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A DEFENSIVE PLAYERS COMMITMENT TO HIS TEAM IS MEASURED BY THE DISTANCE HE IS FROM THE BALL AT THE END OF THE PLAY.

TO MAKE A LASTING, POSITIVE DIFFERENCE IN THE LIVES OF THE YOUNG MEN AFFILIATED
WITH THE REBEL FOOTBALL PROGRAM
To achieve this goal, coaches and parents will use football as a vehicle to transform the lives of players within the program. Our players will come to us as ordinary boys but graduate as extraordinary young men. The average person will affect the lives of 10,000 people in their lifetime; our extraordinary young men will positively impact and inspire many, many more. These Rebels will become leaders of their school, families, businesses, and communities. In short, South High Rebel Football is anchored in one primary purpose: Serving the long-term welfare of the players we have been blessed to have in our program. To ensure that this purpose is met, we will focus our energies in four distinct areas: Creating and fostering a team-based environment where love and respect for team mates and other people is in perpetual action. Teaching and molding the character necessary to secure the foundation needed for a lifetime of significant servant-leadership. Ensuring that each young man maximizes his education this includes assisting them in selecting and securing admission to the college that represents the best possible fit for their personal situations. Developing an athletic environment where players are allowed to achieve competitive excellence as measured by team-first standards.

WE Are Building Champions For Life WE will redefine the worlds definition of success, measuring ourselves by
our commitment to our school, team, community, and family. WE will seek to create and cultivate a team-first environment where players can foster meaningful and lasting relationships with their coaches, team mates, and

family. WE will mold the character necessary to create the foundation


needed to live a life full of servant-leadership. WE will relentlessly work to ensure that each player in the Rebel Football Program maximizes his education and is accorded the opportunity to continue that education at

the university level upon graduating from South High School.


excellence as they fulfill this Mission of Rebel Football.

WE will

develop an athletic environment where players can achieve competitive

Team Philosophy:
1. 2. 3. 4. 5. 6. 7.

A DEFENSIVE PLAYERS COMMITMENT TO HIS TEAM IS MEASURED BY THE DISTANCE HE IS FROM THE BALL AT THE END OF THE PLAY.

Sequence Of Success:

Develop a team unit that excels in the Fundamentals of Defense: Tackle We will grade each player in these Pursue areas on a weekly basisGreat Create Take Aways defenses are built around players who Excel At Sudden Change Eliminate Penalties can consistently grade out in the 85 Excel At Goaline Defense percentile. Play With Enthusiasm

There are 6 essential phases to defensive success; for us to win the play, we must excel in all 6 phases. Align & AssignDid you know your responsibility & line up accordingly? Stimulus IDDid you find your stimulus response? Response TechsDid you execute your response technique? TNTDid you employ proper tackling and takeaway techs? SwarmDid you pursue the ball? FinishDid you make the play?

The Bottom Line:

It takes no talent to hustle. Every player who has the privilege to play defense for the South High Rebels must be willing to give all he has every time he competes, in the weight room, at chalk talk, at practice, and on the field of competition. Any player unwilling to meet this criteria should find another hobby!

Technique Definitions:

We will refer to alignments through the use of a numbering system, starting at the center with a head-up 0 technique and sequentially moving away from the football. The shoulder shading of the center will be referred to as a 0-shade weak or strong. Each movement of a man will account for an addition to the 0 technique. Reference to this alignment will be used when instructing both the primary and secondary levels of the defense. Refer to the diagram drawn below for clarification. The same technique definitions will be utilized for the 2nd and 3rd level players with the following exceptions: 2nd level players (i.e. LBs) will have the number 2 added to the technique definition, making a 5 technique a 52 technique. 3rd level players will have the number 3 added to the technique definition, making a 5 technique a 53 technique. 2nd level=5yds depth/3rd level=8 yds depth.

Gap Designations:

As shown in the diagram above, gaps will be labeled using a numeric system. The gaps to the strength of the offensive formation (usually based upon TE alignment) will be numerically labeled using even numbers, starting with the number 2. The gaps to the weak side of the offensive formation (usually opposite the TE) will be numerically labeled using odd numbers, starting with the number 1. A Roger call will make the gaps to the defensive right even and the gaps to the defensive left oddA Louie call will reverse those labels.

LOS: Line Of Scrimmage Window: Most commonly used in coaching LBsrefers to the alleyway that opens up between the offensive blockers and the secondary; can be thought of as the seam or hole that an offensive back is told to look for. Fan Technique: This is a technique employed by cornerbacks in Cover 2. The base alignment is 3 yards off & 1 yard outside the #1 receiver. The fan is a rerouting or fanning of the #1 receiver (two-hands to the chest) toward the inside safety help. Roger/Louie Call: This is the strength call made at the onset of every defensive play, Louie recognizing a strong offensive formation to our defensive left and Roger recognizing a strong offensive formation to our defensive right. Strength of formation is determined by the alignment of the TEif no TE is present, we will make the call toward the two or three-receiver sideif we are facing a balanced set, the call will be made toward the field. Two-wide/Three-wide call: This is a call made (by the safeties) recognizing any offensive formation that places two or three wide receivers to one side, outside the TE box. Nub: This term refers to the non-TE side of the offensive formation. Tarheel: A defensive call, recognizing that the offensive formation is a trips opposite TE. Flow: Most commonly used with teaching Dline and LB play. Indicates the direction in which the backfield moves on the snap of the ball. The term is broken into three categories: (1) Tite Flowbackfield movement downhill, within the guard box (2) Fast Flowstretch/sweep movement from the backfield (3) Counter FlowBack(s) take counter footwork at the snap of the ball.

