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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 FRONTS
D-LINE TECHINQUES

9 8 6 5 4 4i 3 2 2i 1 0 1 2i 2 3 4i 4 5 6 8 9
DEFENSIVE FRONTS
LINEBACKER TECHINQUES

90 80 30 20 10 10 20 30 80 90
TIGER DEFENSE
Base Alignment

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The Corner will
Be inside lev. here F The safety's
R
If the WR was inside the
Have a 2 yard hash
Number the CB would be
Rule.
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
EXAMPLE #1
53

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The Stud plays a 5 tech to the strength; the Quick plays a 3 tech
Away from the strength and the Nose is shaded to the 5 tech
DEFENSIVE LINE NUMBERING
SYSTEM
EXAMPLE #2
Front 35

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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
EXAMPLE #3
53 G

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In the front 53 “G”Fthe stud plays a 5 tech to R
the strength call
The quick plays a 3 tech weak and the Nose plays a 1 tech
Because he was tagged to do so.
DEFENSIVE LINE NUMBERING
TECHINQUES
EXAMPLE #4
Front 44

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The Stud plays a 4 tech strong; the Quick plays
A 4 tech weak; the Nose has no higher number so he plays head
Up 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
EXAMPLE #1
Front 44 SKIN

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This is an example of 44 Skin. The Stud is first and is the slasher
The nose is second and is the looper.
TIGER DEFENSIVE LINE STUNTS
AND GAMES
EXAMPLE #1
Front 53 NUQ

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This is an example of 53 NUQ the nose goes first the Quick
Is 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
Example of 44 Slant

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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 SLANTS
Angle Technique
Example of 44 Angle

Quick never slants to


Open field. Enter mouth
Exit ass

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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 field
Take B gap verse Base and reach block if they get a down block
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 you
Must get to the other
M W Side 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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Scarf=box
Fold cut back
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Scarf= Box
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 Play
Never Cover Air!

Scarf ILB ILB Scarf

Corner

Inside linebackers will drop to the curl to hook


Corner must Zone on their respective hashes. Collision
Shrink the field and Crossing routes unless it is too shallow.
look for work.
Hole Play
Secondary Contain
“If” we loose contain on sprint out or boot leg the place side hole player must
Regain contain. The backside hole must replace on the front side hash.

QB

Scarf ILB ILB Scarf

Corner

I
SCARF Play

Scarf

Corner Work for a slight inside leverage, but be in position


Not to be cracked.
Be aggressive to any vertical route
If route continues vertical carry it for 5 yards
SCARF Play

Scarf

Corner If route breaks inside communicate an in route with linebacker


Never 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 master
Hang on the curl until the QB turns shoulders
To throw the flat route. Stay with the deepest
Route as long as you can. FTF! Do not
chase
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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Hole Hole
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Deep 1/3 Scarf
Deep 1/3 Deep 1/3
Zombie Coverage

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Hole Hole
#2
Eye’s on #3
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Scarf
Deep 1/3
If pass Rob #1
Deep 1/3 Deep 1/3
Check Vert. Threat before leaving hash
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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Hole Hole
Eye’s on #3
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Deep 1/3
Scarf Deep 1/3
If pass Rob #1
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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Hole Hole
Eye’s on #3
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Deep 1/3
Scarf Deep 1/3
If pass Rob #1
Z Check (Check Zorro)

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Hole Hole
Eye’s on #3
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Deep 1/3
Scarf Deep 1/3
If pass Rob #1
Z Check (Zorro checked to zombie)

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Scarf M Hole W Z C
#2 Eye’s on #3
F Hole R
Scarf
Deep 1/3
If pass Rob #1
Deep 1/3 Deep 1/3
Check Vert. Threat before leaving hash
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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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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Deep 1/3
Deep 1/3 Deep 1/3
Zorro Special Coverage

