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Air force fire zone

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Air force fire zone

  1. 1. AIR FORCEFOOTBALL
  2. 2. FIRE-ZONEPACKAGE
  3. 3. WHY FIRE-ZONES • Pressure the point of attack versus running game.
  4. 4. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence.
  5. 5. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage.
  6. 6. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage. • Create negative yardage plays – get offense off schedule.
  7. 7. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage. • Create negative yardage plays – get offense off schedule. • Reduce the volume of offense from opponent.
  8. 8. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage. • Create negative yardage plays – get offense off schedule. • Reduce the volume of offense from opponent. • Zone adjustment to offensive change of strength.
  9. 9. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage. • Create negative yardage plays – get offense off schedule. • Reduce the volume of offense from opponent. • Zone adjustment to offensive change of strength. • Zone drops often cause quarterback to hold ball in pocket – allows for pressure to develop.
  10. 10. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage. • Create negative yardage plays – get offense off schedule. • Reduce the volume of offense from opponent. • Zone adjustment to offensive change of strength. • Zone drops often cause quarterback to hold ball in pocket – allows for pressure to develop. • Cannot run off perimeter run support.
  11. 11. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. • Reduce the “big-play exposure” by taking the back- end out of man coverage. • Create negative yardage plays – get offense off schedule. • Reduce the volume of offense from opponent. • Zone adjustment to offensive change of strength. • Zone drops often cause quarterback to hold ball in pocket – allows for pressure to develop. • Cannot run off perimeter run support. • Offense must be “protection-orientated” over “hot- orientated” in the passing game.
  12. 12. OUR DEFENSIVE STRUCTURE _ _ _ _
  13. 13. OUR DEFENSIVE STRUCTURE E N E _ _ _ _
  14. 14. OUR DEFENSIVE STRUCTURE E N E L M R _ _ _ _
  15. 15. OUR DEFENSIVE STRUCTURE E N E F F L M R _ _ _ _
  16. 16. OUR DEFENSIVE STRUCTURE E N E F F L M RC C _ FS _ _ _
  17. 17. BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO
  18. 18. BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO COVERAGE ELEMENT: TWO SEAMS + ONE HOLE THREE DEEP ZONE
  19. 19. PRESSURE ELEMENT E N E F F L M R C C _ FS _ _ _BEAR
  20. 20. PRESSURE ELEMENT E N E F F L M R C C _ FS _ _ _TIGER
  21. 21. PRESSURE ELEMENT E N E F F L M R C C _ FS _ _ _SHOOT
  22. 22. DECLARATIONS TIGHT SPLIT FORMATION FIELD BOUNDARY TILT NUMBERS
  23. 23. PRESSURE ELEMENT E N E F L M R F C C _ FS _ _ _BLAZE
  24. 24. PRESSURE ELEMENT E N E F L M R F C C _ FS _ _ _THUNDER
  25. 25. PRESSURE ELEMENT E N E F L M R F C C _ FS _ _ _TORNADO
  26. 26. PRESSURE ELEMENT E N E F L M R C C FS F _ _ _ _FLOOD (RIVER/LAKE)
  27. 27. TIGHT E N E F L M R F C C _ FS _ _ _THUNDER
  28. 28. SPLIT E N E F L M R F C C _ FS _ _ _THUNDER
  29. 29. FORMATION E N E F L M R F C C _ FS _ _ _THUNDER
  30. 30. FIELD FIELD E N E F L M R F C C _ FS _ _ _THUNDER
  31. 31. BOUNDARY FIELD E N E F L M R F C C _ FS _ _ _THUNDER
  32. 32. TILT E N E F L M R F C C _ FS _ _ _THUNDER
  33. 33. NUMBERS E N E F L M R F C C _ FS _ _ _THUNDER
  34. 34. BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO
  35. 35. BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO COVERAGE ELEMENT: TWO SEAMS + ONE HOLE THREE DEEP ZONE
  36. 36. HOW DO YOU PLAY ZONECOVERAGE WITH ONLY SIX DEFENDERS?
