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Reno Clinic notes, 2014
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n zone system
-create space-create conflict-create tempo
don't change the play, change the presentation
protect your playsthink players not plays
play the next playbad shit happens, fuck it
efficient communication, hand signals
difference in winning -turnovers, sacks, dropped balls, foolish penalties
burst rule - any time a skill gets the ball , they have to burst, anoticeable change of speed
12% rule - if under 12% of your total snaps are the above,then you have a 92% chance of winning
HS schedulecompetition Mondayball security TuesdaySweep the corners ThursdayLock in Friday
wednesday is shorter easier day, thursday is up tempo and game speed... no walk thru daybefore game
PRACTICEwalk thrupre practice drillsfast start 4-6 plays, best O vs best Dindividualteam competelook team1on1team competelook teamskellyteam competepost practice drill
install planday 13 runs, few pass concepts, quicksbase protectionsplay action
new set of plays for day 2
script 25ish plays for team each day and rep thoseteam plays correlate to install plan1 word plays to help tempo
day 2 a lot of same stuff, might add a different run or passa lot of carry over
just go back and forthday 1day 2until they master them
then change presentation (add window dressing for thedefense)
one motion for every WR, signal the player, then the motioneasy system
most coaching goes on during INDY
zorro zone read, built in key screens, lock, quicks
rip/liz -
tampa
giants
zorro - 5 man box, they make a 1 LB call (4 down to mike) toalert everyone to block all 5 in the boxBST can lock on DE, or use "Sift" techniquevertical upfield, 1 hand lockout on DE, sifting up for WLB if hecomes back in to the box
protections and run game marry each other
fooz call with motiontells oL to full zone it (like 6 in the box) because you dontknow how they will react to motion (LBs back in to box)hard call for walk up off edge (odd front) just bump a manover, full zone
Draw (detroit) is same concept as zone for OLfold block against the 1 tech, angledraw is not a 3rd down call
attach quick game to itqb draw, use motion to run 3 man stick man beater backside5 man box QB draw
screen gamecan tag backside or playsideprotect screens with Lock/Race-Lap
slot bubble path-3 quick steps at the outside WR, turn and backpedal
#3 will run a true bubble
whenever we motion into 3x1 (wr or Rb motion pre snap)and no one moves, automatic that we will throw it
ACT - act like it zorro, sell the run, (play action)
send slide where RB would go, RB has to fake and come backto block LB on side he aligned onbetter sells run
progression for QB 3rd progression is a trouble throw, practice it on the move/withpressure
WRsin grass stay in grass, not in grass, go to grass
gift on the backside (6 man box, 3on3 over trips) leaves 1on1backside
pin and pull protects zorro"shark"
PST take him where he wants to godown block, and pull with guard and center
can hit anywhere from A to C gap
giant, attaches TE-anyone inside gap PIN-no one inside PULL
attach pop to backside of shark/giantqb reads ILB for pop throwkey 2 attached as trouble throw
tampa - trap readlong trap
rip/liz - 2 back, zone with FB insert on BSDE
screensrose/linda
RB slow screentrips to one side - snag or stickwork screen back to 1 WR side
RB leave when DL goes by youturn and find QBs eyes, keep moving til you can see his eyesif QB cant see you , he cant throw it to you
rocket/laser - swing screenif we dont practice fast start, first 5 minutes of practice is ascreen period
rocket/laserguard/tackle screenjust like my solid screen , but to swing
throw the swing every day in practice
RB to field - 5 steps flat then work to inside edge of numbersto short side - 3 steps flat then to outside edge of numbers
NZone system.pdfrun game.pdfrunscreen.pdf