You are on page 1of 32

Coverages

3-3 deep 4 under, strong rotation by safeties


6-3 deep 4 under, weak rotation by safeties
Zone Alert-3 deep 4 under, safety rotation based on formation or backfield
Zone Replace-3 deep 4 under, safety rotation strong and Jack drops, DB and LB replace one zone
strong
Skittles-3 deep 4 under, safety rotation based on the offset H or Y.
5-two deep 5 under man match
Dog-two deep 5 man under man to man
7-man match 1/4s, C area player on weak side play Cut (Cover 5 family)
1-man free with a Rat in the hole, man match, strong safety rotation (always tagged with
auto=roll weak vs 2x2). Check Razor to empty.
1 Funnel-man free with a rat in the hole, man match, safeties rotate opposite of $, check 1 Auto
if no TE.
9-man free with a Rat in the hole, man match, weak safety rotation (always tagged with
treble=roll strong if trips). Check Razor to empty.
0-man free with no Rat. Used with 5 man pressures. Only call with interior blitzes=Safeties and
corners match up on receivers and TEs, ILB or Rush match up on RB.
0 Double-man free with no Rat. All underneath defenders match up man to man. Safeties rotate
to double the receiver that was game planned and the safety not to the receiver’s side is the
MOF player, safety to the receiver’s side doubles that player with the defender matched up man
to man on him. Safety plays high and inside, low defender plays low and outside.
Blitz-man to man with no rat or deep safety. Used on 6 man pressures.
Blitz Peel-man to man with no rat or deep safety, blitzers peel or key on RBs. Used with 7 man
pressures.
Hot-3 deep 2 under zone coverage used with 6 man pressures.
Fire Zone (FZ)-3 deep 3 under zone coverage used with 5 man pressures. Play Jenny to Trips (like
Skinny).
Trap-2 deep 4 under man match coverage used with 5 man pressures.
Roll-2 deep 4 under man match coverage where coverage has to roll to side of blitz. Used with 5
man blitzes.
Max-Coverage used with Snake blitzes (coverage won’t be called, any snake blitz is max
coverage). Blitzers key RBs. Everyone else is man to man on eligible receivers.
Rambo-man match coverage used inside in the 12 yard line. Cut rules for everyone.
Sticky-man to man, man match with no deep safety but 2 rats. Used inside the 12 yard line.
Coverage Tags
Adjusted (adj)-No #4 weak play 3 Mable. #4 weak play the called (lead) coverage. Ex. 6 adjusted (adj)
Loaded-4 strong (Trips with RB to it) play 3 Mable.
Treble (trbl)-Tagged to FZ, Hot, or 0 coverages when blitzing or Cover 9. If the formation is Trips and the blitz is coming from the
weakside then the safeties need to roll to the trips side.
Slot-can be tagged to any coverage. If the offense comes out in 2 back slot (slot, twins, or pro strong, nub TE weak) then check
Slot=roll the coverage strong and play 3 Fist. (ex. 6 Slot Loaded) (ex. 7 Slot)
Invert-can be tagged to 3 or 6. Safeties roll the coverage to the TE unless there is another tag with the coverage. The other tags
will override Invert. (ex. 6 slot loaded invert bronco) (ex. 3 auto invert)
Bronco-play 3 mable to Trey (Trips with a nub TE weak) in 3/6 or if tagged.
Pinto-Play 3 mable to Trey with RB to Trips, Play Stuck (Stubbie strong and Stack weak) to Trey and RB to TE in cover 7 or if tagged.

