MSU SPECIAL TEAMS 2005

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TABLE OF CONTENTS
PAGE 3 – SCORE GOALS 5 – COACHING ASSIGNMENTS 6 – KICK-OFF 9 – KICK RETURN 14 – PUNT 18 – PUNT RETURN/BLOCK 23 – FIELD GOAL

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SPECIAL TEAMS SCORE GOALS
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. KICK-OFF RETURN – AVERAGE START 40 YD. LINE KICK-OFF – OPPONENT START INSIDE 20 PUNT COVERAGE – AVERAGE >6 RETURN PUNT RETURN – AVERAGE 10+ RETURN DOWN BALL INSIDE 10 YARD LINE BLOCK OR FORCE A BAD KICK 100% P.A.T. 2 OF 3 FG’S NO MENTAL ERRORS/PENALTIES 2 BIG PLAYS PER GAME (Blocked kick, Return for Score, etc.)

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IMPORTANT KICKING GAME RULES

• • • • •

• • •

• • •

It is illegal to block an opponent below the waist. This applies to protection and field goal protection, especially the wings, open field blocking or kickoff wedgebusters. Punts and kickoffs may be run out of the end zone. A kick that is “muffed” into the end zone may be legally downed in the end zone for a touchback because the momentum of the kick carried it into the end zone. A kick that is fumbled into the end zone (returner first had possession of the ball), must be run out of the end zone or it is a safety. A returner cannot step back into the end zone after he has caught the ball in the field of play or it would be a safety. A legal block – at the LOS or in the open field – must be made with the hands and arms extended within the framework of the blockers body and also within the framework of the defenders body. It is illegal to push the defender from the side or in the back. Excessive celebration and/or taunting of opponents is penalized as un-sportsman like conduct acts. To “down” a punt, the covering man must stay with the ball until the whistle blows. Teams can try for two points after a touchdown with a run or pass from the 3 yard line. If any attempt with the two point play results in a turnover, the other team can score by returning the turnover. Any missed field goal attempt (over 20-yard line) will result in the ball being turned over to the other team at the spot of the previous snap. Any missed field goal attempt (under 20-yard line) will result in the ball being turned over to the other team at the 20-yard line. All kickoffs must be made from the 35-yard line.

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COACHING ASSIGNMENTS
PUNT Gunners-BL Wings- AR R G&T- JM L G&T- BL Snapper-MH Punter- JF PP- KJ Scout- CR PUNT RETURN KJ JF GZ CR KICK RETURN KR- JF FB’sKJ TE’sBL C- JM LG/LT- AR RG/RT- GZ Scout- CR KICK OFF 1&2BL 3&4JF 5&6AR 7&8GZ 9&10- JM K- KJ Scout- CR

PAT/FG Wings- AR L G/T/TE-JG R G/T/TEBL Holder/K-MH Snapper-JM

PAT/FG BLOCK Defense

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KICK OFF
GOALS 2. Stop opponent inside their 20 yard line. 3. Force a turnover. 4. Make a big hit. ALIGNMENT 3 7 11 15 Alignment – 3 yards from sideline Contain player, 7 yards behind main wall and fold in slightly Alignment – Bottom of numbers Keep returner inside right shoulder, make tackle Alignment – Split 2 & 4 Keep returner inside right shoulder, make tackle Alignment – 2 yards outside hash Keep returner inside right shoulder, blow up back wedge, make tackle Alignment – 2 yards inside hash Keep returner inside left shoulder, blow up back wedge, make tackle Alignment – Middle of field Keep returner inside left shoulder, make tackle Alignment – 2 yards inside hash Keep returner inside left shoulder, make tackle Alignment – 2 yards outside hash Keep returner inside left shoulder, make tackle Alignment – Split 8 & 10 Plugger, trail front wall 8 yards in middle of coverage team Alignment – Top of numbers Contain player, 7 yards behind main wall and fold in slightly Kick from left hash, kick ball straight to left, safety angling to near sideline

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23 27 31 35 39 K

All positions – Everyone is outside contain, avoid initial blockers and attack secondary blockers. Maintain your path after avoiding

6

X

1

2

3

4 K

5

6

7

8

9

10

2, 3, 4, 5, 6, 7, 8 – Never brake, keep initial spacing until time to converge. Avoid the first wave of blocks opposite the return set up and attack back wedge. Make tackle. 1, 9, 10 – 2nd level defenders, never become even with returner or give up contain. K – Safety angling returner to sideline, 20 yards from ball 7

MUST ON-SIDE KICK
1 2,3 Anticipate ball hopping up and/or getting through front receiving line. Keep ball in play by guarding sideline. Anticipate ball hopping up and/or getting through front receiving line. Be alert to recover high ball.

