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USUK Griffins

Defensive Playbook

This playbook belongs to: ______________________


Keys to the Griffin Defence
Mental Preparation:
We’re already on the back foot in terms of lack of practice time and install together as a team, so it’s vital
that we concentrate every time we do meet and practice. I wanted to get this playbook out ASAP, so make
sure you read it, and you know what is required of you. If you’re not sure, then ask! We do not want to give
the Panthers Offense an easy ride because we miss our basic assignments.

Sound Fundamentals:
Football is a game of individual techniques. Each unit – DL, LB and DB must execute for the whole
defensive scheme to work. You must work hard and concentrate on these techniques every day.

Be Physical:
Playing defensive football allows you to be physical. This is the very essence of the defence; we must strive
to be known as a physical defence. It is a mindset, but it must also be a total team effort. A physical
defence is one that is flying to the football, with the opponent going backwards, not falling forward. We
must INITIATE contact on every play!

Hustle:
You CANNOT beat it. You cannot be a physical defence if you do not hustle. We must all WANT to make the
play; we must WANT to make the tackle. Hustle all the time; in and out of huddles, at practice, we must be
RELENTLESS!

Quickness:
This is not be confused with speed! The quicker our defence is, the hard it is for the offensive team to
score. It only makes sense if your defence has the overall team quickness to allow you to swarm and gang
tackle.

Physical Toughness:
Know the difference between pain and injury! Fight through the bumps and bruises, and want to
rehabilitate to get back on the field. If you can make it out onto the practice field, you SHOULD be there.

Be Disciplined:
Take PRIDE in playing for the Griffins – you’re the best of the best! Pay attention to detail. Little things
make big differences in the execution of the defence. The success of our defence is dependant on every
player sticking to their assignment; if this does not happen, the entire defence will break down

Gang Tackling:
If you cannot be the first person to the tackle, be the second or the third, or the fourth. We must strive to
get eleven players to the ball on each play. Nothing is more discouraging to an offensive back of receiver,
than to get to the ball and find eleven players ready to gun him down. The Panthers must get up off the
bottom of a pile of Griffins on every play, and they must FEAR THE GRIFFINS DEFENCE!!!

Team Unity:
Play as a team. Be un-selfish and put the team first. Everyone must appreciate and respect their
teammates. No-one can play perfect and everyone must realise that ANYONE can make an honest mistake.
Don’t be afraid to admit if you messed up, because, if you’re a good player, you’ll make up for it. Make sure
you take the time to get to know one another prior to the tour, in the hostel and on the socials!
Defensive Objectives
Turnovers:
Sometimes the offence will turn it over and other times we can force the turnover. Pursuit and gang
tackling will cause fumbles. Pressure up front and reading the QB in your zones will lead to interceptions.

Win the 1st Down Run:


Stop the offensive team for 3 yards or less! We must force 2nd and long so we can get into our pass-rush
fronts. It also puts untold pressure on the opposition offense – both in execution and in play-calling.

Don’t Give up on the Big Play:


Make them earn it.

ELIMINATE foolish penalties:


There are no excuses for foolish penalties; offsides, late hits, or dirty play is NOT excusable – they
negatively affect our team play and our field position. There will be enough bad judgement calls as it is –
those calls we cannot control – so we must strive to eliminate those that we can control.

Score on Defence:
Whenever we intercept a pass, yell “BINGO” and look to find a way to score – always believe that we WILL
score whenever we get our hands on the ball. Every go immediately to the near sideline and nail a block.
That block COULD make all the difference.

Make the difference after a turnover:


Our Offense certainly didn’t want to turn the ball over. Take the field with a positive attitude, with
everyone pulling together, and win that ball back.

Stop the Run:


You do this and the odds of us winning the game go up tremendously!

We’re looking to achieve this measurable objectives during the game in


Amsterdam:

Concede less than 7 points a game.


Have 11 players recording a solo tackle.
Give up less than 100 yards rushing.
Give up less than 100 yards passing.
Stop 10 plays for a loss.
Force 2 fumbles a game.
Get 1+ interception per 15 passes.
Get 3+ sacks a game.
No plays over 20 yards.
WIN THE GAME
Base Defence
Our base defence will be BASE JACK We will line up in the same position on every play unless there is an
adjustment. This is so the opposition cannot guess out play from how we line up.