Zone Alert-#4 weak play cover 6. No #4 weak play cover 3. I formation fox the RBs and play cover 6 or 3 Mable based on release of
RBs (If split flow play 6 because you get a #4 weak). If split backs check cover 6. If trips play Adjusted Bronco Rules. (Ex. Flex Zone
Alert)
Skittles-3 deep 4 under, safety rotation based on the offset H or Y. No offset H or Y play 6 slot loaded bronco. If H or Y goes strong
play Mable Skinny, if H or Y goes weak play Match. (Ex. Flex Skittles)
Auto-tagged with cover 3 or 1. Automatically rotate safeties weak to 2x2 formations and play type of coverage called (3 would be
check 6 and 1 would be check 9).
Rainbow-check cover 6 Slot Loaded Bronco if tagged to a coverage and the RB is in the home spot (I or Pistol) or if there is a Y in
the core of the formation. (ex. Flex 7 Rainbow)
Skinny-Tag to Mable or Skate (ex. Mable Skinny or Skate Skinny) that tells the Star and Corner to play Match rules on 1 and 2.
Everyone else plays normal Mable or Skate. This will become the base way to play Mable and Skate.
Mud-tagged with FZ, tells SS to rotate down and be the 3 hole player. May have to check to it yourself against some formations.
Sky-tells SS to roll outside of the Star and play force in cover 3. Star now plays the strong hook.
Spear-can be tagged with any call. If a blitz or regular call is called but tagged with Spear and offense comes out in Trey check to
Spear. SS now blitzes and run Pirate stunt from Okie front (can stay in Flex if that was called), FZ coverage. Ex. Flex Pirate Cannon
FZ Spear (offense comes out in Trey check to Spear). Spear tells everyone old call is off, DL to play Okie or Flex and run Pirate, SS
edge blitzes, and DB/LB to play FZ.
Club-can be tagged with any call. If a blitz or regular call is called but tagged with Club and offense comes out in any form of Trips
check to Club. Weak Corner now blitzes and run Pirate stunt from Flex front (can stay in Okie if that was called), and play Stubbie
strong and man weak. Ex. Flex 6 adj bronco Club (offense comes out in Trips check to Club). Club tells everyone that the old call is
off, DL to play Okie or Flex and run Pirate, weak corner to blitz, and play Stubbie strong and man weak.
Off-tells corners to play off in a coverage where by rule they should be in press.
FZ/Trap-any blitz where both are called play FZ to everything except 2x2 formation. 2x2=play Trap.
Posse-Trey check in cover 5 or if tagged. Posse=Play Clip + Poach
Cora-Roll coverage where corner plays force and flat, safety plays corners 1/3. Tagged like normal cover 3 or 6 rules. Check Cora
Bronco if Trey (Stay in the call but send the rotation strong)
Banjo-Trey check for Dog or if tagged. Corner goes over and plays #3 man to man. $ and Mac banjo (play the TE and RB=$ will
take the wider of the two man to man, Mac will take the inside of the two man to man) the TE and RB. Safeties still play deep ½.
Mirror-Tagged with Cover 0, Mac or $ away from the RB has the Mirror or Spy technique on the QB (ex. Even 0 Mirror).
Lasso-Check Lasso (cover 6) vs any FIB unless Trey or unbalanced when not in a pressure call.
Saddle-Check Saddle (Stuck) vs FIB Trey when not in a pressure call.
Punch-Check Punch (3 Fist) vs any unbalanced when not in a pressure call.
Slide the front when in a pressure and run the pressure vs unbalanced.

If no Trey check tagged these are the rules: Cover 3/6=Bronco. Cover 7=Pinto (Bronco or Stuck based on RB alignment).
Dog=Banjo. Cover 5=Posse. Only check Spear when it is tagged.
Actual Calls with Coverages
3-Fist (2x1), Match (2x2), Mable (3x1), Mable Skinny (3x1), Flood (Empty), Bronco (Trey)
6-Fist, Match, Skate (3x1), Skate Skinny (3x1), Zebra (Empty), Bronco
5-Cut (2 receivers or 1 receiver) (Possible Cougar to Twins), Clip (3x1), Posse (3x1 or Trey)
7-Bracket (Twins and RB to), Mix (Twins and RB away or C area player strong), Stubbie (Trips), Cone (1 receiver), Stack
(nub TE), Pinto (Trey)
Dog-Dog vs everything except Trey then Banjo.

Stack Checks
3/6-Area
5-Sort it
7-Stack
1-Lock N Level
0-Lock N Level or Top Hat
Blitz-Lock N Level or Traffic
FZ-Safety
Trap-Sort it
Roll-Sort it
Rambo-Sort it
Sticky-Lock N Level

Bunch Checks
3/6-Play it
5-Sort it
7-Bingo
1-Traffic
0-Traffic
Blitz-Traffic
FZ-Safety
Trap-Sort it
Roll-Sort it
Rambo-Sort it
Sticky-Traffic

Coverage Calls Examples


6 adjusted
6 slot loaded
6 slot
3 auto
7 slot
5 dog
5 posse
zone alert
7 rainbow
1 auto
9 treble
Motion Adjustments
3-Spin to 6
6-Motion to the Star=Spin to 3
6-Motion away from the Star=Bump it
7-Bump it
5-Bump it
0/1/9/Blitz/Max/Sticky-Run with it
FZ-Bump it unless Treble, if Treble then Spin it
FZ/Trap-Play the rules of FZ/Trap (motion to 2x2 play
Trap, motion to anything else play FZ)
Trap-Bump it
Roll-Bump it
Hot-Bump it
Rambo-Bump it
Mountaineers/Cowboys-Run with it
Divider Rules:
Ball in MOF=1 yard from top of numbers
Ball on Far Hash=In between hash and numbers.
Ball on Near Hash=Bottom of Numbers
 
Divider Leverage:
Receiver inside my divider I line up outside leverage.

Receiver outside my divider I line up inside leverage.

Receiver on my divider I line up head up.

The divider runs all the way down the field and determines the position
maintenance you should work to keep on the receiver.

Receiver running a route outside my divider I play high and inside on


the receiver.

Receiver running a route inside of my divider I play low and inside.

Receiver starts route inside my divider but breaks off a corner then
now, because I have low and outside leverage, I can undercut the
corner route. I can also undercut in breaking routes like slants because I
can expect help from the MOF safety.

