONE SIDE.
PHILOSOPHY OF SPREAD PUNT PROTECTION
MAN AND ZONE PROTECTION

LW PP RW

LH LT LG C RG RT RH
1 2 3 4 5 6 7 8 9
10
MAN SIDE ZONE SIDE

1. COMBINATION: PART MAN, PART ZONE

A. THIS IS A HALF MAN TO ONE SIDE AND A PURE ZONE TO THE OTHER SIDE.

B. THE WEAK AREAS TO ATTACK ARE:


1. A-GAPS - CONFUSING THE CENTER ON WHO TO BLOCK.

C. CREATE VERTICAL SEAMS AND GAPS IN THIS PROTECTION


ENABLING US TO FIND A HOLE TO SLIP THRU AND BLOCK THE PUNT.

2. PROS & CONS:


PROS: GREAT COVERAGE WITH WIDE HITMEN. DEPTH OF BLOCKERS
FOR BETTER VISION. GOOD FAKE FORMATION VS 6 IN THE BOX.
WINGS ALIGN DEEP
PP CAN GET OUT QUICKER INTO COVERAGE

CONS: STEMMING WILL CREATE CONFUSION FOR MAN COUNTING.


OVERLOADS, TWISTS AND STACKS MAY CREATE SEAMS FOR ZONE SIDE.
CENTER MUST HAVE A BLOCKING ASSIGNMENT.
PHILOSOPHY OF SHIELD PUNT PROTECTION
P 15 yards deep

LU PP RU 8 1/2 yards deep

3 yards 2 1/2 yards 2 yards 2 yards 2 1/2 yards 3 yards

LE LT LG C RG RT RE
1 2 3 4 5 6 7 8 9 10

1. GAP PROTECTION

A. THIS IS A GAP PROTECTION WITH 3 INSIDE PROTECTORS OFF THE


L.O.S. IN FRONT OF THE PUNTER.

B. CENTER SNAP MUST BE FAST AND ACCURATE.

C. PUNTER MUST HAVE A QUICK GET OFF TIME.

C. THE WEAK AREAS TO ATTACK ARE:


1. A-GAPS - ATTACKING THE 3 INSIDE PROTECTORS.

2. PROS & CONS:

PROS: GREAT COVERAGE WITH WIDE ALIGNMENT OF LINEMEN.


MUST LINE UP ON EACH MAN OR IN EACH GAP.
SPREADS EVERYONE OUT.
CENTER DOES NOT BLOCK AND MAY RELEASE AFTER SNAP.
CAN RUN ROLL PUNT.

CONS: BLOCKERS DO NOT GET A GOOD PIECE OF RUSHERS DUE TO


THE WIDE GAPS.
UPBACKS AND PP DO NOT PLAY A MAJOR ROLE IN COVERAGE.
RUSHING MORE DEFENDERS THAN BLOCKERS IN A-GAPS.
UNDERSTANDING PUNT COVERAGE
TIGHT
PP
"DBL BUMP"

LUB RUB
HITMAN LE LT LG C RG RT RE
1 2 3 4 5 6 7 8 9 10
RE: VS 2 MEN OUTSIDE GIVES
A "YOU" CALL TO THE TACKLE
AND BECOMES CONTAIN.
RT: BECOMES HITMAN

CONTAIN
CONTAIN

SPREAD
PP

LW RW
LH LT LG C RG RT RH
1 2 3 4 5 6 7 8 9
10

CONTAIN CONTAIN

R
UNDERSTANDING PUNT COVERAGE

SHIELD

LU PP RU

LE LT LG C RG RT RE
1 2 3 4 5 6 7 8 9 10

CONTAIN
CONTAIN

R
UNDERSTANDING PUNT COVERAGE
PUNT RETURN - WALL LEFT
"YELLOW"
SPREAD P
.

1 2 4 3 5 6 8 7 9 10

CENTER OR MDM

WE MUST SET THE WALL 5 X 5 DIAGONALLY TO GET OUTSIDE OF THE LANDMARKS


OF THE PUNT TEAM. THIS WILL GIVE US A BETTER CHANCE FOR A BIGGER RETURN
AND PIN THEIR COVERAGE TEAM INSIDE.
COACHING POINTS FOR
RETURNERS
“BE AGGRESSIVE”
A. PREPARATION / PRE-SNAP
1. MAKE SURE WE HAVE 11 PLAYERS ON THE FIELD (COUNT
YOURSELF)
2. KNOW THE SITUATION:
• DOWN & DISTANCE
• FIELD POSITION (10 YD LINE RULE)
• WEATHER CONDITIONS
• TIME IN THE GAME
• SCORE
3. KNOW THE PUNTER (AVERAGE, WATCH HIS GAME TAPES &
PRE GAME WARMUPS)
• RIGHT FOOTED – BALL ROTATES TO YOU
• LEFT FOOTED – BALL ROTATES AWAY FROM YOU.

B. ALIGNMENT
1. ALIGN 5 YARDS DEEPER THEN PUNTERS AVERAGE (37 yd Ave
= ALIGN 42 YARDS)
2. ALIGN WITH SHOULDERS SQUARE TO THE L.O.S.
3. ALIGN OFF SET AWAY FROM THE PUNTERS FOOT BECAUSE
BALL WILL TRAVEL 10 TO 12 YARDS IN THAT DIRECTION
• RIGHT FOOTED – TO THE LEFT
• LEFT FOOTED – TO THE RIGHT

