Вы находитесь на странице: 1из 406
NEWYORK JETS 2005 DEFENSIVE PLAYBOOK DEFENSIVE INFORMATION HUDDLE PROCEDURE I CALLS EXAMPLES OF DEF. HUDDLE

NEWYORK JETS

2005

DEFENSIVE PLAYBOOK

NEWYORK JETS 2005 DEFENSIVE PLAYBOOK DEFENSIVE INFORMATION HUDDLE PROCEDURE I CALLS EXAMPLES OF DEF. HUDDLE PHILOS.

DEFENSIVE INFORMATION HUDDLE PROCEDURE I CALLS EXAMPLES OF DEF. HUDDLE PHILOS. OF DEFENSE DEF. FRONT ALI~NMENT DEFENSIVE TERMINOLOGY

 

OVER INSIDE FZ PIRATE FZ REDUCE BULLET EMPTY ADJUSTMENTS

48-52

1

53-56

2-3

57-60

4-7

61-62

8

9-23

BASE COVER 0 OVER THUNDER 0 UNDER COBRA OVER JETO

 
 

1-4

OFFENSIVE INFORMATION POSITIONS I TYPES OF PER. HOLE NUMBERING SYSTEM BACKFIELD SETS RECEIVER RECOGNITION RECEIVERS IN BACKFIELD IDENT. and CALLING FORMS. TYPES OF MOTIONS TILT OF SET PASSING TREES BASE RUNS PASS PROTECTIONS

 

5-8

1

9-12

2

3-5

SUB DEFENSES SUB FRONTS SUB 51 HOLE SUB 51Y SUB RED 52 SUB 52 WILD SUB 53 SUB 55 SUB 56 SUB 57 SUB 58 STRONG SUB 59 SUB STEELER AUTOMATIC

 

6-11

1-2

12

3-5

13-21

6-7

22-25

8-9

26-27

10-12

28-29

13-15

30-33

16-18

34-39

19-21

 

22-24

SPECIAL SITUATIONS DASH RULES DISRUPTIVES TAG SYSTEM DOUBLE DIGIT RULES 2 MINUTE VICTORY DEFENSE

 

25-27

 

1-3

28-30

4

31-33

5

6

SUB PRESSURES BACKER DOG 1 DIME DOG 1 DOUBLE DOG 1 NICKEL DOG 1 FOX AUTO FZ (CK. HOUND) DYNAMITE NASA FZ (CK. HOUSTON) MAX BLITZ 0 BLITZ AUTO FZ

 

7

1-3

8

4-6

 

7-9

BASE DEFENSES OVER 2 BUSTER OVER RED 2 OVER 36 STAY ODD 43 (BLUE)

 

10-12

 

1-4

13-15

5-8

16-18

9-12

19-21

13-16

22-24

ODD

SPIDER

17-20

25-27

ODD MIKE VICE X UNDER 63 SKY UNDER COVER 7 BRACKET

21-24

25-28

SUB 3-2 PACKAGE 3-2 JACKS 57 3-2 QUEENS 57 3-2 DIMES 57

 

29-32

1-3

UNDER ZONE X MATCH COP AUTOMATIC

33-36

1-3

37-39

1-3

 

3-2

KINGS

1 13-2 KONG 1

4-6

BASE MAN PRESSURES ODD I UNDER SAW 1 OVER SWILL 1 OVER JACK 1 STACK CLUBS 7 MATCH STACK HEARTS 7 MATCH STACK DIAMONDS 1 UNDER AX 10

 

3-2 ACES 1 3-2 BAT 2 3-2 BRACKET 3-2 MIX 55 3-2 APACHE

 

7-8

1-4

9-10

5-8

11-13

9-12

14-16

13-16

FZ

17-19

17-20

3-278

20-22

21-24

3-2 SCRAPE FZ

23-25

25-28

UNDER FLAME SPECIAL 1

29-32

SHORT YARDAGE & GL

 

UNDER

SAM 1

 

33-36

HEAVY 23 SKY HEAVY 6 MATCH HEAVY HAMMER 0 HEAVY CUB 1 LOCK SOLID BANJO GL BANJO

1-3

BUCCANEER 1 POLICE EMPTY AUTOMATIC

37-40

4-6

41-43

7-9

 

10-12

BASE COVER 2 PRESSURES ODD EAGLE STORM 2

 

13-15

1-4

16-18

ODD EAGLE STORM

EXIT 2

5-8

ODD FALCON 2 ODD STING 2 TRACY UNDER STING 2 TRACY

9-10

SINK PACKAGE SINK EXPLANATION PAGE SINK JOKER 1 LOCK SINK SAW 1 LOCK SINK WILL 1 LOCK SINK 5 SWIPE SINK 33 LOAD SINK STORM CROW 2 SINK DRAGON FZ GIANT SINK 1 HOLE GIANT SINK SAFETY 1 SINK DOLPHIN

 

11-14

1

15-17

2-5

 

6-9

BASE FIREZONES FIREZONE RULES ODD WOLF FZ ODD LION FZ ODD RHINO FZ

 

10-13

 

1-2

14-17

3-6

18-21

7-10

22-25

11-14

26-29

ODD

PANTHER FZ

15-18

30-32

ODD

BENGAL FZ

19-22

33-35

UNDER BEAR FZ UNDER BANDIT FZ

 

23-26

36-39

27-30

UNDER DRAGON FZ OVER COUGAR FZ OVER FRISCO FZ

31-35

PASS RUSH GAMES

 

36-38

GAMES

 

1-5

39-43

­

----­

-----

) ) DEFENSIVE PACKAGE 2005 lVi;¥i; t~~S:E~'DEFEt'lSES';;~'1S SUS'PRESS8R,EC'"
)
)
DEFENSIVE PACKAGE 2005
lVi;¥i; t~~S:E~'DEFEt'lSES';;~'1S
SUS'PRESS8R,EC'"
1'1"
f%"
~~A~~'f:tREz:g;Ng~J((~~'
8'ASE;,e~v.EiR{;G!il,*,,6
it;: <' '~j3.12'~A€'~GE'S',: t:l;,,:', ~:
fi'~,)
::
h
0;,,;,
:1£:'q&~~~,ft~",I.-L'~,:>,~,,}*_ ", ,,;;:~, ,'C<, /,.'" ,.',t~~t',;~,,;, ,'~?~",.;;
I.
<,',
:'~',",
m':;~"''''
~"m'" .;;.,
"'~,::
';ii ,~:~"'"' w"', 'Y:"':W~"'~,-.',:".'i'~,~ '",'~".-,'
.>
,y
,
",
,
<'0'"''
'\"
;-t>
'""
":',.
y~~}. !e,>
".>
",,~. H ~"_'-"
y
':_"y'_"
OVER 2 BUSTER
ODD WOLF
THUNDER
BACKER DOG 1
JACKS 57
OVER 36 STAY
ODD LION
COBRA
QUEENS 57
OVER RED 2
ODD RHINO
JET
NICKEL DOG 1
DIME DOG 1
DIME 57
UNDER 63 SKY
ODD PANTHER
UNDER ZONE X (REDUCE)
ODD BENGAL
;;;':";S:lJiS [)~FEiN;SE$:;t,: .",
DBL DOG 1
DYNAMITE 1
KINGS 1
KONG 1
UNDER 7 (BRACKET)
UNDER BEAR
51
HOLE
FOX AUTO CK. HOUND FZ
ACES 1
ODD 43 LEN-RICH
UNDER BANDIT
51 Y
NASA CK. HOUSTON FZ
APACHE FZ
ODD VICE X
UNDER DRAGON
RED 52
BLITZ AUTOMATIC FZ
SCRAPE FZ
ODD SPIDER
UNDER FORMATION
52
WILD
MAX BLITZ 0
MIX 55
COP - EMPTY
OVER COUGAR
5355
78
OVER FRISCO
56
I"";! , SINK PAt'KA(Je7('~'
BRACKET
·BASE,tiMAN1~PRES'5URES,
OVER INSIDE
57 BRACKET
JOKER 1
BAT 2
•••• >,
.
-
,~
,-
,,,,,,,'.
OVER SWILL 1
REDUCED BULLETS
58 STRONG
SAW 1
~(~; '$HORTYARDAGit: ,:1
OVER JACK 1
PIRATE
59
STORM CROW FZ
.,
.
~,
~"
~
.'
,->'
--,
!
,~
ODD-UNDER SAW 1
SHARK
STEELER CK. AUTO
DRAGON FZ
HEAVY HAMMER 0
STACK CLUBS 7 MATCH
BARRACUDA
DOLPHIN FZ
HEAVY 6 MATCH
STACK HEARTS 7 MATCH
EMPTY ADJUSTMENT
5 SWIPE
HEAVY 23 SKY
,
Ri!=:P,,~'N'I;;;,
'"
STACK DIAMONDS
2
33 LOAD
HEAVY CUB 1 LOCK
UNDER SAM 1
iJ3iASIE\CQVER 2' PRE,S\~~i:
52
GIANT 1 HOLE
SOLID BANJO
i~
,~'~ ,",.
":'",
'
,v-!. :"">,
UNDER FLAME SPECIAL 1
EAGLE STORM
ODD SPIDER
GIANT 1 SAFETY
GOALLINE BANJO
UNDER AXE 10
EAGLE STORM EXIT
BRACKET (3/2 & UNDER)
BUCCANEER 1
ODD FALCON
~,~',,~,: ;~~;:~~!~,~P.l~le:j~\"~~,- ~
:.::,'" EMPT~:~$'''':~~i}":'t:, ,
.<';". " _~.,.,
,.m.
.
';§\"~
K
,>.~,
~ ~.,
•.1
POLICE - EMPTY
ODD STING 2 TRACY
"L~\{\TAGS" .,:
"".L
.,' .
'"
,.'
'
SPIDER
COP-POLICE
w;t<::
,:,
" '"",>;",
,
UNDER STING 2 TRACY
BLUE
SHARK-BARRACUDA
WHITE
YELLOW