Receiver starts route outside of my divider but breaks route inside on a


Post, because I have high and inside leverage, I can work to get back to
low and outside leverage when he cuts under me because I can expect
help from the MOF safety.
Numbering Eligible
Receivers 3/4 3/4

Q 2
1 Q
1 C 2 1 C 1

3/4 3/4

2
Q Q
1
2 C 1 1 C 1

4
3
Q Q

Q 1 2
1 1
2 U C 4 3 C 1

4 4
Q Q

1 2 2 3
3 C 1 1 C 1
Numbering Eligible
Receivers 3 Q Q
3

2
3 2 1
1 C 1 4 C 1

Q Q

1 1 4 3 2
4 C 2 1 C 1
COV. 3/6 FLOW PRINCIPLES
VS.
2 BACK SETS

SPLIT FLOW F H “FIST” VS 2 BACKS

Z
Y X

C C
* $ M FS TOP DOWN
MAN TO MAN
DEEP 1/3
KEY 3 STEP STRONG CURL - FLAT STRONG HOOK SS WEAK FLAT
2 NOT IN WEAK HOOK
SEAM=T/D M2M MOF

POSITION STAR MAC MONEY


ALIGN 5X3 EMLOS 20 30

KEY EMLOS THRU OG – NEAR BACK THRU OG – NEAR BACK

WEAK HOOK/BINGO DROP TO HOLE STRONG HOOK/WORK TO CURL/


RESP VS 1ST FLAT/HOLD #2 IN THE SEAM TAKE FINAL #3 RELATE TO #2
SPLIT FLOW
SH/BINGO DROP HOLE/
WEBB BODY SEAM/4 TO 1ST CROSSER WH/WORK TO CURL/#2
FINAL #3/ROBOT SHALLOW
DROP HOLE/FINAL #3/
LOAD 1ST FLAT/HOLD #2 IN THE SEAM
ROBOT SHALLOW SH/WORK TO CURL/#2

POSITION STRONG CORNER STRONG SAFETY FREE SAFETY WEAK CORNER

10-14 YARDS IN MOF 60 DIVIDER LEVERAGE/PRESS


ALIGN DIVIDER LEVERAGE/PRESS BAIL

KEY QB-TE-WR OG-QB EMLOS WR

DEEP 1/3 MOF PRINCIPLE TOP DOWN MAN TO MAN


WEAK FLAT/1ST FLAT
RESP VS KEY QB THRU 3 STEP
2 NOT IN SEAM=T/D M2M
SPLIT FLOW
WEBB SAME SAME WEAK FLAT/1ST FLAT SAME

LOAD SAME SAME 4/1ST CROSSER SAME

LOAD FLOW WEBB FLOW


H F F H

Z Z
Y X Y X

C C C C
$ M FS $ M FS
* *
SS SS
(1/3
MOF
)
6 SLOT
21 PERSONNEL 6 SLOT=ROLL WEAK AND PLAY 3 DEEP
2 BACK OPEN ZONE BUT VS SLOT FORMATIONS
F CHECK SLOT AND ROLL COVER 3
(STRONG 3 DEEP ZONE)

H “BUZZ”
“FIST”
“LIZ”
Z
“SKY”
X Y

C
T/D
M/M
C
M $ STR C/F
*
ST HK 1/3
F WK HK
WEAK FLAT
S S
MOF
S

VS BOOT IN COVER 3/6 BOTH HOOK


PLAYERS ROBOT TO THE SIDE OF QB
BOOT, BOTH C/F PLAYERS TAKE THE F
FLAT AND SQUEEZE BACK IF BOOT
AND NO ONE IN FLAT, BOTH 1/3
PLAYERS PLAY 1/3 AND MOF STAYS IN H “BUZZ”
MOF.
“FIST” Z
“LIZ”
X “SKY” Y

C
T/D
M/M
C
M $ FLAT
*
ROBOT 1/3
FLAT ANDF
ROBOT

S
SQUEEZE BACK S
MOF
S
6 SLOT
21 PERSONNEL 6 SLOT=ROLL WEAK AND PLAY 3 DEEP
2 BACK PRO ZONE BUT VS SLOT FORMATIONS
F CHECK SLOT AND ROLL COVER 3
(STRONG 3 DEEP ZONE)

H “BUZZ”
“FIST”
“LIZ”
Z
“SKY”
X Y

C
T/D
M/M C
M $ *
STR C/F
ST HK 1/3
F WK HK S
WEAK
S
FLAT S
MOF

SLOT=WHEN TAGGED CHECK “SLOT” TO 2 BACK NUB WEAK FORMATIONS


LIKE BELOW. SLOT IS COVER 3 (SAFETIES ROTATE STRONG).

