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MSU SPECIAL

TEAMS
2005

1
TABLE OF CONTENTS

PAGE
3 – SCORE GOALS
5 – COACHING ASSIGNMENTS
6 – KICK-OFF
9 – KICK RETURN
14 – PUNT
18 – PUNT RETURN/BLOCK
23 – FIELD GOAL

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SPECIAL TEAMS
SCORE GOALS
1. KICK-OFF RETURN – AVERAGE START 40
YD. LINE
2. KICK-OFF – OPPONENT START INSIDE 20
3. PUNT COVERAGE – AVERAGE >6 RETURN
4. PUNT RETURN – AVERAGE 10+ RETURN
5. DOWN BALL INSIDE 10 YARD LINE
6. BLOCK OR FORCE A BAD KICK
7. 100% P.A.T.
8. 2 OF 3 FG’S
9. NO MENTAL ERRORS/PENALTIES
10. 2 BIG PLAYS PER GAME (Blocked kick,
Return for Score, etc.)

3
IMPORTANT KICKING GAME RULES

• It is illegal to block an opponent below the waist. This applies to protection and
field goal protection, especially the wings, open field blocking or kickoff wedge-
busters.
• Punts and kickoffs may be run out of the end zone.
• A kick that is “muffed” into the end zone may be legally downed in the end zone for
a touchback because the momentum of the kick carried it into the end zone.
• A kick that is fumbled into the end zone (returner first had possession of the ball),
must be run out of the end zone or it is a safety.
• A returner cannot step back into the end zone after he has caught the ball in the
field of play or it would be a safety.
• A legal block – at the LOS or in the open field – must be made with the hands and
arms extended within the framework of the blockers body and also within the
framework of the defenders body. It is illegal to push the defender from the side or
in the back.
• Excessive celebration and/or taunting of opponents is penalized as un-sportsman
like conduct acts.
• To “down” a punt, the covering man must stay with the ball until the whistle blows.
• Teams can try for two points after a touchdown with a run or pass from the 3 yard
line. If any attempt with the two point play results in a turnover, the other team can
score by returning the turnover.
• Any missed field goal attempt (over 20-yard line) will result in the ball being turned
over to the other team at the spot of the previous snap.
• Any missed field goal attempt (under 20-yard line) will result in the ball being turned
over to the other team at the 20-yard line.
• All kickoffs must be made from the 35-yard line.

4
COACHING
ASSIGNMENTS
PUNT KICK RETURN KICK OFF
Gunners-BL KR- JF 1&2- BL
Wings- AR FB’s- KJ 3&4- JF
R G&T- JM TE’s- BL 5&6- AR
L G&T- BL C- JM 7&8- GZ
Snapper-MH LG/LT- AR 9&10- JM
Punter- JF RG/RT- GZ K- KJ
PP- KJ Scout- CR Scout- CR
Scout- CR

PUNT RETURN PAT/FG PAT/FG BLOCK


KJ Wings- AR Defense
JF L G/T/TE-JG
GZ R G/T/TE-
CR BL
Holder/K-MH
Snapper-JM

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KICK OFF
GOALS
2. Stop opponent inside their 20 yard
line.
3. Force a turnover.
4. Make a big hit.
ALIGNMENT

3 Alignment – 3 yards from sideline


Contain player, 7 yards behind main wall and fold in slightly

7 Alignment – Bottom of numbers


Keep returner inside right shoulder, make tackle

11 Alignment – Split 2 & 4


Keep returner inside right shoulder, make tackle

15 Alignment – 2 yards outside hash


Keep returner inside right shoulder, blow up back wedge, make
tackle

19 Alignment – 2 yards inside hash


Keep returner inside left shoulder, blow up back wedge, make
tackle

23 Alignment – Middle of field


Keep returner inside left shoulder, make tackle

27 Alignment – 2 yards inside hash


Keep returner inside left shoulder, make tackle

31 Alignment – 2 yards outside hash


Keep returner inside left shoulder, make tackle

35 Alignment – Split 8 & 10


Plugger, trail front wall 8 yards in middle of coverage team

39 Alignment – Top of numbers


Contain player, 7 yards behind main wall and fold in slightly

K Kick from left hash, kick ball straight to left, safety angling to near
sideline

All positions – Everyone is outside contain, avoid initial blockers and attack
secondary blockers. Maintain your path after avoiding

6
X

1 2 3 4 K 5 6 7 8 9 10

2, 3, 4, 5, 6, 7, 8 – Never brake, keep initial spacing until time to converge. Avoid


the first wave of blocks opposite the return set up and attack back wedge. Make
tackle.
1, 9, 10 – 2nd level defenders, never become even with returner or give up contain.
K – Safety angling returner to sideline, 20 yards from ball

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MUST ON-SIDE KICK
1 Anticipate ball hopping up and/or getting through front receiving line.
Keep ball in play by guarding sideline.

