Iowa Wesleyan College Defensive Play-Book
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Why Run a 3-4 Defense
If the offense spreads the field, the defense can spread the field with no personal change
• The adjustments are built into our defense• Blocking schemes and angles are in the
defenses advantage• One has the ability to bring 7 blitzers or
drop 8 defenders on any down.• The blitz package is unlimited and can be
ran with very little coverage adjustment.
Example of the 3-4 verses spread
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Example verses a heavy Offensive Set
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DEFENSIVE FRONTSD-LINE TECHINQUES
0 11 2i2i2 2 334i 4i4 45 5 668 89 9
DEFENSIVE FRONTS LINEBACKER TECHINQUES
10 1020 20 303080 80 9090
TIGER DEFENSEBase Alignment
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F RThe Corner willBe inside lev. hereIf the WR was inside theNumber the CB would beOutside leverage.
The safety's Have a 2 yard hashRule.
Base Alignment• The Sam linebacker will go to the strength and line up over or close to the #2
receiver. His responsibility is dependant on coverage called.• The Mike linebacker will go to the strength and play a 20 technique. His alignment is
four ½ yards deep with eyes on the triangle.• The Will Linebacker will go to the weak side and play a 20 technique. His alignment is
at four ½ yards deep with eyes on the triangle.• The Zip linebacker will go to the weak side and line up over or close to the #2
receiver. His responsibility is dependant on coverage called.• The Free safety always goes with the strength of the front. His alignment is 10 to 12
yards deep and he has a 2 yard hash rule.• The Rover always goes weak (opposite ) of the strength of the front. His alignment is
10-12 yards deep and he has a 2 yard hash rule.• The corners base alignment is 7 yards off of number 1 receiver. They will be angled
in at the QB and will shuffle out at the snap of the ball. (Basketball) They will be slightly inside of the number one receiver depending on the split of the receiver.
DEFENSIVE LINE NUMBERING SYSTEM
• We use numbers to determine the techniques that we are playing up front
• The Stud (end) always plays the first number called to the strength call
• The Quick (end) will always play the second number away from the strength call
• The Nose Guard will shade to the side of the higher number unless he hears a tag
• If there is not a higher number he will play a zero technique on the center.
DEFENSIVE LINE NUMBERING SYSTEM
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EXAMPLE #1 53
The Stud plays a 5 tech to the strength; the Quick plays a 3 techAway from the strength and the Nose is shaded to the 5 tech
DEFENSIVE LINE NUMBERING SYSTEM
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EXAMPLE #2 Front 35
The Stud plays a 3 tech to the strength; the Quick plays A 5 tech weak and the Nose shades to the QUICK.
DEFENSIVE LINE NUMBERING SYSTEM
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EXAMPLE #353 G
In the front 53 “G” the stud plays a 5 tech to the strength callThe quick plays a 3 tech weak and the Nose plays a 1 techBecause he was tagged to do so.
DEFENSIVE LINE NUMBERING TECHINQUES
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EXAMPLE #4Front 44
The Stud plays a 4 tech strong; the Quick playsA 4 tech weak; the Nose has no higher number so he plays headUp on the center
DEFENSIVE LINE FRONTS
• HERE ARE SOME EXAMPLE OF HOW CREATIVE WE CAN BE WITH OUR FRONTS.
• 53• 53 “G”• 53 NOSE• 55• 44• 52• 51• 43• 33• 35
TIGER DEFENSIVE LINE STUNTS AND GAMES
• Out of any front we run we can simply tag a stunt with the defensive line to disrupt blocking schemes and create confusion.
• Example of how we name our stunts.
• SKIN (Stud Inside Nose)
• NUS (NOSE UNDER STUD)
• QUEEN ( QUICK UNDER NOSE)
• NUQ (NOSE UNDER QUICK)
TIGER DEFENSIVE LINE STUNTS AND GAMES
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EXAMPLE #1Front 44 SKIN
This is an example of 44 Skin. The Stud is first and is the slasherThe nose is second and is the looper.
TIGER DEFENSIVE LINE STUNTS AND GAMES
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EXAMPLE #1Front 53 NUQ
This is an example of 53 NUQ the nose goes first the QuickIs second.
TIGER DEFENSIVE LINE STUNTS AND GAMES
• RULES FOR STUNTS
• Slasher is first and slasher only slants one gap over
• Looper goes second and looper always goes two gaps over.
DEFENSIVE LINE SLANTS
We very rarely play a two gap read techinque here at Iowa Wesleyan College.
We try to maintain as an attack defense by pre-determining the gaps that the defensive line must control. Thus clearing up the responsibility for the inside and outside linebackers by letting them know which gaps they are responsible for as well. This also allows us to play shade techniques (1/2 a man) up front.