KEY TERMS:

Leverage: This term refers to the positioning of a defensive player in relation to an offensive opponent. Inside leverage indicates that the defensive player will position himself between the offensive opponent and the footballoutside leverage indicates that the defensive player will position himself between the offensive opponent and the sideline. Press Technique: This is a technique employed by cornerbacks, primarily in Covers 1 and 0. The base alignment is 3 yards off and 1 yard inside the #1 receiver. Inside leverage should be maintained at all times when using a press technique. Force: This term indicates the defensive responsibility of turning outside run plays back to the inside. Generally speaking, we will have one designated force player to each side on every play (determined by the defensive call), the remaining players will be spilling (attacking the ball inside-out) the ball toward the force. On most plays, we will be in Box ForceBackers are the force. Certain defensive alignments and calls can exchange this responsibility to other players (i.e. Sky ForceSafeties, Cloud ForceCorners & Easy ForceEnds) Hug Technique: This term indicates that the outside rusher or blitzer in any given defensive alignment and call will match-up with any flaring back out of backfield (as opposed to continuing his rush or blitz responsibility). Spill: The defensive concept of spilling the ball carrier toward the sideline. The spill is accomplished by playing under a block and then working up-field. All spill players are looking to take out more than one blocker; we never employ a one-for-one mentality. Ideally, we will spill the ball to our designated force player.

KEY TERMS (contd)

Cowboy-up: This term refers to a defensive secondary technique where we ask our pass defenders to execute a 90 degree turn, from a backpedal, to a position of inside leverage on a potential receiver. When locked in a man-to-man concept, we always seek a relationship of inside hip-2 to 1, meaning that we trail the hip by 2 steps and keep inside leverage by 1 step. Centerfield-turn: This term refers a defensive secondary technique where we ask our safeties to redirect toward the center of the field by whipping their head around to the inside and crossing over their hip to close to a middle of the field (MOF) threat. Stemming: This is a concept that we will employ in an effort to confuse the offensive blocking scheme. The term indicates that we will, at the pre-snap, give one defensive look and then move (or stem) to a different defensive alignment just before the snap. Ideally, we will execute the stem when the QB breaks or bends his knees to receive the snap. Window Shopping: This is how we communicate to our players, especially our LBs and Ss, our desire to fill the open alleys and creases created by offensive blocking schemes and defensive pursuit; we ask our players to cloud the window when in backside pursuit (slow to gowatching for cut-back/reverse) and to break the window on the play-side (in a force or spill position). We break the 1st window that provides us a direct line to the ball.

KEY TERMS (contd):

DEFENSIVE LINEMEN:
N (NOSE): This should be our best defensive lineman. He is the only DL we will ask to be a twogap defender (at times). In certain situations he will also be asked to short stick (1 gap) slant and long stick (2 gap) slant, so he must also have the ability to out-quick the opposing blockers at the snap of the ball. A combination of size and speed is ideal, but smaller players can be successful in this role as well.

T (DEFENSIVE TACKLES): These players are more linebacker than defensive lineman. They will be in constant movement at the snap of the ball, so there is more of a need for speed and quickness than size. Our philosophy asks these players to beat blocks, not eat space and hold ground. We expect them to make plays down the line, from sideline to sideline.

LINEBACKERS: M (MAC): This should be our best traditional linebacker. He will be asked to be an inside run stuffer, so he must be a downhill player. He will also be an important part of our blitz schemes and pass coverage. Therefore, he must have the ability to run as well. If the player you select is too slow to do these things, move him to the nose guard or tackle positions. R (REBELS): These players will be very active in our post-snap movement schemes and will be asked to react quickly in response to the action of the 1st level defenders and offensive linemen. (We refer to this as stimulus response.) Athletically, they will be asked, at times, to set the edge of the defense and defend backs out of the backfield in our coverage schemes. For this reason, they should be viewed as traditional outside backers. Speed is not a plus; its a must!

SAFETIES:

D (DEMONS): These players are hybrid safetiespart safety, part linebacker. They will frequently be called upon to play man coverage on slot receivers and tight ends, so their coverage skills need to be strong. (It is possible to have a Demon that specializes in run stuffing on the strong side and a Demon that is more of a coverage player to the weak side of the offensive formations.) Both players, however, must be sound open-field tacklers, as they will frequently be unaccounted for in the opponents blocking schemes. They will also be the adjusters of the defense, so they must be football thinkers as well as players.
G (GAMBLER): This player will be the quarterback of the secondary and will be responsible to set the secondary defenders in the best position to defend the offensive formations. At times, he will be involved in man coverage, but his primary role will be that of an alley force player versus run and a centerfield safety versus pass. Speed and defensive anticipation at this position are the two most important assetsLook for a player that can make impact plays from this position. If you choose a player that doesnt show up on film regularly, look for another answer.

