CORNELL FOOTBALL SPECIAL TEAMS FALL 2012 PLAYBOOK FINISH BEAT YOUR MAN TO THE FOOTBALL - PowerPoint PPT Presentation

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CORNELL FOOTBALL SPECIAL TEAMS FALL 2012 PLAYBOOK FINISH BEAT YOUR MAN TO THE FOOTBALL

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Title: CORNELL FOOTBALL SPECIAL TEAMS FALL 2012 PLAYBOOK FINISH BEAT YOUR MAN TO THE FOOTBALL


1
CORNELL FOOTBALLSPECIAL TEAMS FALL
2012PLAYBOOKFINISH BEAT YOUR MAN TO THE
FOOTBALL
2
  • SPECIAL TEAMS
  • PYRAMID OF EXCELLENCE

ELITE 11
SCHEMES
TECHNIQUES
FUNDAMENTALS
FINISH
EFFORT
3
2012 SPECIAL TEAMS GOALS
  • W.I.N.!
  • 100 Effort Grade Do or Do Not
  • 88 Finish Grade Beat your Man to the Football
  • CREATE 1 GAMECHANGER
  • 2012 SPECIAL TEAMS EXPECTATIONS
  • PERFECT BALL SECURITY
  • PENALTY FREE

4
THE MANTRA
  • EFFORT is HOW you get where you want to go.
    FINISH is WHO you are
  • while you are getting there. THE ELITE 11
    measures WHAT you do once
  • you are there!
  • Getting out of bed every morning takes EFFORT.
    Attacking the day requires
  • FINISH. Accomplishing what needs to get done and
    achieving success
  • makes you ELITE!
  • Understanding and LIVING the above will lead to
    the Cornell Special
  • Teams DOMINATING FIELD POSITION throughout the
    course of 10
  • games! Study the following diagram to see the
    importance of field
  • position in relation to the chances of scoring
    points!

5
1 OUT OF 30
1 OUT OF 8
1 OUT OF 5
1 OUT OF 3
1 OUT OF 2
2 OUT OF 3
6
ELITE 11 POINTS SYSTEM
  • POSITIVES
  • Coverage Team
  • Solo Tackle 4
  • Assisted Tackle 2
  • 1st Hit Assisted Tackle 3
  • Tackle inside 10 3
  • Tackle inside 20 2
  • Knockback Tackle 2
  • Fumble Forced or Recovered 6
  • Down Punt Inside 10 4
  • Down Punt Inside 20 2
  • Destroy Wedge/Double Team 3
  • 1st Man Downfield on KICKOFF 3
  • Force a Penalty - 2
  • Punter/Kicker
  • Avg. 4.2 Hangtime (Punt) 3
  • Avg. 38 yards net (Punt) 3
  • Key Punt 2
  • Punt Hangtime better than 4.2/Over 43 yards 1/2

POSITIVES Return Team Touchdown 7 KOR of 35
yds or PR of 15 yds - 4 Break tackle or make
em miss 2 Field kick/punt properly 1 Blocked
punt 7 Key block on play of 20 Yards
4 Knockdown/Dominating block 3 (x2 if occurs on
TD) Execute block 1 (x2 if occurs on
TD) Miscellaneous Will Breaking Play/HUGE Hit
4 Great Effort 4 Force a Safety 2 EXCEPTIONAL
FINISH 5 TOUCHDOWN - 7
NEGATIVES Punter/Kicker KO hangtime less than 3.4
-3 Inaccurate Punt -2 Punt less than 36 yards
-2 Hangtime less than 3.5 -3 Inaccurate
Kickoff -1 Missed FG under 40 yds -3 Missed X
Pt. -6 Kickoff Out of bounds -10 Return
Team Mishandled Kick/Punt -5 Miscellaneous Lack
of Effort -6 Missed Assignment -3 Missed
Tackle -2 Whiffed Block -2 15 yd penalty
-6 10 yd penalty -4 5 yd penalty -2
7
SPECIALISTS COACHING ASSIGNMENTS
  • PUNTERS AUSTIN
  • KICKERS BURKETT
  • SNAPPERS BURKETT
  • HOLDERS BURKETT
  • RETURNERS HANNA
  • FLYERS/CORNERS FENTON
  • PUNT PROTECTION ARCHER
  • PUNT BLOCK/HOLDUP HANNA
  • KOR FRONTLINE ARCHER/FENTON
  • KICKOFF STAFF