2,3 Anticipate ball hopping up and/or getting through front receiving line.
Be alert to recover high ball.

4,5,6Go Directly to ball, expect ricochet off any of the front linesmen.

7,8 Follow path of the ball, expect ricochet off any of the front linesmen.

19 Go behind front row of receiving team and expect high ball, contain
reverse.

21 Peel behind kicking team to ensure ball has been recovered or tackle
break-
away player with ball.

K Make perfect kick.

1 2 3 4 5 6 7 8 9 10
K

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GOALS
K.O. RETURN
2. Average start at 30 yard line.
3. Score a Touchdown.
4. Never let the ball hit the ground.

Alignment
Tackles – 12 yards from the ball between sideline and hash, turned slightly
inward
Guards – 12 yards from the ball on the hash
Center – 12 yards from the ball in the middle of the field (never in direct
kick path
Ends – 35 yard line between sideline and hash
Fullbacks – 20 yard line on hash

12 YARDS T G C G T
FROM BALL

35 YARD LINE E E

20 YARD LINE F F

R R
GOAL LINE

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MIDDLE RETURN

Front five see the ball off the tee, moving with the kicker.
LT=L3, LG=L4, C=R5, RG=R4, RT=R3
Get inside leverage and drive man out of hash area. If he tries to cross face then stay
locked up and drive him across the middle to the other side.

Back wedge is set 12 yards in front of the ball. LFB sets the wedge. Ends look to “Peel”
out to possible coverage men getting behind the wedge from the outside.

Returners give a “GO” call after catching the ball to the back wedge to let them know to
advance up field and look for a block.

Fullbacks make a “Short” call if the kick is at the 20 yard line or shorter, make the catch,
protect the ball, and run straight up field. If you have to move back don’t make the call.

L2 L3 L4 R1 R5 R4 R3 R2
L1 R1

12 YARDS T G C G T
FROM BALL

35 YARD LINE E E
L3 L4 R5 R4 R3

20 YARD LINE F F

R R
GOAL LINE

10
Double Wedge Bounce Right (or Left)
1 2 3 4 5 K 5 4 3 2
1

T G C G T

R5 R4 R3
L3 L4

E E

F F
LT = Block L3
LG = Block L4
C = Block R5
RG = Block R4
RT = Block R3
LTE = Wedge to OS Hash
RTE = Wedge to OS Hash R R
LFB = Wedge to OS Hash
RFB = Wedge to OS Hash
LR = Return to OS Hash Middle Wedge Bounce Right Or Left starts like Middle
RR = Return to OS Hash Wedge then bounces with an aiming point inside of #3 and
outside the hash mark. Front line has the same blocking
assignments but are now trying to drop and seal their man
away from the direction called instead of to the sideline.
Right End and off return man are still the Peel men on each
side. Returner starts upfield before bouncing to right or
left.

11
HANDS TEAM
Secure the ball and protect the person who recovers!

Front line – Align on the +46 (Offensive personnel, 11)


Back line – Align on the -49, form a triangle with the front line
players

Returner – Align on the 20 and watch for pooch, fair catch the ball or
run until traffic and then slide.
K

+46 yd line X H A Y Z

-49 yd line DB DB DB DB
FS

R
-Front and back line players slide to overload.

-Reminder – You may catch the ball before it goes


10 yards, the opposing team has to let
the ball go 10 yards before they can touch it.

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PUNT
ALIGNMENT RULES:
G’s & T’s- 6 inch split (LG no split if Center can’t move left)
Wings- Upfield foot 5 yards from L.O.S. Inside foot directly behind tackles outside foot.
Gunners- Ball in middle=Top of numbers, ball on hash=5 yards from sideline/2 yds outside hash.
Punter- 15 yards from L.O.S.
PP- 5 yards from L.O.S., never back up.

STANCE
G/T/W- Inside foot up with a heel/toe stagger. Feet shoulder width apart to widen edge.
Hands on thighs, weight on inside foot.
1st step- L G/T/W- 7 O’clock
R G/T/W- 5 O’clock
2ndstep-Shuffle back for depth, Build a wall and stay tight. Settle and block man.

COVERAGE:
Gunners, Center & PP– Go to ball. 1ST one there force returner to change direction.
Tackles – Hash, if wall return you must be outside the wall towards the sideline.
Guards – Upright
Wings – Numbers
Punter - Safety

G LT LG C RG RT G

LW RW
PP

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P
PUNT PRO AND COVER RULES

• The clock is stopped following a punt play.