C. STANCE
1. PARALLEL,
2. SLIGHT BREAK AT THE BELT,
3. FACE RELAXED
4. FINGERS AT HIPS ALWAYS MOVING
D. KEYS & READS
1. EYE THE HIPS OF THE PUNTER (FOR DIRECTIONAL
PUNTING).
2. SEE THE BALL OFF THE PUNTER’S FOOT TO YOUR
HANDS.
E. RECEIVING RULES
1. RETURNERS HAVE THE RIGHT TO CATCH THE BALL
2. UNMOLESTED.
3. FIELD ALL PUNTS IN THE AIR. ALLOWING A BALL TO
HIT THE GROUND AND ROLL WILL COST US:
D. POSITIVE RETURN
1. YARDAGE,GIVE THE OPPONENT TWO 1ST DOWNS
AND PUT OUR OFFENSE AT A DISTINCT
DISADVANTAGE.
4. ON A FAIR CATCH:
1. THE SIGNAL MUST BE DISTINCT AND CLEAR
WITH
HAND HIGH AND WAVING.
1. THE BALL CANNOT BE ADVANCED.
2. RETURNERS CANNOT SIGNAL AND THEN
BLOCK.
3. RETURNERS ARE ALLOWED ONLY 2 STEPS.
4. DO NOT SIGNAL WHILE RUNNING.
5. DO NOT DROP TO ONE KNEE AFTER MAKING
THE
CATCH.
D. CATCHING THE BALL
1. SPRINT TO GET INTO POSITION TO CATCH THE BALL.
2. SPLIT THE BALL WITH YOUR BODY.
• CATCH ONLY A BALL THAT YOUR BODY IS
UNDERNEATH.
1. NEVER REACH OR DIVE FOR ANY BALL.
2. NEVER ATTEMPT TO MAKE OVER THE
SHOULDER
CATCH.
1. DO NOT TRY TO MAKE THE TOUGH CATCH.
1. ALWAYS SQUARE UP TO THE BALL.
D. CATCH THE BALL ABOVE THE STERNUM WITH YOUR
PALMS UP, YOUR HANDS HIGH, PINKY TO PINKY
AND ELBOWS TUCKED IN.
1.DON’T LET IT HIT YOUR PADS.
EYE IT, CHIN IT, TUCK IT, PRO PLANT AND BURST
G. AWAY CALL:
1. WAVE ARMS BELOW THE WAIST IN A CROSSING FASHION.
2. ALL SIDELINE PLAYERS MUST ECHO THE CALL,
ALERTING
THE OTHERS ON THE FIELD TO STOP BLOCKING AND
GET
OUT OF BOUNDS.
• IF BALL HITS THE GROUND AND BOUNCES
UNCONTROLLABLY
• IF THE BALL GOES OVER RETURNERS HEAD.
• IF BALL IS PARTIALLY BLOCKED OR SHANKED.
3. AFTER “AWAY” IS CALLED INSURE THAT THE
PUNT TEAM DOWNS THE BALL OR HANDS IT TO
THE OFFICIAL.
IF NOT, TAKE IT TO THE HOUSE!

H. 10-YARD LINE RULE:


1. NEVER CATCH A BALL INSIDE THE 10-YARD LINE.
2. HEELS ON THE 10-YARD LINE.
3. NEVER BACK UP TO CATCH BALL.
4. IF THE BALL IS GOING TO GO OVER YOUR HEAD, “BLUFF”
THE CATCH FORCING THEIR HITMEN TO CONVERGE ON
YOU AND NOT ABLE TO DOWN THE BALL INSIDE THE 10-
YARD LINE. DO NOT SIGNAL FOR FAIR CATCH. (DRAW
TECHNIQUE)
RETURNS

1. MIDDLE:
• “SET UP” THE COVER TEAM:
• SET THE BLOCKS WITH YOUR EYES AND FACIAL
EXPRESSIONS
• TAKE A FEW STEPS TOWARD THE SIDELINE IF
PERMISSABLE OR IF THE BALL CARRIES YOU.
• EXPLODE UP THE MIDDLE. “THREAD THE NEEDLE”
• BEAT THE 1ST COVERMAN.
• MAKE SOMEONE MISS!

2. WALL OR SIDELINE:
• “SET UP” THE COVER TEAM:
• SET THE BLOCKS WITH YOUR EYES AND FACIAL
EXPRESSIONS
• TAKE A FEW STEPS TOWARD THE SIDELINE IF
PERMISSABLE OR IF THE BALL CARRIES YOU.
• BURST TO THE SIDE LOOKING FOR A SEAM NO WIDER
THAN 3 TO 4 YARDS FROM THE SIDELINE ALLOWING
ROOM FOR CUTBACK.
• “THREAD THE NEEDLE”
• USE YOUR POINT MAN.
• MAKE SOMEONE MISS!

TAKE IT TO THE HOUSE!


FLIGHT OF THE BALL TO YOU
EYES ON BALL – FROM PUNTERS FOOT TO YOUR
HANDS!

A. WITHOUT THE WIND


1. BALL THREADING LINE – GOES DIRECTLY TO TARGET.
2. TIP UP – BREAK RIGHT (CATCH BALL ON THE LEFT SIDE)
• IF BALL WOBBLES, SPINS FASTER, OR KICKED HIGHER, IT
ENHANCES BREAK TO THE RIGHT.
3. TIP DOWN – SHORT AND LEFT (CATCH BALL ON THE RIGHT SIDE
OF THE BODY).
4. EXTREMELY HIGH BALL – WILL REMAIN TIP UP, BALL WILL
BREAK RIGHT
(CATCH IT ON THE RUN)
5. LOW BALL – TENDS TO TURN OVER – MOVE QUICKLY TO YOUR
LEFT.

B. WITH WIND
1. TIP UP AND WOBBLING – SHORT AND RIGHT.
2. TIP DOWN – SHORT AND SEVERE BREAK LEFT.
3. WOBBLING BALL – (BEST TO RETURN) – GET UP QUICK – IT
WILL BE SHORT.
4. TAIL WIND – ENHANCES PRESCRIBED BREAK – ADJUST F THE
BODY) MORE TO THE RIGHT
5. RIGHT SIDE WIND – NULLIFIES BREAK OF BALL.
6. HEAD WIND – TIP UNDER MOST DIFFICULT TO CATCH.
• DON’T CATCH – GET AWAY – CRAZY BOUNCE.

