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DEVELOPNG

AND COACHING
SPECIAL TEAMS
'oDoN'T
SING IT, BRING IT!r'
FRED GTIIDICI
MENLO COLLEGE
SPECIAL TEAMS
COORDINATOR
650-543-3763
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HIDDEN YARDAGE
' ' THE
BATTLE FOR FIELD POSITION"
CHANCES OF SCORING
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PHILOSOPHY
YOU MUST PUT YOUR SIGNATURE ON IT!
WHAT IS ON THE FIELD IS A RBFLECTIONI AS YOU AS COACH.
YOU ARE EITHER TEACHING IT OR ALLOWING IT TO HAPPEN.
ACCOUNTABILITY: FIRST WITH THE COACH, THEN WITH THE PLAYER
WE ARE ALL AN EXTENSION OF EACH OTHER
_
ONE TEAM ONE HEARTBEAT
PLAY FOR EACH OTHER
Building Blocks
1. Maximize the CONCENTRATION of the players.
2. Build in INTENSITY.
3. FINISH everything they do.
System of Finish Through Practice
l . Get t he pl avers eyes on yol l .
2. Vi cari ous at pract i ces
3. Teaching Start and Finish
-
You get what you ask. Tolerate and encourage.
4. You play the way you practice
5. Universal Resource
-
out work your opponents
6. Play Hard Enough, Long Enough!
7. Expectation drives Performance
System of Special Teams
L Have a shtick: Theme for each unit
Theme for each game
2. Ilal' e expectations
(Goals) for each game
3. Don' t make si mpl e compl ex
4. Multiplicity /Flexibility
a. Don't have one way to do anything.
b. Let the player tell you what he sees.
c. Give direction within the area and receive input.
Mental Toughness
1. Play well enough to win or you don' t
2. Same standard of play anytime / anlwhere!
3. Hall ass to the ball every time no matter what happens.
:1.
Bench players ("Know what' s going on") Work the game! Don' t watch it!
5. Never know which play determines the outcome.
6. Reaction to bad play, penalty or an official' s call.
7. St ay away f rom t he NEGATI VES: "Don' t ", "Can' t " et c. , . . . . .
8. Stay away from THREATS: "If you do that.......
Blocking Kicks:
1. Blocking an extra point is a difference maker! (Make it important!)
2. Blocking a punt is a game breaker! (Make it a must!)
RUN FAKES AND GADGETS
_
EARLY AND OFTEN IN THE SEASON!
SPECIAL TEAMS DEVELOPMENT
STARTS WITH THE HEAD COACH
A. TI ME FOR MEETI NGS.
B. TIME IN PRACTICES.
C. ALLOWS YOUR OWN SCHEMES.
D. USE, THE PLAYERS YOU WANT.
E. TOTAL COOPERATION FROM STAFF DURING PRACTICE & GAMES
IT'S NOT MY SPECIAL TEAMS! IT'S OURS
WE ARE ALL IN THIS TOGETHER
PLAYERS
A. STARTERS
-
who want to
(no
more than2 teams)
B. BACK-UPS
-
who have to
C. ROLE PLAYERS ('teams players only)
D. SCOUT TEAM PLAYERS (will emerge as time goes during the season)
MUSTS FOR SUCCESS
A. INSTALLATION SCFIEDULE & WEEKLY PRACTICE SCFIEDULE
B. PLAYBOOKS (detailed)
C. DEPTH CHARTS (as well as scout team)
D. WEEKLY SCOUTING REPORTS
E. GAME PLAN (i ncl udi ng si tuati ons duri ng game)
F. MEETING TIME (install, weekly game plan, game review, practice review)
G. FILMING PRACTICE
PRACTICES
A. PRE, PRACTICE (SPECIALISTS, INDIVIDUAL OR GROUP)
B. MID PRACTICE (SEE DAILY SCHEDULE)
C. POST PRACTICE (SPECIALISTS, INDIVIDUAL OR GROUP,
LONG SNAPPERS)
D. WALK THROUGH
(ANYTIME)
COACHINIG
A. FLINDAMENTALS
B. PADSNO PADS
C. WHOLE
-
PART
-
WHOLE
D. KEEP IT SIMPLE!
E. DzuLLS (PERTAIN TO TIIE GAME)
A. MUST BE ABLE TO TACKLE, STRIP AND RECOVER!
(Includine
Kickers & Punters)
GAME DAY
A. PRE-GAME WARM-UP:
SNAPPERS, KICKERS, HOLDERS and RETURNERS OUT 1 HOUR
AND 15 MINUTES BEFORE KICKOFF
B. GAME TIME:
1. AREA ON SIDELINE WHERE
'TEAMS
GATHER ON 3RD DOWN.