4,5,6Go Directly to ball, expect ricochet off any of the front linesmen. 7,8 19 21 Follow path of the ball, expect ricochet off any of the front linesmen. Go behind front row of receiving team and expect high ball, contain reverse. Peel behind kicking team to ensure ball has been recovered or tackle breakaway player with ball. Make perfect kick.

K

1 2

3 4

5

6 K

7

8

9 10

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GOALS 2. Average start at 30 yard line. 3. Score a Touchdown. 4. Never let the ball hit the ground. Alignment

K.O. RETURN

Tackles – 12 yards from the ball between sideline and hash, turned slightly inward Guards – 12 yards from the ball on the hash Center – 12 yards from the ball in the middle of the field (never in direct kick path Ends – 35 yard line between sideline and hash Fullbacks – 20 yard line on hash

12 YARDS FROM BALL

T

G

C

G

T

35 YARD LINE

E

E

20 YARD LINE

F

F

R
GOAL LINE

R
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MIDDLE RETURN
Front five see the ball off the tee, moving with the kicker. LT=L3, LG=L4, C=R5, RG=R4, RT=R3 Get inside leverage and drive man out of hash area. If he tries to cross face then stay locked up and drive him across the middle to the other side. Back wedge is set 12 yards in front of the ball. LFB sets the wedge. Ends look to “Peel” out to possible coverage men getting behind the wedge from the outside. Returners give a “GO” call after catching the ball to the back wedge to let them know to advance up field and look for a block. Fullbacks make a “Short” call if the kick is at the 20 yard line or shorter, make the catch, protect the ball, and run straight up field. If you have to move back don’t make the call.

L1

L2

L3

L4

R1

R5

R4

R3

R2

R1

12 YARDS FROM BALL

T

G

C

G

T

35 YARD LINE

E
L3 L4 R5 R4 R3

E

20 YARD LINE

F

F

R
GOAL LINE

R
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Double Wedge Bounce Right (or Left)
1 1 2 3 4 5 K 5 4 3 2

T

G

C

G

T

L3

L4

R5

R4

R3

E

E

LT = Block L3 LG = Block L4 C = Block R5 RG = Block R4 RT = Block R3 LTE = Wedge to OS Hash RTE = Wedge to OS Hash LFB = Wedge to OS Hash RFB = Wedge to OS Hash LR = Return to OS Hash RR = Return to OS Hash

F

F

R

R

Middle Wedge Bounce Right Or Left starts like Middle Wedge then bounces with an aiming point inside of #3 and outside the hash mark. Front line has the same blocking assignments but are now trying to drop and seal their man away from the direction called instead of to the sideline. Right End and off return man are still the Peel men on each side. Returner starts upfield before bouncing to right or left.

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HANDS TEAM
Secure the ball and protect the person who recovers! Front line – Align on the +46 (Offensive personnel, 11) Back line – Align on the -49, form a triangle with the front line players Returner – Align on the 20 and watch for pooch, fair catch the ball or run until traffic and then slide.

K +46 yd line X H A Y Z

-49 yd line

DB

DB

FS

DB

DB

R -Front and back line players slide to overload. -Reminder – You may catch the ball before it goes 10 yards, the opposing team has to let the ball go 10 yards before they can touch it.
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PUNT
ALIGNMENT RULES: G’s & T’s- 6 inch split (LG no split if Center can’t move left) WingsUpfield foot 5 yards from L.O.S. Inside foot directly behind tackles outside foot. Gunners- Ball in middle=Top of numbers, ball on hash=5 yards from sideline/2 yds outside hash. Punter15 yards from L.O.S. PP5 yards from L.O.S., never back up. STANCE G/T/WInside foot up with a heel/toe stagger. Feet shoulder width apart to widen edge. Hands on thighs, weight on inside foot. 1st step- L G/T/W- 7 O’clock R G/T/W- 5 O’clock 2ndstep-Shuffle back for depth, Build a wall and stay tight. Settle and block man.

