U OF MARY ZONE PRESSURE PACKAGE

PAUL SCHAFFNER DEFENSIVE COORDINATOR SECONDARY POSITION COACH

PRESENTATION OBJECTIVES
‡ TO UNDERSTAND PURPOSE OF ZONE PRESSURES RUN/PASS (d and d / personnel groups). ‡ TO UNDERSTAND COORDINATION OF COVERAGE AND FRONT. ‡ TO UNDERSTAND COVERAGE OF OUR 3 FIRE VERSUS 5 STEP AND 3 STEP PASS.

REASONS FOR ZONE PRESSURE
‡ TO DISRUPT TIMING OF DROP BACK PASS. ‡ TO ATTACK RUN GAME INSTEAD OF READ AND REACT ‡ TO LIMIT THE OFFENSE. ‡ TO MINIMIZE INHERIT WEAKNESS OF FRONT.

ADVANTAGES TO ZONE PRESSURE
‡ ‡ ‡ ‡ ‡ PLAY 11 ON 11 PURSUIT INTEGRITY VS QUICKS/QB SCRAMBLE PURSUIT INTEGRITY VS RUN ALLOWS PLAYERS TO PLAY FAST COVERAGE FUNDAMENTALS CARRY OVER FROM BASE 3 DEEP

ADVANTAGES TO ZONE PRESSURE WITH ¾ SCHEME
‡ PERSONNEL ‡ DISGUISE OF COVERGAGE ‡ DISGUISE OF RUSH

OPPONENTS
‡ ‡ ‡ ‡ FAST SCREEN SLOW SCREEN MAX PROTECTIONS SPEED OPTION

CALL SEQUENCE

FIRE ZONES

FRONT / STACK

RULES / RT LT

COVERAGE/ TAG 3 FIRE

2 BASE ZONE PRESSURE
‡ OUTSIDE FIRE ZONE ‡ INSIDE FIREZONE

FIRE ZONE PROGRESSION
‡ OUTSIDE FIRE ZONE / BRONCO ‡ MIDDLE FIREZONE / BOBCAT

OUTSIDE FZ (BRONCO) FUNDAMENTLS
‡ CONTAIN ± OLB OR NICKEL ‡ STICK - END ‡ PUSH - ILB

BRONCO LEFT 3 FIRE

C

B

E S

N W

E $
HOT CUFF #2 FINAL #3

C
FZ 1/3

FZ 1/3

R
HOT CUFF #2

WS
MOF 1/3

BRONCO RIGHT 3 FIRE

C
FZ 1/3

$ E
HOT CUFF #2

N W S

E

B

C

FINAL #3

WS
MOF 1/3

R
HOT CUFF #2

FZ 1/3

BRONCO ENDZONE

BRONCO ENDZONE

MIDDLE FZ (BOBCAT) FUNDAMENTALS
‡ CONTAIN ‡ PUSH

BOBCAT 3 FIRE

C
FZ 1/3

$ E
HOT CUFF #2

N W S

E

B
HOT CUFF #2

C
FZ 1/3

WS
MOF 1/3

R

FINAL #3

BOBCAT ENDZONE

BOBCAT ENDZONE

FZ COVERAGE FUNDAMENTALS
‡ ‡ ‡ ‡ FZ 1/3 HOT CUFF FINAL 3 MOF

SHELL ALGNMENT
SHELL

E $ C
6 AND EYE 5 AND EYE

N S W

E

B
PIN 7 6 AND EYE

C

R
12X1 HASH

WS
12X1 HASH

SHELL / 2

FIELD LAND MARKS / SEAM DEFINITION

NO COVER ZONE LEVEL 2 ENTRY

OUTSIDE 1/3
7 yd 9 yd

OUTSIDE 1/3
7 yd 9 yd top 19 yd 13 1/3 yd 19 yd bottom

bottom top

FZ 1/3
‡ PRE SNAP SEAM THREAT ? ALIGNMENT SHELL KEY ± EYE CONTROL ACTION BALL ON OR OFF RESPONSIBILITY 3 STEP EYE CONTROL#1 BREAK BALANCE DRIVE 5 STEP NO SEAM THREAT EYE CONTROL #1 PLAY MAN TO MAN FROM TOP DOWN ‡ 5 STEP WITH SEAM THREAT AND VERTICLE PLAY ZOMBIE TECH STAY ON TOP OF #2 SEAM ‡ 5 STEP ALL OTHER RELEASES SEAM PLAY #1 MAN TO MAN TOP DOWN ‡ ‡ ‡ ‡ ‡