(Reminders)
2. TRAINER REPORTS ALL INJURIES TO
'TEAMS
COACH FIRST!
3. STARTERS AND BACK-UPS KNOW EACH OTHER
4. ONLY
'TEAMS
COACH, HEAD COACH OR TRAINER CAN PULL A
PLAYER OUT OF GAME.
5. KICKERS AND SNAPPERS STAY WARMED UP DURING GAME.
6. EVERY PLAYER ON SIDELINE WORKS TFIE GAME
7. ENJOY TFIE GAME HAVE FUN!
8 DON' T SING IT! BRING IT!
SPECIAL TEAMS BASIC OUTLINE
KICK-OFF COVERAGE TEAMS
OBJECTIVE
GIVE THE DEFENSE GOOD FIELD POSITION BY KEEPING THE RECEIVING
TEAM INSIDE 2O-YARD LINE (BLACK ZONE). CREATE
QUICK
TURNOVERS
AND INTIMIDATE THE OPPONENT.
SPECIALIST
A KICKER WHO KICKS THE BALL TO THE GOAL LINE FROM THE MIDDLE
OR EITHER HASH AND LOFTS IT HIGH (4.0 SECONDS HANG TIME) TO DELAY
THE RETURN. THIS ALLOWS THE COVERAGE TO GET DOWN THE FIELD. HE
MUST KEEP THE KICK IN-BOTINDS. MAKE THE RETURNER MOVE TO GET
TO THE BALL.
TEAM
FAST, SURE TACKLERS MOVING DOWN FIELD EVENLY SPACED WITH A
BURNING DESIRE TO MAKE THE TACKLE.
PERSONAL
WEDGE BREAKERS: LB,S, RB' S & SS
CONTAINERS, EDGERS & SAFETY: LB,S, RB' S, DB,S & WR' S
ONSIDE KICK.OFF TEAM
OBJECTIVE
TO RECOVER A DELIBERATE SHORT KICK. GAIN GREAT FIELD POSITION
FOR THE OFFENSE.
SPECIALISTS
KICKER TO DRIBBLE OR POOCH THE BALL A LEGAL MINIMUM OF 10 YARDS.
TEAM
SWARM THE RECOVERY MAN AND GET THE BALL.
MUST RECOVER ALL KICKS.
PERSONAL
WR' S. DB' S. LB' S & RB' S
KICK-OFF RETURN TEAM
OBJECTIVE
TO RETURN EVERY KICK OFF AT LEAST TO YOUR OWN 30-35 YARD LINE.
RETURN SPECIALISTS
FAST, HIGH COURAGE MEN WITH THE DESIRE TO
"THREAD
THE NEEDLE''
THRU THE WEDGE AND FIND OPEN FIELD.
TEAM
OPEN FIELD BLOCKERS UP FRONT THAT CAN RLIN AND LOCK ON. MUST
HAVE HANDS FOR SURPzuSE ON-SIDE. A BACK ROW WEDGE THAT CAN
BLOCK ON THE RLTN. THE ENDS, FULLBACK & WEDGE SETTER MUST BE
ABLE TO CATCH SHORT KICKS. WEDGE, SETTER MUST BE INTELLIGENT.
THE OFF RETURN SPECIALIST MUST BE ABLE TO BLOCK MDM, SAFETY
OR KICKER
PERSONAL
FRONT LINE: RB,S, LB' S, DB,S (SAFETIES) AND BIG WR,S
ENDS: TE' S, RB' S & LB, S
FB & WS: RB' S & LB' S
DEEP MEN: ANY SPEEDSTER WITH NO FEAR!
HANDS TEAM
OBJECTIVE
RECOVER THE BALL. PROTECT THE MAN WHO RECOVERED IT.
SPECIALIST
QUICK,
AGGRESSIVE, HIGH COURAGE MEN WITH GOOD HANDS.
TEAM
RECOVERY MAN FIELDS THE BALL. ALL OTHERS PROTECT THE
RECOVERY MAN BY BLOCKING THE OPPOSITE NUMBER. DEEP MAN
HANDLES ALL KICKS THAT TRAVEL PAST FRONT 2 LINES.
