AIR FORCE FOOTBALL FIRE-ZONE PACKAGE WHY FIRE-ZONES • Pressure the point of attack versus running game. WHY FIRE-ZONES • Pressure the point of attack versus running game. • Attack pass protection weakness – QB’s confidence. 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 backend out of man coverage. 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 backend out of man coverage. • Create negative yardage plays – get offense off schedule. 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 backend out of man coverage. • Create negative yardage plays – get offense off schedule. • Reduce the volume of offense from opponent. 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 backend 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. 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 backend 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. 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 backend 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. 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 backend 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 “hotorientated” in the passing game. OUR DEFENSIVE STRUCTURE __ __ OUR DEFENSIVE STRUCTURE E __ N E __ OUR DEFENSIVE STRUCTURE E L __ N E M R __ OUR DEFENSIVE STRUCTURE E F __ L N M E F R __ OUR DEFENSIVE STRUCTURE E F L N M E F R C C __ FS __ BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO COVERAGE ELEMENT: TWO SEAMS + ONE HOLE THREE DEEP ZONE PRESSURE ELEMENT E F L N M E F R C C __ BEAR FS __ PRESSURE ELEMENT E F L N M E F R C C __ TIGER FS __ PRESSURE ELEMENT E F L N M E F R C C __ SHOOT FS __ DECLARATIONS TIGHT SPLIT FORMATION FIELD BOUNDARY TILT NUMBERS PRESSURE ELEMENT E F L N E M R F C C __ BLAZE FS __ PRESSURE ELEMENT E F L N M E R F C C __ THUNDER FS __ PRESSURE ELEMENT E F L N M E R F C C __ TORNADO FS __ PRESSURE ELEMENT E F L N E M R C C FS __ FLOOD (RIVER/LAKE) F __ TIGHT E F L N M E R F C C __ THUNDER FS __ SPLIT E F L N M E R F C C __ THUNDER FS __ FORMATION E F L N M E R F C C __ THUNDER FS __ FIELD FIELD F E N L M E R F C __ THUNDER FS __ C BOUNDARY FIELD E F L N M E R F C C __ THUNDER FS __ TILT E F L N M E R F C C __ THUNDER FS __ NUMBERS E F L N M E R F C C __ THUNDER FS __ BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO BASIC DESIGN PRINCIPLE PRESSURE ELEMENT: FRONT THREE + TWO COVERAGE ELEMENT: TWO SEAMS + ONE HOLE THREE DEEP ZONE HOW DO YOU PLAY ZONE COVERAGE WITH ONLY SIX DEFENDERS? TEACH PLAYERS HOW TO READ ROUTE COMBINATIONS TEACH CONCEPT OF PLAYING MAN WITHIN YOUR ZONE – MUCH LIKE A MATCH UP ZONE IN BASKETBALL SEAM T H I R D __ HOLE T H I R D SEAM __ T H I R D COVERAGE ELEMENT BEHIND FIVE MAN BLITZ Z Z PRESS Z SPIN Z ROB Z LOU Z MIKE Z JOHN COVER: Z E F N E F SEAM SEAM __ __ COVERAGE RESPONSIBILITIES COVER: Z E F SEAM L N E M R F SEAM HOLE **NON-BLITZING LINEBACKER BECOMES HOLE PLAYER __ __ COVERAGE RESPONSIBILITIES COVER: Z E F SEAM L N E M R F SEAM HOLE __ FS MIDDLE THIRD __ COVERAGE RESPONSIBILITIES COVER: Z E F SEAM L N E M R F SEAM HOLE C C OUTSIDE THIRD OUTSIDE THIRD __ FS MIDDLE THIRD __ COVERAGE RESPONSIBILITIES COVER: Z E F FORCE L N E M R F FORCE C C __ FS __ RUN SUPPORT COVER: Z E F FORCE L N E M R F FORCE C C __ FS ALLEY __ RUN SUPPORT COVER: Z E F FORCE L N E M R F FORCE C C SECONDARY CONTAIN SECONDARY CONTAIN __ FS ALLEY __ RUN SUPPORT SEAM TECHNIQUE SEAM TECHNIQUE 3 5 F **FLAT-FOOT READ VERSUS SINGLE WIDTH SEAM TECHNIQUE F 10 YARDS DEPTH PLAY AS NORMAL CURL ZONE DEFENDER SEAM TECHNIQUE 2 7 F **FLAT-FOOT READ VERSUS TWO STANDS UPS SEAM TECHNIQUE F READ ROUTE OF #2 RECEIVER SEAM TECHNIQUE F HOLD CURL IF #2 QUICK TO FLAT -- WORK TO NORMAL CURL AND HOLD SEAM TECHNIQUE F IF #2 QUICK TO FLAT -- WORK TO NORMAL CURL AND HOLD SEAM TECHNIQUE F IF #2 RUNS SLANT -- CUT AND CARRY THROUGH QB’s EYES SEAM TECHNIQUE F IF #2 VERTICAL -- COLLISION AS NEARS RE-ROUTING OUTSIDE SEAM TECHNIQUE F IF #2 VERTICAL -- COLLISION -- PLAY MAN ON ALL STOP/OPTION ROUTES SEAM TECHNIQUE F IF #2 QUICK CROSSER -- PASS OFF TO HOLE PLAYER - SETTLE AND ZONE QB’s EYES SEAM TECHNIQUE F C VERSUS ANY SCREEN -- SEAM PLAYER TRIGGERS HOLE TECHNIQUE HOLE TECHNIQUE E N E LB PATTERN READ OFF #3 RECEIVER -- OFTEN BACK IN BACKFIELD HOLE TECHNIQUE E N E LB DROP OVER #3 AS YOU READ HIS ROUTE -- NO RECEIVER THREAT – DRIVE ON #3 HOLE TECHNIQUE E F N E LB DROP OVER #3 AS YOU READ HIS ROUTE – IF THREAT BY #2 – WALL OFF AND ROLL BANJO TECHNIQUE 1 7 F **FLAT-FOOT READ LB **WIDEN AS NEEDED VERSUS THREE STANDS UPS BANJO TECHNIQUE F LB WORK BANJO WITH HOLE -- INSIDE/OUTSIDE CUTTERS BANJO TECHNIQUE F LB DO NOT CUT SLANT OF #2 IN BANJO – HOLD CURL IF YOU GET FLAT -- HOLE PLAYER DRIVE NEW #3 BANJO TECHNIQUE F LB HOLE PLAYER WILL CUT SHORT CROSSER – SEAM PLAYER WILL PLAY AS TWO STAND UPS BANJO TECHNIQUE F LB HOLE PLAYER CARRY VERTICIAL BY #3 – LOOK FOR CROSSER FROM #2 BANJO TECHNIQUE F LB HOLE PLAYER DRIVE NEW #3 – SEAM PLAYER HEAVY OVER #3 FREE SAFETY PLAY FREE SAFETY PLAY T F N T 12 L M F R C C __ FS __ ALIGN IN MIDDLE OF FIELD – PERFORMANCE IS PRIORITY FREE SAFETY PLAY E F N E 12 L M R F C __ C FS __ BALL ON HASH -- SPLIT DIFFERENCE #2 AND BALL FREE SAFETY PLAY E F L N M E F R C C __ FS __ ZONE MIDDLE THIRD – FAVOR TO SKILL – BE FAST ON QB’s INTENTIONS CORNER PLAY CORNER PLAY 40 7 C __ __ VERSUS NORMAL WIDE RECEIVER SPLIT CORNER PLAY 40 1 7 C __ __ VERSUS WIDE SPLIT BY WIDE RECEIVER CORNER PLAY 40 2 7 C __ __ VERSUS TIGHT SPLIT BY WIDE RECEIVER CORNER PLAY C SINGLE WIDTH: PLAY AN INSIDE THIRD – MAN ALL THREATENING RELEASES – POST PROTECT CORNER PLAY C PUSH OUT TO SLOW PEDDLE - KEY FOR QUICK THREE STEP PASSING GAME AT SNAP CORNER PLAY C BREAK UP ON ALL NORMAL BREAKING ROUTES CORNER PLAY C BREAK UP ON ALL NORMAL BREAKING ROUTES CORNER PLAY C TURN AND DRIVE ON DEEP SHOULDER OF RECEIVER ON POST CORNER PLAY C CLOSE AND PLAY CHASE ON DIG CORNER PLAY C TURN AND GAIN HIP POSITION ON FADE CORNER PLAY 40 7 C __ __ VERSUS MULTIPLE STANDS UPS – NORMAL SPLIT CORNER PLAY 40 3 7 C __ __ VERSUS MULTIPLE STANDS UPS – WIDE SPLIT CORNER PLAY C __ __ VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE CORNER PLAY C __ __ VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE CORNER PLAY C __ __ VERSUS MULTIPLE STANDS UPS – IF #2 CANCELS OUT – DRIVE ON #1 END
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