• Return man cannot be touched if he signals fair catch, unless ball touches ground,
in his attempt to field it. This includes bobbling of ball.
• After signaling fair catch. Return man may not advance the ball once he catches it
or block opponent player.
• To down a ball you must have actual possession of it until the whistle blows.
• A block punt crossing the line of scrimmage is like no block at all. It can be
advanced by any member of the opposing team or downed.
• A blocked punt not crossing the LOS is a fumble and can be advanced by the
kicking team. However, we must recover it because the opponent’s team can
advance it also.
• When covering a punt near your own end zone, you may catch a punt in the air if
no opponent is making an effort to field the kick.
• In order to down a punt inside the 5-yard line, you must have both feet in the field
of play. You cannot down a kick at the 1-yard line standing in the end zone.
• Once the ball is kicked, you are a defensive player and may use your hands
accordingly. Ends may use their hands on release.
• Ball muffed by receiver cannot be advanced. If he has gained possession,
however, a fumble can be advanced.

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PUNT PROTECTION RULES
1 2 3 4 4 3 2 1

v v v v v v v v

“GREEN”
We are a man protection scheme. Count from the outside in 1-4 to determine who to block.
Wings #1
Tackles #2
Guards #3
Center #4 from the left
PP #4 from the right
PP calls – Green=Regular counting sequence
Louie=Overload left and PP takes #4 from left and Center
takes #5 from left
Zebra=Zone blocking to both sides
Red=Fake punt

1 2 3 4 5 3 2 1

v v v v v v v v

“LOUIE”

Overload left= Louie


call

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PUNT PROTCETION CONTINUED

1 2 3 4 4 3 2 1
v v v v v v v v

“GREEN”

4
v
1 2 3 4 3 2 1

PP has
v v v v v v v
defender off of
the ball.

“GREEN”

4
v
1 2 3 4 3 2 1
v v v v v v v PP = If less than 8 you
may free release. If
less than 7, The
Center is also free.
Tell C by name he is
free. “Joe, you’re free.
Green, Green, Set.”

“JOE, YOU”RE FREE. GREEN, GREEN, SET.”

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PUNT INFORMATION

• MELT: Alert team to slow down operation of snap and kick, also alerts gunners
and team to slow down, downing the ball in coverage.

• ICE: Alert to team we will not snap the ball, but will look like we are and will let
the 25-second clock run out.

• ICE T: Alert to team we will not snap the ball, but the PP will take a one-
second time out so we don’t lose field position. We will have a chance to see
the rush.

• CALLS:
1. Green (Punt)
2. Red (Fake Run)
3. Black (A gunner is uncovered)
The PP will make the call at the LOS and repeat.
“Green, Green”, “Set”, the center waits one second and snaps.

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PUNT BLOCK/RETURN
P

PP

1 2 3 4 5 6 7 8

C C

Corners Inside shade 5 yards off the ball and forcing outside release.
1,8 Outside shade of Wing or 3rd blocker to your side.
2,7 Outside shade of T or 2nd blocker to your side.
4,5 Inside shade of G or 1st blocker to your side.
3,6 Inside shade of T or 2nd blocker to your side.
Returner 35 yards from ball or game plan alignment gauging wind and
punter.

• If snap skips off ground or punter drops ball, there is no roughing kicker.
• If you get a piece of the punt, you may run into kicker.
• The return team may not block below the waist or make contact with the back of
opponent.
• A Punt that is partially blocked and crosses the line of scrimmage is treated like no
lock at all
• A Punt that is blocked and doesn’t cross the line of scrimmage can be advanced by
the kicking team for a first down and is a live ball.
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MISSILE RETURN
P

PP

1 2 3 4 5 6 7 8

C C

Corners Inside shade 5 yards off the ball and forcing outside release.
1 Slam inside of W and force outside release and wall to sideline.
2 Slam inside of T and force outside release and wall to sideline.
3 Fight through and make sure of kick, wall PP to sideline he
chooses.
4 Slam G and force outside release and wall to sideline.
10 Slam G and force outside release and wall to sideline.
12 Slam T and force outside release and wall to sideline.
14 Slam W with inside rush and force outside release, wall to sideline.
16 Release on snap watching for fake while getting depth. Double Gunner
with Corner keeping him from inside penetration.
Return man – Catch ball, force miss of Center, Stay straight up field.

• Middle return requiring an inside slam and forced outside release by the defenders.
• Return man must make the Center miss and keep return straight up field.
• All blockers keep man on outside using their inside hip to wall them outside.