CORNERBACKS: C (CORNERBACK): These players are pass-first defenders. We will frequently put them in man-to-man coverage situations, so speed and fluidity in their movement is a must. We will look to play our best coverage defenders at these positions, but we will also employ some zone coverage concepts, so these players will also need to develop the ability to route read and provide late outside run force. FINAL THOUGHT ON PERSONNEL: The 30 stack is a defensive system predicated on speed and pursuit. A coach should never compromise the integrity of the defense by choosing size over movement. We will have certain short-yardage and goal line packages that will call for larger bodies, but those are the exceptions, not the rules. SPEED KILLS!

THE BODY RESPONDS TO WHAT THE MIND ALREADY KNOWS!

Stimulus Response:

The 30 Stack Defense is predicated on post-snap movement and the creation of multiple pressures from 2nd level defenders. In order to achieve this goal, it is necessary that all 11 players understand the appropriate defensive reaction to the possible blocking approaches of the opposing offensive unit. These reactions will be taught as Stimulus Responses or Stims and are categorized in the following manner: Base = Attack Base refers to a drive or cover & press block Rip is a man technique through the V of the neck Down = Trap Down refers to 1st level angle block toward the football The defender to expect to be trapped (trap the trapper) Reach = Push/Pull Reach is a blocking attempt to seal the defender inside Push the o/s arm, pull the i/s arm to maintain leverage Pass = Bull Pass refers to any pass set by the OL DL should employ a variation of Bull rush techs Double = Cheek-2-Crease Double refers to a power combo vs. a 1st level defender Cheek-2-Crease is an attempt to split the combo Pull = Collision or Follow Pull refers to an OL leading toward the point of attack Follow the OLHell take you to the football

A base block executed by the OL is an attempt to create a one-on-one push on the DL. The 1st phase of the ATTACK response by the DL is to neutralize the push of the OL and minimize the running lanes at the point of attack. This is accomplished by taking a six-inch power step and employing an aggressive Attack Techniquedelivering a square blow beneath the chin of the opposing OL (eyes through the V of the neck). Be sure to attack the man, as opposed to chestto-chest approach. Another key to a successful 1st phase ATTACK is to maintain a Dominant Lean into contact. This position means the DL has extended his hips, placed his hands inside the frame of the OL, and placed his hips in front of his feet (leaning on the OL) with his weight on the balls of his feetThink Lev Sled! The 2nd phase of the ATTACK technique is to find the ball and defeat the block. This means that the DL must use his dominant lean and create separation as he looks for the ball (through the V of the OLs neck). Once separation is attained, the DL will shed the block, using a RIP Technique. The RIP is outlined as follows:

1. 2. 3. 4. 5. 6.

Grab the Pocket Rub the Body Bloody Knuckles Get Skinny Bite the Bicep T-Off (Full-Extension)

A down block executed by the OL is an attempt to seal a defender inside the point of attack, toward the ball. This block can be executed against a 1st or 2nd level defender. The 1st phase of the TRAP response by the DL is to take an initial six-inch power step and contact the outside shoulder of the OL who is attempting the down block, knocking him off his intended blocking track. At this point, the DL must begin to think Trap the Trapper. In order to accomplish this task, the DL will get his eyes inside and locate the trapper who will appear in one of four forms: 1. An attacking puller (usually OG) 2. A fullback (usually looking to kick the edge defender) 3. A pull away (usually an OG / OT on counter action) 4. A reverse or boot action (look for COBRA responsibility)
The 2nd phase of the TRAP technique is to wrong-arm the trapper or employ a rabbit technique vs. certain offensive schemes. This means that the DL must attack the inside hip of the offensive trapper, attempting to create contact with the blocker as deep as possible in the backfield. The collision point on the defender depends on the game plan: Wrong-Arm Technique = High Shoulder (keep inside arm free), Rabbit Technique = Low Shoulder (across the face of the puller.)

A pull block executed by the OL is an attempt to develop creases in the defensive front by either kicking a defender outside the point of attack or logging a defender inside the point of attack. The 1st phase of the COLLISION/FOLLOW response by the DL is to recognize whether the pull is coming toward you or moving away from you. As a determination is being made on the move, the DL must either collision (a puller coming toward youThink TRAP) or follow the puller (he will lead you to the playplays must be made down the line, no deeper than 1 yard behind the LOS.)
The 2nd phase of the COLLISION/FOLLOW technique is to find the ball and defeat the block. To follow a puller, the DL will likely need to 1st defeat a down block by the OL. Separation from that blocking attempt is attained as the DL sheds the block, using a RIP Technique. The RIP is outlined as follows: 1. 2. 3. 4. 5. 6. Grab the Pocket Rub the Body Bloody Knuckles Get Skinny Bite the Bicep T-Off (Full-Extension)

A double-team block (power combination) executed by the OL is an attempt to create strong initial push versus a 1ST-level defender at the point of offensive attack by having two OL attack one DL. Frequently, the offensive objective of this approach is to have one of the OL scrape to a 2nd-level defender after initial movement is attained. The 1st phase of the CHEEK-2CREASE response by the DL is to split the block by gaining ground or get out by posting out. This is accomplished as the DL turns his hips (get skinny) and pushing his butt cheek to the crease between the OL involved in the blocking combination. If the DL continues to lose ground, he must post the foot nearest the point of attack and spin out toward / against the pressure of the double team or create piles by spinning the double team to the ground (based on game plan decisions).
The 2nd phase of the CHEEK-2-CREASE technique is to find the ball and play down the LOS (no deeper than 1 yard behind the LOS).