CATCH – CROWD BALL – USE BASKET GRAB.


PUNT RETURNER COMMUNICATION
LEFT (YELLOW) OR MIDDLE (MENLO)
2 DEEP (TANDEM)

LR RR
"YOU..YOU..YOU.." "ME..ME..ME.."
"ME & "YOU CALLS ARE MADE BY RETURNER AWAY FROM THE CALL.
PUNT RETURNER COMMUNICATION
RIGHT (RED)
2 DEEP (TANDEM)

LR RR
"ME..ME..ME.." "YOU..YOU..YOU.."
"ME & "YOU CALLS ARE MADE BY RETURNER AWAY FROM THE CALL.
COACHING POINTS FOR JAMMERS
“GET TO THE CUT-OFF”

A. ALIGNMENT:
1. CROWD THE L.O.S. (CREDIT CARD)
2. KEEP SHOULDERS SQUARE TO THE L.O.S.
3. SPLIT THE HITMAN’S CROTCH WITH YOUR OUTSIDE FOOT.
4. ALIGN ON HIS INSIDE HALF.

B. STANCE:
1. “POSITIVE SHIN ANGLES” – HEALS UNDER ARMPITS, TOES
OUT AND ON THE INSIDE HALVES OF YOUR FEET.
2. KEEP SHOULDERS AT A 45 DEGREE ANGLE.
3. HANDS SHOULD BE TIGHT TO THE BODY AT A 90 DEGREE
ANGLE CHEST HIGH AND FINGERS ALWAYS MOVING.
4. EYES SHOULD BE ALWAYS FOCUSED ON THE BELT OF THE
HITMAN.

C. RELEASE: “STAY EVEN OR JUST BEHIND HIM”


1. ON AN OUTSIDE RELEASE BY THE HITMAN.
2. PUNCH AND RETREAT WITH YOUR OUTSIDE HAND AND
COME BACK TO HIS TRICEP WITH HIS INSIDE ARM.
3. AIM FOR THE FRONT PART OF THE SHOULDER BUT YOU
WILL GET THE TRICEP
4. SNAP YOUR EYES TO HIS FEET.
5. GET YOUR ELBOW LOCKED OUT AND KEEP IT TIGHT.
6. CUP THE TRICEP WITH YOUR HAND.
7. IF HE LEANS OR GETS INTO YOU, RELOCK YOU ELBOW.
D. FINISH: “STICK TO HIM LIKE GLUE”
1. WHEN HE TURNS, YOU TURN AND PUNCH, KEEPING YOUR
HEAD AND SHOULDERS BACK.
2. MIRROR HIM DOWN THE FIELD, SHUFFLE OR GLIDE YOUR
FEET. NEVER CROSS THEM OVER
3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT
AND LOCK OUT YOUR PLAYSIDE ARM.
4. SNAP YOUR EYES TO HIS FEET AND “SCRAPE PAINT”
USING YOUR INSIDE ARM.
5. KEEP A TIGHT ELBOW AND HAND OPEN. HOLD HIS
PRESSURE WITH YOUR HEAD ACROSS.
6. MAKE SURE YOU ARE IN POSITION. DO NOT TOUCH ANY
PART OF HIS BACK.
7. IF YOU THINK YOU MAY “CLIP”, PULL OFF. SIMPLY GET IN
POSITION AND….FINISH HIM.

TO THE HOUSE!
GET IT DONE! IT IS YOU VERSUS HIM, A CLASH OF
WILLS.
TAKE PRIDE IN KNOWNG THAT YOUR MAN
WILL NEVER MAKE THE PLAY!
COACHING POINTS FOR PUNT RETURN
(MIDDLE RETURN MAN SCHEME BLOCKING)
“TIME EQUALS YARDS”

• MAKE IT LOOK LIKE A PUNT BLOCK. BE IN AN ATTACK MODE!

• “TIME EQUALS YARDS” THE LONGER WE FORCE OPPONENTS


TO STAY IN THE PROTECTION MODE, THE MORE CUSHION OUR
RETURN MAN GAINS. WE GAIN FIELD POSITION FOR EACH
TENTH OF A SECOND WE FORCE THE PROTECTION TO BLOCK.

A. ALIGNMENT: 
1. CROWD THE L.O.S. (CREDIT CARD) WITH YOUR INSIDE DOWN
HAND ALWAYS IN FRONT OF YOUR HEAD. (THIS WILL PREVENT
YOU FROM BEING OFFSIDES).
2. ALIGN WITH YOUR INSIDE HAND DOWN TO THE BALL SIDE (LEFT
SIDE = RIGHT HAND DOWN LEFT ARM UP, RIGHT SIDE = LEFT
HAND DOWN, RIGHT ARM UP.
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR
ANY RETURN.
4. POSSIBLE “STEM” (MOVING AROUND BEFORE IS SNAPPED, TO
CONFUSE PROTECTION SCHEME. THIS WILL BE CALLED ON THE
SIDELINE BY COACH OR DONE BY GAME PLAN).
 
B. STANCE: 
1. TILTED SLIGHTLY INWARD, NARROW WITH BUTT UP AND ALL OF
YOUR WEIGHT FORWARD. INSIDE DOWN HAND IS CUPPED.
OFF HAND IS BACK AND UP.
2. HEAL TO TOE RELATIONSHIP WITH THE OUTSIDE FOOT BEING
UP.
THIS IS NOT A TRADITIONAL FOOTBALL STANCE!
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR
ANY RETURN.
C. KEYS & READS:
1. STUDY THE SNAPPER PRIOR TO THE SNAP:
A. DOES HE HITCH?
B. DOES HE FLEX HIS HANDS?
2. STUDY THE PERSONEL PROTECTOR –
A. WHAT ARE HIS INDICATORS BEFORE THE BALL IS
SNAPPED?
B. LISTEN AND KNOW THE CADENCE.
C. WHICH WAY IS HE TELLING THE CENTER TO
BLOCK?
D. LISTEN FOR AUDIBLES…. Etc.