PERSONAL
WR' S, DB' S, RB' S, TE' S &
QB' S
PUI{T TEAM
OBJECTIVE
GIVE THE DEFENSE GOOD FIELD POSTION, LESS THAN 4 YARDS PER
RETURN. FORCE A FAIR CATCH. CAUSE A FUMBLE AND RECOVER IT.
DOWN THE BALL INSIDE THE IO YARD LINE.
SPECIALIST
PUNTER:
I. CAN GET THE PLINT OFF IN I.9 TO 2.1 SECONDS.
2. GETS MORE HEIGHT THAN DTSTANCE (4.3 SECONDS HANG TrME)
3. CONSISTENTLY PLACES THE BALL ON OR INSIDE THE IO-YARD LINE.
4. KICKS BEST LINDER PRESSURE INSIDE HIS OWN 2O-YARD LINE.
CENTER:
1. AN EXPLOSIVE ACCURATE SNAP EVERYTTME (.8 TO .9 SECONDS)
2. ABLE BLOCK AN ASSIGNED AREA OR MAN IN EITHER DIRECTION.
(SPREAD PLINT)
TEAM
SPEED IS NECESSARY TO GET TO THE BALL CARRIER.
FRONT LINE PLAYERS:
1. BLOCK TILL BALL IS KICKED.
2. RELEASE
_
GET OFF HOLD UP & GET TO LANDMARKS
3. COVER
-
SPREAD THE FrELD (I{EVER FOLLOW THE SAME COLOR)
4. COME TO BALANCE AND GANG TACKLE THE BALL CARRIER.
OUTSIDE HITMEN: (SPREAD)
I. RELEASE OFF THE L.O.S. AGAINST THE JAMMERS TI OR 2 MEN)
2. OUT RTIN JAMMERS AFTER RELEASE
3. SURE DEADLY TACKLERS ON THE BALL CARRIER.
4. GOOD JUDGEMENT OF BALLS INSIDE 1O YARD LINE KEEPING BALL
FROM GOING INTO THE ENDZONE.
ENDS: (TITE)
I. CAN DOUBLE BUMP BLOCK 2 RUSHE,RS
PERSONAL
THE MOST DEPENDABLE TRUSTWORHY PLAYERS ON THE TEAM WHO CAN
BLOCK, RELEASE, COVER AND TACKLE.
GUARDS / TACKLES: LB,S, RB,S, TE,S, And SS,s
WI NGS: LB' S, RB' S, DB, S & WR, S
PERSONAL PROTECTOR: RB,S, LB,S, DB,S & WR,S
HITMEN OR ENDS: WR' S & DB' S
FAKE OBJECTIVE
GET THE FiRST DOWN OR SCORE A TOUCHDOWN.
FAKE SPECIALIST
PERSONAL PROTECTOR AND PLNTER THAT CAN RLIN OR PASS.
TEAM
ALERT TO WHEN AND WHY TO USE THIS WEAPON. ALL ASSIGNMENTS
MUST BE CARRIED OUT FOR IT TO BE SUCCESSFUL.
PUNT RETURN TEAM
RETURN OBJECTIVE
GIVE THE OFFENSE GOOD FIELD POSITION. TO RETURN EACH PTINT A
MINUMUM OF 10 YARDS. NET 33 YARDS PER PL]NT.
RETURN SPECIALISTS
FEARLESS,
QUICK
AND SHIFTY PLINT RETURNERS WHO HAVE SURE
HANDS, WHO CAN MAKE TACKLERS MISS AND ABLE USE THEIR BLOCKERS
TO FIND THE OPEN FIELD.
TEAM
FAST OPEN FIELD BLOCKERS WHO CAN BLOCK MAN
(HOLD.UP)
OR ZONE
(WALL)
USING GOOD JUDGEMENT NOT TO ILLEGALLY BLOCK.
ALSO ALWAYS ALERT FOR THE FAKE. JAMMERS: MUST BE ABLE TO HOLD
UP MAN ON THE L.O.S AND BLOCK HIM TN SPACE.
BLOCK OBJECTIVE
TO BLOCK THE PTINT, GIVING US A TOUCHDOWN OR GOOD FIELD
POSITION.
BLOCK SPECIALIST
EXPLOSryE, AGGRESSIVE AND HAVE A KNACK AND A DESIRE FOR
BLOCKTNG KTCKS. (BLOCK
pOrNT
USUALLY 9 TO 9 % YARDS)
TEAM
AN ALL OUT EFFORT BY BLOCKERS WHO ARE INTENT ON BLOCKING THE
P{.tI.{T.