NEWYORK JETS

NEWYORK JETS 2005 DEFENSIVE PLAYBOOK DEFENSIVE INFORMATION HUDDLE PROCEDURE I CALLS 1 EXAMPLES OF DEFENSIVE

2005

DEFENSIVE PLAYBOOK

NEWYORK JETS 2005 DEFENSIVE PLAYBOOK DEFENSIVE INFORMATION HUDDLE PROCEDURE I CALLS 1 EXAMPLES OF DEFENSIVE

DEFENSIVE INFORMATION

HUDDLE PROCEDURE I CALLS

1

EXAMPLES OF DEFENSIVE HUDDLE

2-3

PHILOSOPHY OF DEFENSE

4-7

DEFENSIVE FRONT ALIGNMENT SYSTEM

8

DEFENSIVE TERMINOLOGY

9-23

2-3 PHILOSOPHY OF DEFENSE 4-7 DEFENSIVE FRONT ALIGNMENT SYSTEM 8 DEFENSIVE TERMINOLOGY 9 - 2 3

HUDDLE PROCEDURE

~,

U

S

BB ~~0 Ec~8

GG 0~ GG

HUDDLE PROCEDURE ~, U S B B ~ ~ 0 Ec~8 GG 0~ G G OJ

OJ

m

z

0

J:

1. Form huddle quickly: NOSE sets huddle 2 yards from the ball. *The Defensive Huddle faces the offense so that the players can locate the TE and receivers.

2. Keep a constant huddle: MIKE out front to our bench. The shape and hands-on-knees appearance is the responsibility of each individual.

3. SIGNAL CALLER does the talking: all others listen! Make the call only when all eleven players are in the defensive huddle. Talk straight out, not up in the air or down at the ground. See all of your men.

4. FREE SAFETY will call the personnel, then the down & distance. Ex: "Regular - 2 nd & 8".

5. STRONG SAFETY is responsible to assist the FREE SAFETY with the offensive personnel.

6. MIKE will call the defense. Ex: "OVER COMBO - 2 BUSTER"

7. After the call, MIKE will say, "HIT & RUN" - then pause. All clap hands, which is the signal to break and concentrate on the offensive huddle.

8. Watch opponents break huddle.

**If you do not hear or do not understand the defensive signal, alert the SIGNAL CALLER and the call will then be repeated.

• Great defense starts with a great huddle.

• Get in and out of the huddle quickly. Locate the TE & Receivers quickly.

• Get the call. Break the huddle and see the offense come out.

• Be ready to play. Think about your assignment & anticipate the situation.

CP:

SAFETIES: check the coverage call with the secondary as you break the huddle

CP:

Confirm all coverages with hand signals

"

EXAMPLES of DEFENSIVE HUDDLE CALLS

REGULAR PERSONNEL Example #1: Over

2 Buster I Blue

1. describes the front we are in - closed call

2. describes the stunt played by front

3. 2 Buster: describes the coverage

4. -Blue:

Over:

Combo:

alerts defenders of a possible defensive audible vs. both on

Example #2:

Under 63 Sky

1. Under: aligns 3 tech away from the TE - (or closed call)

2. 63: describes the coverage (Cover 6 vs. Pro sets, Cover 3 vs. Slot sets)

3. Sky: describes the variation within the coverage called

DEFENSIVE CALLS AND RESPONSIBILITIES

1. Mike LB will be designated as the defensive signal caller

A. Take signals from sidelines

B. Call defensive front and coverage

C. Reiterate coverage being played

D. Formation alerts

2. Free Safety will be responsible to alert huddle to the personnel and down & distance.

A. Coordinate coverage and reiterate strong side

3. Strong Safety will assist with the offensive personnel on field.

A. Make strength declaration and pre-snap checks, alert run or stay

4. MLB will declare closed side.

A. Alert to formation checks and motions

DEFENSIVE CHECKOFFS

1. Recognition of "exotic" formations and any coverage change associated with these

formations are the responsibility of everyone

2. LB's and DB's must communicate all coverage calls.

same coverage. Communication eliminates mental errors.

Everyone must always play the

3. Changes must occur quickly and clearly.

Reiterate all calls, including Hand Signals.

4. If motion across formation and no change of strength: SS call "Stay Trey" If shifting and no change of strength: SS call "Stay Trey", "Stay Trey U" or "Stay Trey Rt". If shifting and change of strength: FS call check strength direction and coverage code word. If we have a double digit or man called and the offense aligns in a slot set, then the SS will call "run right" or "run left" indicating to the corners to align to the right or left.

---,

5. Anytime the offense moves more than one person or shifts, we will call "reload". This

is the same as had the offense aligned wrong to begin with.

defense.

2

--- -- ----- -

Reload and reset our

EXAMPLES of DEFENSIVE HUDDLE CALLS - continued

OVER 2 BUSTER I BLUE

C, SIS, Jack & Mike communicate "Buster" *USE HAND SIGNALS TO REINFORCE CALL "CLOSED LEFT"
C, SIS, Jack & Mike communicate "Buster"
*USE HAND SIGNALS TO
REINFORCE CALL
"CLOSED LEFT"
"DEUCE LEFT"
®
CD
CD
0
\
<DOOClOO
(8)
\
\
E
T
N
w
\ \
-r
\
C
C
J
M
S
SINK
SQUAT
\
~USTER /
VERT
#2 &#3
HOOK
SS
FS
/
~
1/2
1/2

ODD MIKE VICE X

SS makes COVERAGE declaration *USE HAND SIGNALS TO REINFORCE CALL "CLOSED LEFT" "DOWN LEFT" ®
SS makes COVERAGE declaration
*USE HAND SIGNALS TO
REINFORCE CALL
"CLOSED LEFT"
"DOWN LEFT"
® \
,
/
/
/// ®
,
//
//
/
a ,
CD
/
I
,
(D/bc)o'oo
I
(8)
I
,
{
I
I
I
5:
w
I
T
I
E
N
\
I
I
I
C
jiM
~
C
M/M
1
CHOKE
INSIDE
OR CONE
: VICE
/
VICE
I
TE & BACKS
SS
FS
\
BY GAME PLAN THE CLOSE CALL CAN
BE GIVEN AWAY FROM KEY REC. TO
SECURE THE CHOKE ON REC.
1/2

M/MTE

VERTICAL

IDOWN LEFT I

M/MTE VERTICAL I D O W N LEFT I

3

---

-.

.

.

­

PHILOSOPHY of DEFENSE

Our main objective on defense is to keep our opponent from scoring and to gain possession of the

~ football for our offense with good field position. The "best" defensive unit in the National Football League is measured by the number of points scored against it. Team defense is the product of everyone's "best effort". Each player must know his assignment and carry out his assignment in order for the defense to function as a unit. The primary consideration is for our defense to take the ball away from our opponent in one of two ways:

1. Force them to give up the ball on downs:

A. Hold our opponent to 3 yards or less on 1st down

B. Eliminate mental errors and play team defense by eliminating "explosive plays"

C. Tackling

2. Force a turnover:

A. Knock the ball loose by gang tackling - force a fumble

B. Pressure the QB to throw early - force interceptions

C. Cover receivers tight to make the QB hesitate - create sacks and interceptions

TEAM DEFENSE

In order to have a great defensive football team, we must have passionate players that love it.

1. Passion - love the game

A. Everyone must play to the level of their ability. Our average football players have to play good, our good football players have to play great, and our great football players have to play great every down.

B. "Making the team" is not enough. Contributing to a great defensive team has got to be our goal.

2. Intelligence (football smarts) - know your defensive assignment

A. Eliminate the possibility we might "beat" ourselves.

B. To play our best, other team members must have confidence in you and they must feel that you are a "team player". A player who is out of pattern and allows the team defense

to breakdown cannot be considered a "team player".

getting the other ten men beat simply because you don't know what to do is inexcusable.

Getting blocked is one thing, but

C. Eliminate any reason for hesitation. You can be a confident player.

3. Aggressiveness - be mentally and physically tough

A. Defensive football always has and always will be a test of contact courage. Ability alone will not be enough. The surest way to win is to physically defeat and intimidate your opponent. Go after them every down - challenge your opponent.

4. Sound Technique - work hard to perfect defensive techniques with practice

A. Perfect your techniques to the point that they are instinctive reactions

B. Work extra on your weaknesses

w--_·

­

4

PHILOSOPHY of DEFENSE - continued

RUN DEFENSE

Our goal is to keep the gain to a minimum and prevent a long run. Any long run can be traced to the defense being "split," missed tackles, or improper pursuit.

It is essential to our defense that every man stays on his feet!

To accomplish this we must:

1. See the blocker

2. Neutralize him - move your feet

3. Locate the ball

4. Shed the blocker - move your feet

5. Attack the ball carrier and tackle aggressively

6. Knock him back

We must win on 1sl down by allowing 3 yards or less. Our success in doing this will depend on how well we tackle. We must meet the ball carrier near the line of scrimmage and stop his forward progress. Always "knock him back."

PASS DEFENSE

This starts by combining pressure on the passer with jamming and disrupting the timing of receivers and their patterns. We must communicate to be effective in pass coverage. "Talk" code words, "ball" call, and "hand signals" are the responsibility of everyone in our secondary. Our basic theory is to mix man-to-man and zone coverages in pass situations. This, along with varying our

secondary alignments, will create uncertainty for opposing OB's and receivers.

concept of team defense more evident than in pass defense. The coordination between pressure on the passer by our line and tight coverage by our secondary will produce interceptions, sacks, and the ability to control our opponent.