3. STUDY THE MEN IN FRONT OF YOU:


A. READ THEIR EYES AND BODY LANGUAGE.
4. WE MOVE ONLY ON THE SNAP OF THE BALL!
A. DO NOT JUMP AT ANY SUDDEN MOVEMENT
OR MOTION BY ANYONE ON THE FRONT LINE OR WINGS.
5. FOCAL POINT: BACK TIP OF THE BALL.
6. CROWD, KEY AND GET A JUMP ON THE BALL.

D. TAKE OFF: “HAVE A ROCKET UP YOUR ASS”!


1. EXPLODE OUT OF YOUR STANCE LOW.
2. CHEST OVER THIGHS
3. PUMP YOUR ARMS LIKE A SPRINTER

E. ATTACK / HAND PLACEMENT: “LIFT HIM OUT OF HIS


SHOES”
1. PUNCH WHEN YOU CAN “SMELL HIS BREATHE” OR STEP ON HIS
TOES.
2. SHOOT YOUR HANDS TO THE BREAST PLATE WITH THUMBS UP,
3. HEAD UP, EYES ON HIS THROAT, SQUEEZE AND GRAB CLOTH.
4. KEEP KNEES BENT, ARCHED BACK WITH YOUR HANDS ABOVE YOUR
EYES WITH FEET OUT, KNEES IN (POSITIVE SHIN ANGLES).
5. 100% OF YOUR HIPS SQUARE IN RELATION TO HIS.
(SPLIT HIM DOWN THE MIDDLE)
6. DRIVE HIS ASS BACK INTO TO THE PUNTER’S FOOT.
7. SHUFFLE YOUR FEET (DANCE) TO MAINTAIN A “100%” POSITION
WITH PSA. NEVER CROSSOVER.
8. MAKE IT DIFFICULT FOR HIM TO RELEASE.
“STICK TO HIM LIKE GLUE”

F. RELEASE:
“TAKE HIM WHERE WANTS TO GO, FARTHER THAN HE WANTS
TO GO”
1. LET HIM RELEASE ANY WAY HE WANTS (INSIDE OR OUTSIDE).
2. ALWAYS OPEN TO HIM AFTER RELEASE.
3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND LOCK
OUT YOUR PLAYSIDE ARM AND SNAP YOUR EYES TO HIS FEET.

G. SHADOW:
1. IF HE COMES TO YOU IMMEDIATELY: “SCRAPE PAINT”
A. USING YOUR INSIDE ARM KEEP A TIGHT ELBOW AND HAND
OPEN.
B. HOLD HIS PRESSURE WITH YOUR HEAD ACROSS.
C. STAY SLIGHTLY BEHIND HIM.
D. MAKE SURE YOU ARE IN POSITION TO NOT TOUCH ANY PART OF
HIS BACK.
2. IF HE IS IN ARMS LENGTH: “CUP THE TRICEP”
A. CUP THE BACK OF HIS TRICEP. HOLD HIS PRESSURE BUT STAY
SLIGHTLY BEHIND HIM.
3. IF HE WIDENS IMMEDIATELY: “CUSHION”
2-YARD WIDE BY 1-YARD BEHIND THE COVERMAN. NEVER BE
EVEN!
A. READ HIS FEET – HE GOES WHERE HIS FEET GO.
B. MIRROR HIS ROUTE DOWN THE FIELD KEEPING YOUR
“CUSHION”.
C. WHEN HIS FEET START TO TURN OR COME TO BALANCE. YOU
START TO CLOSE. FIND A 5TH GEAR.
D. OPPOSITE SHOULDER BLOCK – WHEN YOU ARE 2 STEPS
AWAY,
1. GATHER WITH POSITIVE SHIN ANGLES
2. YELL “HEY” TO GET HIS ATTENTION.
3. PENDELUM PUNCH: HEAD IN FRONT AND EYES UP.
SQUEEZE AND GRAB.
4. LOOK THRU YOUR THUMBS (FRAME IT UP)
5. POUND THE FEET “DON’T LEAVE YOUR BUTT BEHIND”
ELBOWS AND ASSHOLES!
IF YOU LOSE HIM DOWN THE FIELD……… GET TO THE CUT-
OFF!

H. FINISH:
1. KEEP YOUR HANDS INSIDE AND STAY BETWEEN HIM AND THE
RETURNER.
2. MIRROR HIM DOWN THE FIELD, WHEN HE TURNS AND RUNS, YOU
TURN AND RUN.
3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND LOCK
OUT YOUR PLAYSIDE ARM.
4. SNAP YOUR EYES TO HIS FEET AND “SCRAPE PAINT” USING YOUR
INSIDE ARM.
5. KEEP A TIGHT ELBOW AND HAND OPEN. HOLD HIS PRESSURE
WITH YOUR HEAD ACROSS.
6. MAKE SURE YOU ARE IN POSITION. DO NOT TOUCH ANY PART OF
HIS BACK. IF YOU THINK YOU MAY “CLIP”, PULL OFF. SIMPLY GET
IN POSITION AND….FINISH HIM.