21 PERSONNEL “FIST” F
2 BACK SLOT “SLOT”
“LIZ” H
“BUZZ”
Z

X Y

“I’M HERE”
* M $ C 1/3
C STR C/F WEAK HOOK
1/3 WEAK FLAT

STR HOOK
S FMOF
S S
WEAK OKIE POWER 3 SKY AUTO
22 PERSONNEL 6 SLOT=ROLL WEAK AND PLAY 3 DEEP
2 BACK PRO CLOSED ZONE BUT VS SLOT FORMATIONS
F CHECK SLOT AND ROLL COVER 3
(STRONG 3 DEEP ZONE)
POWER=STAR PLAYS A LOOSE 9
ON THE TE. H
IF THERE WAS NO TE ON THE “FIST”
STRONG SIDE THEN POWER “LARRY” “RIP” Z
CALL WOULD BE OFF. “SKY”
X Y

“I’M HERE” J T N E *
C C
1/3 $ M
WK FLAT ST HK
1/3
F WK HK S
STR C/F
S S
MOF

SKY=SAFETY BECOMES FORCE OUTSIDE OF STAR.


AUTO=VS 2X2 AUTOMATICALLY ROLL WEAK AND PLAY MATCH RULES.

11 PERSONNEL
F
1 BACK TE TRIPS
“MABLE”
“RIP”
“SKY”
“LARRY” S Z

X Y

J T N E *
STR CURL
RELATE TO #2
$ M 1ST FLAT C
C 4/1ST CROSSER
HOLE
T/D 3 UP AND BACK IS 3
M/M ROBOT SHALLOW 1/3
F ON LOAD S
S MOF S
COVER 3/6 MATCH
MATCH IS A WAY TO PLAY 3 DEEP ZONE. CORNERS PLAY ALL OF #1 ON ANY
VERTICAL ROUTE. DB ON #2 TAKES ALL OF #2 ON ANY VERTICAL OR OUTSIDE
ROUTE. VERSUS INSIDE ROUTE COMMUNICATE “UNDER” AND ZONE OFF. ILBs
ON UNDER CALL: ILB TO THE UNDER CALL ROBOTS AND ILB AWAY FROM
UNDER CALL TAKES THE UNDER WHO IS 3 THRU TO THE FLAT. VERSUS 2 MAN
STACK COMMUNICATE “AREA” TO ZONE OFF INTO 3 DEEP PRINCIPLE. MATCH IS
A COMMUNICATION FOR 3 DEEP PATTERN MATCH. ANYTIME WE CALL “AREA”
THE CORNER BECOMES A #2 TO #1 READER WITH SMASH PRINCIPLES.

S
Z

X Y
WORK OFF
RB-PLAY HOOK ZONE-TAKE 3 THRU

C * M $ FS C
MATCH 1/3 ALL OF #2 ALL OF #2 MATCH 1/3
VERTICAL VERTICAL
AND OUT AND OUT
“MATCH” “MATCH”
MOF
SS

1. “LIZ”, “UNDER” ON ROUTE (ZONE) 1. “LIZ”, “AREA” ON ROUTE (ZONE)


F F

S Z S Z

X Y X Y

X X X X C X X X X C
C
MOF C MOF
SAFETY 2 TO 1 READ SAFETY

15
COVER 3/6 MATCH

COVER 3 AUTO (CHECK MATCH VS 2X2 AND AUTO ROLL WEAK)


AUTO=VS 2X2 ROLL COVERAGE WEAK
“BUZZ” F
“RIP/SKY”

S
Z
X Y

C
C MATCH 1/3
MATCH 1/3
*
MATCH M
STRONG HOOK
$
WEAK HOOK
3 THRU 3 THRU

“RIP/SKY”
S “MATCH” F
MOF
S SRIP
MATCH

COVER 6 (CHECK MATCH VS 2X2 BUT STAY IN 6 WITH WEAK ROTATION)


F
“BUZZ” “RIP/SKY”

S W

Z X

C *
MATCH
$
STRONG HOOK
M
WEAK HOOK
C
MATCH 1/3
MATCH 1/3
3 THRU 3 THRU

“RIP/SKY”
S “MATCH” F
MOF
S SRIP
MATCH
BRONCO=3 MABLE (VS. TREY CHECK BRONCO)

F
MABLE BUZZ

Z S

Y X

“I’M HERE”
C
*
1ST FLAT
MAN
$ M C
4 / IST HOLE
CROSSER 3 UP AND BACK IS 3
FS ROBOT SHALLOW ON LOAD SS 1/3
STRONG CURL
BRONCO = 3 MABLE MOF
RELATE #2
1. 2.
F
F
“MABLE” “MABLE”

Z S Z S

Y X Y X

C * C
SAIL
TECH
*
$ M $ M
C SS C

FS SS FS
HOLD #2
IN SEAM

PINTO=VS 4 WEAK CHECK STUCK (STUBBIE STRONG/STACK WEAK)