T R

N M

T R

As a DL, you must know your stunts and where you get your stimulus response from. There will be times in the game where our DL will be slanted away from the play. When this occurs, our DL must react to their stimulus and execute the ROCKER STEP to redirect themselves toward the ball. Our ROCKER STEP is a redirection step and our DL must expect to be blocked as they attempt to execute the move. They key elements of the technique are as follows: 1. 2. 3. Always fight against pressure Cross face the block Spin back down the line of scrimmage FLAT!

55 STRONG

SWEEP RIGHT

The initial Stimulus Response for our second-level defenders will come from the Fullback. We call this our High Beams. The Mac & Rebs must key the FB and mirror the path of the FB every down. The High Beams will be taught as Stimulus Responses or Stims and are categorized in the following manner: Dive = Fill Dive is an immediate threat to the guard box by a FB with no TB Fill cues the defenders to close the point of attack w/ proper leverage Iso = Attack Iso is an immediate threat to the guard box by a FB, w/ a TB Attack cues the defenders to neutralize the lead back w/ dominant lean Lead = Scrape Lead is an attempt to attack the off-tackle gaps by a FB, w/ a TB Scrape cues the defenders to fight over the top of blocks to the ball Wide = Speed Wide is a fast flow to the edge by the FB, w/ a TBThink sweep! Speed cues the defenders to fly past blocks and get to the football Split = Bounce Split identifies a FB to one side of the ball, w/ a TB going opposite Bounce cues the defenders to mirror the FB & bounce back to the ball

PSR- Outside in to the ballAttack w/ outside shoulder Mac- Inside out to the ball Create Natural Overlap BSR- Inside out to the ballMake Mac right!
NOTE: The PSR & Macs fits need to occur at or behind the LOS. The BSR should fit off of Macs movement, being sure to cloud any window en route to the ball. He is also the primary TNT playerHe must attack the ball to create a turnover!

RUN FITS:

PSR- Outside in to the ballAttack w/ outside shoulder Mac- Inside out to the ballCreate Natural Overlap BSR- Inside out to the ballMake Mac right!
NOTE: The PSR & Mac need to close to the FB but should Rip the FB, looking to tackle the ball. The BSR must fit according to Macs contact w/ the lead backIf Mac gets too tied up, BSR must fit underneath the contact and close to the ball.

RUN FITS:

PSR- Outside in to the ballX-Face low-beam blockers Mac- Inside out to the ballX-Face low-beam blockers BSR- Inside out to the ballSlow to Go!
NOTE: The PSR & Mac should expect to be blocked by low-beam defenders-Work across their face and close to the LOS. The BSR must be on alert for cut-back lanes and should be mindful not to over-pursue the play.

RUN FITS:

PSR- Outside in to the ballBeat low-beam to the edge Mac- Inside out to the ballBreak 1st window to the ball BSR- Inside out to the ballSlow to Go!
NOTE: The PSR & Mac should play their angle to the ball, expecting to meet the RBs @ or behind the LOS. The BSR must be on alert for cut-back lanes and should be mindful not to over-pursue the play.

RUN FITS:

PSR- Outside in to the ballExpect low-beam to seal Mac- Inside out to the ballExpect low-beam to seal BSR- Inside out to the ballCheck FB 1st-Slow to Go!
NOTE: The PSR & Mac must think counter and react to the low-beam Pull or Down.. The BSR must be sure that the FB is not a threat before playing across the formation.

RUN FITS:

Once the high-beam Stimulus Response has been shown, the Mac and Rebs must redirect their focus on the movement of the OL. We call this our Low Beams. The Mac & Rebs, when involved in pressure combinations, will forgo the high beam stims and move directly to the low beam reads. The Low Beams should reinforce the high beam reads and should be dealt with in the following manner: Base = Attack Base refers to a drive or cover & press block Attack by ripping through the blocker en route to the football Down = Fill Down refers to 1st level angle block toward the football Defender should fill the void-Cloud the Window Reach = Scrape Reach is a blocking attempt to seal the defender inside Fight over the face of the blockDont get sealed inside the block! Pass = Bull or Drop Pass refers to any pass set by the OL Defender needs to bull the QB or get to their appropriate drops Pull = Scrape or Collision Pull refers to an OL leading toward the point of attack Follow the OLHell take you to the football

PSR- Outside in to the ballRip o/s shoulder of FB Mac- Inside out to the ballRip i/s shoulder of FB BSR- Inside out to the ballMake Mac right!
NOTE: The Rip low-beam builds on the Fill Hi-beam read offered by the FB movementDefender must Rip the blocker en route to the ball.