TO THE HOUSE!
GET IT DONE! IT IS YOU VERSUS HIM, “A CLASH OF WILLS”
TAKE PRIDE IN KNOWING THAT YOUR MAN WILL NEVER MAKE THE
PLAY!
MIDDLE RETURN

(MENLO)

SPREAD FORMATION

POSITION ALIGNMENT/ASSIGNMENT

1 & 10 ALIGNMENT: INSIDE SHADE ON HITMEN


ASSIGNMENT: JAMMER TECHNIQUE, COVER
MAN TO MAN
ALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE HITMEN
VS OPTION: COVER HITMEN MAN TO MAN

2&9 ALIGNMENT: OUTSIDE SHADE ON WINGS


“STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
WINGS
ALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE WINGS
VS OPTION: COVER WINGS MAN TO MAN

3&8 ALIGNMENT: OUTSIDE SHADE ON TACKLES


“STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
TACKLES

4&7 ALIGNMENT: OUTSIDE SHADE ON GUARDS


“STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
GUARDS
POSITION ALIGNMENT/ASSIGNMENT

5 ALIGNMENT: OUTSIDE TIP ON CENTER “STEM TO


IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
CENTER OR PP DEPENDING WHO IS THE MDM.
YOU CANNOT HIT THE CENTER WHEN HIS HEAD
IS DOWN. HE MUST BE ALLOWED TO COME UP
BEFORE HE IS COLLISIONED
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PP. SPY FOR FAKE

6 ALIGNMENT: OUTSIDE TIP ON CENTER “STEM TO


IT”
ASSIGNMENT: GET VERTICAL UPFIED. DIP & RIP
TO THE BLOCK POINT, TAKE THE BALL OFF THE
PUNTER’S FOOT.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PUNTER. SPY FOR FAKE.

RETURNER ALIGNMENT: WILL BE DETERMINED BY PUNTING


AVERAGE, SCOUTING REPORT, WEATHER
CONDITIONS AND PUNTER’S PRE-GAME WARM-UPS.
ASSIGNMENT: CATCH THE BALL MOVING UP THE
FIELD TAKE A FEW STEPS TO ONE SIDE IF
PERMISSIBLE THEN EXPLODE UP THE
MIDDLE
“THREAD THE NEEDLE”
MAKE SOMEONE MISS AND………..
TAKE IT TO THE HOUSE!
MIDDLE RETURN

(MENLO)

TIGHT FORMATION

POSITION ALIGNMENT/ASSIGNMENT

1 & 10 ALIGNMENT: OUTSIDE SHADE ON ENDS


ASSIGNMENT: JAMMER TECHNIQUE, COVER MAN
TO MAN
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE ENDS
VS OPTION: COVER ENDS MAN TO MAN

2&9 ALIGNMENT: OUTSIDE SHADE ON TACKLES


“STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
TACKLES

3&8 ALIGNMENT: OUTSIDE SHADE ON GUARDS


“STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
GUARDS

4&7 ALIGNMENT: HEAD UP ON UPBACKS “STEM TO IT”


ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
UPBACKS

5 ALIGNMENT: OUTSIDE TIP ON CENTER”STEM TO


IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
CENTER. YOU CANNOT HIT THE CENTER WHEN
HIS HEAD IS DOWN. HE MUST BE ALLOWED TO
COME UP BEFORE HE IS COLLISIONED
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PP. SPY FOR FAKE
POSITION ALIGNMENT/ASSIGNMENT

6 ALIGNMENT: OUTSIDE TIP ON CENTER“STEM TO


IT”
ASSIGNMENT: GET VERTICAL UPFIED. DIP & RIP
TO THE BLOCK POINT, TAKE THE BALL OFF THE
PUNTER’S FOOT.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PUNTER. SPY FOR FAKE.

RETURNER ALIGNMENT: WILL BE DETERMINED BY PUNTING


AVERAGE, SCOUTING REPORT, WEATHER
CONDITIONS AND PUNTER’S PRE-GAME WARM-UPS.
ASSIGNMENT: CATCH THE BALL MOVING UP THE
FIELD TAKE A FEW STEPS TO ONE SIDE IF
PERMISSIBLE THEN EXPLODE UP THE
MIDDLE
“THREAD THE NEEDLE”
MAKE SOMEONE MISS AND………..TAKE IT TO THE HOUSE!
MIDDLE RETURN

(MENLO)

SHIELD FORMATION

POSITION ALIGNMENT/ASSIGNMENT

1 & 10 ALIGNMENT: HEAD UP ON ENDS.


ASSIGNMENT: JAMMER TECHNIQUE. COVER
MAN TO MAN.
ALERT FAKE! GO WITH ANY SHIFTS OR
MOTIONS BY THE ENDS
VS OPTION: COVER ENDS MAN TO MAN

2&9 ALIGNMENT: HEAD UP ON TACKLES. “STEM TO


IT”
ASSIGNMENT: JAMMER TECHNIQUE

3&8 ALIGNMENT: HEAD UP ON GUARDS. “STEM TO


IT”
ASSIGNMENT: JAMMER TECHNIQUE

4&7 ALIGNMENT: A-GAPS INSIDE OF GUARDS AND


OUTSIDE OF UPBACKS. “STEM TO IT”
ASSIGNMENT: GET VERTICAL UP FIELD. DIP &
RIP THROUGH OUTSIDE SHOULDER OF UPBACKS.
GET TO THE BLOCK POINT. TAKE THE BALL
OFF THE PUNTER’S FOOT.
ALERT ROLL PUNT TO YOUR SIDE.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE LEFT UPBACK. SPY FOR FAKE
POSITION ALIGNMENT/ASSIGNMENT
5 ALIGNMENT: A-GAP BETWEEN LEFT UPBACK AND
PP. “STEM TO IT”
ASSIGNMENT: GET VERTICAL UP FIELD. DIP &
RIP THROUGH PP & UPBACK. GET TO THE BLOCK
POINT. TAKE THE BALL OFF THE PUNTER’S FOOT.
ALERT ROLL PUNT TO YOUR SIDE.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PP. SPY FOR FAKE
6 ALIGNMENT: HEAD UP ON CENTER “STEM TO
IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON
CENTER. YOU CANNOT HIT THE CENTER WHEN
HIS HEAD IS DOWN. HE MUST BE ALLOWED TO
COME UP BEFORE HE IS COLLISIONED
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PUNTER. SPY FOR FAKE.
7 ALIGNMENT: A-GAPS INSIDE OF RIGHT UPBACK
AND CENTER “STEM TO IT”
ASSIGNMENT: GET VERTICAL UP FIELD. DIP &
RIP THROUGH OUTSIDE SHOULDER OF UPBACKS.
GET TO THE BLOCK POINT.
TAKE THE BALL OFF THE PUNTER’S FOOT.
ALERT ROLL PUNT TO YOUR SIDE.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE RIGHT UPBACK. SPY FOR FAKE.
RETURNER ALIGNMENT: WILL BE DETERMINED BY PUNTING
AVERAGE, SCOUTING REPORT, WEATHER
CONDITIONS AND PUNTER’S PRE-GAME
WARM-UPS.
ASSIGNMENT: CATCH THE BALL MOVING UP THE
FIELD TAKE A FEW STEPS TO ONE SIDE IF
PERMISSIBLE THEN EXPLODE UP THE
MIDDLE
“THREAD THE NEEDLE”
MAKE SOMEONE MISS AND……….. TAKE IT TO THE HOUSE!
MIDDLE RETURN .P SPREAD
"MENLO"
PP
LW RW
LH LT LG C RG RT RH
1 2 3 4 5 6 7 8 9 10