8
GENERAL CONCEPTSKnow Thyself
9
CORNELL SPECIAL TEAMSBLOCK DESTRUCTION CONTINUUM
WORST
BEST
PITCH A FIT
WAGGLE
PUNCH AND RIP
PUNCH AND SHRUG
RUN TO BALL (YOU ARE BFS!)
10
CORNELL SPECIAL TEAMSFUNDAMENTAL
TACKLINGPROGRESSION of PRINCIPLES
TRACK THROAT, NEAR PECTORAL, OR NEAR HIP CLOSE
THE DISTANCE CREATE A BASE STEP ON TOES SMELL
BREATH EYES AT BALL LEVEL/ON THROAT CLUB
WRAP SIAMESE ELBOWS VICE-GRIP BACKSIDE
CLOTH DOUBLE-TIME KNEES HIGH AND WIDE FORCE HIPS
TO GOALLINE DUMPTRUCK
11
CORNELL SPECIAL TEAMSTACKLING CONTINUUM
APROXIMATE DEGREES OF LEVERAGE TO BALLCARRIER
BEST
WORST
FIT 0
CHASE 180
PROFILE 90
ANGLE 1-60
SWEEP THE ANKLE 90
WRAP AND ROLL 61-89
PROFILE TACKLE WILL MOST LIKELY BE IMPLEMENTED
WHEN A TEAMMATE HAS SET A SUDDEN EDGE TO THE
BALLCARRIERS PATH. SWEEP THE ANKLE CAN HAPPEN
AT DIFFERENT DEGREES OF LEVERAGE PROXIMITY TO
BALLCARRIER WILL DETERMINE ITS USE. IF ONE IS
TOO FAR FROM THE BALLCARRIER TO USE THE CORNELL
FUNDAMENTAL TACKLING TECHNIQUE OF CLUB WRAP
THEN SWEEP THE ANKLE MUST BE EXECUTED.
12
CORNELL SPECIAL TEAMSTAKEAWAY CONTINUUM
WORST
BEST
SCOOP and SCORE
SECOND MAN IN
SECURE and PUNCH
SECURE and RIP
SCOOP and FETAL
13
CORNELL SPECIAL TEAMSBLOCKING TECHNIQUES
CONTINUUM
WORST
BEST
SCRAPE PAINT
RIP
FUNDAMENTAL BLOCKING POSITION
BACK BLOCK
PLANT and RETRACE
14
ST WEEKLY MEASURABLES
36 YARD NET PUNTING AVERAGE
10 YARD PUNT RETURN AVERAGE
OPPONENT DRIVE START AVERAGE OF lt25 Yardline
DRIVE START AVERAGE OF gt32 YARDLINE
MAKE ALL KICKS FROM 40 YARDS AND IN
15
COVERAGE TEAMSDetail and Courage
16
PUNT
36 YARD NET PUNTING AVERAGE
17
PUNT COACHING ASSIGNMENTS
  • BURKETT SNAPPER, PP, PUNTER
  • ARCHER LEFT SIDE
  • HANNA RIGHT SIDE
  • FENTON FLYERS

18
SCHEME
  • We will be a base spread double slot punt
    formation.



6
6
6
6
6
6
TOES AT 6 YARDS
PP
STANDS AT 14.5 YARDS
P
-We will be a directional Punt Team. If we are
on the hash we will put the ball outside of the
numbers of the hash that we are on. If we are
MOF then we will Punt according to game
conditions and incorporate formational changes
along with shifts and motions. We will use
Colors to determine where we are punting.
-BLUE LEFT S -WHITE MIDDLE -RED
RIGHT S
19
  • FLYERS
  • -Will take a base top of the numbers alignment
    with the ball MOF. When the ball is to the flyer
    they will align on the bottom of the numbers
    ball away split the difference between the
    numbers and the hash.
  • -Are BALL players and will work to leverage the
    NEAR PEC/HIP of the returner through the
    returners EARHOLE.
  • -Can use a two-point receiver stance or a
    BALANCED stance depending on which is most
    effective.
  • --------------------------------------------------
    --------------------------------------------------
    --------------------------------------------------
    ------------------------
  • WINGS, TACKLES, AND GUARDS
  • -Will use a staggered stance with their weight
    loaded on their front foot. Palms on thighboards
    with wrists cocked, fingers to the sky, proud
    chest, elbows tight, active eyes.
  • -Will execute a ZONE SCHEME WITH MAN PRINCIPLES.
  • -Wings will block 1, Tackles will block 2, and
    Guards will block 3, counting from outside in on
    their side of the snappers midline.
  • -Will use TWO kick slides coming straight back
    together on a RAIL, then JAM, and RELEASE through
    the outside number of their man responsibility.
  • -Will use the inside (post) arm to protect their
    interior gap and help the man next to them.
  • -Will Cobra their outside arm ready to strike
    their man responsibility.
  • -Guards toes to Snappers heels. Guards
    helmets must break the belt buckle of the
    Snapper. Tackles front toe in line with
    Guards. Wings are hipped off of the Tackles
    so that their inside arm can scrape the outside
    hip of the Tackle.
  • -Are LANE PLAYERS in coverage Guards have 5
    yards of width from the ball, Tackles have 10,
    and Wings have 15.
  • -WINGS MUST KEEP THE BALL INSIDE OF THEM
    (CONTAIN PLAYERS) AND BEND HARD AND CHASE FROM
    BEHIND ANY DIRECTIONAL (SIDELINE/WALL RETURN) OR
    DRASTIC RETURN AWAY FROM THEM.
  • --------------------------------------------------
    --------------------------------------------------
    --------------------------------------------------
    --------------------------
  • SNAPPER
  • -Is responsible for delivering the ball on target
    to the Punter in less than .8 seconds after
    executing the LONG SNAP.
  • -Will snap, sink, and set to A Gap/Man
    Responsibility as given by the PP.

