Defensive Terminology 09 FINAL

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  • *DEFENSIVE TERMINOLOGY

    TABLE OF CONTENTSPAGEPOSITION TERMINOLOGY--------------------2PERSONNEL TERMINOLOGY----------------3GENERAL DEFENSIVE TERMINOLOGY-4FRONT TERMINOLOGY------------------------5RUSH STUNTS--------------------------------------6RUN SUPPORT TERMINOLOGY-------------7ZONE COVERAGE TERMINOLOGY--------8MAN COVERAGE TERMINOLOGY---------9ZONES OF FIELD----------------------------------10-11DOUBLE DIGIT COVERAGE SYSTEM------12-13BOOTLEG / WAGGLE RULES----------------14-18

  • *ZFXYTNEWMZHFSFCBCDEFENSIVE POSITION TERMINOLOGYSAMThe outside linebacker to the HUSKY call.

    ENDThe outside defensive lineman to the HUSKY call .

    NOSEThe inside defensive lineman to the HUSKY call .

    TACKLEThe outside defensive lineman away from the HUSKY call .

    WILLThe outside linebacker away from the HUSKY call .

    ZIPThe inside linebacker away from the HUSKY call .

    MIKEThe inside linebacker to the HUSKY call .

    HUSKYThe deep inside defender to the HUSKY call .

    FREE SAFETYThe deep inside defender away from the HUSKY call.

    FIELD CORNERThe deep outside defender to the HUSKY call.

    BOUNDARY CORNER The deep outside defender away from the HUSKY call .

    NICKEL The fifth defensive Back in any Sub defense.

    ADJUSTER The sixth defensive back in any Sub defense. ST

  • *OFFENSIVE PERSONNEL IDENTIFICATION21 = 2BACKS1 TE2 WRS22 = 2 BACKS2 TES1WR20 = 2 BACKS0 TE3 WRS12 = 1 BACK2 TES2 WRS11 = 1 BACK1 TE3 WRS10 = 1 BACK0 TE4 WRS31 = 3 BACKS1 TE1 WR32 = 3 BACKS2 TES0 WR23 = 2 BACKS3 TES 0 WR00 = 0 BACKS0 TE5 WRS01 = 0 BACKS 1 TE 4 WRS02 = 0 BACKS 2 TE 3 WRSPERSONNEL TERMINOLOGYDEFENSIVE PERSONNELBASE = 3 Linemen, 4 Linebackers and 4 Defensive Backs

    GOAL LINE = 4 Linemen, 4 Linebackers and 3 Defensive Backs

    NICKEL = 2 Linemen, 3 Linebackers and 6 Defensive Backs

    DIME = 3 Linemen, 2 Linebackers and 6 Defensive Backs

    PENNY = 2 Linemen, 4 Linebackers and 5 Defensive Backs

    HEAVY = 4 Linemen, 3 Linebackers and 4 Defensive Backs

  • *GENERAL DEFENSIVE TERMINOLOGY

  • *FRONT TERMINOLOGY

  • *RUSH STUNTSSTUNTS USED IN BEAR OR ANCHOR FRONTSSTUNTS USED IN OFFSET OR OVER FRONTS

    EARSTwo man stunt between a 3 TECH and a 1 TECH. The 3 TECH charges the A Gap. The 1 TECH Jams the Center then Wraps for opposite Inside cage vs. pass.EXITTwo man stunt between a 3 TECH and a 5 TECH. The 3 TECH Rips the B Gap. The 5 TECH executes Delay charge to Inside Cage.MIXCombination of a TON stunt and an EXIT stunt.STIRDouble TON stunts.TONTwo man stunt between a 5 TECH and a 1 TECH. The 5 TECH charges the B Gap. The 1 TECH Jams the A Gap then Wraps for contain vs. pass.WINThree man stunt between a 3 TECH, 5 TECH and a 1 TECH. The 3 TECH charges the A Gap. The 5 TECH charges the B Gap. The 1 TECH Jams the A Gap then Wraps for opposite Outside Cage vs. pass.

    EASYThree man stunt between the END, NOSE and TACKLE. The END charges the strong side A Gap. The NOSE charges the weak side A Gap. The TACKLE Loops for opposite B Gap.

    EGOTwo man stunt between the END and the NOSE. The END charges the A Gap. The NOSE Jams the Center then Wraps for opposite Inside cage vs. pass.