P TIGHT
.
PP
LUB RUB
LE LT LG C RG RT RE
1 2 3 4 5 6 7 8 9 10

P SHIELD
.
LU PP RU

LE LT LG C RG RT RE
1 2 3 4 5 6 7 8 9 10

1, 2, 3, 6, 8, 9, & 10: ALIGN IN 2 PT STANCE


MIDDLE RETURN CLOSE
"MENLO" (BACKED UP)
.P
PP
LW RW
LH LT LG C RG RT RH
1 2 3 4 5 6 7 8 9 10

DBL. WING
(BACKED UP)
.P
PP
LW RW
LE LT LG C RG RT RE
1 2 3 4 5 67 8 9 10
COACHING POINTS FOR PUNT RETURN

(WALL SCHEME BLOCKING)

“BRING THE WALL TO THE BALL!”
MAKE IT LOOK LIKE A PUNT BLOCK. BE IN AN ATTACK MODE!
“TIME EQUALS YARDS” THE LONGER WE FORCE OPPONENTS
TO STAY IN THE PROTECTION MODE, THE MORE CUSHION OUR
RETURN MAN GAINS. WE GAIN FIELD POSITION FOR EACH
TENTH OF A SECOND WE FORCE THE PROTECTION TO BLOCK.

A. ALIGNMENT: 
1. CROWD THE L.O.S. (CREDIT CARD) WITH YOUR INSIDE DOWN
HAND ALWAYS IN FRONT OF YOUR HEAD. (THIS WILL PREVENT
YOU FROM BEING OFFSIDES).
2. ALIGN WITH YOUR INSIDE HAND DOWN TO THE BALL SIDE (LEFT
SIDE = RIGHT HAND DOWN LEFT ARM UP, RIGHT SIDE = LEFT
HAND DOWN, RIGHT ARM UP.
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR ANY
RETURN.
4. POSSIBLE “STEM” (MOVING AROUND BEFORE IS SNAPPED, TO
CONFUSE PROTECTION SCHEME. THIS WILL BE CALLED ON THE
SIDELINE BY COACH OR DONE BY GAME PLAN).
 
B. STANCE: 
1. TILTED SLIGHTLY INWARD, NARROW WITH BUTT UP AND ALL OF
YOUR WEIGHT FORWARD. INSIDE DOWN HAND IS CUPPED. OFF
HAND IS BACK AND UP.
2. HEAL TO TOE RELATIONSHIP WITH THE OUTSIDE FOOT BEING UP.
THIS IS NOT A TRADITIONAL FOOTBALL STANCE!
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR ANY
RETURN.
C. KEYS & READS:
1. STUDY THE SNAPPER PRIOR TO THE SNAP:
A. DOES HE HITCH?
B. DOES HE FLEX HIS HANDS?
2. STUDY THE PERSONEL PROTECTOR –
A. WHAT ARE HIS INDICATORS BEFORE THE
BALL IS SNAPPED?
B. LISTEN AND KNOW THE CADENCE.
C. WHICH WAY IS HE TELLING THE CENTER TO
BLOCK?
D. LISTEN FOR AUDIBLES…. Etc.

3. STUDY THE MEN IN FRONT OF YOU:


A. READ THEIR EYES AND BODY LANGUAGE.
4. WE MOVE ONLY ON THE SNAP OF THE BALL!
A. DO NOT JUMP AT ANY SUDDEN MOVEMENT
OR MOTION BY ANYONE ON THE FRONT LINE OR
WINGS.
5. FOCAL POINT: BACK TIP OF THE BALL.
6. CROWD, KEY AND GET A JUMP ON THE BALL.

D. TAKE OFF: “HAVE A ROCKET UP YOUR ASS”!


1. EXPLODE OUT OF YOUR STANCE LOW.
2. CHEST OVER THIGHS
3. PUMP YOUR ARMS LIKE A SPRINTER
E. RELEASE / LANDMARK
DROP OFF CONSECTIVELY AND HEAD TO YOUR LANDMARK.
1ST MAN - POINT MAN – SET WALL OFF THE RETURNER
2ND MAN – 5 YARDS DIAGONALLY OFF 1ST MAN
3RD MAN – 5 YARDS DIAGONALLY OFF 2ND MAN
4TH MAN - 5 YARDS DIAGONALLY OFF 3RD MAN
5th MAN – 5 YARDS DIAGONALLY OFF 4TH MAN
“PATIENCE IS A VIRTUE”
KEEP THE INTEGRITY OF THE WALL – THE COVERMEN WILL COME
TO YOU