20
CADENCE SYSTEM
  • -The Personal Protector will handle ALL calls.
  • -Cadence Delivery Order
  • - Identify the distribution of the defenders in
    the box on either side of the Snappers midline
    FROM LEFT TO RIGHT and give the Snappers
    directional call for protection. Liz sends the
    Snapper Left and Rip sends the Snapper Right.
  • Example 44 Liz, 44 Liz
  • Note PP will always send the Snapper to the
    Loaded side. Any DEFENDER
  • Head-Up on the SNAPPER will be added into the
    count of the LOADED SIDE.
  • - The PP will then give any ALERTS or CALLS if
    applicable.
  • Alert Example Creeper, Creeper
  • Call Example Zorro, Zorro
  • Note PP will only give Alerts or Calls if they
    are a DEFINITE THREAT TO PROTECTION. ALERTS
    always come before CALLS if there are both.
  • - The Final Call from the PP will be either
    Green or Easy. Green tells the entire Unit
    that the ball is ready to be snapped and punted.
    Easy tells the entire Unit that we need to
    recheck the front and count and go through the
    cadence again.
  • During the course of the game the PP has the
    autonomy to send the Snapper either Liz or
    Rip in order to mix up the look for the
    opposing team.

21
FRONT RECOGNITION AND CALLS
22
R
C
C
1
4
3
4
3
1
2
1
2
1
2
PP
-44 LIZ, 44 LIZ -GREEN SNAPPER MUST ROCK
BACK WITH HIS 4 IF 4 ATTEMPTS TO JUMP TO
OPPOSITE A.
P
WE WILL STILL COUNT OUTSIDE IN VS. STACKS AND
TAKE THEM AS THEY UNFOLD.
PP SENDS SNAPPER RIP TO NEAREST THREAT
R
3
2
4
1
C
C
1
3
4
2
1
2
-44 RIP, 44 RIP -STACK, STACK -GREEN SNAPPE
R MUST ROCK BACK WITH HIS 4 IF 4 ATTEMPTS TO
JUMP TO OPPOSITE A.
PP
P
23
SNAPPER WILL WORK TO FURTHEST THREAT (4) AND PP
WILL SORT IT OUT FROM INSIDE OUT. SNAPPER WILL
PASS 5 TO THE PP IF HE ATTEMPTS TO JUMP TO
OPPOSITE A IF 4 TRIES TO JUMP THEN THE SNAPPER
MUST LOCK ON HIM EXACTLY AS IN A 44 LOOK. PP
SHOULD ADJUST ALIGNMENT TO LEFTSIDE TO BUILD A
WALL IN PROTECTION.
R
C
C
1
2
5
4
3
3
1
2
PP
-53 LIZ, 53 LIZ -GREEN RIGHT SIDE CAN TAKE
ONE KICKSLIDE AND RELEASE.
P
24
R
C
C
5
3
4
3
1
2
1
2
PP
-35 RIP, 35 RIP -GREEN
DEFENDER THAT IS HEAD UP ON SNAPPER IS COUNTED
BY PP AS PART OF THE RIGHT (LOADED) SIDE IN THIS
PICTURE. LEFT SIDE IN THIS PICTURE HAS ONE KICK
AND RELEASE RESPONSIBLIITY. IF BOTH 5 AND 4
ATTEMPT TO JUMP TO LEFT AWAY FROM RIP CALL
SNAPPER MUST ROCK BACK WITH 4.
P
R
R
C
C
1
3
3
2
4
2
1
DEFENDER THAT IS HEAD UP IS COUNTED BY PP AS
PART OF WHICHEVER SIDE HE DEEMS APPROPRIATE. PP
AND SN MUST HANDLE 4 BASED ON RIP/LIZ CALL AND
ONE MUST BE QUICK TO COVERAGE. RIGHT SIDE IN
THIS PICTURE HAS ONE KICK AND RELEASE
RESPONSIBLIITY.
PP
-43 LIZ, 43 LIZ -GREEN
P
25
R
-SUPER 3 OR MORE DEFENDERS OUTSIDE THE NOSE OF
THE TACKLE.
-SUPER TELLS THAT SIDE THAT THE PP WILL TAKE
3 AND THE GUARD TO THAT SIDE WILL MAN 4
WHEREVER HE GOES. SNAPPER WILL BE SENT AWAY
FROM SUPER SIDE AND ROCK BACK ON 4 IF HE
ATTEMPTS TO JUMP TO THE OPPOSITE A.
C
C
1
4
2
4
3
1
3
1
4
2
3
2
PP
-44 LIZ, 44 LIZ -SUPER RIGHT, SUPER
RIGHT -GREEN
P
-SUPER 3 OR MORE DEFENDERS OUTSIDE THE NOSE OF
THE TACKLE.
R
-SUPER TELLS THAT SIDE THAT THE PP WILL TAKE
3 AND THE GUARD TO THAT SIDE WILL MAN 4
WHEREVER HE GOES. SNAPPER WILL BE SENT AWAY
FROM SUPER SIDE AND ROCK BACK ON 4 IF HE
ATTEMPTS TO JUMP TO THE OPPOSITE A.
C
C
1
4
3
2
4
1
2
4
3
1
2
PP
-44 LIZ, 44 LIZ -SUPER LEFT, SUPER
LEFT -GREEN
P
26
ZORRO TELLS THE UNIT THAT WE HAVE AN
UNIDENTIFABLE FRONT AND WE MUST RUN A STRAIGHT
ZONE PROTECTION. GUARDS, TACKLES, AND WINGS WILL
TAKE TWO KICKSLIDES BACK TOGETHER AND PROTECT
INSIDE OUT AND WHOMEVER BECOMES THE IMMEDIATE
INSIDE THREAT. THE SNAPPER and PP WILL TAKE THE
