Professional Documents
Culture Documents
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
The divider runs all the way down the field and determines the position
maintenance you should work to keep on the receiver.
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.
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
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
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
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
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
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
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
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
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
Z S Z S
Y X Y X
C * C
* C
$ M C $ M
SLICE #3
FS SS SS
FS
1/2
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”
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
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
“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”
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
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
S Z
X Y
C C
MAN *
READ #2 TO #3
M
SLICE 3
$
“STACKS”
“STUBBIE”
S
S3 TO 2
READ “STUCK” F
S
“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
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
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
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
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
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
“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
“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
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