Nowhere is the

5

PHILOSOPHY of DEFENSE - continued

THE APPROACH TO SUCCESSFUL TEAM DEFENSE

1. WORK

While we feel that there are many things which can contribute to a successful team defense, by far the most important is for all defensive players to be fundamentally sound in the techniques of their individual position. No matter what our defensive alignments or philosophy, our defense will be only as strong as the individuals that make it up. Each player must constantly strive to improve the individual techniques he must perform. A team plays the way it practices. Each practice should be a challenge for self-improvement in some phase of defensive technique. We want our defensive personnel to be analytical and recognize the areas where they need work. We want them willing to spend extra time on their weaknesses.

Remember: practice does not make perfect; only perfect practices make perfect. Practice with as much "game-like" tempo as possible - at all times.

2. VARIATION ON DEFENSIVE DESIGN

Our defenses are so designed as to provide our front line with sound variations in location and intensity of change and also vary the numbers of rush men. Our secondary is also provided a

variation of patterns. Pass defense includes man to man, zone and combination coverages.

backs execute our coverages properly, we will present problems to OB's and receivers. We expect that by performing these different maneuvers, we will create doubt in the opponents mind as to the type of coverage to expect; thus reducing the number of pass patterns that a OB has confidence in using. We will also vary our support pattern on running plays. By doing so, it enables us to destroy the organization of a run; thus causing confusion which can cause an offense to lose its poise and confidence.

If our

3. ATTITUDE

We must develop an attitude that nothing will keep us from becoming the "best". As a team, we will

do "whatever it takes" to achieve our

defense, you make the play that sets the tempo for our defense. To be the best, we have to be

aggressive.

attacks and forces errors by relentless pursuit. We must punish the ball carrier by converging and swarming. Football is a test of your mental and physical toughness.

Winning the Championship. Within the pattern of our

In doing so however, we have to have an intelligent approach. We must be a team that

Ability alone is not enough. The success of our defense requires your dedication, concentration, and a pride in our unit. Make a commitment to these goals and you will be part of a great defense.

6

PHILOSOPHY of DEFENSE · continued

DEFENSIVE SCORING

The margin of winning in many close games has been the result of the defense scoring by:

A. Intercepting a pass and returning it for a touchdown

B. Recovering a fumble with a runback for a touchdown

C. Forcing a safety

To intercept a pass or recover a fumble close to their goal line often means the difference in a close game. To have their offensive plans backfire can be a damaging blow to a team and sometimes

leads to total collapse. When the turnover ratio is on the plus side, you are playing winning football. The greatest contribution a defensive unit can make to the team is to create a

turnover and score or, at the very least, change the momentum of a game in our favor.

ADVERSITY SITUATIONS

In virtually every game, our defense will be faced with several difficult situations. We refer to these as "adversity situations." The way we handle these several plays will usually determine the outcome of the game. These situations fall into several categories:

A. Momentum: Our opponent is moving the ball against us.

B. Red Zone:

Our opponent has possession inside our 15 yard line.

C. "Sudden Change": Our opponent has gained possession in excellent field position (50 yard line in) via interception, fumble recovery, long return or blocked kick.

D. The last 2 minutes of the half or game and we are protecting the lead.

E. "Sudden Death" - the overtime period of a game that ended in a tie.

The way a team responds to these situations is an indication of an attitude. The Jet approach will be to accept these trouble situations as a challenge and an opportunity to show the greatness of our defense. Through concentration and a commitment to a meaningful plan, we will be able to overcome these "adversity situations" and control the outcome of the game.

7

DEFENSIVE FRONT ALIGNMENT SYSTEM

,-- I. THE DEFENSIVE LINE WILL LOCATE BY USING SINGLE DIGIT #'S.

i.e.

"ZERO" - HEAD UP ON THE CENTER "3" - FOOT TO CROTCH ON GUARD "6" - HEAD UP ON A T.E.

"TITE"

"OPEN"

ooo~ooo

9

6

61

5

4

41

3

2

21

T

0

L

1· 2

3

4

5

6

7

8

9

CENTER:

ZERO = NOSE TO NOSE ON CENTER

TILT = DOWN HAND (INSIDE) PLACED BETWEEN THE BALL AND THE NEAR FOOT OF THE CENTER TO THE TITE CALL.

LOOSE TILT = DOWN HAND (INSIDE) PLACED ON THE NEAR FOOT OF THE CENTER AWAY FROM THE TITE CALL.

GUARD:

TWO I

=

FOOT TO CROTCH ON GUARD (INSIDE)

TWO

=

NOSE TO NOSE ON THE GUARD

THREE=

FOOT TO CROTCH ON THE GUARD (OUTSIDE)

TACKLE:

FOUR 1=

FOOT TO CROTCH ON TACKLE (INSIDE)

FOUR =

NOSE TO NOSE ON TACKLE

FIVE

=

FOOT TO CROTCH ON TACKLE (OUTSIDE)

T.E.:

SIX I

=

FOOT TO CROTCH ON T.E. (INSIDE)

SIX

=

NOSE TO NOSE ON T.E.

NINE

=

FOOT TO CROTCH ON T.E. (OUTSIDE)

WE WILL ALSO TALK ABOUT FOUR OTHER WAYS TO ADJUST OUR ALIGNMENTS ON SPECIFIC POSITION.

1.

LOOSE =DEFENDER'S INSIDE FOOT ON THE OUTSIDE FOOT OF THE OFFENSIVE MAN.

2.

WIDE

=DEFENDER'S INSIDE FOOT IS ALIGNED 12" OR WIDER TO THE OUTSIDE FOOT OF THE OFFENSIVE MAN.

 

/

3.

TRACK =THE DEFENDER'S FEET JUST SLIGHTLY INSIDE OR OUTSIDE

 

OF THE OFFENSIVE MAN'S FEET.

(TRACK 3 = DEFENDER'S

FEET JUST SLIGHTLY OUTSIDE OF THE FEET OF THE OFFENSIVE GUARD).

4.

COCKED=DEFENDER ALIGNED AT A 45 DEGREE ANGLE TO THE OUTSIDE.

s

DEFENSIVE TERMINOLOGY

-GENERAL TERMS­

1.

AT HOME BACK

REMAINING BACK ALIGNED BEHIND THE CENTER.

 

2.

BLITZ

COMBINATION OF 6 OR MORE PLAYERS ASSIGNED TO RUSH THE QB.

3.

CLOSED SIDE

THE SIDE OF THE OFFENSIVE FORMATION WHERE THE TIGHT END REMAINS NEXT TO HIS TACKLE OR THE SIDE OF THE TWO QUICK RECEIVERS IN A THREE RECEIVER OR 2 BACK (E) FORMATION. HAS NOTHING TO DO WITH STRENGTH!

 

4.

CP

COACHING POINT

5.

DIME

6 TH DEFENSIVE BACK IN SUB DEFENSE/OR LB'ER

6.

DOG

ANY COMBINATION OF A 5 MAN RUSH WITH BLITZER COMING FROM OUTSIDE.

 

7.

DROPBACK ACTION

3 STEP-QUICK ROUTES.

QB = 5 YARDS

 

5

STEP-FIRM/TIMED 10-12 YARD ROUTES.

QB =

7

YARDS.

7

STEP-15-18 YARD OR DEEPER ROUTES. YARDS.

QB = 10

8.

FARBACK

THE BACK WHO LINES UP AWAY FROM THE TIGHT END.

 

9. GOALLINE

10. L.O.S

11. MIKE

12. NEAR BACK

13. NICKEL

AREA OF THE FIELD FROM THE +5 TO THE GOALLINE.

LINE OF SCRIMMAGE

THE MIDDLE LB IN OVER. THE STRONGSIDE LB IN UNDER AND ODD.

THE BACK WHO LINES UP TO THE TIGHT END.

­

5 TH DEFENSIVE BACK IN SUB DEFENSE.

9

14.

OPEN SIDE

THE SIDE OF THE OFFENSIVE FORMATION WHERE A NORMAL WIDE RECEIVER IS SPLIT AWAY FROM HIS TACKLE.

15. POA

16. PRO SET

17. RED AREA

18. REMAINING BACK

19. SAM

20. SHORT SIDE

21. SLOT SET

22. STRONG BACKER

23. WEAK BACKER

24. WIDE SIDE

25. JACK

POINT OF ATTACK.

REGULAR FORMATION WITH "z" AND "Y" ON THE SAME SIDE WITH "X" ALIGNED OPPOSITE.

AREA OF THE FIELD FROM THE +20 TO +5 YD.

SINGLE BACK ALIGNED IN BACKFIELD IN A ONE BACK SET.

THE STRONGSIDE LB IN UNDER AND ODD. THE WEAKSIDE BACKER IN OVER.

TERM REFERRING TO THE SHORT SIDE OF THE FIELD WITH THE BALL ON THE HASH MARK (BOUNDARY).

ANY REGULAR FORMATION WITH "X" AND "Z" ALIGNED TO SAME SIDE.

OUTSIDE LINEBACKER ON THE 2 RECEIVER SIDE (STRONG SIDE).

OUTSIDE LINEBACKER ON THE ONE RECEIVER SIDE (WEAK SIDE).

TERM REFERRING TO THE WIDE SIDE OF THE FIELD WITH THE BALL ON THE HASH MARK.