A GAPS. WE WILL NOT GIVE DEFENDER DISTRIBUTION!
R
C
2
C
4
3
2
3
1
4
1
PP
-LIZ, LIZ -STACK, STACK -ZORRO,
ZORRO -GREEN
P
A DOUBLE SUPER SITUATION IS AN EXAMPLE OF WHEN
WE WOULD NEED A ZORRO CALL. WE WILL BUILD A
CUP AND PROTECT A PUNT POINT WHILE MAKING ALL
RUSHERS SPILL AROUND THE OUTSIDE. WHEN WE
OPERATE ON TIME AND SET TOGETHER, THEY WILL NEVER
BE ABLE TO GET THERE.
R
C
C
4
4
3
1
2
1
2
3
PP
-RIP, RIP -STACK, STACK -ZORRO,
ZORRO -GREEN
P
27
A SINK CALL TELLS THE UNIT THAT WE HAVE A
DEFENDER (ON THE L.O.S. OR AT DEPTH) THAT IS ON
THE SNAPPER IN ADDITION TO ANOTHER IMMEDIATE A
GAP THREAT. THIS CALL WILL TELL THE SNAPPER TO
SNAP, SINK, AND SET STRAIGHT BACK AND ENGAGE THE
FIRST A GAP THREAT TO EITHER SIDE. THE PP WILL
THEN FIT OFF OF THE SNAPPER AND IMMEDIATELY TAKE
THE NEXT A GAP THREAT TO EITHER SIDE. GUARDS,
TACKLES, and WINGS WILL BLOCK 3, 2, and 1 on
THEIR SIDES ACCORDINGLY.
R
4
C
C
1
3
2
4
1
2
3
PP
-STACK, STACK -SINK, SINK -GREEN
P
R
4
C
C
1
3
2
4
1
2
3
PP
THIS LOOK, WITH A DEFENDER HEADUP ON THE SNAPPER
AND A SUPER TO BOTH SIDES, IS A SITUATION WHERE
WE WOULD NEED BOTH A SINK AND A ZORRO CALL.
-STACK, STACK -SINK, SINK -ZORRO,
ZORRO -GREEN
P
28
FIRE TELLS THE UNIT THAT THEY ARE BRINGING A
CORNER FROM THAT SIDE. THE FLYER TO THE FIRE
SIDE WILL COMMUNICATE THIS FIRST ANDTHE PP WILL
ECHO IT. THE WING, WILL EXECUTE
HIS RESPONSIBILITY WHILE GIVING OUTSIDE ARM
HELP ON THE BLITZING CORNER. THE PP MUST ENSURE
PROTECTION AND THE PUNTER MUST GET THE BALL OFF.
R
C
C
1
4
3
2
4
3
1
2
1
4
2
3
2
PP
-44 RIP, 44 RIP -FIRE RIGHT, FIRE
RIGHT -GREEN
P
29
GO TELLS THE SNAPPER THAT WE HAVE A 6 MAN BOX
AND THAT HE CAN SNAP, SINK, SET AND COVER! PP
MUST ALSO BE LOOKING FOR THE INSTANT RELEASE IF
AVAILABLE.
R
B
B
C
C
1
3
2
3
1
2
PP
-33 RIP, 33 RIP (POTENTIAL AUTOFAKE) -GO,
GO -GREEN
P
R
C
C
C
C
1
3
2
3
1
2
PP
POTENTIAL ROCK CALL TO ONE OF THE FLYERS IN
THIS LOOK.
-33 RIP, 33 RIP (POTENTIAL AUTOFAKE) -GO,
GO -GREEN
P
30
COVERAGE LANES WHITE
R
15
10
10
5
5
15
PP
CONTAIN
CONTAIN
P
SAFETY
31
COVERAGE LANES BLUE
R
5
NU
SWII
5
10
15
PP
CONTAIN
CONTAIN
P
SAFETY
32
COVERAGE LANES RED
R
SWII
5
NU
5
10
15
PP
P
SAFETY
33
PUNT COVERAGE PRINCIPLES
  • -All players must release and defeat the man
    that is attempting to block them FIRST. WORK TO
    STACK YOUR MAN!
  • -Always BURN THE NEAR OUTSIDE HIP WITH YOUR EYES
    of the returner and make plays from outside in
    FLYERS will take their shots per their teaching.
  • -When running through your COVERAGE LANDMARK,
    never follow directly behind a teammate adjust
    accordingly and fill-up the open running lanes.
  • -BALL PLAYERS (PP, SN, RF, LF) MUST get to the
    returner FIRST and make the tackle OR FORCE THE
    RETURNER TO DRASTICALLY CUT HORIZONTALLY.
  • -LANDMARK PLAYERS (Guard, Tackles, and Wings)
    must SPRINT through their landmark based on where
    the RETURNER is setup to receive the punt.
  • -When the LANDMARK PLAYERS are within 15 yards
    of the returner OR the BALL HAS BEEN RECEIVED,
    they MUST CONVERGE DOWNHILL TOWARDS THE RETURNER!
  • -If the returner breaks FLAT TOWARDS THE
    SIDELINE the BACKSIDE Guard, Tackle, and Wing
    MUST Chase the Heels of the Returner.
  • -If the returner breaks FLAT TOWARDS THE
    SIDELINE the FRONTSIDE Guard and Tackle
  • MUST Set an Edge on the Returner and implement
    one of our Special Teams Fundamental Tackles
    depending on their angle of leverage on the
    returner.
  • -If the ball is ever caught from between 5 yards
    inside the top of the numbers and the sideline,
    the GUARD to that side must nose-up the
    returner and the WING must scratch where it
    itches while containing the football.