3. 4.
F
F
“MABLE” STACKS STUBBIE

Z S Z S

Y X Y X

C * C
* C
$ M C $ M
SLICE #3

FS SS SS
FS
1/2

5. 6. PINTO=VS 4 WEAK CHECK STUCK (STUBBIE STRONG/STACK WEAK)


H
“MABLE” H
STACKS STUBBIE
“SMASH”
Z S Z S

Y X Y X

* C
C
$
*
C $ M M
DROP C
TAKE BACK
NOT UP FS FS
SS SS
MOF 1/2
COVER 6 SKATE

“RIP/SKY”
“SKATE”
“BUZZ” F

Z S

Y X

C
C MAN
DEEP 1/3
*
1ST FLAT $
STRONG CURL
M
HOLE
RELATE TO #2 3 UP AND BACK IS 3
ROBOT SHALLOW ON LOAD

S F
RIP
MOF
S “SKATE” 4/1ST SCROSSER
“RIP/SKY”

COVER 6 SKATE SKINNY


F SKINNY=PLAY MATCH RULES ON #1 AND #2
“BUZZ” FOR THE CORNER AND STAR. EVERYONE
ELSE PLAYS NORMAL SKATE.
Z S

Y X

C *
MATCH $
STRONG CURL
M
HOLE
C
MAN
MATCH 1/3
RELATE TO #2 3 UP AND BACK IS 3
ROBOT SHALLOW ON LOAD

“RIP/SKY”
S “SKATE SKINNY” F
MOF 4/IST CROSSER
S S
COVER 6 LOADED
LOADED
LOADED=IF THERE IS TRIPS WITH 4 (RB) “LIZ/BUZZ”
STRONG (LOAD FLOW) THEN CHECK 3 MABLE “MABLE”
F
“BUZZ” “BUZZ”
Z S

Y X

C
C MAN
DEEP 1/3
*
1ST FLAT $
HOLE
M
4/1ST CROSSER
3 UP AND BACK IS 3
ROBOT SHALLOW ON LOAD

“MABLE”
S “LIZ/BUZZ” F
STRONG CURL
S TO #2
RELATE S
MOF

COVER 3 MABLE SKINNY


F SKINNY=PLAY MATCH RULES ON #1 AND #2
FOR THE CORNER AND STAR. EVERYONE
“BUZZ” ELSE PLAYS NORMAL SKATE.
Z S

Y “BUZZ” X

C *
MATCH $
HOLE
M
4/IST CROSSER
C
MAN
MATCH 1/3
3 UP AND BACK IS 3
ROBOT SHALLOW ON LOAD

“LIZ/BUZZ”
S “MABLE SKINNY” F
STRONG CURL
S TO #2
RELATE
S
MOF
6 ADJUSTED

6 ADJUSTED = ✓3 IF NO #4 WEAK, #4 WEAK = PLAY LEAD OR CALLED COVERAGE (6 IN THIS CASE)

“BUZZ” F
“RIP/SKY”
“MATCH”
S
Z
X Y

C
C MATCH 1/3
MATCH 1/3
*
“MATCH”
STRONG HOOK
M $
WEAK HOOK
3 THRU 3 THRU

S F
MOF
S “MATCH” SRIP
MATCH
“RIP/SKY”

CHECK 3 MABLE BECAUSE


F THERE IS NO #4 WEAK

Z S

Y X

C *
1ST FLAT
HOLE
$ M C
MAN
DEEP 1/3 4/1 CROSSER
ST

3 UP AND BACK IS 3
ROBOT SHALLOW ON LOAD

“MABLE”
S “LIZ/BUZZ” F
STRONG
S CURL S
MOF
RELATE TO #2
COVER 3/6 VS EMPTY

COVER 6 ZEBRA

MATCH
SKATE “SKY”
“BUZZ”
H
F Z
Y X

C MATCH
1/3 *
1ST FLAT
$ M C
BINGO TO HOLE MATCH 1/3
STR CURL 3 UP AND BACK IS 3
RELATE TO #2

“ZEBRA” FS
SS “RIP”
MOF “SKY”

COVER 3 FLOOD
MATCH
MABLE “BUZZ”
“BUZZ”
H
X Z
Y F

C *
1ST FLAT
$ M C
BINGO TO HOLE MATCH MATCH 1/3
3 UP AND BACK IS 3
“FLOOD”
“LIZ”
1/3
SS
STR CURL
“BUZZ” FS
RELATE TO #2
MOF
COVER 7

• 2X2=BRACKET TO RB AND MIX AWAY FROM RB (PISTOL = DOUBLE MIX)


• VS TRIPS = STUBBIE (CONE WEAK)
•2X1=SAME RULES AS 2X2 TO 2 RECEIVER SIDE, SAME RULES AS 3X1 TO 1 RECEIVER SIDE
• 2X2 AND C AREA PLAYER WEAK=CUT, AUTOMATIC MIX STRONG THEN NO MATTER RB
•VS TREY = PINTO