OUTSIDE LINEBACKER IN OVERJUNDER DEFENSE WHO IS LOCATED TO THE SIDE OF THE 3 TECH.

OFFENSIVE PERSONNEL

REGULAR

1 TIGHT END, 2 BACKS,

2 WillES

TIGER

=

2 TIGHT ENDS, 1 BACK, 2 WIDES

3

=

1 TIGHT

END, 1 BACK, 3 WIDES

E

=

NO TIGHT END, 2 BACKS, 3 WillES

10

U

2

TIGHT ENDS, 2 BACKS, 1 WIDE

JUMBO

3

TIGHT ENDS, 2 BACKS, NO WIDES (SHORT YARDAGE)

GRAY

3

TIGHT ENDS, 1 BACK, 1 WIDE

4

NO TIGHT END,

1 BACK, 4 WIDES

ORANGE

NO TIGHT END, NO BACKS, 5 WIDES

STRAIGHT

1 TIGHT END, NO BACKS, 4WIDES

DEFENSIVE PERSONNEL

BASE (4-3)

REFERS TO 4 LINEMEN, 3 LINEBACKERS, 4 DEFENSIVE BACKS

HEAVY

REFERS TO 5 LINEMEN, 3 LINEBACKERS, 3 DEFENSIVE BACKS

OKIE

REFERS TO 3 LINEMEN, 4 LINEBACKERS, 4 DEFENSIVE BACKS

SUB DEFENSIVE PERSONNEL

SUB

REFERS TO 4 LINEMEN, 1 LINEBACKER, 6 DEFENSIVE BACKS

BUFFALO

REFERS TO 4 LINEMEN, 2 LINEBACKERS, 5 DEFENSIVE BACKS

3-2

4-3

1.

OVER

2. OVER WIDE

3. REDUCE

4. UNDER

REFERS TO 3 LINEMEN, 2 LINEBACKERS, 6 DEFENSIVE BACKS

FRONTS

4-3 CLOSED SIDE REDUCTION WITH 3 TECHNIQUE TACKLE ALIGNED TO THE CLOSED SIDE (CLOSED CALL).

VARIATION OF THE OVER DEFENSE WITH THE CLOSED SIDE END ALIGNED OUTSIDE OF THE TIGHT END.

4-3 CLOSED SIDE REDUCED OVERSHIFTED DEFENSE WITH THE 3 TECHNIQUE TACKLE TO THE CLOSED SIDE (CLOSED CALL).

4-3 OPEN SIDE REDUCTION WITH THE 3 TECHNIQUE TACKLE ALIGNED TO THE OPEN SIDE (OPEN CALL).

11

5.

SINK

VARlATION OF THE 4-3 DEFENSE WITH THE DEFENSIVE LINEMEN COVERING THE CENTER AND BOTH GUARDS.

6. ED

7. SLIDE

8. GONE

SUB FRONTS

1. FLEX

2. ODD

A TERM TO MOVE THE NOSE AND WILL/END TO HEAD UP

ALIGNMENTS ON THE GUARD/TE WITH A & C GAP RESPONSIBILITIES. (USED IN OVERIREDUCED FRONTS)

A TERM USED TO MOVE NG/END TO HEAD UP

ALIGNMENTS ON GUARD/TE WITH A & C GAP RESP(USED IN UNDER FRONTS).

A TERM USED TO TELL THE END TO MOVE HEAD UP ON

THE TE WITH "C" GAP RESP(USED IN REDUCED FRONTS)

OVER FRONT ALIGNMENT

3 MAN FRONT WITH THE WILL AS THE 4 TH LB AND BOTH TACKLES COVERED WITH THE 4 TH OUTSIDE RUSHER OUTSIDE OF THE OFFENSIVE TACKLE.

3. RUSH

4

MAN FRONT WITH BALANCED RUSH OR GAMES CALL.

4.

3-2

3

MAN FRONT WITH X STEMMING IN AND OUT.

5.

SOLID

4

MAN FRONT WITH TACKLES AS A 2 TECHNIQUE.

6.

EVEN

4

MAN FRONT WITH ONE TACKLE IN A 3, AND THE OTHER AS A 21.

 

RUN SUPPORT

1.

BACKER

COORDINATED END RUN SUPPORT WHERE THE OUTSIDE LINEBACKER IS THE PRIMARY FORCE MAN. (SPILL CNT'S/PBO'S)

2.

CLOUD

COORDINATED END RUN SUPPORT WHERE THE CORNER IS THE PRIMARY FORCE MAN.

3.

CONTAIN MAN

PLAYER ASSIGNED TO FOLLOW THE FOOTBALL FOR REVERSE, BOOT, OR CRACK.

4.

CORA

GL TERM USED WITH SUPPORT GUY AS A BLITZER.

12

5.

CRACK

A DOWN" BLOCK BY A FLANKER OR SPLIT END ON A DEFENSIVE PLAYER.

6. FILL

7. FORCE

8. PRIMARY

9. PURSUIT

10. READ

11. REPLACE

12. SECONDARY

13. SKY

14. SPILL

15. SQUEEZE

1. ARMY

SAFETY WHO IS RESPONSIBLE FOR THE INSIDE OFF TACKLE CUTBACK AREA OR A DEEP OUTSIDE BOUNCE BY A RUNNING BACK (ALLEY).

THIS TERM DESCRIBES THE RESPONSIBILITY OF MEETING THE END RUN IN ITS FORMATIVE STAGE AND MAKING THE TACKLE OR FORCn~GTHE CUTBACK, OR FORCING THE BALL CARRIER DEEP SO THAT HE IS VULNERABLE TO PURSUIT.

THE PLAYER RESPONSIBLE FOR FORCING THE END RUN.

AN AGGRESSIVE PROCEDURE BY DEFENSIVE PLAYER IN GOING TO THE BALL AND STOPPING FORWARD PROGRESS OF THE BALL CARRlER (INSIDE-OUT APPROACH-PROPER PURSUIT ANGLE).

COORDINATED END RUN SUPPORT WHERE THE CORNER OR SS IS THE PRIMARY FORCE MAN TO A TIGHT END WEAK SIDE (DETERMINED BY THE RELEASE OF THE TE).

SUPPORT PATTERN BY THE DEFENSIVE BACK TO REPLACE THE FORCE MAN IF HE IS BLOCKED AND LOSES CONTAINMENT.

THE PLAYER(S) RESPONSIBLE FOR PLAY ACTION PASS, RUN-PASS, AND DELAYED RUN SUPPORT.

COORDINATED END RUN SUPPORT WHERE THE SAFETY IS THE PRIMARY FORCE MAN.

TECHNIQUE USED BY PRIMARY FORCE MAN TO FORCE BALL CARRlER DEEP AND OUT OF THE RUNNING LANE.

TECHNIQUE USED BY PRIMARY FORCE MAN TO CONTAIN THE FOOTBALL.

FRONT TERJ."IINOLOGY

VERBAL ALERT TO INDICATE A RUN PLAY.

13

2.

BANG

STUNT USED IN FIRE ZONES - TELLS THE OLB TO CONTAIN AND ILB TO BLITZ INSIDE.

3.

BONE

A

TERM TO ALIGN THE E (W) IN A WIDE 9 TECHNIQUE.

 

YOUR JOB IS TO ATTACK THE BACK TO SLOW HIS RELEASE. AIMING POINT IS THE FB.

4.

COAST

PASS RUSH GAME - A TUFF AND AN EASY COMBINATION.

5.

COVER

PASS RUSH GAME - A PLAYER WILL COVER FOR THE LINEMAN ON HIS SIDE. THE RUSHER CAN GO INSIDE OR OUTSIDE THE OTHER PLAYER WILL COVER IDS MOVE.

6.

CRASH

THE 6 TECHNIQUE (E) DRIVES INTO THE "C" GAP.

7.

CRCB

AN ALERT TO THE ENDS-COUNTER, REVERSE, CUTBACK & BOOT.

8.

DELTA

AN ALL OUT PASS RUSH ALERT BASED ON STANCE, SET, FORMATION AND OR PERSONNEL.

9.

DUDA

PASS RUSH GAME - DOUBLE TUFF.

10.

EASY

PASS RUSH GAME - THE END DRIVES TO THE "B" (A) GAP AND THE TACKLE SETS THE INSIDE NUMBER AND COMES AROUND.

11.

ED

A

TERM TO MOVE THE NOSE, AND THE WILL TO A HEAD

 

UPALIGNMENT ON THE GUARD/TIGHT END WITH "A" AND

"C" GAP RESPONSIBILITIES.

12.

EXIT

"E" UP THE FIELD - SAM LB WILL COME UNDER.

13.

FIN

THE 4 (5 TECH) DRIVES INTO THE "B" GAP.

14.

GAMES

A

TERM USED IN PASS RUSH - TO EXECUTE VARIOUS

 

MOVEMENTS.

15.

Y2 TECHNIQUE

A

FLAT LATERAL STEP LEFT/RIGHT OR IN/OUT.

16.

HOLLYWOOD

FAKE AN ALIGNMENT (MOSTLY THE WILL).

14

---- ----

17.

JAM

12 TECHNIQUE INSIDE EXECUTED BY THE SAM AND THE END.

18. JELLY

19. LENNIE.

20. LICK- E

21. LONG SCOOP

22. LOOP

23. LUG

24. LUGE

25. ME

26. MOVE

27. NATO

28.NU

29. OMAHA

30. PIVOT

31. PRESS

32. PROWL

33.

P.R.

AN ALERT FOR A POSSIBLE CRACK ON A DEFENSIVE END.

NOSE WILL EXECUTE A 12 TECH TO THE LEFT.