SNAP YOUR EYES ON THE FEET THE MOST DANGEROUS MAN


(MDM) THAT ATTEMPTS TO CROSS YOUR FACE TOWARD THE
RETURNER.
PROCEED TO DRIFT UPFIELD TOWARD THE GOAL LINE.
OPPOSITE SHOULDER BLOCK – WHEN YOU ARE 2 STEPS AWAY,
1. GATHER WITH POSITIVE SHIN ANGLES
2. YELL “HEY” TO GET HIS ATTENTION.
3. PENDELUM PUNCH: HEAD IN FRONT AND EYES UP.
SQUEEZE AND GRAB.
4. LOOK THRU YOUR THUMBS (FRAME IT UP)
5. POUND THE FEET “DON’T LEAVE YOUR BUTT BEHIND”
ELBOWS AND ASSHOLES!
F. FINISH:
1. KEEP YOUR HANDS INSIDE AND STAY BETWEEN HIM AND THE
RETURNER.
2. MIRROR HIM DOWN THE FIELD, WHEN HE TURNS AND RUNS,
YOU TURN AND RUN.
3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND
LOCK OUT YOUR PLAYSIDE ARM.
4. SNAP YOUR EYES TO HIS FEET AND “SCRAPE PAINT” USING
YOUR INSIDE ARM.
5. KEEP A TIGHT ELBOW AND HAND OPEN. HOLD HIS PRESSURE
WITH YOUR HEAD ACROSS.
6. MAKE SURE YOU ARE IN POSITION. DO NOT TOUCH ANY PART
OF HIS BACK. IF YOU THINK YOU MAY “CLIP”, PULL OFF.
SIMPLY GET IN POSITION AND….FINISH HIM.

TO THE HOUSE!
GET IT DONE! IT IS YOU VERSUS HIM, “A CLASH OF
WILLS”
TAKE PRIDE IN KNOWING THAT YOUR MAN WILL NEVER MAKE
THE PLAY
WALL LEFT RETURN (YELLOW)

SPREAD FORMATION


POSITION ALIGNMENT / ASSIGNMENT

1 & 10 ALIGNMENT:INSIDE SHADE ON HITMEN


ASSIGNMENT: JAMMER TECHNIQUE, COVER
MAN TO MAN.
ALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE HITMEN. VS OPTION: COVER HITMEN
MAN TO MAN

2&9 ALIGNMENT: TILTED OUTSIDE SHOULDER OF


WINGS
ASSIGNMENT: GET VERTICAL (2 WAY GO ON
THE WINGS) TO THE BLOCK POINT AND TAKE BALL
OFF PUNTER’S FOOT. #9: DROP AND HEAD TO YOUR
LANDMARK IN THE WALL .#2: BLOCK PUNTER
AFTER KICK
ALERT FAKE: PUNTER GO WITH ANY SHIFTS OR
MOTIONS BY THE WINGS.VS OPTION: COVER
WINGS MAN-TO-MAN IF THE RELEASE.

3 ALIGNMENT:OUTSIDE SHOULDER OF
TACKLE ASSIGNMENT: POINT MAN: BACK OUT EARLY
BEFORE SNAP, WATCH FOR FAKE TO PP. AND
THE WING NEAREST YOU. AFTER BALL IS KICKED,
SET THE WALL TO THE RETURNER, READ THE FEET
OF THE MDM THAT THREATENS AND BLOCK HIM.
ALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE PP. VS OPTION TO: ATTACK PP OR
COVER HIM MAN TO MAN IF HE RELEASES.VS OPTION
AWAY: ATTACK THE PUNTER OR COVER HIM
MAN TO MAN IF HE RELEASES.
PUNT RETURN 

DRILLS
PUNT RETURN CIRCUIT
- -
-
- Block Point -
-
- -
- -
P P
Volleyball - - Volleyball
x -
-
-
- x
- -
- -

- -
- -
- -
- -
- -

- -
- -
Lean & See Ball Hit Hands - - Lean & See Ball Hit Hands
- -
- -

Press/Steel Rod
- -
- -
- -
- -
-
-
- -
- -
- -
-- -
-- -
-
-
-
-
-
Press vs. Kick Step -
Press vs. Zone Step
-
-
-
-
-
-
-
-
-
-
-
-

- -
- -
- -
- -
- -
- -
- -
- -
-
Press vs. Zone Step -
- - Press vs. Kick Step
-
-
- -
- -
- -
- -

- -
- -
- -
- -
- -

Leverage Drill
-
-
-
-
-
- --
- --
Read Leverage

- -
-
-
Steel Rod -
-
-- -
-
- -
- -
R

- -

- -
- QB/Jugs -
- -
- -
- -
PUNT RETURN DRILLS
PUNT BLOCK
ROCKET DRILLS

C
1. STANCE
x 2. GET-OFFS
3. BLOCK POINT
(one or two at
a time)
4. VS BAGS
x
1 2 3 4

1. RUN THRU
C BLOCK POINT
x (one side at
a time)
1 1 2. SCOOP
2 2
3 3 & SCORE
4 4 (man from
other side)

C TRACK DRILL
(one or two
x at a time)
(may add bags or
V bodies)
V V
X
1 2 3 4

x x
WIGGLE DRILL - Beat 2 Blockers
V
V (may add bags or
V bodies)
V V V V
X
5 5
(vs tite) (vs wide)
PUNT BLOCK DRILLS
BURST, BEND & BLOCK

CAMERA

9 yards BLOCKPOINT
x x BLOCKPOINT 9 yards

3 yards BAG BAG BAG 3 yards


BAG
BALL BALL
V V
RIGHT SIDE
LEFT SIDE

CP: HEAL TO TOE STANCE 1. STANCE


ASS UP 2. GET-OFFS
WEIGHT FORWARD 3. BEND TO BLOCK POINT
INSIDE LEG BACK
OUTSIDE ARM UP
GET OFF ON BALL MOVEMENT
RIP THRU AND BEND TO BLOCK POINT
SIMULATE PUNT BLOCK AT CONE

MAY ADD PUNTER OR COACH ON KNEE AT BLOCK POINT


PUNT BLOCK DRILLS
BEAT THE WING

CAMERA

P BLOCK POINT 10 yards

6 yards WING WING 6 yards

BALL
2 9
LEFT SIDE RIGHT SIDE

CP: HEAL TO TOE STANCE 1. STANCE


ASS UP 2. GET-OFFS
WEIGHT FORWARD 3. BEND TO BLOCK POINT
INSIDE LEG BACK
OUTSIDE ARM UP
GET OFF ON BALL MOVEMENT
RIP THRU AND BEND TO BLOCK POINT OR COME UNDER HIM TO BLOCK POINT
SIMULATE PUNT BLOCK AT CONE

