WHY FIRE-ZONES Pressure the point of attack versus running game

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
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OUR DEFENSIVE STRUCTURE
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OUR DEFENSIVE STRUCTURE
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OUR DEFENSIVE STRUCTURE
E
F
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OUR DEFENSIVE STRUCTURE
E
F
L
N
M
E
F
R
C
C
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FS
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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
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BEAR
FS
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PRESSURE ELEMENT
E
F
L
N
M
E
F
R
C
C
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TIGER
FS
__
PRESSURE ELEMENT
E
F
L
N
M
E
F
R
C
C
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SHOOT
FS
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DECLARATIONS
TIGHT
SPLIT
FORMATION
FIELD
BOUNDARY
TILT
NUMBERS
PRESSURE ELEMENT
E
F
L
N
E
M
R
F
C
C
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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
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TORNADO
FS
__
PRESSURE ELEMENT
E
F
L
N
E
M
R
C
C
FS
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FLOOD (RIVER/LAKE)
F
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TIGHT
E
F
L
N
M
E
R
F
C
C
__
THUNDER
FS
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SPLIT
E
F
L
N
M
E
R
F
C
C
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THUNDER
FS
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FORMATION
E
F
L
N
M
E
R
F
C
C
__
THUNDER
FS
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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
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THUNDER
FS
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NUMBERS
E
F
L
N
M
E
R
F
C
C
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THUNDER
FS
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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
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HOLE
T
H
I
R
D
SEAM
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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
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COVERAGE RESPONSIBILITIES
COVER: Z
E
F
SEAM
L
N
E
M
R
F
SEAM
HOLE
**NON-BLITZING LINEBACKER
BECOMES HOLE PLAYER
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COVERAGE RESPONSIBILITIES
COVER: Z
E
F
SEAM
L
N
E
M
R
F
SEAM
HOLE
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FS
MIDDLE
THIRD
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COVERAGE RESPONSIBILITIES
COVER: Z
E
F
SEAM
L
N
E
M
R
F
SEAM
HOLE
C
C
OUTSIDE
THIRD
OUTSIDE
THIRD
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FS
MIDDLE
THIRD
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COVERAGE RESPONSIBILITIES
COVER: Z
E
F
FORCE
L
N
E
M
R
F
FORCE
C
C
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FS
__
RUN SUPPORT
COVER: Z
E
F
FORCE
L
N
E
M
R
F
FORCE
C
C
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FS
ALLEY
__
RUN SUPPORT
COVER: Z
E
F
FORCE
L
N
E
M
R
F
FORCE
C
C
SECONDARY
CONTAIN
SECONDARY
CONTAIN
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FS
ALLEY
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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
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FS
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ALIGN IN MIDDLE OF FIELD – PERFORMANCE IS PRIORITY
FREE SAFETY PLAY
E
F
N
E
12
L
M
R
F
C
__
C
FS
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BALL ON HASH -- SPLIT DIFFERENCE #2 AND BALL
FREE SAFETY PLAY
E
F
L
N
M
E
F
R
C
C
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FS
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ZONE MIDDLE THIRD – FAVOR TO SKILL – BE FAST ON QB’s INTENTIONS
CORNER PLAY
CORNER PLAY
40
7
C
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VERSUS NORMAL WIDE RECEIVER SPLIT
CORNER PLAY
40
1
7
C
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VERSUS WIDE SPLIT BY WIDE RECEIVER
CORNER PLAY
40
2
7
C
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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
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VERSUS MULTIPLE STANDS UPS – NORMAL SPLIT
CORNER PLAY
40
3
7
C
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VERSUS MULTIPLE STANDS UPS – WIDE SPLIT
CORNER PLAY
C
__
__
VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE
CORNER PLAY
C
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VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE
CORNER PLAY
C
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VERSUS MULTIPLE STANDS UPS – IF #2 CANCELS OUT – DRIVE ON #1
END