COVERAGE: Gunners, Center & PP– Go to ball. 1ST one there force returner to change direction. Tackles – Hash, if wall return you must be outside the wall towards the sideline. Guards – Upright Wings – Numbers Punter - Safety

R

G LW

LT

LG

C

RG

RT RW

G

PP

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P

PUNT PRO AND COVER RULES

• • • • • •

• • • •

The clock is stopped following a punt play. Return man cannot be touched if he signals fair catch, unless ball touches ground, in his attempt to field it. This includes bobbling of ball. After signaling fair catch. Return man may not advance the ball once he catches it or block opponent player. To down a ball you must have actual possession of it until the whistle blows. A block punt crossing the line of scrimmage is like no block at all. It can be advanced by any member of the opposing team or downed. A blocked punt not crossing the LOS is a fumble and can be advanced by the kicking team. However, we must recover it because the opponent’s team can advance it also. When covering a punt near your own end zone, you may catch a punt in the air if no opponent is making an effort to field the kick. In order to down a punt inside the 5-yard line, you must have both feet in the field of play. You cannot down a kick at the 1-yard line standing in the end zone. Once the ball is kicked, you are a defensive player and may use your hands accordingly. Ends may use their hands on release. Ball muffed by receiver cannot be advanced. If he has gained possession, however, a fumble can be advanced.

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PUNT PROTECTION RULES
1 2 3 4 4 3 2 1

v

v v

v

v v

v

v

“GREEN”
We are a man protection scheme. Count from the outside in 1-4 to determine who to block. Wings #1 Tackles #2 Guards #3 Center #4 from the left PP #4 from the right PP calls – Green=Regular counting sequence Louie=Overload left and PP takes #4 from left and Center takes #5 from left Zebra=Zone blocking to both sides Red=Fake punt

1

2

3

4

5

3

2

1

v v v v v

v

v

v

“LOUIE” Overload left= Louie call

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PUNT PROTCETION CONTINUED
1 2 3 4 4 3 2 1

v

v v

v

v v v v

“GREEN” 4 1 PP has defender off of the ball. 2 3 4

v
3 2 1

v

v v

v

v

v

v

“GREEN” 4 1 2 3 4

v
3 2 1

v

v v

v

v

v

v

PP = If less than 8 you may free release. If less than 7, The Center is also free. Tell C by name he is free. “Joe, you’re free. Green, Green, Set.”

“JOE, YOU”RE FREE. GREEN, GREEN, SET.”

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PUNT INFORMATION

MELT: Alert team to slow down operation of snap and kick, also alerts gunners and team to slow down, downing the ball in coverage. ICE: Alert to team we will not snap the ball, but will look like we are and will let the 25-second clock run out. ICE T: Alert to team we will not snap the ball, but the PP will take a onesecond time out so we don’t lose field position. We will have a chance to see the rush. CALLS: 1. Green (Punt) 2. Red (Fake Run) 3. Black (A gunner is uncovered) The PP will make the call at the LOS and repeat. “Green, Green”, “Set”, the center waits one second and snaps.

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PUNT BLOCK/RETURN
P PP

1 C

2

3

4

5

6

7

8 C

R Corners Inside shade 5 yards off the ball and forcing outside release. 1,8 Outside shade of Wing or 3rd blocker to your side. 2,7 Outside shade of T or 2nd blocker to your side. 4,5 Inside shade of G or 1st blocker to your side. 3,6 Inside shade of T or 2nd blocker to your side. Returner 35 yards from ball or game plan alignment gauging wind and punter. • • • • • If snap skips off ground or punter drops ball, there is no roughing kicker. If you get a piece of the punt, you may run into kicker. The return team may not block below the waist or make contact with the back of opponent. A Punt that is partially blocked and crosses the line of scrimmage is treated like no lock at all A Punt that is blocked and doesn’t cross the line of scrimmage can be advanced by the kicking team for a first down and is a live ball.

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MISSILE RETURN
P

PP

1 C

2

3

4

5

6

7

8 C

R Corners Inside shade 5 yards off the ball and forcing outside release. 1 Slam inside of W and force outside release and wall to sideline. 2 Slam inside of T and force outside release and wall to sideline. 3 Fight through and make sure of kick, wall PP to sideline he chooses. 4 Slam G and force outside release and wall to sideline. 10 Slam G and force outside release and wall to sideline. 12 Slam T and force outside release and wall to sideline. 14 Slam W with inside rush and force outside release, wall to sideline. 16 Release on snap watching for fake while getting depth. Double Gunner with Corner keeping him from inside penetration. Return man – Catch ball, force miss of Center, Stay straight up field. • • • Middle return requiring an inside slam and forced outside release by the defenders. Return man must make the Center miss and keep return straight up field. All blockers keep man on outside using their inside hip to wall them outside.

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ROCKET/LASER
P

PP

1 C

2

3

4

5

6

7

8 C

Rocket is shown, 1-8 flip-flop if the call is Laser to keep same assignments.