HOT CUFF
‡ ‡ ‡ ‡ PRE-SNAP #3 FOR EXCHANGE ALIGNMENT SHELL KEY TRIANGLE OR ACTION RESPONSIBILITY ± 3 STEP NO SEAM
EXPAND SLANT-HITCH ± OUT. 3 STEP WITH SEAM WALL SLANT ± EXPAND WITH ARROW. ‡ 5 STEP- SEAM THREAT TOP VERTICLE ±STACK HITCH ± CUT THRU CURL WITH WHEEL. ZONE CURL WITH EYES TO ACTION UNDER. #2 IN BACKFIELD EXPAND #1 EYES TO ACTION.

FINAL #3
‡ ‡ ‡ ‡ ‡ ‡ PRE SNAP 3/2 RELATIONSHIP ALIGNMENT SHELL KEY ACTION TO #3 RESPONSIBILTY 3 STEP EXPAND INSIDE OUT TO QB VISION 5 STEP ENTER ON TOP OF #3 WITH DEPTH DO NOT ALLOW TO STEP ON TOES

MOF 1/3
‡ ‡ ‡ ‡ ‡ PRE SNAP SCAN FORM BACK FORTH ALIGNMENT SHELL KEY ACTION BALL ON AND OFF RESPONSIBLITY 3 STEP SETTLE PEDAL AND BREAK DOWN HILL ‡ 5 STEP GAIN DEPTH TO GP LANDMARK VISION ON BALL ‡ BREAK DOWN HILL ON ALL THROWS

3 FIRE

3 FIRE

3 FIRE

3 FIRE

3 FIRE

3 FIRE

3 FIRE

3 FIRE

3 FIRE

3 FIRE

PROGRESSION FLEXIBILTY
‡ ALLOWS FOR DIFFERENT LOOKS WITH MINIMAL TEACHING ‡ ALLOWS TO GET MORE PLAYERS INVOLVED IN THE SCHEME

SEAHAWK BUZZ 3 MIX
‡ OUTSIDE RUN FZ ‡ USED VS 21 ± 12 ± 22 PERSONNEL ‡ SQUIRM WITH YO ‡ PLAY MIX COVERAGE
VS SLOT FORMATION

‡ USED AS TAG AUTO ZONE ‡ USED VS GAP ZONE SCHEMES ‡ LOAD OPTION PLAYS WELL ‡ SPEED OPTION PLAYS EVEN

SEAHAWK BUZZ 3mix

S C

B

E

N W

E

$
HOT CUFF #2

C

FINAL 3

R

WS

FZ 1/3

HOT CUFF #2 FZ 1/3

MOFF 1/3

SEAHAWK BUZZ 3mix

S R
Hot cuff

B

E

N W

E $ C WS
12x2 key 6and eye

C
c/7

Final #3

SEAHAWK ENDZONE

SEAHAWK WIDE

SEAHAWK WIDE

SEAHAWK WIDE

BULLS RT 3 FIRE (MIDDLE)

C

B E HOT CUFF #2

N S

E $ W C PUSH B HOT CUFF #2 FZ 1/3 R

FZ 1/3

FINAL #3

WS

PUSH GREEN MOF 1/3

BULLS WIDE

BULLS WIDE

BRONCO 3 COWBOY

STICK
B HOT CUFF #2 R E S N W E $ C

C

CONTAIN

PUSH

FINAL #3
WS

HOT CUFF #3

ZOMBIE 1/3

MOF 1/3

FZ 1/3

BRONCO COWBOY WIDE

BRONCO COWBOY

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