The alignments of each group of players will be discussed separately in the following pages.

Alignments and Gaps:

SHADE: 9 8 6 7 5 4 4i 3 2 2i 1 0 1 2i 2 3 4i 4 5 768 9

GAP : D C B A A B C D

Our alignment techniques are as follows:

Defensive Line:

0: Head Up on Centre
1: Outside Shade on Centre
2i: Inside Shade on Guard
2: Head Up on Guard
3: Outside Shade on Guard
4i: Inside Shade on Tackle
4: Head up on Tackle
5: Outside Shade on Tackle
7: Inside Shade on TE
6: Head up on TE
8: Outside Shade on TE
9: Outside of TE

Linebackers:

00: Head-up on centre, five yards deep


20: Head-up on guard, five yards deep
40: Head-up on tackle, five yards deep
60: Head- up on Tight End, five yards deep
80: Outside shade on Tight End, five yards deep
90: Outside of TE, five yards deep.
Roles and Responsibilities
DEFENSIVE HUDDLE
At the end of each play, the Nose Tackle will set the huddle on the nose of the football, on the defensive
side of the ball. The other defenders set around him. The Nose Tackle is responsible for huddle discipline
whilst the appointed captain collects the play from the sideline.

The huddle shall be aligned accordingly:

DB LB LB DB

CB DE NT DE CB

Free Safety Def. Captain

As soon as the defensive captain returns to the huddle, everyone is expected to be in position, and be
ready to receive the call. Before the call is given, the Free Safety is to give the down and distance to the
Defence.

The Defensive Captain will then repeat the play twice and break on “D on three... 1,2,3...”

PERSONEL ROLES
Defensive Line
We will always align ourselves to the Offensive Line from inside to out. We label all our gaps in the
offensive line from the inside out (shown on the previous page). These gaps will determine where our
Defensive Linemen line up.

NOSE TACKLE (N)

The NOSE (N) will always line HEAD UP on the CENTRE, depending on what front we call. For the
majority of the time he will be in a 0 Technique. The NOSE will work with the ASSASSIN to protect the A
gaps. In the gap defence scheme, he will always go to the Center’s snapping hand.

ELEPHANT END (E)

The ELEPHANT END will always line HEAD UP on the STRONG SIDE OFFENSIVE TACKLE, depending on
what front we call. For the majority of the time, they will line up in a 4 Technique. Their primary gap
responsibility will be the C gap, but this will change according to stunts and fronts.

RHINO END (R)


The RHINO END will always line HEAD UP on the WEAK SIDE OFFENSIVE TACKLE, depending on what
front we call. For the majority of the time, they will line up in a 4 Technique. Their primary gap
responsibility will be the C gap, but this will change according to stunts and fronts.
Linebackers
Just as the defensive line has a technique and a gap, so will the linebackers, they must fill the gaps that are left.
Rather than call a different technique for each play, linebackers will have a general technique where they line up,
dependant on adjustments.

OUTSIDE LINEBACKER – SAM/WILL TACKLE (S/W)

The Strong Side Linebacker (SAM), will line up 5 yards off the line of scrimmage behind the Elephant End, over
the Strong side Offensive Tackle. This is a Strong 40 Technique. The Weak Side Linebacker will mirror this on the
weak side, as they will be 5 yards off the line of scrimmage behind the Rhino End, over the Weak side Offensive
Tackle. This is a Weak 40 Technique. Both the Sam and the Will will have responsibility for the B gap to their
side..

MIDDLE LINEBACKER – ASSASSIN(A)

ASSASSIN will line up five yards off the Line of Scrimmage, behind the Nose Tackle, over the Centre. This is a 00
Technique. The Assassin will work with the Nose to protect the A gaps.

We will move the Assassin LB around, and try and get him to the point of the attack – especially on the OVER
front.

The Assassin is also the defacto leader of the defence; it is their responsibility to communicate the run strength
of the offense, and to call any adjustments on the field.