DEFENSIVE LINE SLANTS
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Example of 44 Slant
Slant technique
• When using a slant technique we must remember that Slant is Strong and Angle is weak
• As the Defensive line slants they must use a lateral step and their aiming point is the next outside shoulder in the direction of the slant or angle. The Defensive line will never slant to the open field if there is not a Tight End.
DEFENSIVE LINE SLANTSAngle Technique
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Example of 44 Angle
Quick never slants to Open field. Enter mouthExit ass
Flare Technique
• The Ends have a contain rush to the outside. They are not slanting to outside. Bull rush and Two gap assignment.
• The Nose will slant weak.
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The Ends will never Slant to the open fieldTake B gap verse Base and reach block if they get a down blockSqueeze and trail.
Spark Technique
• The Ends have a contain rush to the outside. They are not slanting to outside. Bull rush and Two gap assignment.– The Nose will slant Strong.
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Pinch Technique
• The Pinch Technique tell out Defensive line to slant inside. Next Outside Shoulder in the direction of the slant. The nose in this case will enter mouth and exit ass of center.
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Out Technique
• The Out Technique tells the Defensive line to slant outside. Next Outside Shoulder in the direction of the slant. 52 is the main front that we use this in.
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Stem Technique
• Stem Technique is a shade technique from the opposite gap.
• The rules are the next outside shoulder in the direction of the slant or angle.
Example of Steam tech.53G Angle Sam Zorro
• Next Outside shoulder in the direction of the slant or angle
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Example of Steam tech.35 Slant Zip Zombie
• Next Outside shoulder in the direction of the slant or angle
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LINEBACKER PLAY
• Reads
• Run Fits
• Drops
INSIDE LINEBACKER READS
• SPLIT KEY= We Fill Split keys with our outside shoulder free, spilling the play to the backside linebacker.
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INSIDE LINEBACKER READS
• Double Down= Scrape to the beach. Be ready for a gap exchange with an outside backer or defensive lineman.
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INSIDE LINEBACKER READS
• Here is an example of gap exchange.
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If a puller leaves youMust get to the otherSide of the center.
INSIDE LINEBACKER READS
• FULL ZONE= This is the toughest read for an inside linebacker. If not patient this blocking scheme can look like double down. We must fill our gap VS. inside zone. To take away cut back lanes
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RUN FITS
• Fill player= A fill player is a player that has defensive line responsibilities. He will wrong shoulder pullers and spill kick-out blocks. He must be in position to get flat down the line of scrimmage.
• Force Player= A force player can not let the ball cross his face to the outside. He will Box all pulling lineman and kick-out blocks. (S.C.A.R.F. = Force)
RUN FITS
• A S.C.A.R.F player must box (or Force) runs at him and be fold cutback on runs away from him.
• A fill player must Spill or bounce runs to him and play Counter, Reverse, Boot on action away. Trail the deepest shoulder of the ball carrier.
• Defensive Lineman are always Fill players!
RUN FITS
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F RScarf= Box
Fill=Spill
Scarf=boxFold cut back
Coverage and Drops
• We play a variation of every major coverage making little if any adjustment to motions or formation. Ruling up our defensive responsibilities allows us to do this.
• Our secondary keeps a two shell look to disguise coverage and tendencies.
• We can cover from depth or rotate our safeties to aid in run support or underneath coverage.
Cover 3
• In our four man pressure we run two major forms of cover 3. We call this by name not numbers.
• In cover 3 without a zone blitz we will have two hole players and two S.C.A.R.F. players.
• We will have 3 safeties and four under coverage.
• This allows us to be solid verse the run and great verses most formations and pass combinations.
Defined terms
• Hole player= #3 receiver and QB verse option
• Hole player does not have to cover #3 receiver. he just drops with eyes on #3
• SCARF= Seam, Curl, And, Rally, To Flat
• SCARF= #2 Receivers, Force if run too, Fold Cut back if Run Away.
Hole PlayNever Cover Air!
Scarf
Corner
ILB ILB
Inside linebackers will drop to the curl to hookZone on their respective hashes. Collision Crossing routes unless it is too shallow.
Scarf
Corner mustShrink the field and look for work.
Hole PlaySecondary Contain
Scarf
Corner
ILB ILB
I
Scarf
QB
“If” we loose contain on sprint out or boot leg the place side hole player mustRegain contain. The backside hole must replace on the front side hash.