F F
STUBBIE CONE CUT MIX
Z S
Z S
Y X Y X

C C
C C
* $ M $ M *
SS FS SS
FS

A B

“PINTO”
“STUCK”
H F F
BRACKET STUBBIE
CONE STACKS
S Z S
X Z Y X

C C
C M $ * $ M *
C
FS
SS FS SS

C D

“PINTO”
“BRONCO”

F
BRONCO STUBBIE
MIX
F
Z S
Z S
Y X X
X

C C C
$ M * $ M *
SS
C
FS SS
FS
E F
COVER 7 STUBBIE/STUCK
F

S Z
X Y

C
C M $
CONE SLICE #3 *
FS SS STUBBIE

Z S
Y X

C
C $ M
SLICE 3
*
STACKS ON Y AND H

FS SS

• CORNER- MAN TO MAN #1


• STAR- ALIGN OUTSIDE EYE OF #2, 5 YARDS FROM THE MAN AND USE SAIL
TECHNIQUE (SKATE TECHNIQUE)
• PLAY #2 AGGRESSIVE
• MATCH THE WIDEST ROUTE BETWEEN #2 AND #3
• RUN WITH #2 VERTICAL IF #3 IS VERTICAL
• PLAY THE SAIL CONCEPT FROM THE TOP DOWN (HOLD OFF DEEP OUT ROUTE AND
DRIVE FLAT ROUTE)
• STRONG SAFETY- STACK #3 AT 10-12 YARDS DEEP
• TAKE #3 VERTICAL; TAKE #2 VERTICAL IF #3 IS SHORT
• ROB #1 VS NO VERTICAL THREAT OF #2/#3
• MONEY (MAC VS TREY)- PLAY SLICE RULES ON #3 (SLICE=CUT #3 UP TO 12
YARDS, PAST 12 YARDS OR OUT=SLICE #2 UNLESS #2 WAS ALREADY OUT THEN TAKE
#3 THRU TO THE FLAT.
• DO NOT BE ON TOP OF #3
• MATCH THE INSIDE CUT BETWEEN #2 AND #3 (TAKE CROSSER FROM #2/#3 BACK
MAN TO MAN)
• MAC (MONEY VS TRIPS)-PLAY RB MAN TO MAN IN CONE. PLAY THE INSIDE OF
THE RB AND Y IN STACKS.
• FREE SAFETY/CORNER AWAY FROM STUBBIE- PLAY CONE VS SINGLE SPLIT
(CORNER MEG 1 AND FS BRACKET #1. PLAY STACKS TO NUB (CORNER PLAYS THE
WIDER OF RB AND 1 AND FS PLAYS CUT OR CONE BASED ON THE FIRST BREAK OF Y
OR RB).
TREY CHECK “PINTO”
IN COVER 7 VS TREY WE WILL CHECK “PINTO”
“STUCK” = STUBBIE TO TREY AND STACK TO TE IF RB WEAK
F

S Z

X Y

C C
MAN *
READ #2 TO #3
M
SLICE 3
$
“STACKS”
“STUBBIE”
S
S3 TO 2
READ “STUCK” F
S

IN COVER 7 VS TREY WE WILL CHECK “PINTO”


“BRONCO” = 3 MABLE VS TREY IN “PINTO” WITH RB STRONG

“BRONCO”
S Z
X Y

C
* HOLE M $
1 TO FLAT
ST 3 UP AND BACK IS 3 4/1ST CROXXER C
1/3 ROBOT SHALLOW ON LOAD MAN
STRONG CURL
RELATE TO #2

“BRONCO”
S F
S S
MOF
COVER 7 VS 2X2
MIX CUT
F

CANNOT HAVE A FAST FROM THE OTHER SIDE SO


THERE COULD NOT BE A FAST 3 TO THE TWINS SIDE
IN THIS EXAMPLE

S Z
X Y

C C
MAN
*
VS DROPBACK=1ST FLAT
M $ TRAP FLAT IF 2
OR 3 OUT
VS RUN ACTION=BLITZ MAN CUT TE IN AND UP
CUT 1 IF FAST 3 TO CUT IF OUT=CUT 1

S “MIX/CUT”
F
VS DROPBACK=ROBBER 1/2
S
VS RUN ACTION=BLITZ COV ON #2 S

BRACKET MIX
F

PUSHING A FAST 3=COVERAGE BECOMES STUBBIE

S Z
X Y

C C
MAN *
M/M #2 M $
MAN

MAN MIX
PUSH A FAST 3

S “BRACKET/MIX”
F
BRACKET DEEPER MIX
OF #2 S
TO #1 S
COVER 5 RULES
• DOUBLE CUT TO 2X2 • POSSIBLE COUGAR TO TWINS
• DOG TECH FOR CORNER IF #2 AND #3 AWAY • COUGAR=CUT IF 2 IS OUT, DOG IF 2 IS UP OR IN
• VS. TRIPS=CLIP-CUT (POSSIBLE POSSE) F
• VS. TREY=POSSE
S
Z
Y X
CUT
CUT
C
TRAP FLAT IF 2 OUT
2 AWAY = DOG $
CUT Y IN AND UP
M
MAN
*
CUT #2 IN AND UP
IF #2 OUT=CUT 1
IF OUT=CUT 1 IF H OUT=CUT 1
C
FS TRAP FLAT IF 2 OR 3 OUT
2 AND 3 AWAY = DOG
SS
1/2
1/2