DOG BACKERS – STUD AND ROVER ($/V)

We require the Dog backers to do so many different things, that it is very tough for the same athlete to perform
all that we ask, so we give different tasks to different DOGS, dependant on the formation called.

As we’re expecting a SPREAD OFFENSE from the Panthers, the DOGS will align to the receivers – with the STUD
always going to the pass strength (called away from the TE when they have one in, or to the field in a 4WR look).

If the Panthers come out with two backs, their roles will change again – this will be discussed in the formations
section of this playbook.

Defensive Backs
Rather than line up to the Offensive Scheme, the defensive backs will line up to the Offensive Recievers. We will
number the eligible receivers from the outside inwards on both sides, no matter what the formation are in, we
should know who has which receiver.

CORNERBACKS (C)

Our CORNERS will line up over the #1 receiver to their side, and will usually play five yards off them, shading the
outside shoulder of the reciever. In JACK and ACE they will cover this player in MAN coverage.

FREE SAFETY (F)

Our FREE will line up 15 yards deep over the ball, and play in a zone coverage (except in ACE), acting as the last
line of defence for the offence, and assisting in run support where possible.
BASE DEFENSE: “ASSASSIN BASE”
(vs. Balanced 11 personnel)

$ W A S
C C
R N E V
X Y
H Q Z

R
POSITION ALIGNMENT GAP ASSIGNMENT
RHINO END 4 TECH on W/S OT C GAP or TO STUNT CALLED
NOSE TACKLE 0 TECH A GAP SNAPPING HAND OR STUNT CALLED
ELEPHANT END 4 TECH on S/S OT C GAP OR TO STUNT CALLED
WILL LB 40 TECH STRONG B GAP OR TO STUNT CALLED
ASSASSIN LB 00 TECH A GAP (AWAY NT) OR STUNT CALLED
SAM LB 40 TECH WEAK B GAP OR TO STUNT CALLED
STUD OVER #2 RECIEVER C GAP FORCE
ROVER 3 x 3 OUTSIDE the TIGHT END D GAP
RIGHT CORNER OVER #1 RECIEVER SECONDARY FORCE TO THE RIGHT
LEFT CORNER OVER #1 RECEIVER SECONDARY FORCE TO THE LEFT
FREE SAFETY 12-14 YARDS, CENTER FIELD FLOW AND FILL
BASE DEFENSE: “ASSASSIN BASE”
(vs. Unbalanced 11 personnel)

$ S A W
C C
E N R V
X Y
H Q Z

R
POSITION ALIGNMENT GAP ASSIGNMENT
RHINO END (R) 4 TECH on W/S OT C GAP or TO STUNT CALLED
NOSE TACKLE (N) 0 TECH A GAP SNAPPING HAND OR STUNT CALLED
ELEPHANT END (E) 4 TECH on S/S OT C GAP OR TO STUNT CALLED
WILL LB (W) 40 TECH STRONG B GAP OR TO STUNT CALLED
ASSASSIN LB (A) 00 TECH A GAP (AWAY NT) OR STUNT CALLED
SAM LB (S) 40 TECH WEAK B GAP OR TO STUNT CALLED
STUD ($) OVER #2 RECIEVER C GAP FORCE
ROVER (V) 3 x 3 OUTSIDE the TIGHT END D GAP
RIGHT CORNER (C) OVER #1 RECIEVER SECONDARY FORCE TO THE RIGHT
LEFT CORNER (C) OVER #1 RECEIVER SECONDARY FORCE TO THE LEFT
FREE SAFETY (F) 12-14 YARDS, CENTER FIELD FLOW AND FILL
BASE DEFENSE: “ASSASSIN BASE”
(vs. Balanced 10 personnel)