PERSONAL
FRONT LINEMEN: DB' S. WR,S. RB,S & LB,S
JAMMERS: DB' S & WR,S
P.A.T. / FIELD GOAL TEAM
OBJECTIVE
1 POI NT: P. A. T.
3 POiNTS
:
FiELD GOAL
SPECIALIST
3 MAN PARTNERSHIP
1. THE KICKER TO GET
QUICK
HEIGHT (TO AVOID THE BLOCK)
AND CONSISTENT ACCURACY (1.3 SNAP TO KICK)
2. THE HOLDER WITH SURE HANDS AND
QUICK
ABILITY TO
PLACE THE BALL.
3. THE CENTER WITH DEADLY ACCURACY.
TEAM
LINEMEN: SEE THE BALL SNAPPED, TAKE PROPER SPLITS AND STEPS
KEEP OUTSIDE FOOT ANCHORED, NO PENETRATION!
COVER ALL LONG FIELD GOALS.
PERSONAL
CENTER, GUARDS TACKLES: OL & DL
TIGHT ENDS: TE,S, RB,S, LB,S & DL (WITH ELIGIBLE #' S)
WI NGS: RB, S, LB' S, TE, S & DB, S
FAKE OBJECTIVE
GET THE FIRST DOWN; SCORE A TOUCHDOWN OR 2 POINT SCORE.
FAKE SPECIALISTS
A HOLDER AND KICKER WITH RLINNING AND PASSING ABILITY
TIGHT ENDS AND WINGS WITH GOOD HANDS.
TEAM
DEDICATED TO CARRY OUT PRE-ASSIGNED RESPONSIBILITIES.
NO TIP-OFFS!
P.A.T. / FIELD GOAL BLOCK TEAM
OBJECTIVE
1. TO BLOCK THE FIELD GOAL GIVING US A TOUCHDOWN OR GOOD FIELD
POSITION.
2. TO BLOCK THE P.A.T. FOR 2 POINT SCORE AND MAKE THE OPPONENT
ATTEMPT A 2-POINT TRY ON THEIR NEXT SCORE.
3. PREVENT ANY SUCCESSFUL FAKE.
BLOCK SPECIALIST
EXPLOSIVE, AGGRESSIVE AND HAVE A KNACK AND A DESIRE FOR
BLOCKING KICKS. (JUMPERS, SWIMMERS, CRASHERS AND SKINNERS)
(PRESSURE INSIDE AND OUTSIDE)
TEAM
SOME PLAYERS ASSIGNED FOR FAKES AND THE REST ASSIGNED TO
BLOCK THE KICK.
PERSONAL
INTERIOR LINEMEN: DL, OL & BIG LB,S
JUMPERS, SWIMMERS, CRASHERS AND SKINNERS: DB,S & WR,S
COVER MEN: DB,S
P.A.T BLOCKS
THE TRUE TEST OF THE INTE|VSITY OF A FOOTBALL TEAM!
SPECIAL TEAMS
SPECIAL SITUATIONS
.
TEAM
PUNT TEAM
.
PLINTING FROM THE HASHMARKS
.
PLTNTING FROM THE ENDZONE
.
PUNTING FROM THE 45-50 YARD LINE
O
COVERING THE FAIR CATCH
.
TAKING AN INTENTIONAL SAFETY
.
EXECUTING FAKES
BLOCKED KICKS
.
REACTION TO A BLOCKED KICKED BEHIND THE L.O.S. (ptINT, F.c. &
p.A.T.)
.
RE.ACTION TO A BLOCKED KICK THAT TRAVELS OVER L.O.S. GLTNT. F.G. & P.A.T.)
PUNT RETURN
.
RECEIVTNG PLINTS DEEP IN OWN TERRITORY (10 YARD RULE)
.
RUSHING PLINTS WHEN OPPONENT IS BACKED UP TO HIS GOAL LINE
.
PREVENT ON PLINT DEFENSE
-
SAFE PLTNT
.
RE,ACTING TO FAKE PI.JNTS
.
DEFENSING THE PUNT SWINGING GATE AND SPLIT GATE
.
EXECUTING GADGETS
KI CKOFF
.
ONSTDE KICKOFF (MUST & SURPRISE)
.
SQUIB, POOCH & SHORT KICKOFFS
.
FREE KICK AFTER A SAFETY TKICKOFF OR PIINT)
KICKOFF RETURN
.
ONSIDE KICKOFF RETURN (HANDS TEAM)
.