SCARF Play
Scarf
Corner Work for a slight inside leverage, but be in positionNot to be cracked.Be aggressive to any vertical routeIf route continues vertical carry it for 5 yards
SCARF Play
Scarf
Corner If route breaks inside communicate an in route with linebackerNever Chase a hard in route.Look to rob #1
SCARF Play
Scarf
Corner Bubble look for Slant or Crack Run through the Crack do not avoid contact!
Corner must communicate With a China Call. This tells the SCARF player that there is no Curl to rob so drop skinny.
SCARF Play
Scarf
Corner This is the toughest concept to masterHang on the curl until the QB turns shouldersTo throw the flat route. Stay with the deepest Route as long as you can. FTF! Do not chaseHard out breaking routes
Zombie Coverage
• Zip- Anytime he hears zombie he is blitzing• The Rover is always the roll down safety in zombie and
goes away from the strength call. The Rover is always a S.C.A.R.F player in Zombie
• The Free always goes to the strength call and becomes the Deep middle 1/3 player
• Mike-Will are spot droppers with their eyes on the #3 receiver
• Sam Linebacker is always a Scarf player in Zombie• Both Corners are Deep 1/3 players to their side.
Zombie Coverage
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Scarf
Scarf
Hole Hole
Deep 1/3
Deep 1/3 Deep 1/3
Zombie Coverage
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Scarf#2
ScarfIf pass Rob #1
Hole Hole
Deep 1/3Deep 1/3Check Vert. Threat before leaving hash
Deep 1/3
Eye’s on #3
Zorro Coverage
• Sam is a fill player and is blitzing c gap
• Free is the scarf player to the strength call
• Rover is the deep 1/3 player
• Mike is an “A” gap player
• Will is a “B” gap player
• Zip is a Scarf Player
• Corners are deep 1/3 players
Zorro Coverage
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ScarfIf pass Rob #1
Hole Hole
Deep 1/3
Deep 1/3
Eye’s on #3
Z Check
• Z check is zombie or Zorro
• We are checking the coverage to the receiver strength.
• If it is a balanced set we will check it to the field. (Zorro)
Z Check (Check Zorro)
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ScarfIf pass Rob #1
Hole Hole
Deep 1/3
Deep 1/3
Eye’s on #3
Z Check (Check Zorro)
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ScarfIf pass Rob #1
Hole Hole
Deep 1/3
Deep 1/3
Eye’s on #3
Z Check (Zorro checked to zombie)
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Scarf#2
ScarfIf pass Rob #1
Hole
Hole
Deep 1/3Deep 1/3Check Vert. Threat before leaving hash
Deep 1/3
Eye’s on #3
Z Roll
• Field Corner- Roll down hard on #1 Receiver, Sink and play the flat. Outside Leverage.
• SAM- Seam, Curl, Do not run to flat. Drop Skinny, Beat up the #2 receiver do not chase.
• Zip- Rush if no detached #2 receiver, If there is a detached #2 then split the difference and push through #2 to the curl of #1.
• Mike – Drop off of #3 Middle Hole• Will- If #2 to the boundary is detached he must come in rush tech. If
a tight number is there push through #2 to the curl of #1.• Boundary Corner- Deep 1/3 player• Rover- Deep middle 1/3 player• Free- Deep field 1/3 player
Z Roll
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Deep 1/3
Z Roll
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Deep 1/3
Zombie Hole
• Hole Tells the Zip not to blitz. (SCARF)• SAM- Will play regular zombie rules (SCARF)• Rover- Will Role down and replace the low hole
players, Tag #3 receiver and Secondary Contain on boot and sprint out.
• Free- will become the deep middle 1/3 player• Corners- are deep 1/3 players to their side• Mike and Will- Are blitzing when they hear
Zombie Hole
Zombie Hole Coverage
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Scarf
Deep 1/3
Deep 1/3 Deep 1/3
Zombie Hole Coverage
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Deep 1/3
Deep 1/3 Deep 1/3
Zorro Special
• When the Sam hears special he is no longer blitzing. He is a SCARF player
• Zip- Plays regular Zorro Coverage. (SCARF)• Mike- Is blitzing• Will- Is low Hole player• Free- Is now blitzing• Rover- Is the middle deep 1/3 player• Corners- are the outside deep 1/3 players
Zorro Special Coverage
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Scarf
Deep 1/3
Deep 1/3 Deep 1/3
Zorro Special Coverage
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Scarf
Deep 1/3
Deep 1/3 Deep 1/3
Zombie Special Coverage
• Zip- Ignores the zombie call and plays a SCARF to the weak side
• SAM- Plays normal Zombie responsibility (SCARF)
• Will- Blitzes• Mike- Low Hole player• Rover- Blitzes• Free- Deep middle 1/3 player• Corners- outside 1/3 players
Zombie Special Coverage
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Scarf
Deep 1/3
Deep 1/3 Deep 1/3
Zombie Special Coverage
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Deep 1/3
Deep 1/3 Deep 1/3
BOX 8
• We are dropping all 8 pass defenders• Sam/ Zip linebackers Splits the difference between 1 &
2, They are fill players and must push through #2 to the curl of #1 (Wall the Hash
• Mike and Will are spot droppers to the curl to hook zone.• Free and Rover have a two yard hash rule they are
dropping off of the #2 receiver and do not come off of their hash unless threaten. They are force players verses the run. ¼ players verse the pass.