$ W A S V
C C
R N E
X
H Q Y Z

R
POSITION ALIGNMENT GAP ASSIGNMENT
RHINO END 4 TECH on W/S OT C GAP or TO STUNT CALLED
NOSE TACKLE 0 TECH A GAP SNAPPING HAND OR STUNT CALLED
ELEPHANT END 4 TECH on S/S OT C GAP OR TO STUNT CALLED
WILL LB 40 TECH STRONG B GAP OR TO STUNT CALLED
ASSASSIN LB 00 TECH A GAP (AWAY NT) OR STUNT CALLED
SAM LB 40 TECH WEAK B GAP OR TO STUNT CALLED
STUD OVER #2 RECIEVER C GAP FORCE
ROVER OVER #2 RECIEVER C GAP FORCE
RIGHT CORNER OVER #1 RECIEVER SECONDARY FORCE TO THE RIGHT
LEFT CORNER OVER #1 RECEIVER SECONDARY FORCE TO THE LEFT
FREE SAFETY 12-14 YARDS, CENTER FIELD FLOW AND FILL
BASE DEFENSE: “ASSASSIN BASE”
(vs.Unbalanced 10 personnel)

$ V W A S
C C
R N E
X
H Y Q Z

R
POSITION ALIGNMENT GAP ASSIGNMENT
RHINO END 4 TECH on W/S OT C GAP or TO STUNT CALLED
NOSE TACKLE 0 TECH A GAP SNAPPING HAND OR STUNT CALLED
ELEPHANT END 4 TECH on S/S OT C GAP OR TO STUNT CALLED
WILL LB 40 TECH STRONG B GAP OR TO STUNT CALLED
ASSASSIN LB 00 TECH A GAP (AWAY NT) OR STUNT CALLED
SAM LB 40 TECH WEAK B GAP OR TO STUNT CALLED
STUD OVER #2 RECIEVER SECONDARY FORCE
ROVER OVER #3 RECIEVER C GAP FORCE
RIGHT CORNER OVER #1 RECIEVER SECONDARY FORCE TO THE RIGHT
LEFT CORNER OVER #1 RECEIVER SECONDARY FORCE TO THE LEFT
FREE SAFETY 12-14 YARDS, CENTER FIELD WEAK SIDE C GAP FORCE
BASE DEFENSE: “ASSASSIN BASE”
(vs. 12 personnel)

C W A S
C
$ R N E V
X Y
Q Z

H
R
POSITION ALIGNMENT GAP ASSIGNMENT
RHINO END 4 TECH on W/S OT C GAP or TO STUNT CALLED
NOSE TACKLE 0 TECH A GAP SNAPPING HAND OR STUNT CALLED
ELEPHANT END 4 TECH on S/S OT C GAP OR TO STUNT CALLED
WILL LB 40 TECH STRONG B GAP OR TO STUNT CALLED
ASSASSIN LB 00 TECH A GAP (AWAY NT) OR STUNT CALLED
SAM LB 40 TECH WEAK B GAP OR TO STUNT CALLED
STUD 3 x 3 OUTSIDE the W/S OT C GAP FORCE
ROVER 3 x 3 OUTSIDE the TIGHT END D GAP
RIGHT CORNER OVER #1 RECIEVER SECONDARY FORCE TO THE RIGHT
LEFT CORNER OVER #1 RECEIVER SECONDARY FORCE TO THE LEFT
FREE SAFETY 12-14 YARDS, CENTER FIELD FLOW AND FILL
BASE DEFENSE: “ASSASSIN BASE”
(vs. 2 TE personnel)

C W A S
C
$ R N E V
X H Y
Q Z

R
POSITION ALIGNMENT GAP ASSIGNMENT
RHINO END 4 TECH on W/S OT C GAP or TO STUNT CALLED
NOSE TACKLE 0 TECH A GAP SNAPPING HAND OR STUNT CALLED
ELEPHANT END 4 TECH on S/S OT C GAP OR TO STUNT CALLED
WILL LB 40 TECH STRONG B GAP OR TO STUNT CALLED
ASSASSIN LB 00 TECH A GAP (AWAY NT) OR STUNT CALLED
SAM LB 40 TECH WEAK B GAP OR TO STUNT CALLED
STUD 3 x 3 OUTSIDE the TIGHT END D GAP
ROVER 3 x 3 OUTSIDE the TIGHT END D GAP
RIGHT CORNER OVER #1 RECIEVER SECONDARY FORCE TO THE RIGHT
LEFT CORNER OVER #1 RECEIVER SECONDARY FORCE TO THE LEFT
FREE SAFETY 12-14 YARDS, CENTER FIELD FLOW AND FILL
Defensive Line Adjustments & Stunts
As we only really have one defensive front, we need to ask the Defensive Line to adjust and stunt to keep the opposition
on their toes.