MAY ADD PUNTER OR COACH ON KNEE AT BLOCK POINT


PUNT RETURN DRILLS

ROCKET DRILLS

1. GET OFFS VS AIR fig. A


2. GET OFFS VS SHIELDS (HAND PLACEMENT) fig. B

V V
B B 2 YARDS
X X X X
USE STICKS FOR BALL MOVEMENT
fig. A fig. B
CAMERA

c.p EYE THE BACK TIP OF THE BALL


HEAD & EYES UP
THROWTHE KNIVES (100)- HANDS INSIDE - FRAME IT UP
STICK TO HIM LIKE GLUE
POUND THE KNEES AND DRIVE HIM BACK INTO THE PUNTER
PUNT RETURN DRILLS

PIN DRILL

V V

V V 2 YARDS
B
X X USE STICKS FOR BALL MOVEMENT

COACH

CAMERA

PIN DRILL
1. GET OFFS VS SHIELDS ON BALL MOVEMENT
2. GIVE DIRECTION TO PUNT TEAM
c.p. KEEP THE COVERMAN IN THE PIN FOR AS LONG AS HE CAN.
SHUFFLE WITH HIM. WHEN HE BREAKS FREE:
LOCK OUT THE ESCAPE SIDE ARM
SNAP EYES TO HIS FEET
PUNT RETURN DRILLS

SHADOW DRILL
TRICEP & SCRAPE PAINT

CAMERA

V V
X X

BC BC

COACH
GIVEDIRECTION TO COVERMEN

FIRST START IN THE PIN


WHEN HE BREAKS FREE
LOCK OUT THE ESCAPE SIDE ARM
SNAP EYES ON HIS FEET
IF HE COMES TO YOU - SCRAPE PAINT:
INSIDE ARM AT 90 DEGREES WITH HAND OPEN
HOLD HIS PRESSURE
STAY EVEN OR SLIGHTLY BEHIND HIM
STAY BETWEEN HIM AND THE RETURNER
IF HE GOES AWAY FROM YOU - TRICEP
CUP THE BACK OF HIS TRICEP
HOLD HIS PRESSURE
STAY EVEN OR SLIGHTLY BEHIND HIM
STAY BETWEEN HIM AND THE RETURNER
PUNT RETURN DRILLS

FINISH DRILL
BC BC
V V
X X

LEFTSIDE RIGHTSIDE
CAMERA

1. FIRST START WITH HAND ON HIS TRICEP


EYES ON THE FEET
TURN WHEN HE TURNS
PUNCH
SHUFFLE WITH HIM
LOCK OUT ESCAPE SIDE ARM
SNAP EYES ON HIS FEET
INSIDE ARM AT 90 DEGREES WITH HAND OPEN
HOLD HIS PRESSURE
STAY BETWEEN HIM AND THE RETURNER
2. SECOND START SCRAPING PAINT
EYES ON THE FEET
TURN WHEN HE TURNS
PUNCH
SHUFFLE WITH HIM
LOCK OUT ESCAPE SIDE ARM
SNAP EYES ON HIS FEET
INSIDE ARM AT 90 DEGREES WITH HAND OPEN
HOLD HIS PRESSURE
STAY BETWEEN HIM AND THE RETURNER
PUNT RETURN DRILLS
GET TO THE CUT-OFF
BC BC

T T

B B

FACE TO ASS OPPOSITE SIDE

SCRAPE PAINT SCREEN OUT


T B T B 1. RUN PATH BETWEEN CP &
RETURNER.
2. STICK BUTT OUT
3. CUT OFF CP FROM
RETURNER.

V 3

PR
MIRROR
1. HANDS BEHIND BACK.
2. KEEP EYES ON CHEST #'S. POINT MAN
3. SHOOT HANDS INSIDE.
4. RESET HANDS
5. WIDEN FEET,SINK HIPS & STAY LOW. BC

V
15 yards
1

T PM
PUNT RETURN DRILLS

WALL DRILL

1. PRE-SET WALL OFF THE POINT MAN (PM) VS AIR


2. PRE-SET WALL OFF THE POINT MAN (PM) VS DEFENDERS
3. GET OFF THE BALL & SET WALL OFF THE PM VS DEFENDERS

1
FIG 1.

PM FIG 3.

R
C

V V x V V
FIG 2. 1 2 3 4

V
1
V V
2 1
V V

3 2
V V

4 V 3

PM
4
R PM
R
PUNT RETURN
JAMMER DRILLS (#1 & #10)
VS SPREAD PUNT HITMEN
PROGRESSION
MIRROR DRILL SCREEN OUT DRILL
1. HANDS BEHIND BACK. 1. RUN PATH
2. KEEP EYES ON CHEST #'S. BETWEEN CP &
3. SHOOT HANDS INSIDE. RETURNER.
4. RESET HANDS 2. STICK BUTT OUT
5. WIDEN FEET,SINK HIPS 3. CUT OFF CP
& STAY LOW. FROM RETURNER.
V V 1

1
PR
1 10 1 10 SHADOW DRILL
V V V V 1. NUDGE THE TRICEP AND WIDEN.
2. FINISH - WHEN HE SETTLES
* MAY USE SCREEN OUT
TECHNIQUE

V V V V
1 10 1 10

V V V V

O O VICE DRILL
A. INSIDE RELEASE
XX XX B. OUTSIDE RELEASE

SPACE DRILL
A. EYES ON CHEST #'S. V V V
B. SHOOT HANDS INSIDE.
C. RESET HANDS
D. WIDEN FEET, SINK HIPS 1 10 10
& STAY LOW.

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