  37. 37. TEACH PLAYERS HOW TOREAD ROUTE COMBINATIONSTEACH CONCEPT OF PLAYING MAN WITHIN YOUR ZONE –MUCH LIKE A MATCH UP ZONE IN BASKETBALL
  38. 38. HOLE SEAM SEAM T T T H H H I R _ _ I R _ _ I R D D DCOVERAGE ELEMENT BEHIND FIVE MAN BLITZ
  39. 39. ZZ PRESS Z SPIN Z ROB Z LOU Z MIKE Z JOHN
  40. 40. COVER: Z E N E F F SEAM SEAM _ _ _ _ COVERAGE RESPONSIBILITIES
  41. 41. COVER: Z E N E F F SEAM L M R SEAM HOLE **NON-BLITZING LINEBACKER BECOMES HOLE PLAYER _ _ _ _ COVERAGE RESPONSIBILITIES
  42. 42. COVER: Z E N E F F SEAM L M R SEAM HOLE _ FS _ _ MIDDLE THIRD _ COVERAGE RESPONSIBILITIES
  43. 43. COVER: Z E N E F F SEAM L M R SEAM HOLE C OUTSIDE C OUTSIDE THIRD THIRD _ FS _ _ MIDDLE THIRD _ COVERAGE RESPONSIBILITIES
  44. 44. COVER: Z E N E F F FORCE L M R FORCE C C _ FS _ _ _ RUN SUPPORT
  45. 45. COVER: Z E N E F F FORCE L M R FORCE C C _ FS _ _ ALLEY _ RUN SUPPORT
  46. 46. COVER: Z E N E F F FORCE L M R FORCE C SECONDARY C SECONDARY CONTAIN CONTAIN _ FS _ _ ALLEY _ RUN SUPPORT
  47. 47. SEAM TECHNIQUE
  48. 48. SEAM TECHNIQUE 3 5 F **FLAT-FOOT READ VERSUS SINGLE WIDTH
  49. 49. SEAM TECHNIQUE F 10 YARDS DEPTH PLAY AS NORMAL CURL ZONE DEFENDER
  50. 50. SEAM TECHNIQUE 2 7 F **FLAT-FOOT READ VERSUS TWO STANDS UPS
  51. 51. SEAM TECHNIQUE F READ ROUTE OF #2 RECEIVER
  52. 52. SEAM TECHNIQUE F HOLD CURL IF #2 QUICK TO FLAT -- WORK TO NORMAL CURL AND HOLD
  53. 53. SEAM TECHNIQUE F IF #2 QUICK TO FLAT -- WORK TO NORMAL CURL AND HOLD
  54. 54. SEAM TECHNIQUE F IF #2 RUNS SLANT -- CUT AND CARRY THROUGH QB’s EYES
  55. 55. SEAM TECHNIQUE F IF #2 VERTICAL -- COLLISION AS NEARS RE-ROUTING OUTSIDE
  56. 56. SEAM TECHNIQUE F IF #2 VERTICAL -- COLLISION -- PLAY MAN ON ALL STOP/OPTION ROUTES
  57. 57. SEAM TECHNIQUE FIF #2 QUICK CROSSER -- PASS OFF TO HOLE PLAYER - SETTLE AND ZONE QB’s EYES
  58. 58. SEAM TECHNIQUE F C VERSUS ANY SCREEN -- SEAM PLAYER TRIGGERS
  59. 59. HOLE TECHNIQUE
  60. 60. HOLE TECHNIQUE E N E LB PATTERN READ OFF #3 RECEIVER -- OFTEN BACK IN BACKFIELD
  61. 61. HOLE TECHNIQUE E N E LB DROP OVER #3 AS YOU READ HIS ROUTE -- NO RECEIVER THREAT – DRIVE ON #3
  62. 62. HOLE TECHNIQUE E N E F LBDROP OVER #3 AS YOU READ HIS ROUTE – IF THREAT BY #2 – WALL OFF AND ROLL