PASS RUSH GAME - 3 MEN GAME - BOTH TACKLES GO LEFT. LE COMES UNDER.

A TERM USED TO RIP THE 5 TECH TO THE "A" GAP.

A STEP AND SKIN TECHNIQUE USED MOSTLY BY A

TACKLE TO CONTAIN RUSH.

PASS RUSH GAME - THE LEFT TACKLE IS THE PENETRATOR AND THE RIGHT TACKLE COMES AROUND.

PASS RUSH GAME - 3 MAN GAME - LE AND LT RIP INSIDE. THE RT- LOOPS AROUND TO CONTAIN ON THE LEFT SIDE.

DE TELLS THE DT - HE'S RUSHING.

A CALL GIVEN BY THE LB'ER TO STEM FROM THEIR

ORIGINAL ALIGNMENT TO A DIFFERENT FRONT.

NOSE RIPS THE FAR SIDE "A" GAP AND THE 3 TECHNIQUE COMES AROUND.

A LINE STUNT WITH THE DOWN END (3T) AS THE

PENETRATOR AND THE NOSE COMING AROUND (SINK FRONT).

A TERM THAT CALLS OFF ALL LINE STUNTS AND PASS

RUSH GAMES.

ON AN UNEVEN RUSH - (5) YOU ARE IN THE MIDDLE.

A TERM TELLING THE DEFENSIVE LINE TO TAKE HIS MAN

AND CREATE A NEW L.O.S.

LB/LINE STEMMING INDEPENDENTLY OF THE CALL.

PASS RUSH

15

34.

RENO

CALL MADE BY THE LB 'ER FOR THE FRONT 4 IN THE RED AREA. RENO EQUALS A DUDA (DOUBLE TUFF).

35. RICHIE

36. RICK E

37. RIP

38. ROCK

39. ROCKE

40. RUSH

41. SCRAPE

42. SKIN

43. SLAM

44. SLIDE

45. SOLID

46. SPY

47. STUNT

48. SPIDER

49. TANGO

50. TOMAHAWK

NOSE WILL EXECUTE A Y2 TECH TO THE RIGHT.

PASS RUSH GAME - 3 MAN GAME - BOTH TACKLES GO

RIGHT.

RE COMES UNDER.

ANYTIME WE ARE IN AN OUTSIDE ALIGNMENT AND CROSS THE FACE OF THE PLAYER WE ARE ALIGNED ON.

PASS RUSH GAME - THE RIGHT TACKLE IS THE PENETRATOR AND THE LEFT TACKLE COMES AROUND. PASS RUSH GAME - 3 MAN GAME - RE AND RT RIP INSIDE. LT LOOP AROUND TO CONTAIN ON THE RIGHT SIDE.

A HUDDLE CALL ALERTING LINEMAN THAT WE ARE

EXPECTING A PASS. LOOK TO THE SIDELINE FOR A PASS

RUSH GAME. THERE IS NO PARTICULAR FRONT.

USED FOR THE WILL IN FIRE ZONES-TELLS THE W TO RUSH WITH NO CONTAIN

ANYTIME WE ARE IN AN OUTSIDE ALIGNMENT AND WE NEED TO GO OUTSIDE, WE USE THIS TECHNIQUE.

A COMBINATION OF A CRASH AND A NAIL.

A TERM TO TELL THE NOSE AND END THEY WILL ALIGN

IN A 2I/6I.

BOTH TACKLES ALIGNED IN 2 TECHNIQUES.

SOMEONE WHO WILL SPY THE QB.

A TERM USED FOR A LINE MOVEMENT IN THE RUN GAME.

A PROTECTION WHERE THE TB WILL BLOCK THE END

MAN ON THE L.O.S.

THE 3 TECHNIQUE RIPS THE "A" GAP - AND THE NOSE COMES AROUND.

LIKE A KARATE CHOP - HAND IN A DOWNWARD MOTION.

16

----­

-~

51.

TRAIN

A SPY RUSH USED BY ENDS USUALLY VS A 1 BACK SET. IF YOUR BACK FLARES YOUR WAY - YOU HAVE HIM.

52. TUFF

53. WAX

54. WASH

55. WHALE

56. WHIP

57. WIN

58. YOU

1. ALERT SWITCH

2. BOS

3. BOW

4. "BUMP"

5. "CHECK"

PASS RUSH GAME - THE 3 TECHNIQUE DRIVES THE "B" GAP AND THE END COMES UNDER THE TACKLE.

WILL COMES UNDER THE TACKLE IN AN ODD FRONT.

WILL RIPS THE "C" GAP.

3 TECH - NAIL WILL RIP THE "C" GAP. WILL RIPS THE "B" GAP (UNDER FRONT).

USED ONLY WITH A WING VS. 6 MATCH. TELLS THE WILL TO RUSH (HEAVY PERSONNEL).

WILL RIPS THE "B" GAP.

DE TELLS THE DT - YOU HAVE CONTAIN.

VERBAL ALERTS AND CALLS

ALIGNMENT OF #1 AND #2 TIGHT WITH A WIDE SPLIT ALERT FOR POSSIBLE "SWITCH" RELEASE.

TERM REFERRING TO BACKER MOVING HIS ALIGNMENT STRONG. BOS = BACKER OVER STRONG.

TERM REFERRING TO BCKER MOVING HIS ALIGNMENT WEAK. BOW = BACKER OVER WEAK.

TERM ALERTING PASS DEFENDERS ON MOTION THAT DEFENDERS WILL SLIDE ONE MAN OVER TO ADJUST TO MOVEMENT.

AUTOMATIC CALL ALERTING THE SECONDARY AND LINEBACKERS THAT WE ARE GOING TO CHANGE OUR PASS COVERAGE. THIS CALL WILL BE FOLLOWED BY THE NEW COVERAGE.

17

6.

"DETROIT"

ANY FORMATION WITH AN ELIGIBLE SPLIT RECEIVER ON EITHER SIDE OF THE FOOTBALL. CORNERS PLAY RIGHT AND LEFT.

7.

FLOOD

8. FLOW

9. JELLY

10. LARRY

11. "LOUIE"

12. "MATCH"

13 . "PLAY IT"

14. RALPH

15. "ROGER"

16. STAY

17. "WALK"

BOTH BACKS MOVING TO THE WEAK SIDE.

BOTH BACKS MOVING TO THE STRONG SIDE.

ALERT THAT #1 RECEIVER IS IN A CRACK ALIGNMENT FOR CRACK BLOCK OR EXIT ROUTE.

SECONDARY ROTATION TO OUR LEFT WITH LEFT SAFETY INSERTING BETWEEN 2 AND 3 (BACKER FORCE).

LOADED ZONE DEFENSE TO THE LEFT. M/M OPPOSITE SIDE.

TERM TELLING CORNERS TO LINE UP ON WIDE RECEIVER (CORNERS RUN OVER VS SLOTS).

CALL ALERTING THE SECONDARY AND LINEBACKERS TO REMAIN IN THE COVERAGE CALLED.

SECONDARY ROTATION TO OUR RIGHT WITH RIGHT SAFETY INSERTING BETWEEN 2 AND 3 (BACKER FORCE).

LOADED ZONE DEFENSE TO THE RIGHT. M/M OPPOSITE SIDE.

TERM USED TO TELL THE CORNERS NOT TO TRAVEL ACROSS THE FORMATION.

CALL MADE TO OLB IN ZONE COVERAGE TELLING LINEBACKER TO SPLIT THE DIFFERENCE BETWEEN THE WIDE RECEIVER AND THE OFFENSIVE LINEMEN.

DEFENSIVE LINE AND LINEBACKERS TERMS

1. ARMY

VERBAL ALERT CALL USED TO INDICATE RUNNING PLAY.

18

2.

CLOSED LT/RT

LOS CALL ALERTING LINEMEN AND LINEBACKERS THAT THE CLOSED SIDE OF THE FORMATION IS LEFT OR RIGHT.

3. DELTA

4. OMAHA

5. RUSH

6. "RELOAD"

1. BAIL

2. BRACKET

3. BUMP/TRAIL

4. BUNCH

5. BUSTER

6. BUZZ

7. CHINA

--- -------- -------

VERBAL ALERT CALL USED TO INDICATE PASSING PLAY.

A TERM THAT CALLS OFF ALL LINE STUNTS AND PASS RUSH GAMES.

A HUDDLE CALL OR AUDIBLE CALL ALERTING LINEMEN AND RUSHING LINEBACKERS TO USE PASS RUSH TECHNIQUES AND REACT TO THE RUN.

CALL ALERTING DEFENSE THAT OFFENSE HAS SHIFTED AND WE WILL RE-SET OUR DEFENSE ACCORDINGLY.

PASS COVERAGE TERMINOLOGY

TECHNIQUE WHERE THE CORNER WILL ALIGN IN A PRESS. OPEN ON THE SNAP AND RUN OFF WITH THE WIDE RECEIVER.

(2 ON 1) A DOUBLE TECHNIQUE WHEN OUTSIDE MAN "JUMPS" OUTSIDE ROUTES AND INSIDE MAN "JUMPS" INSIDE ROUTES WITH THE OTHER MAN PROTECTING OVER THE TOP.

MAN COVERAGE TECHNIQUE USED IN 5 UNDER MAN, 2 DEEP ZONE COVERAGE WHERE THE COVER MAN WILL ATTEMPT TO COLLISION AND DISRUPT THE ROUTE THEN ASSUME AN INSIDE AND UNDERNEATH POSITION ON THE WIDE RECEIVER.

CALL USED TO ALERT UNDERNEATH COVERERS THAT 3 RECEIVERS ARE BUNCHED UP.