    PINCHTwo Man Stunt with BOTH 3 TECHNIQUES running an ENTER to the A Gaps.TANTwo man stunt between the TACKLE and the NOSE. The TACKLE charges the A Gap. The NOSE Jams the Center then Wraps for opposite Inside cage vs. pass.

    TEXASThree man stunt between the END, NOSE and TACKLE. The TACKLE charges the weak side A Gap. The NOSE charges the strong side A Gap. The END Loops for opposite B Gap.

  • *RUN SUPPORT TERMINOLOGY

  • *ZONE COVERAGE TERMINOLOGY

  • *MAN COVERAGE TERMINOLOGY

  • *ZONES OF THE FIELD

    LOOPArea from ball to sideline behind the LOS.FLATArea from TE to sideline to a depth of 7 yards.HOOKArea over a TE to a depth 12 yards.CURLArea directly inside any Wide Receivers alignment extending to 2 yards outside a TE.SEAMArea between two designated zones in a coverage.OUTArea directly outside any Wide Receivers alignment HOLEArea between the offensive tackles to a depth of 12 yards. OUTSIDE 1/3Area from Boundary to 2 yards outside the Hash from 15 yards to the goal line Midpoint of Zone is the top of the numbers.MIDDLE 1/3Area from 2 yards outside Left Hash to 2 yards outside Right Hash from 15 yards to the goal line. Midpoint of Zone is the goal post.DEEP Area of Field from Boundary to Goal Post. Midpoint of Zone is 2 yards outside the Hash.

  • *YQZXFTLOOPLOOPFLATFLATOUTCURLCURLOUTOUTSIDE 1/3OUTSIDE 1/3MIDDLE 1/3HOOKHOOKSEAMSEAMTHREE DEEP ZONESYQZXFTLOOPLOOPFLATFLATOUTCURLCURLOUTDEEP 1/2DEEP 1/2HOOKHOOKTWO DEEP ZONESHOLEHOLESEAMZONES OF THE FIELD

  • *

    Double Digit Coverage System

    The Huskies Double Digit coverage system allows our defense to play the best coverage based on the Shade of the Defense and Offensive Formation. This system also allows the coverage to be changed vs. Change of strength motion without changing the front.

    There are four ways to determine which Digit will be played.

    1. When playing STRONG / WEAK Fronts the call will be tagged with the word MO to allow the Coverage to change.

    MO = 1st Digit is played vs. ALL Formations.

    Check to 2ND Digit ONLY vs. Change of Strength Motion

    Example: STRONG 43 MO

    = Cover 4 (1st Digit) vs. ALL Formations

    = Cover 3 (2nd Digit) ONLY vs. Change of Strength Motion

    2. When playing CLOSED / OPEN Fronts no tag words will be used.

    1st Digit is played to all PRO Formations

    2nd digit is played to all TWINS / SLOT Formations.

    Example: CLOSED 47

    = Cover 4 (1st Digit) vs. PRO Formation

    = Cover 7 (2nd Digit) vs. TWINS / SLOT Formation.

    3. When playing FIELD / BENCH Fronts the call will be tagged with the word CHECK to allow the Coverage to change.

    CHECK = 1st Digit is played vs. Pass Strength to the FIELD (Husky Call).

    Check to 2ND Digit ONLY vs. Pass Strength Away from the Husky Call (FSL).

    Example: FIELD 4 CHECK 3

    = Cover 4 (1st Digit) vs. Pass Strength to the Field (Husky Call).

    = Cover 3 (2nd Digit) vs. Pass Strength Away from the Husky Call (FSL).

    4. When the coverage Digits are Mirrored (33) we will play a 4 under, 3 Deep Rotated Zone coverage to all formations Regardless of Motion. Tag words will be added to determine the direction of the Rotation.

    X = Rotation away from Pass Strength.

    Z = Rotation to Pass Strength.

    Y = Rotation to the Closed Side (TE).

    SPLIT = Rotation to the Open Side (SE).

    SHORT = Rotation to the Short Side (Away from the Husky Call).

    Coverage Digits

    Even Digits are 2 Deep or , , Coverage.