  63. 63. BANJO TECHNIQUE 1 7 LB F **WIDEN AS NEEDED **FLAT-FOOT READ VERSUS THREE STANDS UPS
  64. 64. BANJO TECHNIQUE LB F WORK BANJO WITH HOLE -- INSIDE/OUTSIDE CUTTERS
  65. 65. BANJO TECHNIQUE LB F DO NOT CUT SLANT OF #2 IN BANJO – HOLD CURL IF YOU GET FLAT -- HOLE PLAYER DRIVE NEW #3
  66. 66. BANJO TECHNIQUE LB F HOLE PLAYER WILL CUT SHORT CROSSER – SEAM PLAYER WILL PLAY AS TWO STAND UPS
  67. 67. BANJO TECHNIQUE LB F HOLE PLAYER CARRY VERTICIAL BY #3 – LOOK FOR CROSSER FROM #2
  68. 68. BANJO TECHNIQUE LB F HOLE PLAYER DRIVE NEW #3 – SEAM PLAYER HEAVY OVER #3
  69. 69. FREE SAFETY PLAY
  70. 70. FREE SAFETY PLAY T N T F 12 F L M R C C _ FS _ _ _ ALIGN IN MIDDLE OF FIELD – PERFORMANCE IS PRIORITY
  71. 71. FREE SAFETY PLAY F E N E 12 L M R F C C _ FS _ _ _ BALL ON HASH -- SPLIT DIFFERENCE #2 AND BALL
  72. 72. FREE SAFETY PLAY E N E F F L M R C C _ FS _ _ _ ZONE MIDDLE THIRD – FAVOR TO SKILL – BE FAST ON QB’s INTENTIONS
  73. 73. CORNER PLAY
  74. 74. CORNER PLAY 40 40 7 C _ _ _ _ VERSUS NORMAL WIDE RECEIVER SPLIT
  75. 75. CORNER PLAY 40 40 1 7 C _ _ _ _ VERSUS WIDE SPLIT BY WIDE RECEIVER
  76. 76. CORNER PLAY 40 40 2 7 C _ _ _ _ VERSUS TIGHT SPLIT BY WIDE RECEIVER
  77. 77. CORNER PLAY CSINGLE WIDTH: PLAY AN INSIDE THIRD – MAN ALL THREATENING RELEASES – POST PROTECT
  78. 78. CORNER PLAY C PUSH OUT TO SLOW PEDDLE - KEY FOR QUICK THREE STEP PASSING GAME AT SNAP
  79. 79. CORNER PLAY C BREAK UP ON ALL NORMAL BREAKING ROUTES
  80. 80. CORNER PLAY C BREAK UP ON ALL NORMAL BREAKING ROUTES
  81. 81. CORNER PLAY C TURN AND DRIVE ON DEEP SHOULDER OF RECEIVER ON POST
  82. 82. CORNER PLAY C CLOSE AND PLAY CHASE ON DIG
  83. 83. CORNER PLAY C TURN AND GAIN HIP POSITION ON FADE
  84. 84. CORNER PLAY 40 40 7 C _ _ _ _ VERSUS MULTIPLE STANDS UPS – NORMAL SPLIT
  85. 85. CORNER PLAY 40 40 3 7 C _ _ _ _ VERSUS MULTIPLE STANDS UPS – WIDE SPLIT
  86. 86. CORNER PLAY C _ _ _ _ VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE
  87. 87. CORNER PLAY C _ _ _ _ VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE
  88. 88. CORNER PLAY C _ _ _ _ VERSUS MULTIPLE STANDS UPS – IF #2 CANCELS OUT – DRIVE ON #1
  89. 89. END

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