TECHNIQUE USED BY THE SAM OR JACK LINEBACKER ON THE STRONG SIDE OF COVER 2. READ STRONG SIDE ROUTE COMBINATION AND MATCH-UP.

FLAT TECHNIQUE WHERE DEFENDER HAS NO 7 ROUTE RESPONSIBILITY.

CALL GIVEN TO ALERT CURL-FLAT DEFENDER THAT HE HAS A DELAYED UNDERNEATH ROUTE COMING FROM OUTSIDE-IN INTO HIS ZONE.

19

---------------

8.

CLUE

TECHNIQUE USED BY DEFENSIVE PLAYER ON QB AFTER THE BALL IS SNAPPED.

9.

CONE

10. CONNIE

11. CRACK

12. CURL-FLAT

13. DOWN RT/LT

14. FIREZONE

15. FLOOD WEAK

16. FLOW STRONG

17. HOLE

18. I'M HERE

19. INSIDE MAN

20. INSIDE PRESS

21. I'VE GOT HIM

22. JELLY

--- -

------ --

DOUBLE-TECHNIQUE ON THE WIDEST WIDE RECEIVER.

DOUBLE TECHNIQUE USED WHEN ON THE INSIDE WR.

CALL MADE BY CORNER ALERTING THE DEFENSE THAT THE Z RECEIVER IS IN A TIGHT ALIGNMENT.

TECHNIQUE IN WHICH DEFENDER IS RESPONSIBLE TO HOLD THE CURL ZONE AND ANY 7 ROUTE POSSIBILITY, THEN BREAK UP ON ANY FLAT ROUTE.

CALL GIVEN BY A SAFETY TO A LB INDICATING WHERE THE COVER SAFETY IS.

FIVE MAN PRESSURE WITH ZONE PRINCIPLES PASS COVERAGE.

THREE RECEIVERS TO THE WEAK SIDE OF THE FORMATION. FOUR RECEIVERS TO THE STRONG SIDE OF THE FORMATION.

SAFETY SWAPS COVERAGE ON DISPLACED TE OR Y MOTION. THIS IS IN VICE X.

SAFETY COVERING MAN TO MAN DOWN TO OPEN SIDE RB, TE, OR WR.

FORM OF MAN COVERAGE WHERE THE DEFENDER WILL ATTEMPT TO HOLD AN INSIDE-OUT LEVERAGE POSITION ON THE RECEIVER THROUGHOUT THE ROUTE.

PRESS TECHNIQUE USED WHEN WE ARE BLITZING AND YOU HAVE NO HELP IN THE MIDDLE OF THE FIELD. DENY ANY INSIDE ROUTES.

SAFETY COVERING DOWN TO CLOSE SIDE DISPLACED RECEIVER.

CALL MADE BY CORNER ALERTING THE DEFENSE THAT THE X RECEIVER IS IN A TIGHT ALIGNMENT.

20

23.

KEY DROP

ZONE COVERAGE TECHNIQUE WHERE LINEBACKERS WILL READ THE FORMATION OR FLARE CONTROL TO DETERMINE WHICH ZONE THEY WILL COVER.

24. LIMBO

25. "LOCK"

26. LOOSE 1/3

27. MABLE

28. "MAMBO"

29. MEG

30. NORMAL Y2

31. OFF

32. OUTSIDE MAN

33. PLASTER

34. PRESS

.

A MAN/MAN PASS DEFENSE TECHNIQUE WITH THE TWO

DEFENSIVE BACKS PLAYING MAN/MAN ON TWO

RECEIVERS BASED ON THEIR RELEASE.

A MAN/MAN PASS DEFENSE CALL TELLING TWO

DEFENDERS TO PLAY MANIMAN ON TWO RECEIVERS

REGARDLESS OF THEIR RELEASE.

RALPH/LARRY SAFETY WORKING TO YOU, WITH BUZZ DEFENDER UNDERNEATH. PLAY LOOSER FOR THE DOUBLE ROUTE.

TERM USED BY DB TO TELL LB/END TO DROP AS A 3 RECEIVER HOOK DEFENDER.

A MAN/MAN PASS DEFENSE CALL TELLING A DB AND LB

TO PLAY MAN/MAN ON TWO RECEIVERS BASED ON THEIR

RELEASE.

CORNER TELLING LB AND SAFETY, "I'M PRESSED-I'VE GOT ALL OF #1", NO CHINA OR EXITS CALLS. ITS AN

ALIGNMENT!

TECHNIQUE USED BY WEAK SAFETY IN COVER 2 WHERE

HE WILL GET TO A POINT TWO YARDS INSIDE THE NUMBERS AND READ THE POTENTIAL RECEIVERS THREATENING HIS liz OF THE FIELD.

ALIGNMENT IN WHICH THE DEFENSIVE BACK LINES UP IN

A NORMAL 7-10 YARD ALIGNMENT POSITION VS. A WIDE

RECEIVER.

FORM OF MAN COVERAGE WHERE THE DEFENDER WILL ATTEMPT TO HOLD AN OUTSIDE IN LEVERAGE POSITION ON THE RECEIVER THROUGHOUT THE ROUTE.

CALL GIVEN TO ALERT DEFENDERS THAT THE QB IS SCRAMBLING AND WR SHOULD LOOK TO MATCH UP ON THE DEEPEST RECEIVER ll'J" OUR ZONE.

PRESS TECHNIQUE USED WHEN WE HAVE A FREE SAFETY IN THE MIDDLE OF THE FIELD WHERE THE DEFENSIVE BACK WILL ATTEMPT TO FORCE THE WIDE RECEIVER TO

21

,r---,

35. "RAT"

36. ROCK N ROLL

37. SEAM-FLAT

-

~---

38. SINK

39. SLAM

40. SLICE

41. SWIPE

42. SOLO

43. SQUAT

44. SWAP

45. (3-10-30)

46. TIGHT ~

­

-

FLATTEN HIS RELEASE AT THE LOS IN THE DIRECTION HE IS RELEASING.

A MANIMAN DEFENSE TERM TELLING A DESIGNATED DEFENDER TO COVER AREA FROM TACKLE TO TACKLE' UP TO 6 YARDS DEEP.

ADJUSTMENT BETWEEN SAFETIES EXCHANGING RESPONSIBILITIES.

TECHNIQUE BASED ON SPLITS. DEFENDER MUST CARRY VERTICALLY OR TO THE FLAT.

TECHNIQUE USED BY CORNER TO THE STRONG SIDE OF COVER 2. READ STRONG SIDE ROUTE COMBINATION AND MATCH UP.

FOOTWORK AND TECHNIQUE USED WHEN DEFENSIVE BACK IS ASSIGNED TO COLLISION THE WIDE RECEIVER AND PLAY HIM FROM INSIDE OUT.

TERM USED BY DEFENDER TO UNDERCUT A ROUTE.

DOUBLE TECHNIQUE USED BY AN UNDERNEATH DEFENDER ON WIDEST WR.

ADJUSTMENT MADE BY LINEBACKERS IN COVER ONE VS. ONE BACK SETS TO COVER THE TE AND REMAINING BACK. THE SAFETY HAS THE DISPLACED TE/BACK.

FOOTWORK AND TECHNIQUE USED WHEN DEFENSIVE BACK IS ASSIGNED TO COLLISION THE WIDE RECEIVER AND FUNNEL HIM FROM OUTSIDE-IN.

AN EXCHANGE IN COVERAGE RESPONSIBILITIES BETWEEN THE TWO DEFENDERS.

DEEP ZONE TECHNIQUE USED BY THE CORNER IN ZONE COVERAGE WHERE HE WILL READ THE THREE PHASES OF THE ROUTES.

TECHNIQUE USED BY STRONG SAFETY IN COVER 2. STRONG SAFETY SHOULD GET MORE UPFIELD HELP BY SINK CORNER SO HE CAN PLAY A TIGHTER ~ TECHNIQUE.

22

47.

"VICE"

A MANIMAN PASS DEFENSE CALL TELLING A DB AND LB TO PLAY MAN/MAN ON THREE RECEIVERS BASED ON THEIR RELEASE.

48. WILD

49. ZOMBIE

** COWBOY

FORM OF COVER 2 WHERE WE WILL PLAY TRUE ZONE WITH BOTH CORNERS IN A SQUAT TECHNIQUE WITH A VERTICAL HOOK AND INSIDE DEFENDER ON #2 STRONG.

FREE SAFETY COMMITS TO SPEEDO ROUTES BY EITHER WIDE RECEIVER; CORNERS RESPONSIBLE FOR POST (LB 'ERS HAVE FLAT). THIS IS IN COVER 3' S OR FlREZONES.

A TERM USED TO TELL THE CORNERS TO STAY HOME VS A "DETROIT" OR "DAKOTA" FORMATION.