RUN FITS:

PSR- Outside in to the ballAttack w/ outside shoulder Mac- Inside out to the ballCreate Natural Overlap BSR- Inside out to the ballMake Mac right!
NOTE: The Fill low-beam reinforces the Hi-beam read offered by the FB movement. The same fits applyAttack with dominant lean!

RUN FITS:

PSR- Outside in to the ballGet over the block-Xface Mac- Inside out to the ballGet over the block-Xface BSR- Inside out to the ballGet over the block-Xface
NOTE: The Scrape low-beam reinforces the Hi-beam read offered by the FB movement. The same fits applyAttack with dominant lean!

RUN FITS:

PSR- Outside in to the ballCollision the puller Mac- Inside out to the ballChoose the proper window BSR- Inside out to the ballChoose the proper window
NOTE: The Scrape low-beam reinforces the Hi-beam read offered by the split backfield action Rocker yourself back into the play! Take the 1st window that leads directly to the football!

RUN FITS:

PSR- Drop to appropriate zoneNO MOFO! Mac- Drop to appropriate zoneNO MOFO! BSR- Drop to appropriate zoneNO MOFO!
NOTE: The Drop response requires that each defender understands the called pressure and the called coverage schemes. In zone schemes, collision to QB to find work!

RUN FITS:

The Stimulus Response for the Demons will come from the Fullback. We call this our High Beams. (Because the Demons are secondary fillers on inside runs, their only low beam reads will come from the Tackle or TE). The High Beams will be taught as Stimulus Responses or Stims and are categorized in the following manner: Dive / Iso = Bounce Dive is an A or B gap threat by the backs (Dive = FB only-Iso = FB+TB) Bounce cues the demons to mirror the FB & rocker back to the ball

Lead (at you) = Attack / Lead (away) = COBRA Lead is an attempt to attack the off-tackle gaps by a FB, w/ a TB Close cues the demons to set the edgeDemon is the force player!
Wide (at you) = Speed / Wide (away) = COBRA Wide is a fast flow to the edge by the FB, w/ a TBThink sweep! Speed cues the demons to fly past blocks and get to the football Split = Bounce Split identifies a FB to one side of the ball, w/ a TB going opposite Bounce cues the demons to mirror the FB & rocker back to the ball

PSD- Fit off of the Mac & RebFold Outside-In BSD- Dont over-pursue your COBRA responsibilities!
NOTE: Both Demons must understand their responsibility as a Force playerBe prepared to Rocker back into any outside threat that shows to the edge!

RUN FITS:

PSD- Attack & Rip the o/s shoulder of FBSet the edge! BSD- Dont over-pursue your COBRA responsibilities!
NOTE: The PSD must maintain the edgeForce the ball inside PSD must not hesitate and needs to maintain a dominant lean into contact with the FBAny mistake will be made downhill!

RUN FITS:

PSD- Push to the ballBeat the blockers to the edge BSD- Dont over-pursue your COBRA responsibilities!
NOTE: The PSD must maintain the edgeForce the ball inside PSD must win with speed hereThis look provides a great opportunity for a tackle for loss (TFL)

RUN FITS:

PSD- Fit off of the Mac & RebFold Outside-In BSD- Fit off of the Mac & RebFold Outside-In
NOTE: Both Demons must understand their responsibility as a Force playerBe prepared to Rocker back into any outside threat that shows to the edge!

RUN FITS:

Nada= Cover 0 This coverage will be used when employing 5 & 6-man pressure schemes and will require the Gambler to become a man-on-man defender and the remaining LB to become a deep hole help defender. Defenders to assume an inside leverage pre-snap position. (See Diagram) Mau-Mau= Cover 1 This is as traditional man free coverage. Cs have #1 (#2 in Corner Over), Ds #2 (#3 in Demon Over), Rebs #3/4, Mac #3/4Pressuring defenders check their man to the defender inside of their alignment. We will Demon over vs Open Trips & Corner over vs Tarheel formations. Empty backfield can force cover 0 (game plan decision). Defenders to assume an inside leverage pre-snap position. (See Diagram) Cover 1 Variations = Glue & Bounce Glue indicates that the defender will not trade out his pre-snap coverage responsibility (Run w/ motion) Bounce indicates that the defenders will bounce with motionCorners will remain on the #1, Demons will stay on the #2, Mac & Rebs will have #3/4 (As the WRs & RBs are positioned at the snap of the ball. (See Diagram)

Trey= Cover 3 This is a traditional Cover 3 zone. The Cs & Gambler will provide the deep coverage with the Ds & LBs occupying the flat, curl, & hook zones underneath. Note: This coverage can be run while employing 4 and 5-man pressures, but the underneath coverage must communicate the necessary adjustments to the vacated zones.