    4

    , , 3 Under, Weak side Rotation

    Odd Digits are Rotation Coverages

    3

    3 Deep 4 Under Rotation to Strength

    5

    2 Deep 5 Under Rotation to Strength

    7

    , , 3 Under Rotation to Strength

    Double Digits with Front

    STRONG = Even to Odd (MO)

    WEAK = Odd to Even (MO)

    BIG = Even (PRO) to Odd (SLOT/TWINS)

    OPEN = Odd (PRO) to Even (SLOT/TWINS)

    STRONG: Front is set to Pass Strength.

    Play 1st Digit to All Formations.

    Play 2nd Digit Only vs. Change of strength Motion.

    Coverage call will be tagged with the word MO.

    DROP OLB is to the Front Call.

    RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3.

    ILB away from the Ringo/Lucky call (Pass Strength) is off #2.

    WEAK: Front is set to Single Receiver.

    Play 1st Digit to All Formations.

    Play 2nd Digit Only vs. Change of strength Motion.

    Coverage call will be tagged with the word MO.

    DROP OLB is to the Front Call.

    RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3.

    ILB away from the Ringo/Lucky call (Pass Strength) is off #2.

    BIG: Front is set to the TE.

    Play 1st Digit to PRO.

    Play 2nd Digit to Slot/Twins.

    Pro Doubles = 2nd Digit

    Possible Check SOLO vs.1 Back.

    No Tag words will be used with coverage.

    DROP OLB is to the Front Call.

    RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3.

    ILB away from the Ringo/Lucky call (Pass Strength) is off #2.

    OPEN: Front is set to the SE.

    Play 1st Digit to PRO.

    Play 2nd Digit to Slot/Twins.

    Pro Doubles = 2nd Digit

    No Tag words will be used with coverage.

    DROP OLB is to the Front Call.

    RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3.

    ILB away from the Ringo/Lucky call (Pass Strength) is off #2.

  • *

    Double Digits with Front

    STRONG = Even to Odd (MO)

    WEAK = Odd to Even (MO)

    CLOSED = Even (PRO) to Odd (SLOT/TWINS)

    OPEN = Odd (PRO) to Even (SLOT/TWINS)

    FIELD = Even (Pass Strength to Field (Husky Call) to Odd (FSL)

    BENCH = Odd (Pass Strength to Field (Husky Call) to Even (FSL)

    STRONG: Front is set to Pass Strength.

    Play 1st Digit vs. All Formations.

    Play 2nd Digit Only vs. Change of strength Motion.

    Coverage call will be tagged with the word MO.

    DROP OLB is to the Front Call. RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3. ILB away from Ringo/Lucky call is off #2.

    WEAK: Front is set to Single Receiver.

    Play 1st Digit vs. All Formations.

    Play 2nd Digit Only vs. Change of strength Motion.

    Coverage call will be tagged with the word MO.

    DROP OLB is to the Front Call. RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3. ILB away from Ringo/Lucky call is off #2.

    CLOSED: Front is set to the TE.

    Play 1st Digit vs. PRO.

    Play 2nd Digit vs. Slot/Twins. (Pro Doubles = 2nd Digit)

    No Tag words will be used with coverage.

    DROP OLB is to the Front Call. RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3. ILB away from Ringo/Lucky call is off #2.

    OPEN: Front is set to the SE.

    Play 1st Digit vs. PRO.

    Play 2nd Digit vs. Slot/Twins. (Pro Doubles = 2nd Digit)

    No Tag words will be used with coverage.

    DROP OLB is to the Front Call. RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3. ILB away from Ringo/Lucky call is off #2.

    FIELD: Front is set to Field (Husky Call).

    Play 1st Digit vs. Pass Strength to the Field (Husky Call).

    Play 2nd Digit Only vs. Pass Strength Away from the Husky Call (FSL).

    Coverage call will be tagged with the word CHECK.

    DROP OLB is to the Front Call. RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3. ILB away from Ringo/Lucky call is off #2.

    BENCH: Front is set to the Boundary (Short Side).

    Play 1st Digit vs. Pass Strength to the Field (Husky Call).

    Play 2nd Digit Only vs. Pass Strength Away from the Husky Call (FSL).

    Coverage call will be tagged with the word CHECK.

    DROP OLB is to the Front Call. RUSH OLB is away from the Front Call.

    ILB to the Ringo/Lucky call (Pass Strength) is off #3. ILB away from Ringo/Lucky call is off #2.