23

---

--­

NEWYORK JETS

NEWYORK JETS 2005 DEFENSIVE PLAYBOOK OFFENSIVE INFORMATION POSITIONS I TYPES OF PERSONNEL 1 HOLE NUMBERING SYSTEM

2005

DEFENSIVE PLAYBOOK

NEWYORK JETS 2005 DEFENSIVE PLAYBOOK OFFENSIVE INFORMATION POSITIONS I TYPES OF PERSONNEL 1 HOLE NUMBERING SYSTEM

OFFENSIVE INFORMATION

POSITIONS I TYPES OF PERSONNEL

1

HOLE NUMBERING SYSTEM

2

~ BACKFIELD SETS

3-5

RECEIVER RECOGNITION

6-11

RECEIVERS IN BACKFIELD

12

IDENTIFYING and CALLING FORMATIONS

13-21

TYPES of MOTIONS

22-25

TILT of SET

26-27

PASSING TREES

28-29

~~ BASE RUNS

30-33

NAMES OF OFFENSIVE POSITIONS

Q

= QUARTERBACK

F

=FULLBACK

X

= SPLIT END

Y

= TIGHT END

Z

=FLANKER

-----------------------------------------

U

= 2ND TIGHT END IN GAME

M

= 3RD TIGHT END IN GAME

S

=3RD WIDE RECEIVER IN GAME

V

=4TH WIDE RECEIVER IN GAME

R

= 5TH WIDE REEIVER IN GAME

TYPES OF OFFENSIVE PERSONNEL AND FORMATIONS

REGULAR

1 TE /2 BACKS / 2 WIDES

TIGER

2 TE's /1 BACK /2 WIDES

3WIDES

1 TE /1 BACK / 3 WIDES

E

NO TE's /2 BACKS / 3 WIDES

U

2 TE's /2 BACKS /1 WIDE

JUMBO

3 TE's /2 BACKS / NO WIDES

GRAY

3 TE's /1 BACK /1 WIDE

4 WIDES

NO TE's /1 BACK / 4 WIDES

5 WIDES

NO TE's / NO BACKS / 5 WIDES

STRAIGHT

1 TE / NO BACKS / 4 WIDES

----------

OFFENSIVE HOLE NUMBERING SYSTEM

8

F 113 11

H

112 11

o

Q 111 11

o

Z 114 11

o

CD O CDCD-CDCDCD

U

115 11

6

4

2

o

1

3

5

7

9

1. Even numbers are always to the left regardless of formation strength.

2. Odd numbers are always to the right regardless of formation strength.

3. Hole numbers 2 through 8 and 3 through 9 are designated as the area over an offensive lineman. Hole numbers 0 and 1 are the trap

holes on

either side of the Center.

GAP IDENTIFICATION- ALIGNMENTS

U 115 11

of the Center. GAP IDENTIFICATION- ALIGNMENTS U 115 1 1 F 113 1 1 o Q

F 113 11

o

Q ""ill

H 112 11

o

U 115 1 1 F 113 1 1 o Q ""ill H 112 1 1 o

y

115

11

CCDD

Z ""4 11

CD:

"A" GAP:

BETWEEN CENTER AND GUARD

"B" GAP:

BETWEEN GUARD AND TACKLE

"C" GAP:

BETWEEN TACKLE AND TIGHT END

"0" GAP:

OUTSIDE THE LAST OUTSIDE CORE BLOCKER (NO "DOWN BLOCK" RESPONSIBILITY)

.--­

------

-

. -----­

2

BACKFIELD SETS

H =

"2" BACK

F =

"3" BACK

HALFBACK

HALFBACK

POSITIONS IN BACKFIELD

A. SPLIT BACKS (SPL) - HB aligned away from "Y" with FB on "Y" side

CD

o

®

000~OO

B. 1BACKS (I) - HB aligned behind FB over the Center

CD ®

o

000~OO

C. NEAR BACKS (NR) - HB aligned to "Y" side with FB behind the Center

®

CD

o

000~OO

D. FAR BACKS (FR) - HB aligned away from "Y" side with FB behind the Center

CD®

o

000~OO

-

3

--

-

-

-

- -

--

--­

BACKFIELD SETS (continued)

1:.

POSITIONS IN BACKFIELD (continued)

E. I NEAR (INR) - FB aligned to "Y" with HB behind Center

CD

CD

®

000~OO

F. I FAR (IFR) - FB aligned away from "Y" with HB behind Center

CD

000~OO

®

o

CD

G. OPPOSITE BACKS (OPP) - FB aligned away from "Y" with HB on "Y" side

CD

®

o

CD

000~OO

4

BACKFIELD SETS (continued)

2. POSITIONS AS RECEIVIER "H" or "F" (could be either H or F displaced):

A. OFF - Off the line, 1 to 3 yards from Tackle

 

®

o

CDOO~OO ® I

3

B. CRACK - 4 to 6 yards from Tackle

 
 

®

o

o

®

R

4

6

C. WING - Off the line, 1 to 3 yards from "y"

 

®

o

®

0

3~OO~OO

D. WIDE - Widest Receiver in Formation

®

CDOO~OO

o

o

®

5

RECEIVER RECOGNITION

"Z" - FLANKER Designates Wide Receiver aligned OFF the Line of Scrimmage to the Strong Side of the Formation

A. NORMAL - Off the line, on or outside the #'s

CD o ® CDOO~OO

CD

o

®

CDOO~OO

B. WING - Off the line, 1 to 3 yards from "y"

o

CD

0

®

I CDOO~OO

3

C. CRACK - Off the line, outside on Wing alignment, inside the #'s

CD ®

I

#

o

I

o

3 CDOO~OO

D. CLOSE - Off the line, 1 to 3 yards from Tackle

CD ®

o

0

r-oO~OOCD

6

RECEIVER RECOGNITION (continued)

x

- SPLIT END

Designates Wide Receiver normally aligned ON the Line of Scrimmage to the Open Side of the Formation

A. NORMAL - On the line, on or outside the #'s

®

o

®

000~OO

® o ® 000~OO

B. TIGHT - On the line, 1 to 2 yards from "Tackle"

®

®

® ®

C. JELLY - On the line, outside of TIGHT alignment, inside the #'s

®

o

®

000~OO

® o ® 000~OO

7

RECEIVER RECOGNITION (continued)

"Y" - TIGHT END Designates Tight End aligned ON or OFF the Line of Scrimmage to the Closed Side of the Formation

A. NORMAL - On the line, up to 2 yards from the Tackle

o

®

o

®

1000~OO

2

B. FLEX - On or Off the line, 3 yards to the inside of the #'s

o

o ® o ® OO~OO

®

o

®

OO~OO

C. WIDE - On or Off the Line, on or outside the #'s

® ®

o

o

OO~OO

D. OFF - OFF the line, can be used with any of the above sets (shown as Normal "Off', could also be "OFF FLEX" or "OFF WIDE")

® ®

o

o

0

~O~OO

8

RECEIVER RECOGNITION (continued)

"U" - 2nd TIGHT END

A. NORMAL - On the line, up to 2 yards from the Tackle

® o o o 000~OO®1 2 B. WING - Off the line, aligned 1 to
®
o
o
o
000~OO®1
2
B. WING - Off the line, aligned 1 to 3 yards from "Y"
®
o ~OO~OO
o
3
C. TRUMP - Off the Line, aligned as an Inverted Wing
®
o
®
0
o
o
OO~OO
D. CRACK - On the line, outside of Wing alignment and inside the #'s
®
o
o
o
000~OO
®
I
I
3
#

- - ----

9

------­

RECEIVER RECOGNITION (continued)

"U" - 2nd TIGHT END (continued)

A. WIDE - On the line, widest receiver in formation

®

000~OO

CD

o

®

B. OFF - Off the line, shown as normal "OFF", could also be "OFF FLEX" or "OFF WIDE"

®

o 0

0

CD

o

~

0

®

o---=T-1

-----------------------------------------------

"M" - 3rd TIGHT END

When 3 lE's are in the game, "M" is OFF the line, either Strong or Weak (can use the same tags as "U")

®

®

CD

0

000~OO®

10

RECEIVER RECOGNITION (continued)

"S" - 3rd WIDE RECEIVER When 3 WR's are in the game, designates WR aligned in the SLOT (whether ON or OFF the line) EXCEPTION - SPEED formation (3 WR's on the same side), "S" is aligned as inside receiver

A. NORMAL - SLOT position - On or Off the line, 3 or more yards from Tackle inside the #'s

 

®

  o o
 

o

o

 

B. CLOSE - On or Off the line, 1 to 3 yards from Tackle

 
 

®

 

®

0

1 OO~000

o

C. WING - Off the line, aligned 1 to 3 yards from "Y"

®

I 000~OO

3

o

®

0

-----------------------------------------------

"V" - 4th WIDE RECEIVER, "R" - 5th WIDE RECEIVER For use with 4 and 5 WR formations - "V" designates #2 WR Weak or #3 WR Strong (can use the same tags as "S")

o

o ®

®

®

11

RECEIVERS IN BACKFIELD· "ZOO"

Anytime a receiver (R,S,U,V,X,Y,Z) aligns in the backfield, it will be designated with a "ZOO" call

EXAMPLE - "Y ZOO"

®
®

o

o

®

OO~OO

EXAMPLE - liZ ZOO"

®

®

o

®

OO~000

EXAMPLE - "X ZOO"

®

®

o

®

®OO~000

o ® OO~OO EXAMPLE - liZ ZOO" ® ® o ® OO~000 EXAMPLE - "X ZOO"

12

IDENTIFYING and CALLING FORMATIONS

Formations will be identified in the following order:

1. PERSONNEL IN GAME: TIGER, 3, E, JUMBO, U, 4, etc. -- Assume personnel is REGULAR if no personnel is identified

2. BACKFIELD SET: " SPLIT, OPP, NR, FR, NRI, FRI, NRG, FRG, etc. -- Assume 1 back set with Back at Home if no Backfield Set is given

3. FORMATION FAMilY: PRO, SLOT, TWIN, TRIPS, TWIN, TRPSlT, TWNSlT, etc.

4. DIRECTION of STRENGTH: R, l

5. ALIGNMENT VARIATIONS: X

ll,

ZCK, YOFF, SCl, FWG, etc.