34
SWITCH
Switch will be our triple option (run, pass,
punt) fake which we can run against any look.
The call from the sideline will be Spread
Switch. It is the responsibility of the PP to
control cadence as normal and the responsibility
of the punter to read the progression from run to
pass to punt. It will always be run to our
right. The ball will be snapped on the SET
call of the PP as soon as the motion has cleared
the opposite wing.


6
6
6
6
6
6
WING SHIFTS ON AND FLYER SHIFTS OFF
TOES AT 6 YARDS
PP
P
TOES AT 11 YARDS
--------------------------------------------------
--------------------------------------------------
--------------------------------------------------
--------------------------


6
6
6
6
6
6
FLYER GOES IN OVER MOTION
TOES AT 6 YARDS
PP
P
TOES AT 11 YARDS
--------------------------------------------------
--------------------------------------------------
--------------------------------------------------
--------------------------


6
6
6
6
6
6
THIS IS THE FORMATION AT THE SNAP
TOES AT 6 YARDS
PP
P
TOES AT 11 YARDS
35
MUST OUTSIDE RELEASE VERTICAL
15 YARD CLIMB
10 YARD SPEED OUT
LEAK
FRONTSIDE SPRINT PROTECTION
NO COVERDOWN HOT!


SEAL EDGE
WING MUST OUTSIDE RELEASE EMOL
BACKSIDE SPRINT TURNBACK PROTECTION
PP
P
Utilization of the different options will be
determined by the HFC and STC and by game
conditions -In general, if they do not cover
down our flyer who is in motion, we will look to
throw him the ball right now. -If they do cover
him down we will stay to our right and progress
from run, to out, depending on circumstances.
-Guards, tackles, and snapper must not go down
the field until they are sure that the ball has
been passed or punted. -If Punter is going to run
he will yell Go, Go and the entire Unit will
look for the nearest opponent to block above the
waist. -If we Punt, Punter will yell direction
and we will cover accordingly (next page).
36
SWITCH (RUGBY PUNT)COVERAGE RESPONSIBLITIES
  • Punter must put the ball on the numbers and on
    the ground so that it rolls erratically.
  • Once ball is punted and Punter gives directional
    call, the entire Unit must release and cover!
  • Guards and Tackles have same coverage
    responsibilities as SPREAD PUNT.