We have FOUR Adjustments and THREE stunts for the defensive line and linebackers to learn and understand.

ADJUSTMENTS

1: FLEX
In FLEX we move the Defensive Ends from a 4 W A S
Technique to a LOOSE 5 technique.

Our aim here is to force the OT to respect the threat


of the rush off the edge, which could open the pash
rush lane up for the ILB. If the OT doesn’t adjust, the
R N E
DE should have a free rush off the edge.

2: TIGHT
TIGHT is the opposite adjustment to FLEX, as we
move the Defensive Ends from a 4 Technique to a 4i
W A S
technique.

If we find that we need move more emphasis to


stopping the inside run, then we’ll slide the
R N E
Defensive Ends in to address that. WILL and SAM
now have outside force, with the DOGS needing to
fill the alley.

3: EAST/WEST
EAST/WEST adjusts both the Defensive Line, and also W S
moves the ASSASSIN to a point on the Line of
Scrimmage

Each of the Defensive Line aligns a gap to the Left (in


WEST) or Right (in EAST), with the ASSASSIN walking
A R N E
down to loose shade on the Offensive Tackle. S & W
must also adjust to a 20 technique too.

4: TOES
TOES will be a complimentary package to the pass
rush scheme, in which we will call a regular blitz A
package, but only the NT starts on the Line of
Scrimmage R W S E
The aim of TOES is to create uncertainty to who the
Offensive Line will block, as there will be a degree of
N
movement from the ILBs and the Defensive Ends
will be off the Line.
Defensive Line Adjustments & Stunts
In addition to the varying alignments we will use the following Defensive Line stunts to move and confuse the offensive
Line.

STUNTS

1: SLANT & ANGLE


As the Defensive Line will play a large proportion of
W A S
the game in a head-up alignment, we will seek to
move them around to ensure that all gaps are filled.

In SLANT the Defensive Line will slant TO THE R N E


STRENGTH, whilst in ANGLE they will slant AWAY
from the STRENGTH. It’s important that the Assassin
gives an early strength call for this to work.

2: PINCH
PINCH will allow the Defensive Ends to shoot W A S
aggressively into the B gaps, hopefully getting a
jump on the Offensive Tackles.

We can do this from any alignment , and we’d look


to either open up a line for a blitzing linebacker, or
R N E
draw a double team if the DE can’t get free. The NT
will take the gap to the Center’s Snapping Hand

3: FLARE
FLARE is very similar to pinch, as we want to get the
Defensive Ends attacking the C gaps. Unlike Pinch,
W A S
the use of FLARE will hopefully pull the OT away
from a blitzing LB.

They must aggressively attack the outside shoulder R N E


of the OT, and get him to turn his shoulders. Again
the NT will take the gap to the Center’s Snapping
Hand.
Stunting and Blitzing
“Attack is the best form of Defence”

We will aspire to be a very aggressive defensive unit with regards to our play calling and stunting. We will
attack and press the Line of Scrimmage to ensure that any time the Offense wish to run the ball, they’ll do
so for minimal yardage, and will be punished at the point of attack.

When they drop back to pass, we will be well drilled and schemed to pressure the Quarterback, resulting in
either a sack, and incomplete, or even better an interception.

To help us do that, we will run a very expansive stunt and blitz package that will bring multiple defenders
from various positions on the field, and disguise these well enough to ensure that the Offense does not
know where the pressure is coming from

Our stunt and blitz pressure package include:

SINGLE BLITZ
This will be used in mid-to-long yardage, where we want to focus on covering players downfield, whilst also
bringing pressure to the backfield – these will either be ‘go-ahead’ blitzes or combo stunts with the
Defensive Line. This is a 4 man rush – the named linebacker will aggressively attack their gap.