6. RECEIVER IN BACKFIELD: ZZOO, XZOO, SZOO, YZOO, etc.

7. ANY MOTION: ZMO, YMO, SMO, ZOUT, HIN, etc.

Examples:

3 NRI PRO l XJl YZOO YBOX

o

®

00800 (8)

FRI SLOT R ZCl ZMO

0·········

®

CD

0···

000000 (8)

TIGER TWIN l UOFF UWO

®

0'··············0········

000000 (8)

E SPG PRO l SCl HDFT

®

CD

o

,

G>

00000 (8)

13

REGULAR PERSONNEL FORMATIONS

(2 BACKS, 2 WR's, 1 TE)

NOTE:

2 BACK SETS

THESE ARE SHOWN IN THE "I" BACKFIELD SET -- CAN ALSO BE RUN OUT OF

NEAR

I, FAR I, NEAR, FAR, SPLIT, ETC.

REG I PRO L

®

®

o

000000

REG I SLOT L

®

®

CD

000000

NOTE:

1 BACK SETS

THESE ARE SHOWN WITH THE BACK AT HOME -- CAN ALSO BE RUN OUT OF NEAR or FAR BACKFIELD SETS

REG TWIN R

REG TWNSLT L

 
 

008000

008000

REG TRIPS L

REG TRPSLT L

 

@)

0

 

CD

®

0

000000

(8)

000000

14

TIGER PERSONNEL FORMATIONS (1 BACK, 2 WR's, 2 TE's)

NOTE:

1 BACK SETS

THESE ARE SHOWN WITH THE BACK AT HOME-- CAN ALSO BE RUN OUT OF NEAR OR FAR BACKFIELD SETS

TIGER TWIN L

®

o

0000000

(8)

TIGER TRIPS L

®

TIGER TRIPS L ® (8)

(8)

TIGER TWNSLT L

(8)

®

o

0

000000

TIGER TRPSLT L

®

(8)

®

o

0000000

NOTE:

2 BACK SETS

THESE ARE SHOWN IN THE "I" BACKFIELD SET-- CAN ALSO BE RUN OUT OF NEAR I, FAR I, NEAR, FAR, SPLIT, OR OPPOSITE BACKFIELD SETS

TIGER I PRO L UZOO

®

o

000800

(8)

TIGER I SLOT L UZOO

(8)

®

o

o

000000

15

3 WIDES PERSONNEL FORMATIONS

(1

BACK, 3 WR's, 1 TE)

NOTE:

OF

1 BACK SETS

THESE ARE SHOWN WITH THE BACK AT HOME -­ CAN ALSO BE RUN OUT NEAR OR FAR BACKFIELD SETS

3

TWNSLT L

 
 

®

 

o

o

o

 

o

000000

3

TRPSLT L (also called "SPEED")

 

®

 

o

o

0

0

000000

3

TRIPS L

 

®

o

0

o

000000

NOTE:

2 BACK SETS

THESE ARE SHOWN IN THE "I" BACKFIELD SET -

CAN ALSO BE RUN OUT OF

NEAR I, FAR I, NEAR, FAR, SPLIT, OR OPPOSITE BACKFIELD SETS

31 PRO L YZOO

o

o

®

o

o

00000

16

3 FRI PRO L YZOO

®

o

o 00000

E PERSONNEL FORMATIONS (2 BACKS, 3 WR's, 0 TE's)

NOTE:

2 BACK SETS

THESE ARE SHOWN IN THE "I" BACKFIELD SET - NEAR I, FAR I, NEAR, FAR, SPLIT, ETC.

CAN ALSO BE RUN OUT OF

E I PRO L

(9

®

®

®

00800

1 BACK SETS

NOTE:

THESE ARE SHOWN WITH THE BACK AT HOME ­ NEAR OR FAR BACKFIELD SETS

CAN ALSO BE RUN OUT OF

E TWIN L

o

®

o @)

00000

o

E TRIPS L

(9

®

@)

0

00000

4 WIDES PERSONNEL FORMATIONS (1 BACK, 4 WR's, 0 TE's)

NOTE:

1 BACK SETS

THESE ARE SHOWN WITH THE BACK AT HOME - NEAR OR FAR BACKFIELD SETS

CAN ALSO BE RUN OUT OF

4 TWIN L

(9

®

®

o

00000

0

0

4 TRIPS L

 

®

®

0

0

(9

00000

17

U PERSONNEL FORMATIONS (2 BACKS, 1 WR, 2 TE's)

NOTE:

2 BACK SETS

THESE ARE SHOWN IN THE "I" BACKFIELD SET - NEAR I, FAR I, NEAR, FAR, SPLIT, 'ETC.

CAN ALSO BE RUN OUT OF

U

®

CD

o

0000000

HVY L

o

®

CD

0

000000

I PRO LUI

1 BACK SETS

NOTE:

THESE ARE SHOWN WITH THE BACK AT HOME - NEAR OR FAR BACKFIELD SETS

CAN ALSO BE RUN OUT OF

U TWIN L

o

0000000

U TRIPS LOT L

o

@)

0

0000000

18

JUMBO PERSONNEL FORMATIONS (2 BACKS, 0 WR's, 3 TE's)

NOTE:

2 BACK SETS

THESE ARE SHOWN IN THE "I" BACKFIELD SET -

CAN ALSO BE RUN OUT OF

NEAR I, FAR I, NEAR, FAR, SPLIT, or OPPOSITE BACKFIELD SETS

JUMBO I PRO L

®

®

®

0000000

1 BACK SETS

NOTE:

THESE ARE SHOWN WITH THE BACK AT HOME - NEAR OR FAR BACKFIELD SETS

CAN ALSO BE RUN OUT OF

JUMBO TWIN L

0000000 o

®

JUMBO TRIPS L

®

0

0000000

GREY PERSONNEL FORMATIONS (1 BACK, 1 WR, 3 TE's)

NOTE:

1 BACK SETS

THESE ARE SHOWN WITH THE BACK AT HOME - NEAR OR FAR BACKFIELD SETS

CAN ALSO BE RUN OUT OF

GREY TWIN L

GREY TRIPS L

®

®

o

0000000

®

®

0

0000000

SETS CAN ALSO BE RUN OUT OF GREY TWIN L GREY TRIPS L ® ® o

19

SETS CAN ALSO BE RUN OUT OF GREY TWIN L GREY TRIPS L ® ® o

SPECIAL FORMATIONS

These are types of formations that typically require extra

3ttention:

BUNCH·3x1 set with all 3 players inside the numbers (3 rd receiver can be an Offset back)

Examples:

BUNCH (FTRUMP) LEFT

 

®

o

IF'

0

\.:;.I0~00000

NRI PRO LEFT ZCK

®

®

®

o

000000

ROCKET - any 2x2 formation with all 4 receivers "detached" (widest receivers outside the #'s)

Examples:

4 TWIN LEFT

®

o

® 00000

3 TWINSLOT LT YFLX

®

o

00000

®

SNUG·

Examples:

any 2x2 formation with all 4 receivers inside the #'s

4 SNUG LEFT

®

®

o

<9

CD 00000

<9

TIGER SNUG LEFT

o

®

®

o

<9

00000

®

DETROIT - any 3x1 formation with a "non-TE" split as the single receiver

Examples:

DETROIT LEFT

®

o

000000

<9

CD

®

20

3 SPEED LT YWD

 

®

®

®

0

<9

00000

----

-

-- ---

-----­

IDENTIFYING and CALLING EMPTY FORMATIONS

We will identify all EMPTY formations using the following method:

1. Start with the word "EMPTY"

2. Identify the set as if H Were still in the backfield (at Home)

3. Add a call to identify where H is now located (OFF, WING, CRACK, or

WIDE)

4. Add a "C" for Closed side or a "0" or Open side to specify H'S

-

EXAMPLES:

EMPTY GUN TRIPS LT OFF HWDC

®

o

o

000000

EMPTY TWINSLOT LT FWG HOFFO

o 0

®

000000

EMPTY TIGER TRIPS RT HCKO

o 0

®

000000

EMPTY TIGER TRIPS RT UCK HCKO

 

o

o

®

o

000000

EMPTY 3 TWINSLOT RT HOFFO

 

o

o

0

o

000000

21

EMPTY TWIN LT FCK HCKC

00

o ®

000000

EMPTY TWINSLOT RT FWD HWGC

®

o

0

 

000000

 
 

EMPTY TIGER TWIN RT HWGC

 

o

o

0

0000000

 
 

EMPTY TIGER GUN TWIN RT ZCK HWDC

 

o

o

o

 

0000000

 

EMPTY 3 GUN SPEED LT HWDC

 
 

o

 

o

0

o

o

000000

TYPES OF MOTIONS

A. CHANGE OF STRENGTH - "MO" - any motion which changes strength

I SLOT RIGHT ZMO

®

®

®

0

--------------------------------------------------------------~

000~OO

0

.---

I PRO LEFT YOFF YMO

®

®

~-------------~-------------~

OO~OO

3 TRIPS RIGHT SMO

®

®

~-----------------------------c:=:>---------------------~

o

OO~000

22

TYPES OF MOTIONS - continued

B. "IN" - Motion by a Receiver toward the ball, but not across it

FAR I PRO LEFT ZWG ZIN

®

CD

O.

(J)OO~OO

SPLIT PRO LEFT YFLEX YIN

CD o ® OO~OO

CD

o

®

OO~OO

c. "OUT" - Motion away from the ball by a Receiver

SPLIT SLOT LEFT "Z OUT"

®

~

CD

0

®

OO~OOCD

3 TWIN SLOT RIGHT SWD "s OUT"

®

o

®

CDOO~OO

23

TYPES OF MOTIONS - continued

D. YO - Motion toward the ball, then back out

I PRO LEFT YOFF VYO

~O

®

CD

OO~OO

3 TWINSLOT LEFT SYO