CONTAIN
BALL
BALL
CONTAIN
BALL
BALL
SAFETY


PP
P
37
PRINCIPLES AND REMINDERS
  • -We are protecting a PUNT POINT that is about 9.5
    yards deep.
  • -Our OPERATION time MUST be better than 2.2
    seconds. lt.8 seconds snap to catch and lt1.4
    seconds
  • catch to punt.
  • -Whenever a ball is punted the Punter MUST ensure
    that the entire Unit knows where the ball is
    going
  • by yelling left, right, or middle.
  • -Whenever we are DOWNING a football always pick
    the ball up off of the ground and HAND IT TO
  • THE REFEREE.
  • -If the Returner does not field the ball, let the
    ball roll if it is going toward our opponents
    goalline. If
  • the ball is bouncing back toward our goalline,
    down it immediately.
  • -Punts can be run out of the endzone. The ball
    is live in the endzone until the official blows
    it dead.
  • -If the returner elects to FAIR CATCH we should
    HEIGHTEN OUR INTENSITY and PLAY FOR THE
  • MUFF.
  • -We must give the returner the opportunity to
    FIELD the PUNT there is no HALO rule, however,
    we
  • must give the RECEIVING team an unimpeded
    opportunity to catch the kick. This protection
    is null
  • and void once the ball has touched the ground or
    if they have MUFFED the punt. If he is BOBBLING
  • the ball we must give him the complete
    opportunity to finish fielding it. Err on the
    side of FINISH!
  • -We can catch a punt out of the air if the
    returning team is not make attempting to receive
    it. Save
  • hidden yardage!

38
SITUATIONS AND SPECIAL CALLS
  • -When we are IN OPPONENT TERRITORY, we will most
    likely make a SKY call. This is a reminder to
  • the UNIT that we are attempting to down the
    football as close to our opponents goalline as
    possible
  • and it CHANGES our COVERAGE responsibilities
    slightly.
  • No player on the PUNT team will every pass up the
    BALL or an OPPONENT WITH THE BALL!
  • SKY COVERAGE
  • FLYERS get to the goalline and work back towards
    the football to keep it out.
  • WINGS contain everything per usual but with
    heightened awareness of CLOSING TO THE RETURNER.
  • TACKLES/GUARDS run through your coverage landmark
    and converge on the returner.
  • PP/SNAPPER NOSE-UP the returner and play for the
    MUFF!
  • PUNTER is the SAFETY.
  • -An OVER call tells the UNIT we will line up
    both FLYERS on the same side.
  • -A ROCK call tells the UNIT that our FLYERS are
    being doubleteamed and we are going to help one
  • of the FLYERS by shifting him off of the ball
    while shifting the sameside WING on the ball.
  • The PP will then bring the FLYER in motion to
    help him get a release. We will indicate which
    way we
  • want to ROCK by saying ROCK RIGHT or ROCK
    LEFT.

39
SITUATIONS AND SPECIAL CALLS
  • -A CLOCK call tells the UNIT that we are going
    to use as much of the clock as possible before
  • snapping. The PP will go through normal cadence
    except for GREEN or EASY. He will then
  • countdown the playclock, starting at 10 to the
    entire UNIT. At three (3) seconds the ball will
    be
  • snapped.
  • -A FREEZE call tells the UNIT that we will get
    lined up, go through normal procedure, and then
    TAKE
  • A DELAY OF GAME PENALTY! WE ARE NOT SNAPPING THE
    BALL!
  • -A TIGHT call tells the UNIT that we are INSIDE
    OF OUR OWN 5 YARD LINE. We will take zero inch
  • splits and ZORRO our protection (2 Kick-Slides)
    and will work to make our operation time
  • exceptionally fast. PUNTER will take one huge
    step in off of the ENDLINE to give himself enough
  • room and one-step punt if necessary. The entire
    UNIT must do an excellent job of reading the
  • demeanor of the return team to ensure PROTECTION
    and COVERAGE.
  • THIS CALL IS ONLY NECESSARY IF THEY ARE 8 OR
    MORE RUSHERS!
  • If he feels it is necessary, (more than 8 rushers
    threatening) the PP will call in the FLYERS and
    they
  • will align on the L.O.S. at one yard of width
    from the Wings. Taking two quick kick-slides,
    they
  • will block the most outside threat while the
    Wings will start the normal count with the next
    man in.
  • -A WWE (TAKE A SAFETY) call tells the UNIT that
    we will bring the FLYERS in tight (1 yard outside

40
PUNTER CHECKLIST
  • -Stand at 14.5 yards for SPREAD PUNT.
  • -Catch it, mold it, drop it, strike it!
  • -Be aggressive in controlling the COVERAGE and
    becoming
  • the MIDDLE SAFETY.
  • -Hangtime and Placement!
  • -You are the last line of defense!
  • -Do not run the football unless it is part of our
    fake scheme or
  • the HFC and/or STC have approved it.
  • -If there is a bad snap or you muff it in the
    endzone then
  • -Punt the ball at all costs if a safety WILL
    BEAT US.
  • -Take the safety if a safety WILL TIE THE GAME.
  • -Take the safety if we are ahead by 3 to 8
    points.