• Corners are dropping off of the #1 receiver to their side. ¼ players
BOX 8 Coverage
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BOX 8 Coverage
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Split #2 and #3
Wall #3
TRIPS ADJUSTMENTS
• We have 4 trips adjustments that we can use.
• We tag these adjustments horse calls.
• Bronco
• Pony
• Colt
• Mustang
Bronco
• We can play this coverage anytime we want. But usually play it verse trips.
• The Zip Covers an number two receiver weak. If no number two receiver he will be in rush technique
• Sam plays his box rules. Push thru 2 to the curl of 1• Mike and Will- Banjo the back• Weak Corner will play man/man technique• Strong Corner will play deep 1/3• Free Safety will be deep middle 1/3• Rover will play his zombie hole rules. Tag #3 drop to low
hole.
Bronco Coverage
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Bronco Coverage
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F RZiploc CallWill ReplacesZip in rush tech.
Pony Coverage
• Sam plays his Box rule. Push thru 2 to the curl of 1
• Zip is in rush tech. if he does not have a #2 receiver. If he has a receiver he must cover man/man
• Mike and Will- Banjo the back• Strong corner plays ¼• Free Safety plays ¼• Rover plays ½• Backside corner plays man to man on #1
receiver
Pony Coverage
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Pony Coverage
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F RZiploc CallWill ReplacesZip in rush tech.
Colt Coverage
• Sam plays a hard jam tech. on the #3 receiver and cuts under the #2 receiver after the jam.
• Zip plays a rush tech. unless he has a number 2 receiver to his side. Then he must lock
• Free plays a scarf tech. on the number 2 receiver strong and cuts the number 1 receiver
• Rover plays deep middle 1/3• Field Corner plays deep outside 1/3• Weak Corner plays man/man tech.• Mike and Will- Banjo the back
Colt Coverage
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Colt Coverage
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F RZiploc CallWill ReplacesZip in rush tech.
Mustang Coverage
• Zip is coming in blitz tech no matter what• Mike and Will spot drop to curl to hook zones• Rover is locked on back or number two receiver• Free safety plays deep middle 1/3• Field Corner plays deep outside 1/3• Weak corner plays man/man tech• Sam plays his box tech. push thru 2 to the curl
of 1
Mustang Coverage
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Mustang Coverage
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Box Adjust
• Rules for Box Adjust• Two receivers to the field play Box• Three receivers to the field play The horse
call• One receiver to the field play zombie• If we play box we have a will zip decision,
if the will can not push thru 2 to the curl of one the zip will make a zip call and the WLB will replace the zip in rush tech.
Box adjust CoveragePlay Box
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ZIP Call
Box adjust CoveragePlay horse in this case Bronco
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Man on back
Box adjust CoverageCheck Zombie
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Red Roll
• Our man coverage's are distinguished by color• Rules for Red Roll (Man Free) Four man pressure.• Corners have number 1 to their side unless it is a tight
end. (corners over)• Sam has number 2 strong and must call the front to the
T.E. Side If no T.E. call the strength to the receiver set.• Zip will blitz (unless it is Empty)• Mike and Will- Banjo the back• Free and Rover will Rip/Liz away from the Sam in one
back or two the Sam in two back sets. Unless it is trips
Red Roll
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One back Rip/Liz away from Sam
Red Roll
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F RLiz Call
One back trips Rip/Liz to the Trips side
Red Roll
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F RRip Call
One back Trips Rip/Liz to the trips sideCorners over verse nub.
Red Roll
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F RLiz Call
Two back rip/Liz to the Sam. Sam, Mike, and Will are 3 on 2 with the backsCorners over verse nub side.
Red Roll
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F RLiz Call
Two back rip/Liz to the Sam. Sam, Mike, and Will are 3on 2 with the backs
Red Roll
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F RLiz Call
EMPTY: Rip/Liz to the trips, Zip must lock on the backside and will blitz. Mike Drops into the low hole.