SURPRISE ONSIDE KICKOFF
O
RETURNING SQUIB. POOCH & SHORT KICKOFFS
.
RECEIVING A FREE KICK AFTER A SAFETY
(KICKOFF
OR PLINT)
.
EXECUTING GADGETS
P.A.T. / FTELD GOAL
.
BAD SNAP ON P,A.T. AND FIELD GOAL ATTEMPTS TFIRE)
.
LINBAI,ANCED LINE FIELD GOALS
.
FAST FIELD GOAL (t{O TIMEOUTS WITH CLOCK RUNNING)
.
EXECUTING FAKES & GADGETS
P.A.T. / FIELD GOAL BLOCK
.
FIELD GOAL PREVENT
.
DEFENSING BAD SNAP ON P.A.T. AND FIELD GOAL ATTEMPTS
(FIRE)
.
DEFENSING FAKE P.A.T & FIELD GOALS
.
FIELD GOAL RE,TURN
.
DE,FENSING LTNBALANCED LINE FIELD GOALS
.
DEFENSING THE P.A.T. / F.G. SWINGING GATE AND SPLIT GATE
DAY
SPECIAL TEAMS IN.SEASON
WEEKLY MEETING & PRACTICE
SCHEDULE
EMPHASIS TIME
MONDAY
MEETING:
PRACTICE:
TUESDAY
MEETING:
TEAM KICK:
PRACTICE:
WEDNE,SDAY
MEETING:
TEAM KICK:
PRACTICE,:
THURSDAY
MEETING:
TEAM KICK:
PRACTICE:
FzuDAY
PRACTICE:
SATURDAY
WALK THRU:
GAME TIME:
SLNDAY
PLINT
PLINT RETURN
(Review With Entire Team)
FAKES & HIIRRY UP FG
PLNT (POOCH & FAKES)
K.O.R. OR PLTNT RETURN
KICK-OFF
GAME FILM REVIEW 30 minutes
REVIEW / INSTALL / DzuLLS 20 minutes
GAME PLAN, PLINT / PR 20 minutes
PAT / FIELD GOAL / HURRY llP FG 5 minutes
PLrNT / PR / KOR / KO 20 minutes
PAT / FG BLOCK IHIIRRY UP FG 5 minutes
PLrNT (BACKED UP) 10 minutes
KICK OFF RETURN 10 minutes
10 minutes
10 minutes
20 minutes
5 minutes
7 minutes
5 minutes
8 minutes
F'RIDAY SCzuPT 30 mi nutes
REVIEW WITH DEFENSE PLNT SAFE
RETURN & FG RETURN. SWINGING GATE
AND SPLIT GATE FORMATIONS.
MUST ONSIDE & HANDS
CALL OUT DEPTH CFIART 10 minutes
(including rules & scenarios)
DON' T SING IT! BRING IT!
DAY OFF
MENLO FOOTBALL
FRIDAY SCRIPT
1. lst KrcKoFF RETURN TEAM
1+16)
2. ltt oFFEr\sE (-40) RUN A
pLAy
& scoRE
3. rtt P.A.T. TEAM (+3)
4. rtt KrcKoFF TEAM
C3s)
5. l t t DEFENSE
1+20)
3RD DowN, HOLD THEM
6. rtt PUNT RETURN TEAM
1+25)
7. 2nd OFFENSE
C20)
3RD Dowf{, RUN A
pLAy
8. ltt PUNT TEAM (-2s)
e. ltt oFFENSE (-3s) RUN 2
pr,Ays
ro (+10) (cr,ocK RUNNTNG)
10. ttt FIELD GoAL TEAM
1+r0)
(cr,ocK RUNNII\c)
HALFTIME
n. rtt KICKOFF TEAM (-35)
12. r't DEFENSE (-35) 3'd & sHoRT (sHoRT vARDAGE)
13. rtt DEFENSE (-35) 4t" DowN (puNT RETURN SAFE- DEFENSE)
rt. z"d DEFENSE (+20) (INTERCErT & scoRE)
rs. rtt OFFENSE (+3) (2 POINT PLAY)
16. lsr KrcKoFF (MUST oNSTDE)
C3s)
r7.l ' t DEFENSE (-20) srops OFFENSE oN 3*o DowN
18. l sr PAT / FIELD GoAL BLocK (-15)
le. lsr HANDS TEAM
1++5)
(UNSURE sHIFT To MUST)
20. rsr OFFENSE
(+45)' ,VICTORY"

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