Cover 3 Variation = Roll (Trips / Tarheel Adjustment) This variation is used only versus a Trips or Tarheel alignment and asks the underneath coverage to roll to the 3 receiver side, with the roll-side Corner employing a Fan to Flat technique. The play-side Demon will sit in the deep curl zone. The play-side Reb will sit in the hook 2 curl zone. The Mac will open to the trips and drift to the lohole. The back-side Reb will sit the hook 2 curl zone. (If there is a back out of backfield to the island, the Reb must match the route). The Gambler will play a deep 1/3 technique to the trips and the backside Demon will Rim his alignment and play the deep middle zone. The backside Corner will man up the island receiver. (See Diagram)

Cover 3 Variation =Spin (To Destroy Blitz / Not Used On Open Side): This variation Spins the G to the flat zone vacated by the blitzing Demon. The O Demon will then Spin to defend the Deep Middle while the Mac & O Reb Spin to defend the remaining hook zones. (The O Reb will man back out of backfield to the weak side). The Corner opposite the blitz will play man-to-man on the #1 receiver. (See Diagram) Cover 3 Variation =Vert: This variation Inverts the responsibilities of the Demons and Corners; the Corners will now employ a Fan 2 Flat technique and the Demons will play a Bail technique that takes them to the deep 1/3. Its important that the Corners are very physical in their approach and that they deny an outside release by any WR. The Demons, as they Dig For Depth, should be careful not to vacate the seam too earlyTheyre read should be inside out of the deep 1/3 of the zoneA deep ball in the seam is easier to complete than one to the sidelineWe will climb over the top of the trajectory of deep balls on the sideline! (See Diagram)

We will flex our alignment 1 yard off the LOS--Our 1st step will be lateral to the LOS (2nd step square to man)

We will flex our alignment 1 yard off the LOS--Our 1st step will be lateral to the LOS (2nd step square to man)

Hulk = Strong with one changeThe SDT will longstick to the strength call

DL must work to stay square and move laterally to their stimulus responseQuick 1st steps!

This call will affect all 3 DLIt is imperative that all 3 lateral step and square to contact with their 2nd step

We can also call 55 Field or 55 Boundary This designates the DL movement to the field or boundary

Hulk = Strong with one changeThe SDT will longstick to the strength call

Wendy = Strong with one changeThe WDT will long-stick to the strength call

Thunder = N to strength Lightning = N to weak-side Stimulus response the OG

Tornado = N long stick to strength Twister = N long stick to weak-side Long stick = 2 gap movement

The N will TANK anytime he doesnt receive a huddle call. Stand up the C and control both A gaps-2 gap player

N will read the Cs 1st step and play thru the V of necklook to redirect if the PSG pulls opposite of C.

Strong-Side Stunt--The T will always go 1st. The DT not involved in the call should work a 1 man to the stunt

Weak-Side stunt. The T should not step laterally, but the N will step laterally w/ 1st step to create timing

NOTE: It is important that the DL understand the importance of an immediate stimulus response to the OLs movements. We are not looking to hold ground at the point of attack with the 1st level defenders; we want to defeat the blocks as quickly as possible and pursue the ball down the LOS. It is also important that our DL not push up-field beyond 1 yard unless there is a pass read that takes them thereBe patient and play laterally down the line.

Gap Designations:

As shown in the diagram below, gaps will be labeled using a numeric system. The gaps to the strength of the offensive formation (usually based upon TE alignment) will be numerically labeled using even numbers, starting with the number 2. The gaps to the weak side of the offensive formation (usually opposite the TE) will be numerically labeled using odd numbers, starting with the number 1. A Roger call will make the gaps to the defensive right even and the gaps to the defensive left oddA Louie call will reverse those labels.

NOTE: All 2nd level pressures will be called numerically, using the gap designations as explained above. Each defender can be called upon in the pressure schemes by tagging their name with the desired gap number. There are two Rebs, two Demons, and two Corners in our base scheme. In order to distinguish between them, the following pattern will be used for all pressure calls: 1. Name of Defender: Designates the player to the strong-side of the formation. 2. Open before name: Designates the player to the weak-side of the formation. 3. Full before name: Designates that both the strong and weak-side defenders will bring pressure. The 1st number will call the strong-side defender & the 2nd number will call the weak-side defender.

Mac will attack the 2 gap (strong-side are even numbers)We will pressure from depth unless called.

Open indicates the weak side side of the defensive formation. Reb will attack the 3 gap.

Full indicates both the strong and weak-side will attack. 1st digit strong-side gap; 2nd digit weakside

Full indicates both the strong and weak-side will attack. 1st digit strong-side gap; 2nd digit weakside

Ram indicates the strong-side Reb & Mac will attack. 1st digit is the inside player-2nd digit outside player

Open= weak-side. Destroy= Demon & Reb. 1st digit is the inside man; 2nd digit is outside player

Mad indicates the Mac and Demon will pressure. Mac will attack 2 gap; Open Demon will attack 5 gap

Both Demons and Mac will pressure. Numbers read strong to Mac to weak on 3-man pressures

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)--Reb must push to flats 2. Cover 1 (possible Combo vs. doubles/twins)SDT hug back out of backfield

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)O Reb must push to flats 2. Cover 1 (possible Combo vs. doubles/twins)WDT hug back out of backfield

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)M must widen to hook 2. Cover 1 (possible Combo vs. doubles/twins)M & D banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)M must widen to hook 2. Cover 1 (possible Combo vs. doubles/twins)M & R match backs out of backfield / WDT hug RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Rebs must look for crossers 2. Cover 1 (possible Combo vs. doubles/twins)Reb & Demon banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Rebs must look for crossers 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Rebs must look for crossers 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Mac banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Rebs must look for crossers 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Rebs must look for crossers 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Rebs must look for crossers 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE and RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)O Reb must rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)O Reb match #3 to either side / SDT hug RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Reb rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE & RB / WDT hug RB