Corners 1 to wall 2 Sprint off of T’s outside shoulder and make sure ball is kicked. Get to wall. 3 Turn and follow 4, get outside of hash to set wall, attack. 4 Turn and follow 5, get outside of hash to set wall, attack. 10 Turn and get outside hash to set wall, run to return man, attack. 12 Sprint to help Corner pin-ball the gunner, slow gunner down however possible. 14 Crush T inside and force inside release. Seal inside down field. 16 Crush Wing inside and force inside release. Seal inside or run way outside. • • • • • Sideline wall return. 3,4,5 are wall, 6 helps Corner to call side. 1,2 ensure ball is kicked and loop around to wall late. 7,8 force inside release of G and Wing and maintain contact sealing them inside. It is the return mans job to get to the wall by whatever means necessary. Backside Corner force outside release. Call side Corner force slowest release, inside is okay if you can pin him inside without a free release.

R Inside shade 5 yards off the ball and forcing outside release. Sprint off of Wings outside shoulder and make sure ball is kicked. Get

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BOOM
P

PP

1 2 3 C

4

5

6 7 8 C

R Corners Inside shade 5 yards off the ball and forcing outside release. 1 Sprint off of wings outside shoulder to block point at 9 yards. 2 Sprint off of wings inside shoulder to block point at 9 yards. 3 Pin Tackle inside allowing for numbers advantage outside of you, crucial. 4 Sprint through A gap to block point. 10 Sprint through A gap to block point. 12 Pin Tackle inside allowing for numbers advantage outside of you, crucial. 14 Sprint off of wings inside shoulder to block point at 9 yards. 16 Sprint off of wings outside shoulder to block point at 9 yards. Return man – Catch ball, force miss of Center, Stay straight up field.

• • • •

8 man block using 3 & 6 to pin T’s inside and allow for a numbers advantage on the wings. If no block then get into Missile return. Return man catch and get straight up field. Corners watch wings and gunners for possible fake still using Missile rules.

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BOOM TWIST
P

PP

1 2 3 C

5 4

6 7 8 C

R Corners Inside shade 5 yards off the ball and forcing outside release. 1 Sprint off of wings outside shoulder to block point at 9 yards. 2 Sprint off of wings inside shoulder to block point at 9 yards. 3 Pin Tackle inside allowing for numbers advantage outside of you, crucial. 4 Stack behind 5 and sprint through right A gap to block point. 10 Head up on C, sprint though left A gap to block point. 12 Pin Tackle inside allowing for numbers advantage outside of you, crucial. 14 Sprint off of wings inside shoulder to block point at 9 yards. 16 Sprint off of wings outside shoulder to block point at 9 yards. Return man – Catch ball, force miss of Center, Stay straight up field. • • • • • 8 man block using 3 & 6 to pin T’s inside and allow for a numbers advantage on the wings. 4 & 5 have an inside twist to shake C/PP protection scheme. If no block then get into Missile return. Return man catch and get straight up field. Corners watch wings and gunners for possible fake still using Missile rules.

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FIELD GOAL
TE W T G G T TE W

H K FRONTLINE 6 INCH SPLITS WIDE BASE STEP BEHIND INSIDE MAN AND GET BIG ON THE SNAP PUNCH INSIDE AND OUT DON’T MOVE OUTSIDE LEG WINGS 45 DEGREE ANGLE ARMS LENGTH AWAY FROM TE STEP INSIDE AND PUNCH INSIDE NEVER LUNGE OUTSIDE DON’T MOVE OUTSIDE LEG HOLDER FRONT KNEE DOWN AT 7 ½ YARDS“ GREEN, GREEN SET…” IS CADENCE “FIRE” ALERT EVERYONE TO FUBAR SITUATION WILL GO FROM HUDDLE EACH TIME, COUNT 11 PLAYERS KICKER MAKE FG

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FIRE

TE W

T

G

G

T

TE W

H K FRONTLINE SPRINT PROTECTION TO THE RIGHT SIDE. LEFT TE RUN TO MIDDLE OF GOAL POSTS AT BACK OF END ZONE. RIGHT TE RUN TO DEEP PYLON OR FLAG ROUTE IF MIDDLE OF FIELD. LEFT WING SPIN AROUND AND LOOK FOR LOOSE BALL. RIGHT WING RUN TO NEAR PYLON OR FIRST DOWN MARKER. HOLDER YELL “FIRE”. SPRINT TO RIGHT AN D MAKE PLAY. BS TE AS LAST RESORT. KICKER BLOCK FOR HOLDER

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