  • *BOOT / WAGGLE RULESTYUZXFLAT PLAYERS BOOT TO = BUTT TO BOUNDARY BOOT AWAY = THROWBACKHOOK / CURL PLAYERS BOOT TO = 1ST CROSSER BOOT AWAY = 2ND CONTAINDEEP 1/3 PLAYERS PLAY DEEP 1/3

    3 DEEP, 4 UNDER RULES(COVER 3)FCBCSZWMHSFSCROSSERBUTT TO BOUNDARY1/31/31/3THROWBACK2nd CONTAINTYUZXFCBCMZWSHSFSCROSSER1/31/31/3THROWBACK 2nd CONTAINBUTT TO BOUNDARY

  • *BOOT / WAGGLE RULESTYUZXCORNERS BOOT TO = 2ND TIER FLAT BOOT AWAY = OUTSIDE 1/3CURL PLAYERS BOOT TO = ENSURE THE CROSSER, THEN 2nd CONTAIN LATE BOOT AWAY = THROWBACK#3 POST PLAYER - CROSSERSAFETIES BOOT TO = OUTSIDE 1/3 BOOT AWAY = MIDDLE 1/32 DEEP, 5 UNDER RULES (ZORRO)FCBCSZWMHSFSCROSSER1/31/31/3THROWBACKLATE 2nd CONTAINTYUZXFCBCSZWMHSFSCROSSER1/31/31/3THROWBACKLATE 2nd CONTAINCROSSER2nd TIER FLAT2nd TIER FLATCROSSER

  • *BOOT / WAGGLE RULESTSYXZCORNERS BOOT TO (FLIP/READ/COLT) =OUTSIDE 1/3 BOOT TO(CLOUD) =2nd TIER FLAT BOOT AWAY (FLIP/READ/COLT/CLOUD) = OUTSIDE 1/3OLB TO FLIP CALL BOOT TO = ENSURE THE CROSSER, THEN 2nd CONTAIN LATE BOOT AWAY = THROWBACKOLB TO READ CALL BOOT TO = 2nd CONTAIN BOOT AWAY = THROWBACK#3 HOOK PLAYER - CROSSERSAFETIES BOOT TO (FLIP/READ) = BUTT TO BOUNDARY BOOT TO(CLOUD) =OUTSIDE 1/3 BOOT AWAY = MIDDLE 1/3FCBCSZWMHSFSCROSSER1/31/31/3THROWBACKLATE 2nd CONTAINTSYXZFCBCSZWMHSFSCROSSER1/31/31/3THROWBACK2nd CONTAINCROSSERBUTT TO BOUNDARYCROSSERQUARTERS COVERAGE (FLIP/READ)(COWBOY/QUADS)BUTT TO BOUNDARY

  • *BOOT / WAGGLE RULESTSYXZCORNERS BOOT TO (FLIP/READ/COLT) =OUTSIDE 1/3 BOOT TO(CLOUD) =2nd TIER FLAT BOOT AWAY (FLIP/READ/COLT/CLOUD) = OUTSIDE 1/3OLB/ILB TO FLIP CALL BOOT TO = ENSURE THE CROSSER, THEN 2nd CONTAIN LATE BOOT AWAY = THROWBACKOLB/ILB TO READ CALL BOOT TO = 2nd CONTAIN BOOT AWAY = THROWBACK#3 HOOK PLAYER BOOT TO = CROSSERSAFETIES BOOT TO (FLIP/READ) = BUTT TO BOUNDARY BOOT TO(CLOUD) =OUTSIDE 1/3 BOOT AWAY = MIDDLE 1/3

    FCBCSZWMHSFSCROSSER1/31/31/3THROWBACKLATE2nd CONTAINTSUXZFCBCSZWMHSFS1/31/31/3THROWBACK2nd CONTAINCROSSERBUTT TO BOUNDARYQUARTERS COVERAGE (FLIP/READ)(COVER 4)BUTT TO BOUNDARYCROSSER

  • *BOOT / WAGGLE RULESTYUZXSCF PLAYERS BOOT TO = BUTT TO BOUNDARY BOOT AWAY = THROWBACKFINAL #3 PLAYER CROSSERDEEP 1/3 PLAYERS PLA Y DEEP 1/3

    3 UNDER, 3 DEEP RULES(ZONE BLITZ)FCBCSZWMHSFSCROSSERBUTT TO BOUNDARY1/31/31/3THROWBACKTYUZXFCBCMZWSHSFSCROSSER1/31/31/3THROWBACKBUTT TO BOUNDARY

  • *NOTES:

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