DUO BLITZ
We will use duo blitzes a lot of the time in mid-range situations – here we will both pass and run blitz, to
ensure that all gaps are filled, and both the ball carrier and quarterback have no-where to go. We will send
any two of our 5 linebackers (dogs included). This will be a 5 man rush

TRIO BLITZ
Trio Blitz is our most aggressive form of attack – sending three players after the ball carrier. This is
extremely effective in situations where we want to score points. The rushing players must get in the face of
the quarterback and force a bad pass, or make him take the sack. This is a 6 man rush.

QUAD BLITZ
Our most devastating pressure package will be Inferno, where we send 7 men after the quarterback. This is
a used where when we might be in a ‘do or die’ situation – where we need to create or force a big stop,
and wrestle back momentum. This is a 7 man rush

THESE STUNTARE DISCUSSED AND NOTED ON THE FOLLOWING PAGES


Snap, Crack & Pop
S S S
E
N N E N E

1: SAM SNAP 2. SAM CRACK 3. SAM POP


E
N
N S E N ES S

1. SAM SNAP: 2. SAM CRACK: 3. SAM POP:

On the cadence, the SAM LB On the cadence, the On the cadence, the SAM LB
walks up to the B gap. On SAM LB walks up to the walks up to the B gap. On
the snap of the ball, the S/S B gap. On the snap of the snap of the ball, the SLB
DE attacks the o/s shoulder the ball the S/S DE attacks the i/s shoulder of
of the tackle, and the NT attacks the o/s shoulder the tackle forcing him out.
attacks the i/s shoulder of of the guard drawing a The NT attacks the i/s
the guard. This should double team. The NT shoulder of the guard,. The
generate a huge gap for the slants away, and the SLB DE loops round behind the
SLB to blitz through. loops round behind the SLB through the B gap
DE through the C gap.

NOTES: NOTES: NOTES:


Duo Blitzes

W A S W A S
V $ R $
E N R E N E

1: WhAm: WILL and ASSASSIN 2: SlAm: SAM and ASSASSIN


EG; Slant Wham EG; Flare Wham

NOTES: NOTES:

W A S W A S
R $ R $
E N E E N E

3: SaW: SAM and WILL 4: RiSk: ROVER and STUD


EG; Flare Saw EG; Pinch Risk

NOTES: NOTES:
Trio & Quad Blitzes

W A S W A S
R $ R $
E N E E N E

1: SWArm: SAM WILL AND ASSASSIN 2: RAiderS: ROVER, ASSASSIN and STUD
EG; Angle Swarm EG; Pinch Wham
NOTES: NOTES:

W A S W A S
R $ R $
E N E E N E

3: DAM HOT: ALL except ASSASSIN 4: AMY: ALL EIGHT


EG; Pinch Dam Hot EG; Slant Left Amy

NOTES: NOTES:
Coverages
To have an aggressive blitz package is one thing, but if we’re able able to combine it with efficient and tight coverage
of the offensive backs and receivers, then we’ll have a complete Defence that will pressure the quarterback and force
the Offensive system into making mistakes.

We will not only generate turnovers and incomplete passes by playing with tight coverage, but also get sacks and
huge plays, by not giving the Offensive passing game any easy completions.

We will ask questions of the Offensive players, we will disguise and rotate our coverage. We will

ACE (Cover 0)
ACE is our pure man-to-man coverage, with no deep help. In situations when we run with ACE, we will be blitzing the
Offense with six or seven defenders. This means that the QB will want to throw the ball quickly, and before he is
ready. In Ace we will press the receivers, and be ready for the quick pass.

In ACE the FS can leave their regular Centre field position, and align over the #2 receiver TOWARDS the passing
strength.

JACK (Cover 1)
JACK, like Ace, is predominantly a man-to-man coverage, but this time we have a ONE DEEP safe zone to protect
against deep passes. It allows the men in man coverage to play more aggressive, and make a play on the ball. In Jack,
we will be still blitz heavy, sending five or six to pressure the quarterback.