Green
• Green is 2 man coverage• Corners have number 1 to their side. No
corners over• Sam has Number 2 strong• Mike has the back• Will is in rush tech• Zip Covers two weak or three strong• Rover/Free- play cover two
Green Coverage
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Green Coverage
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Zip overZip lock
Green Coverage
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Mike and Zip have closest back to them.
Green 8
• Green 8 is cover 2 man dropping 8 defenders
• Mike and Will banjo the back
• Zip is locked on two weak or three strong
• Sam has two strong
• Corners have one to their side. (no corners over
• Free and Rover- play cover 2; Deep ½
Green Coverage
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Green Coverage
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Zip overZip lock
Green Coverage
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.The Mike, Will, and Zip are three on two with the backsZip will jump in the banjo.
Orange Coverage
• Orange coverage is 0 free• Orange goes with our 6 man pressures• This means that the Mike, Will, and Zip are
blitzing• Everyone else has a man• Corner has number 1 to their side. No corners
over• Sam has number 2 strong• Free has 3 strong or 3 weak• Rover has 2 weak or 4 strong
Orange Coverage
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Orange Coverage
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Rover has the backWhich is 4 strong
Orange Coverage
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EMPTY WE MATCH UP!
Orange Coverage
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Free has one back the rover has the other3 strong and 2 weak!
Blue Coverage
• 0 Free coverage
• We bring the Sam, Will, and Zip in blue
• Corners have number one the their side no corners over
• Free has two strong three weak
• Rover has two weak or three strong
• Mike has back and never leaves the box even if empty
Blue Coverage
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F RMike has the back
Blue Coverage
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Mike has the back Free has two strong; Rover has 3 strong
Blue Coverage
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Free has one back the rover has the other3 strong and 2 weak!
Mike and Rover are on Levels togetherMike has first back out to his side roverHas first back out to his
Blue Coveragecheck orange
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EMPTY WE MATCH UP!We must check orange
Purple Coverage
• Purple is 0 free coverage
• We are bringing the Sam, Mike and Zip
• Corners have number 1 to their side no corners over
• Free has 2 strong (like Blue) or three weak
• Rover has 2 weak or three strong (like blue)
• Will has the back
Purple Coverage
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F RWill has the back
Purple Coverage
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Will has the back Free has two strong; Rover has 3 strong
Purple Coverage
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F RWill and Rover are on Levels togetherMike has first back out to his side roverHas first back out to his
Brown Coverage
• Brown is man free with 5 man pressure• Rules are similar to Red• Sam has two strong • Corners have one to their side can have corners
over• Trips, Two back and one back rules• Blitz the Will and Zip• We have no low hole player and Brown checks
to orange if we get Empty.
Brown Coverage
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F RMike has the back
Rip
Brown Coverage
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F R
Liz
Mike has the back
Brown Coverage
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SAM and Mike have the backs
Liz
Brown Coveragecheck orange
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We must check orange
TIGER PRESSURES
• We also tag names to the blitzes that we run
• We can dictate 4 man 5 man or 6 man pressures just by adding a coverage.
4 man pressure
• Sam
• Quiz
• Squirt
• Switch
• Squib
• Zip
44 Angle Sam Zorro
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44 Flare Switch Zorro
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F R
44 Squib Zorro
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F R
44 Slant Zip Zombie
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F R
Z
44 Spark Quiz Zombie
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F R
Z
44 Squirt Zombie
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F R
Z
5 man zone blitz• Whiz• Wizard• Will Fire• Zew• Weezle• Storm• Moss• X• Wham• Zeus• If you add Orange, Blue, or Purple you can get a 6 man pressure
out of any of these and you are playing 0 free coverage behind it.• The extra Blitzer will blitz his gap of responsibility.
44 Spark Whiz Zombie
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Z
44 Flare Wizard Zombie
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44 Slant Zew Zombie
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Zip is 1st and Will is secondWill has contain
44 Slant Weezle Zombie
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Will is 1st and has containZip is 2nd and still knifes
44 Slant Will Fire Zombie
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Z
44 Angle Storm Zorro
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Sam 1st and knife the lineMike 2nd contain rush
44 Angle Moss Zorro
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Sam 2nd and knife the lineMike 1st contain rush
44 Angle Mike Fire Zorro
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44 Pinch Zeus Zorro
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F R
44 Skin X Zombie Hole
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44 Slant Wham Zombie Hole
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5 man Pressure Safety Blitz
• Foam
• Mafia
• Row
• War
44 Angle Foam Zorro Special
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F R
44 Angle Mafia Zorro Special
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F R
44 Slant Row Zombie Special
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F R
Z
44 Slant War Zombie Special
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F R
Z