41
KICKOFF
OPPONENT DRIVE START AVERAGE OF lt26 Yardline
42
KICKOFF COACHING ASSIGNMENTS
  • BURKETT KICKER, 6/7
  • FENTON 1, 2, AND 3
  • HANNA 8, 9, AND 10
  • ARCHER 4/5

43
STANCE AND TAKEOFF
  • Hitting the restraining line (our -30) at full
    SPEED as a FULL UNIT is the single most important
    factor in determining our success as a KICKOFF
    TEAM.
  • Your ability to maintain and accelerate that
    SPEED will determine whether or not you can play
    and make plays on the KICKOFF TEAM.
  • In order to have great TAKEOFF and to be able to
    SPRINT the entire way until we meet the BALL, we
    must have a great STANCE.
  • The Cornell Football Kickoff STANCE
  • -Backfoot ON the -20 yardline.
  • -Body pivoted so that hips are facing the Kicker
    with the toe of front foot pointing downfield.
  • -Weight loaded onto front foot with bend in
    ankles, knees, and hips.
  • -Upperbody relaxed but with arms ready to help
    explode the body out of the stance.
  • The Cornell Football Kickoff TAKEOFF (-20 to
    -30)
  • -You will leave your stance when the kicker runs
    through your SMARTSPOT. The SMARTSPOT is the
    point at which the kicker hits that matches up
    with your TAKEOFF time. If you leave then you
    will be at full speed at the restraining line.
    This is different for everyone you must work at
    it hard in practice and through film study!
  • -Once the kicker hits your SMARTSPOT, explode
    off of your backfoot and pivot yourself into a
    full-speed straight-line sprint.
  • -See the ball kicked and follow its trajectory
    while you begin to read your man and opponent
    scheme keys.

44
BLOCK DESTRUCTION, TACKLING, and TAKEAWAYS
  • BLOCK DESTRUCTION
  • -The primary way that we will destroy blocks on
    KICKOFF is through SPRINTING down the field while
    leveraging the appropriate side of the football.
    This is your GETOFF the period of time while
    covering the kick that you are sprinting full
    speed with no blocker to evade or engage. The
    best kickoff cover people hardly ever encounter
    blockers in any way and therefore have the best
    GETOFF! Your goal is to never break stride!
  • -JUST AS WHEN COVERING A PUNT, WE WILL NEVER RUN
    BEHIND OUR TEAMMATE. IF FOR SOME REASON YOUR
    BUDDY CROSSES IN FRONT OF YOU WHILE HE IS EVADING
    A BLOCK YOU MUST WRAP BEHIND HIM TO WHERE HE
    CAME FROM AND BALANCE THE FIELD.
  • EVERYONE WANTS TO BE MAKE BIG HITS THE MASTERS
    OF KICKOFF COVERAGE ARE THE GREAT DESTROYERS OF
    BLOCKS.
  • SEE THE FOLLOWING PAGE FOR YOUR KICKOFF BLOCK
    DESTRUCTION PROGRESSION
  • TACKLING
  • -We will always execute one of our 6 Cornell
    Football Special Teams Tackles in FINISHING an
    opponents kickoff return.
  • -The more FIT tackles we execute, the better our
    STANCE, TAKEOFF, GETOFF, and BLOCK DESTRUCTION!
  • TAKEAWAYS
  • -There is nothing more demoralizing to our
    opponent then taking the football immediately
    back after we have just scored on them.
  • -We will always get 11 hats to the football on
    KICKOFF and if the ball happens to still be
    attached to the returner, then we will always
    work to either Secure and Punch OR Secure and
    Rip. Additional bodies that arrive at the
    returner after our initial tackler should always
    remember their training in the 2nd Man In
    drill.

45
CORNELL SPECIAL TEAMSKICKOFF BLOCK DESTRUCTION
PROGRESSION
DISTANCE AWAY FROM BALL
70 YDS.
0 YDS.
5 YDS.
15 YDS.
25 YDS.
50 YDS.
65 YDS.
G.L.
-30 YDL.
-35 YDL.
WAGGLE FRONTDOOR OR BUTTSIDE
GETOFFTHROUGH LASER
BULLY
WAGGLE EITHER WAY
PUNCH AND SHRUG OR PUNCH AND RIP
TAKEOFF
46
SCHEME
  • HUDDLE PROCEDURE AND BALL PLACEMENT
  • -We number 1 through 10 excluding the kicker
    from left to right as we face our opponent.
  • -We will huddle in a semi-circle on the -20
    directly behind where the ball is teed up. The
    kicker will have his back to the football and the
    coverage team will be facing the return team.
  • -THE BALL WILL BE TEED THREE YARDS INSIDE THE
    HASH.