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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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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 M W C
Wall #3
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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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Ziploc Call
Will Replaces
F R Zip 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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Ziploc Call
Will Replaces
F R Zip 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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Ziploc Call
Will Replaces
F R Zip 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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I’ve
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back
Mustang Coverage

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Rover Lock
Call
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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 Coverage
Play Box

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Box adjust Coverage
Play horse in this case Bronco

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Man on back
C
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Box adjust Coverage
Check 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
One back Rip/Liz away from Sam

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RIP CALL
Red Roll
One back trips Rip/Liz to the Trips side

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Liz Call
Red Roll
One back Trips Rip/Liz to the trips side
Corners over verse nub.

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Rip Call
Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will are 3 on 2 with the backs
Corners over verse nub side.

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Liz Call
Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will are 3on 2 with the backs

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Liz Call
Red Roll
EMPTY: Rip/Liz to the trips, Zip must lock on the backside and will blitz. Mike
Drops into the low hole.

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Liz Call
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 over
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Zip lock
F R
Green Coverage
Mike and Zip have closest back to them.

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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 over
M W
Zip lock
F R
Green Coverage
.The Mike, Will, and Zip are three on two with the backs
Zip will jump in the banjo.

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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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Free has the back
Which is 3 weak
Orange Coverage

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Rover has the back
Which is 4 strong
Orange Coverage

EMPTY WE MATCH UP!

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Orange Coverage
Free has one back the rover has the other
3 strong and 2 weak!

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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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Mike has the back
F R
Blue Coverage

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Mike has the back
Free has two strong; Rover has 3 strong
Blue Coverage
Free has one back the rover has the other
3 strong and 2 weak!

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Mike and Rover are on Levels together
Mike has first back out to his side rover
Has first back out to his
Blue Coverage
check orange
EMPTY WE MATCH UP!
We must check orange

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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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Will has the back
F R
Purple Coverage

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C Z C
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F R
Will has the back
Free has two strong; Rover has 3 strong
Purple Coverage

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Will and Rover are on Levels together
Mike has first back out to his side rover
Has 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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C Z C
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Mike has the back
F R
Rip
Brown Coverage

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M W
Mike has the back
F R
Liz
Brown Coverage
SAM and Mike have the backs

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F R
Liz
Brown Coverage
check orange

We must check orange

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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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C Z C
M W
F R
44 Squib Zorro

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C Z C
M W
F R
44 Slant Zip Zombie

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M W C

F R
44 Spark Quiz Zombie

S $ N Q
C Z
M W C

F R
44 Squirt Zombie

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C Z
M W C

F R
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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M W C

F R
44 Flare Wizard Zombie

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C Z
M W C

F R
44 Slant Zew Zombie

S $ N Q
C Z
M W C

F R
Zip is 1st and Will is second
44 Slant Weezle Zombie

S $ N Q
C Z
M W C

F R
Will is 1st and has contain
nd
44 Slant Will Fire Zombie

S $ N Q
C Z
M W C

F R
44 Angle Storm Zorro

S $ N Q
C Z C
M W
F R
Sam 1st and knife the line
nd
44 Angle Moss Zorro

S $ N Q
C Z C
M W
F R
Sam 2nd and knife the lin
44 Angle Mike Fire Zorro

S $ N Q
C Z C
M W
F R
44 Pinch Zeus Zorro

S $ N Q
C Z C
M W
F R
44 Skin X Zombie Hole

S $ N Q
C Z C
M W
F R
44 Slant Wham Zombie Hole

S $ N Q
C Z C
M W
F R
5 man Pressure Safety Blitz
• Foam
• Mafia
• Row
• War
44 Angle Foam Zorro Special

S $ N Q
C Z C
M W
F R
44 Angle Mafia Zorro Special

S $ N Q
C Z C
M W
F R
44 Slant Row Zombie Special

S $ N Q
C Z
M W C

F R
44 Slant War Zombie Special

S $ N Q
C Z
M W C

F R

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