CLIP F
CUT/DOG
Z S

Y X

C
C IF OUT=CUT 1
*
CUT #2 IN AND UP
$
CUT Y IN AND UP
M
MAN TRAP FLAT IF RB OUT
Y OUT=CUT 1 CUT #1 IF H OUT DOG IF RB IN THE DOWN
TRAP FLAT IF 2 OR 3 OUT
2 AND 3 AWAY = DOG
SS FS

1/ 1/2
2

CLIP
CHECK “POSSE” TO TREY IN COVER 5 F “POSSE”

Z S

Y X

C $ M *
CUT #2 IN AND UP
MAN MAN CUT #3 IN AND UP IF OUT=CUT 1
CUT #1 IF H OUT #3 OUT=CUT 1
C
POACH #3 VERTICAL TRAP FLAT IF 2 OR 3 OUT
#3 NOT VERTICAL WORK BACK TO #1 WEAK 2 AND 3 AWAY = DOG
FS SS
1/2
COVER 1 AUTO

COVER 1=STRONG ROTATION MAN FREE


WITH A RAT IN THE HOLE. THE ILB THAT F
DOES NOT HAVE THE RB IS THE RAT.
AUTO=ROLL WEAK VS 2X2

S Z
X Y

C C
MAN MAN
*
MAN M $
2 ON 1 FUNNEL 2 ON 1 FUNNEL

S F
“RIP” MAN
S “AUTO” S
MOF

Z S
Y X

C
MAN C
MAN
*
MAN $ M
2 ON 1 FUNNEL 2 ON 1 FUNNEL

S F
MAN
S S
”LIZ”
MOF
COVER 9 TREBLE

COVER 9=WEAK ROTATION MAN FREE


WITH A RAT IN THE HOLE. THE ILB THAT F
DOES NOT HAVE THE RB IS THE RAT.
TREBLE=ROLL STRONG TO TRIPS

S Z
X Y

C C
MAN MAN
*
MAN M $
2 ON 1 FUNNEL 2 ON 1 FUNNEL

S F
MAN
S “RIP” S
MOF

Z S
Y X

C
MAN C
MAN
*
MAN $ M
2 ON 1 FUNNEL 2 ON 1 FUNNEL

S F
MAN
S S
”LIZ”
MOF
“TREBLE”
CHOKE 1 FUNNEL

COVER 1 FUNNEL=SAFETIES ROTATE CHOKE=$ IN 7 TECH ON TE. PLAY C GAP


OPPOSITE OF $. IF NO TE CHECK TO 1 ON RUN. MAN TE ON PASS. MAC TAKE $
F
AUTO. RUN GAP. CORNERS PLAY OVER IF NO
SPLIT RECEIVERS TO THEIR SIDE IN
CHOKE.

S Z
X Y

C $ C
CHOKE TE
MAN MAN MAN
*
MAN M
2 ON 1 FUNNEL 2 ON 1 FUNNEL

S F
MOF
“LIZ”
S S

Z S
Y X

C $ C
MAN
CHOKE TE MAN
*
MAN MAN M
2 ON 1 FUNNEL 2 ON 1 FUNNEL

S F
S S
MOF
”RIP”
COVER DOG
• DOG=5 UNDER MAN AND 2 DEEP SAFETIES PLAYING DEEP ½
•PLAY DOG TO EVERYTHING EXCEPT TREY
•VS TREY PLAY BANJO
•BANJO=CORNERS OVER DOG STRONG AND MAC AND MONEY BANJO RB AND TE WEAK
•CORNERS PLAY M/M ON #1 UNLESS TREY THEN CORNER OVER AND M/M #3
•STAR PLAYS M/M ON #2
•MAC AND MONEY PLAY M/M #3 STRONG AND #2 WEAK UNLESS BANJO
•SAFETIES BOTH HAVE DEEP ½
•DOG TECHNIQUE USED FOR UNDERNEATH MAN DEFEDERS.
•DOG TECHNIQUE=PLAY LOW AND INSIDE SHOULDER BECAUSE YOU HAVE HELP BEHIND

F F
DOG DOG DOG
DOG
Z S
Z S
Y X Y X

C * C C
C
$ M $ M *
SS FS SS
FS

A B

TREY
H F
DOG DOG
DOG BANJO
S Z S
X Z Y X

C C
C M $ * $ M *
C
FS
SS FS SS

C D

F
DOG DOG DOG DOG
F
Z S W S
Y X Z
X

C C
C M C
M $ * $ *
FS SS
FS SS
E F
CORA
COVER 3 TAG, MAINLY USED VS TREY AND SLOT
F

H
“CLOUD”
Z

X Y

C
FLAT *
STR HOOK M $
“I’M HERE”