The Basic rules for JACK are; CB’s ALWAYS take ‘#1 receiver, and Dogs always take #2 receiver UNLESS they’re a Tight
End (and are then covered by the OLB). In motions, the DB will go with the threat. In 3x1 sets, the same applies.

IF we blitz a defender, the next defender inside picks up their responsibility. For instance, if the SLB has the TE in
coverage, and we send a SAW blitz, then the ASSASSIN has to pick up the TE.

QUEEN (Cover 2)
QUEEN is our pure Cover 2 scheme – each of the defensive players will have an area or zone of the field to defend,
and be aware of the threats to their coverage. This is a more passive coverage, but we will seek to confuse the
quarterback by rotating and disguising our coverage. Cover 2 will always have two deep zones.

If we choose not to send any of our LB’s, then the two OLBs will have hook-to-curl, with the ASSASSIN having the hole
zone. However, we will (usually) send at least one of these three, in which case the hole will be left open.

We will only play QUEEN from 2 x 2 or 1 x 2 sets – not from 3 x 1. We will check to KING or JACK

KING (Cover 3)
KING, like Queen, is a pure zone coverage scheme, employing three deep, and several underneath zones to cover the
Offensive receiving threats. As we won’t send many blitzing linebackers, coverage in the zones needs to be tighter,
and every defender must know where the threats are coming from.

JOKER (Cover 4)
JOKER is our deep coverage package which sends every defender off the Line of Scrimmage into zones. Joker is Cover
4, which means we will always have FOUR DEEP zones, and an array of defenders underneath.

THESE COVERAGES ARE DISCUSSED AND NOTED ON FOLLOWING PAGES


COVERAGE: JACK (COVER 1)
(vs. Balanced 11 personnel)

$ W A S
C C
R N E V
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG RB RELEASING TO THE W/S or BLITZ
ASSASSIN LB 00 TECH QB SPY or BLITZ
SAM LB 40 TECH WEAK #2 RECIEVER (TIGHT END) or BLITZ
STUD OVER #2 RECIEVER # 2 RECIEVER (SLOT) or BLITZ
ROVER 3 x 3 OUTSIDE the TIGHT END RB RELEASING TO THE S/S or BLITZ
RIGHT CORNER OVER #1 RECIEVER #1 RECIEVER
LEFT CORNER OVER #1 RECEIVER #1 RECIEVER
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP ZONE
COVERAGE: JACK (COVER 1)
(vs. Balanced 10 personnel)

$ W A S V
C C
R N E
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG RB RELEASING TO THE W/S or BLITZ
ASSASSIN LB 00 TECH QB SPY or BLITZ
SAM LB 40 TECH WEAK RB RELEASING TO THE S/S or BLITZ
STUD OVER #2 RECIEVER # 2 RECIEVER (SLOT) or BLITZ
ROVER 3 x 3 OUTSIDE the TIGHT END # 2 RECIEVER (SLOT) or BLITZ
RIGHT CORNER OVER #1 RECIEVER #1 RECIEVER
LEFT CORNER OVER #1 RECEIVER #1 RECIEVER
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP ZONE
COVERAGE: JACK (COVER 1)
(vs. Unbalanced 10 personnel)

$ V W A S
C C
R N E
X
H Y Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG RB RELEASING TO THE W/S or BLITZ
ASSASSIN LB 00 TECH QB SPY or BLITZ
SAM LB 40 TECH WEAK RB RELEASING TO THE S/S or BLITZ
STUD OVER #2 RECIEVER # 2 RECIEVER (SLOT) or BLITZ
ROVER 3 x 3 OUTSIDE the TIGHT END # 3 RECIEVER (SLOT) or BLITZ
RIGHT CORNER OVER #1 RECIEVER #1 RECIEVER
LEFT CORNER OVER #1 RECEIVER #1 RECIEVER
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP ZONE
COVERAGE: JACK (COVER 1)
(vs. 12 personnel)