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)O Reb rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)Reb hug RB off pressure / O Reb #3 to either side

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Reb rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE & RB / O Reb hug RB off pressure

Recommended Coverages: 1. Cover 0Gambler compress alignment to TE / Demon hug RB off pressure / M check TE to deep hole / O Reb #3 to lo-hole rob / O Demon #2 to drift player 2. Cover 3 SpinO Demon spin to deep middle / O Corner man on #1 Island call / M & O Reb spin to hooks / O Reb man BoB

Recommended Coverages: 1. Cover 1 Demon & Reb banjo TE & RB / O Demon hug RB off pressure / M #3 to open side or lo-hole rob 2. Cover 3 O Corner man on #1 Island call

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)O Reb rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)No banjo on TE / SDT hug back out of backfield / O Reb lo-hole rob

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Reb rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Reb banjo TE & RB / WDT hug back off pressure / O Demon #2 to lo hole rob

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Mac rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)Demon & Mac banjo TE & RB / O Reb hug RB off pressure / O Demon #2 to lo-hole rob

Recommended Coverages: 1. Cover 3 (Roll vs. Trips)Mac rob lo-hole (TE) 2. Cover 1 (possible Combo vs. doubles/twins)WDT hug off pressure / Demon & Mac banjo TE & RB / O Demon #2 to lo-hole

Recommended Coverages: 1. Cover 1 (possible Combo vs. doubles/twins)SDT & WDT hug off pressure / LBs hug RB through LOS / O Demon #2 to lo-hole 2. Cover 0 G to match any #3 removed from the backfield

Recommended Coverages: 1. Cover 1 (possible Combo vs. doubles/twins)Rebs hug off of pressure / DL & Mac hug RB through LOS / O Demon #2 to lo-hole 2. Cover 0--G to match any #3 removed from the backfield

Recommended Coverages: 1. Cover 0 G match #2 to pressure side / Demon hug off pressure / O Demon over vs trips / WDT hug off pressure / O Demon #2 to lo-hole / O Reb #3 to lo-hole

Recommended Coverages: 1. Cover 0 Demon & Reb banjo TE and RB / G match uncovered #3 on strong side or uncovered #2 on open side / O Demon & SDT hug off pressure / G can rob MOFO vs 21 personnel

Recommended Coverages: 1. Cover 0 Demons hug off pressure / Reb match TE / O Reb #2 to lo-hole / G match removed #2 to either side / G can cancel either Demon pressure to secure coverage

Recommended Coverages: 1. Cover 0 Demon & WDT hug off pressure / G match removed #3 to either side / Reb match TE / O Reb #2 to lo-hole / G can cancel either Demon pressure to ensure coverage

We will run a three-deep / three-under coverage scheme when we run zone pressuresIn some cases, we will be using a DT to drop into Lo-Hole coverage

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

The Demons are the adjusters and their final alignment will be determined by the coverage callssee the Coverage section of this playbook for more details.

The numbers 55 signify the alignment of the DTs, reading from strong-side to weak-side

In the Over alignment, the LBs will shift over 1 full man to the strong side of the formation

In the Under alignment, the LBs will shift over 1 full man to the weak side of the formation

33 Push is a Bear alignment. The Ds will be the adjusters and will align themselves according to formation.

The alignment of the Tackles can be reconfigured simply by number calls, reading from strong to weak side

The Nose will align in a zero tech unless a 3 digit call is given. 1st digit= strong T, 2nd digit= N, 3rd digit= weak T

If there is an unset edge and the T is more than 1 man removed, the Reb must automatically Push-LBs balance to 22s

0-Shading the N can be accomplished by adding an S (strong shade) or a W (weak side) to the number alignments of the Ts

If there is no removed WR to one side, we will go Corner-over (when in cover 1 or 0)

WE WILL PUSH ALL DOUBLE-TIGHT FORMATIONS

WE WILL PUSH ALL DOUBLE-TIGHT FORMATIONS

If there is no removed WR to one side, we will go Corner-over (when in cover 1 or 0)

WE stand for something different!

WE stand for something different!

WE stand for something different!

WE stand for something different!

The OPEN REB is considered a DL in the FACE package and is on an auto pressure to his gap alignment

We will crowd the LOSN will play a 2-gap tank techniqueWR will go 1st & DTs attack i/s V of OT

N will play a fire zone drop technique when we run TIMN will become the lo-hole robber

WDT will work for an o/s contain positionThe SDT needs to work to the o/s V of the OTs WSR will be a force player, so WDT is edge help neckUse a long-stick approach WE stand for something different! only

Strong-Side Stunt--The T will always go 1st. The DT not involved in the call should attack the B gap

Weak-Side stunt. The T should not step laterally, but the N will step laterally w/ 1st step to create timing

The SR will crash across the face of the TE (or The WR will crash across the face of the OT (or OT in no TE sets)The SDT will work to an o/s TE in 2 TE sets)The WDT will work to an o/s WE stand for something different! leverage leverage