19
ROCKET/LASER
P

PP

1 2 3 4 5 6 7 8

C C

Rocket is shown, 1-8 flip-flop if the


call is Laser to keep same
assignments.
R
Corners Inside shade 5 yards off the ball and forcing outside release.
1 Sprint off of Wings outside shoulder and make sure ball is kicked. Get
to wall
2 Sprint off of T’s outside shoulder and make sure ball is kicked. Get to
wall.
3 Turn and follow 4, get outside of hash to set wall, attack.
4 Turn and follow 5, get outside of hash to set wall, attack.
10 Turn and get outside hash to set wall, run to return man, attack.
12 Sprint to help Corner pin-ball the gunner, slow gunner down however possible.
14 Crush T inside and force inside release. Seal inside down field.
16 Crush Wing inside and force inside release. Seal inside or run way outside.

• Sideline wall return. 3,4,5 are wall, 6 helps Corner to call side.
• 1,2 ensure ball is kicked and loop around to wall late.
• 7,8 force inside release of G and Wing and maintain contact sealing them inside.
• It is the return mans job to get to the wall by whatever means necessary.
• Backside Corner force outside release. Call side Corner force slowest release,
inside is okay if you can pin him inside without a free release.

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BOOM
P

PP

1 2 3 4 5 6 7 8

C C

R
Corners Inside shade 5 yards off the ball and forcing outside release.
1 Sprint off of wings outside shoulder to block point at 9 yards.
2 Sprint off of wings inside shoulder to block point at 9 yards.
3 Pin Tackle inside allowing for numbers advantage outside of you,
crucial.
4 Sprint through A gap to block point.
10 Sprint through A gap to block point.
12 Pin Tackle inside allowing for numbers advantage outside of you, crucial.
14 Sprint off of wings inside shoulder to block point at 9 yards.
16 Sprint off of wings outside shoulder to block point at 9 yards.
Return man – Catch ball, force miss of Center, Stay straight up field.

• 8 man block using 3 & 6 to pin T’s inside and allow for a numbers advantage on the wings.
• If no block then get into Missile return.
• Return man catch and get straight up field.
• Corners watch wings and gunners for possible fake still using Missile rules.

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BOOM TWIST
P

PP

1 2 3 5 6 7 8

C 4 C

R
Corners Inside shade 5 yards off the ball and forcing outside release.
1 Sprint off of wings outside shoulder to block point at 9 yards.
2 Sprint off of wings inside shoulder to block point at 9 yards.
3 Pin Tackle inside allowing for numbers advantage outside of you,
crucial.
4 Stack behind 5 and sprint through right A gap to block point.
10 Head up on C, sprint though left A gap to block point.
12 Pin Tackle inside allowing for numbers advantage outside of you, crucial.
14 Sprint off of wings inside shoulder to block point at 9 yards.
16 Sprint off of wings outside shoulder to block point at 9 yards.
Return man – Catch ball, force miss of Center, Stay straight up field.

• 8 man block using 3 & 6 to pin T’s inside and allow for a numbers advantage on the
wings.
• 4 & 5 have an inside twist to shake C/PP protection scheme.
• If no block then get into Missile return.
• Return man catch and get straight up field.
• Corners watch wings and gunners for possible fake still using Missile rules.

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FIELD GOAL

TE T G G T TE

W W

FRONTLINE
6 INCH SPLITS
WIDE BASE
STEP BEHIND INSIDE MAN AND GET BIG ON THE SNAP
PUNCH INSIDE AND OUT
DON’T MOVE OUTSIDE LEG

WINGS
45 DEGREE ANGLE
ARMS LENGTH AWAY FROM TE
STEP INSIDE AND PUNCH INSIDE
NEVER LUNGE OUTSIDE
DON’T MOVE OUTSIDE LEG

HOLDER
FRONT KNEE DOWN AT 7 ½ YARDS“
GREEN, GREEN SET…” IS CADENCE
“FIRE” ALERT EVERYONE TO FUBAR SITUATION
WILL GO FROM HUDDLE EACH TIME, COUNT 11 PLAYERS

KICKER
MAKE FG

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FIRE

TE T G G T TE

W W

FRONTLINE
SPRINT PROTECTION TO THE RIGHT SIDE.

LEFT TE
RUN TO MIDDLE OF GOAL POSTS AT BACK OF END ZONE.

RIGHT TE
RUN TO DEEP PYLON OR FLAG ROUTE IF MIDDLE OF FIELD.

LEFT WING
SPIN AROUND AND LOOK FOR LOOSE BALL.

RIGHT WING
RUN TO NEAR PYLON OR FIRST DOWN MARKER.

HOLDER
YELL “FIRE”. SPRINT TO RIGHT AN D MAKE PLAY.
BS TE AS LAST RESORT.

KICKER
BLOCK FOR HOLDER

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