1/3
C
WEAK HOOK WEAK FLAT

S
1/3 S “FIST” F
“CORA ROLL LIZ” MOF S

F
“CLOUD”

S Z
X Y

C
FLAT
*
STRONG CURL HOLE M $ “I’M HERE”
RELATE TO #2 3 UP AND BACK IS 3 4/1ST CROXXER C
ROBOT SHALLOW ON LOAD MAN

S “BRONCO” F
1/3 “CORA ROLL LIZ”
S S
MOF
RAMBO
RAMBO=CUT ON EVERYONE, EVERYONE CUTS OUT.
ONLY USED INSIDE THE 12 YARD LINE.
F

H “BUZZ”
“SKY”
Z

X Y

C C
HOLD FADE
TRAP FLAT
M $ CUT 1
* HOLD FADE
CUT 4 TRAP FLAT
CUT 3

F S
CUT 1 CUT 2
S S

IN RAMBO BOTH SAFETIES ROLL DOWN FOR RUN SUPPORT.

“BUZZ” “SKY”

S Z

X Y

* CUT 2
CUT 1 C
C CUT 1 M $ HOLD FADE
CUT 3 CUT 4 TRAP FLAT
HOLD FADE
TRAP FLAT
S F
S S
STICKY
STICKY=MAN TO MAN WITH 2 RATS, NO MOF SAFETY.
ONLY USED INSIDE THE 12 YARD LINE.
F

H “BUZZ”
“SKY”
Z

X Y

C
C MAN
MAN
M $ MAN
*
4 ON 2 4 ON 2
FUNNEL FUNNEL
F S
4 ON 2 4 ON 2
S
FUNNEL SFUNNEL

IN STICKY BOTH SAFETIES ROLL DOWN FOR RUN SUPPORT.

“BUZZ” “SKY”

S Z

X Y

C
C *
3 ON 1
FUNNEL MAN
MAN
MAN MAN M $
3 ON 1 3 ON 1
FUNNEL FUNNEL

S F
S S
QB SCRAMBLE RULES

ZONE COVERAGE
1. MATCH PATTERN IN YOUR ZONE- MAN TO MAN (SLIDE WITH QB)
2. DEEP PLAYERS = NEVER COME OUT OF DEEP ZONES, NO ONE
BEHIND YOU
• DEEP 1/3 OR ½
• VS SCRAMBLE TO YOU PLAY ZONE.
• VS SCRRABLE AWAY FROM YOU, KEEP EVERYONE INSIDE
AND UNDERNEATH YOU
3. SHORT ZONES= DO NOT COME OUT OF COVERAGE UNTIL QB
CROSSES L.O.S.
4. BACKSIDE FLAT PLAYERS = MAINTAIN BACKSIDE LEVERAGE AT ALL
TIMES; FLAT DEFENDERS RUN WITH THRUS/WHEELS

MAN OR MAN MATCH COVERAGE


5. STAY WITH YOUR MAN UNTIL QB CROSSES L.O.S. (COVER 0, 1, 5, 7,
9, DOG, BLITZ)
6. DEEP PLAYERS = MOF (COVER 0, 1, 9) OR SPLIT SAFETY (COVER 5, 7,
DOG) = STAY IN DEEP PART OF YOUR FIELD
SPRINT RULES

1. “FLAT PLAYER” = TAKE THE FLAT


2. “BACKSIDE FLAT” = THROWBACK
3. “BACKSIDE HOOK” OR 3 PLAYER = MATCH CROSSER OR WORK
FRONTSIDE TO #2 INSIDE
1. IF QB BREAKS CONTAIN YOU ARE 2ND CONTAIN
4. “FRONTSIDE HOOK/CURL” OR “MIDDLE HOOK” = INSIDE #2
5. “SAFETY” = IF 2 DEEP, STAY DEEP BUT ROLL WITH QB, BACKSIDE
SAFETY = MATCH #1 THEN MOF
6. “SAFETY” = IF MOF COV, STAY MOF BUT ROLL WITH QB

1. COVER 3/6 FIST 3. COVER 7 MIX/CUT


F
F

HF
THROWBACK/
WHEEL
Z
Z Z
THROWBACK/ Y X
Y
WHEEL
c W
* *
$ M C
C $ M C
“SMASH”
FS
FS SS
“TITE LEFT” SS
“RIP/SKY” A B

2. MATCH 4. MABLE/SKATE
F
F
THROWBACK/ “SKATE”
WHEEL

Z Z Z S
Y X Y X

* C
* $ M
C $
M C C
“UNDER” “SMASH”
FS
SS FS
SS
C D

You might also like