Recommended Coverages: 1. Cover 0 G will creep over the top of the TE and assume man coverage on vertical push / Ds will help on outside route of TE and will also hug BOB / If #2 is removed, Ds will assume man coverage on them

Recommended Coverages: 1. Cover 0 G will creep over the top of the TE and assume man coverage on vertical push / Ds will help on outside route of TE and will also hug BOB / If #2 is removed, Ds will assume man coverage on them / Reb has #3 to strong side

Recommended Coverages: 1. Cover 3 Cs have deep third / G has deep middle / Ds have curl-flat / lo-hole is vacated. 2. Cover 0- Cs have #1 / Ds have #2 removed / O Reb hug BOB / D & G banjo the TE and BOB to strong side

Recommended Coverages: 1. Cover 0 G will creep over the top of the TE and assume man coverage on vertical push / Ds will help on outside route of TE and will also hug BOB / If #2 is removed, Ds will assume man coverage on them

Recommended Coverages: 1. Cover 0 Cs have # 1 / Ds have removed #2 / Reb & D will banjo TE and BOB to strong side / O Reb hug BOB

If there is no removed WR to one side, we will go Corner-over (when in cover 1 or 0)

The REBS are considered DL in the BEAR package and are on auto pressures to their gap alignmentThe Ds are not considered DL (even when aligned @ the 1st level and will only pressure when the defensive call dictates

We will crowd the LOSN will play a 2-gap tank techniqueWR will go 1st & DTs attack i/s V of OT

N will play a fire zone drop technique when we run TIMN will become the lo-hole robber

SDT needs to work to the o/s V of the OTs neckUse a long-stick approach

WDT will work for an o/s contain positionThe WSR will be a force player, so WDT is edge help only

Strong-Side Stunt--The T will always go 1st. The DT not involved in the call should attack the B gap

Weak-Side stunt. The T should not step laterally, but the N will step laterally w/ 1st step to create timing

The SR will crash across the face of the TE (or OT in no TE sets)The SDT will work to an o/s leverage

The WR will crash across the face of the OT (or TE in 2 TE sets)The WDT will work to an o/s leverage

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 3-SCF We will run our zone pressures out of a Rim alignment. We will play a deep-three shell with a 3 under zone. The D/G to the Taxi-side of the call will go SCF; the other will sit the post.

Recommended Coverages: 1. Cover 1 D will match #2, Cs will match #1s, M will rob lo-hole, G will play traditional man free-o/s rushers will play a Hug tech on all BoBvs a single back set, The B will play the removed #2vs MT backfield, we will check 0 and G will adjust to threat.

Recommended Coverages: 1. Cover 1 M will match #2, Cs will match #1s, G will play traditional man free, o/s rushers will play a Hug tech on all BoBThe B will play the removed #2 or lo-hole rob vs. 2-back setsvs. MT backfield, we will check 0 and G will adjust to threat.

Recommended Coverages: 1. Cover 1 D will match #2, Cs will match #1s, G will play traditional man freeo/s rushers will play a Hug tech on all BoBvs a single back set, The B will play the removed #2vs MT backfield, we will check 0 and G will adjust to threat.

Recommended Coverages: 1. Cover 1 M will match #2, Cs will match #1s, G will play traditional man freeo/s rushers will play a Hug tech on all BoBvs a single back set, the B will play the removed #2vs MT backfield, we will check 0 and G will adjust to threat.

Recommended Coverages: 1. Cover 1 D will match #2, Cs will match #1s, G will play traditional man freeThe Rebs will play a Hug tech on all BoBvs a single back set, The B will play the removed #2vs MT backfield, we will check 0 and G will adjust to threat.

Recommended Coverages: 1. Cover 0 Cs will match #1s, G will match #2-The o/s rushers will play a Hug tech on all BoBvs a single back set, the B will play the removed #2vs MT backfield, we will check to Base Bear Cvr 1

Recommended Coverages: 1. Cover 0 Cs will match #1s, G will match #2-The o/s rushers will play a Hug tech on all BoBvs a single back set, the B will play the removed #2vs MT backfield, we will check to Base Bear Cvr 1

Footwork:

1.Read Progression: Alignment-- We will start at a position 7 yards removed from the #1 receiver & 1 yard outside (Cover 3). We should be in a squared position (to the LOS), inside foot up, with our eyes reading the QB drop. Cut The FeetOn the snap of the ball, we will take a 3 cut read; this is not a backpedal step. The cut read is a rapid-fire sequence of steps where little depth will be gained. We will maintain a power position (knees bent with the body over the feet.) During this process we will read the QB drop and react accordingly. 3-Step DropUpon the recognition of a short set by the QB (One hard step, followed by an open or high shoulder, always set at a depth of less than five yards) the CB will look to the belt of the #1 receiver and drive on the route cut of the WR. We must collision through the read in order to protect against miss-reads and double moves (see no-peek drill). Remember: a three-step drop by the QB is an indicator of a short route by the #1 receiver, i.e. slant, hitch, quick out, skinny post. Whenever we drive on a route we should seek an inside leverage position of 2 to 1 on the inside hip, eyes married to the earhole

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