C W A S
C
$ V
R N E
X Y
Q Z

H
R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG QB SPY OR BLITZ
ASSASSIN LB 00 TECH QB SPY or BLITZ
SAM LB 40 TECH WEAK #2 RECEIVER (TIGHT END
STUD OVER #2 RECIEVER RB RELEASING TO THE W/S or BLITZ
ROVER 3 x 3 OUTSIDE the TIGHT END RB RELEASING TO THE S/S or BLITZ
RIGHT CORNER OVER #1 RECIEVER #1 RECIEVER
LEFT CORNER OVER #1 RECEIVER #1 RECIEVER
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP ZONE
COVERAGE: QUEEN STUD ROBBER (COVER 2)
(vs. Balanced 11 personnel)

$ W A S
C C
R N E V
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG HOOK - TO – CURL
ASSASSIN LB 00 TECH HOLE
SAM LB 40 TECH WEAK HOOK - TO – CURL
STUD OVER #2 RECIEVER FLAT ZONE
ROVER 3 x 3 OUTSIDE the TIGHT END ROVER ALWAYS BLITZES in STUD ROBBER
RIGHT CORNER OVER #1 RECIEVER DEEP HALF
LEFT CORNER OVER #1 RECEIVER FLAT ZONE
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP HALF
COVERAGE: QUEEN ROVER ROBBER (COVER 2)
(vs. Balanced 10 personnel)

$ W A S V
C C
R N E
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG HOOK - TO – CURL
ASSASSIN LB 00 TECH HOLE
SAM LB 40 TECH WEAK HOOK - TO – CURL
STUD OVER #2 RECIEVER STUD ALWAYS BLITZES in ROVER ROBBER
ROVER 3 x 3 OUTSIDE the TIGHT END FLAT ZONE
RIGHT CORNER OVER #1 RECIEVER FLAT ZONE
LEFT CORNER OVER #1 RECEIVER DEEP HALF
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP HALF
COVERAGE: KING ROBBER (COVER 3)
(vs. Balanced 10 personnel)

$ W A S V
C C
R N E
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG HOOK - TO – CURL
ASSASSIN LB 00 TECH HOLE
SAM LB 40 TECH WEAK HOOK - TO – CURL
STUD OVER #2 RECIEVER FLAT ZONE
ROVER 3 x 3 OUTSIDE the TIGHT END FLAT ZONE
RIGHT CORNER OVER #1 RECIEVER DEEP THIRD
LEFT CORNER OVER #1 RECEIVER DEEP THIRD
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP THIRD
COVERAGE: KING ROBBER (COVER 3)
(vs. Balanced 10 personnel)

$ W A S V
C C
R N E
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG HOOK - TO – CURL
ASSASSIN LB 00 TECH HOLE
SAM LB 40 TECH WEAK HOOK - TO – CURL
STUD OVER #2 RECIEVER DEEP THIRD
ROVER 3 x 3 OUTSIDE the TIGHT END DEEP THIRD
RIGHT CORNER OVER #1 RECIEVER FLAT ZONE
LEFT CORNER OVER #1 RECEIVER FLAT ZONE
FREE SAFETY 12-14 YARDS, CENTER FIELD DEEP THIRD
COVERAGE: JOKER(COVER 4)
(vs. Balanced 10 personnel)

$ W A S V
C C
R N E
X Y
H Q Z

R
POSITION ALIGNMENT PASS ASSIGNMENT
RHINO END 4 TECH on W/S OT AGGRESSIVELY ATTACK THE QB
NOSE TACKLE 0 TECH AGGRESSIVELY ATTACK THE QB
ELEPHANT END 4 TECH on S/S OT AGGRESSIVELY ATTACK THE QB
WILL LB 40 TECH STRONG HOOK - TO – FLAT
ASSASSIN LB 00 TECH SPY THE RB – CHECK SCREEN OR DUMP OFF
SAM LB 40 TECH WEAK HOOK - TO – FLAT
STUD OVER #2 RECIEVER DEEP QUARTER
ROVER 3 x 3 OUTSIDE the TIGHT END DEEP QUARTER
RIGHT CORNER OVER #1 RECIEVER DEEP QUARTER
LEFT CORNER OVER #1 RECEIVER DEEP QUARTER
FREE SAFETY 12-14 YARDS, CENTER FIELD HOLE ZONE – CHECK FOR DEEP CROSS

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