BALL
30
30
1
10
K
2
9
3
8
5
4
7
5
6
20
20
ALIGNMENT -We will have a mirrored alignment.
-Adjustments to alignment can be made and will
be based on where we are kicking.
30
30
20
20
2
3
4
5
9
6
10
7
8
1
K
47
RESPONSIBILITIES
  • All 10 coverage people are leveraging the ball
    inside and in front of them while burning the
  • pec/hip of the returner on an 80 yard sprint.
    Ball always takes precedence leverage and
  • evade to the football! If your man key for that
    opponents return tells you where the return is
  • going for certain, then avoid the blocker
    buttside, otherwise, locate the ball OR the
    opponent
  • with the ball and get there!
  • 1/10 Reckless Playmaker Can force or spill
    blockers. Bend hard to the returner. When
  • we kick or on returns away from you bend hard
    across the field at the opposite 40.
  • 2/9 Fitter and Hitter Must fit off of 1/10
    and make him right. Outside arm and leg free.
    Rule
  • of 20 everyone except the kicker inside and in
    front. Fit as tight as possible on TOP of the
  • pile. Aggressive fold tackler when we kick or on
    returns away from you.
  • 3/8 Aggressive Force Make plays from outside
    in. Must keep outside arm and leg free and
  • send everything into the BALL PLAYERS. Bend
    hard and backdoor blocks when we kick
  • or on returns away from you. Fit on outside edge
    of double teams and loose wedges.
  • 4, 5, 6, 7 Ball Player Must split double
    teams and blocks in loose wedges and force the
  • returner to cut drastically when you penetrate
    their lines. When we kick or on returns away
  • from you scrape and find a downhill fit (angle
    tackle leverage) like a LB.

48
NUMBERS RIGHT (TOUCHBACK IF POSSIBLE)
POST (TOUCHBACK IF POSSIBLE)
NUMBERS LEFT (TOUCHBACK IF POSSIBLE)
KICK TYPES WHERE THE BALL WILL LAND
SKY RIGHT
SKY LEFT
SQUIB RIGHT
SQUIB MIDDLE
SQUIB LEFT
POOCH
SHAKE RIGHT
SHAKE LEFT
ONSIDES LEFT
ONSIDES RIGHT
SURPRISE ONSIDES
49
NUMBERS LEFT
RET.
20
20
SAFETY (21)
1
2
3
4
5
6
7
8
9
10
K
50
NUMBERS RIGHT
RET.
20
20
SAFETY (21)
1
2
3
4
5
6
7
8
9
10
K
51
KICKOFF REMINDERS
  • -Never follow a teammate when covering a kick.
    Adjust as necessary to the football!
  • -ALIGNMENT, STANCE, TAKEOFF, and GETOFF are the
    keys to being a great KICKOFF player.
  • -Ballcarrier should always be inside and in
    front. We should be able to pause the film and
    see five players (1-5/6-10) on
  • either side of the football burning the pec/hip
    of the returner no matter where we kick the ball.
  • -Understand your job description, your fit, and
    your WEEKLY OPPONENT MAN KEYS.
  • -A kickoff is not a legal kick (or live ball)
    until it has traveled 10 yards or more OR HAS
    BEEN TOUCHED by the
  • receiving team.
  • -When there is a free football THAT HAS NOT BEEN
    POSSESSED AND THEN FUMBLED BY THE RECEIVING TEAM,
  • whether during an onsides situation or otherwise,
    recover it securely and protect your teammates.
    WE CANNOT
  • ADVANCE IT!
  • -Understand their ability to faircatch. We must
    give the returner the opportunity to FIELD the
    KICK there is no HALO
  • rule, however, we must give the RECEIVING team
    an unimpeded opportunity to catch the kick.
    This protection is null
  • and void once the ball has touched the ground or
    if they have MUFFED the kick. If he is BOBBLING
    the ball we must

52
RETURN TEAMSSkill and Determination
53
CORNELL SPECIAL TEAMSBLOCKING TECHNIQUES
CONTINUUM
WORST
BEST
SCRAPE PAINT
RIP
FUNDAMENTAL BLOCKING POSITION
BACK BLOCK
PLANT and RETRACE
54
KICKOFF RETURN
DRIVE START AVERAGE OF gt33 YARDLINE
55
KICKOFF RETURN COACHING ASSIGNMENTS
  • BURKETT FB, LE, RE
  • CONDELL LR, MR, RR
  • ARCHER FRONTLINE
  • YOUNG/DAMERON SHOW TEAM

56
KOR STANCE AND ALIGNMENTS
  • STANCE
  • -FRONTLINE players will be in a condensed and
    comfortable KICK-SLIDE stance with their foot
    nearest the ball back.
  • -All BACKEND players will be in a balanced
    stance with bend in their ankles, knees, and
    hips.
  • -All players will have hands active and ready to
    field the football.
  • ALIGNMENTS
  • FRONTLINE
  • -Back foot on the 43 yardline. Tackles on the
    numbers, guards 2 outside the hashes, and center
    between the goalposts uncovering the football.
  • ENDS
  • -Heels on the -35 yardline on the numbers.
  • FULLBACK
  • -Heels on the -25 in between the goalposts.
  • LEFT AND RIGHT RETURNERS
  • -Heels on the -5, directly on the numbers.
  • MIDDLE RETURNER
  • -Heels on the goalline between the goalposts.
  • COUNT SYSTEM
  • -We will count the coverage team from left to
    right for all returns, 1 through 10, excluding
    the kicker. We will gameplan how we handle
    stacks and twists.

57
ALIGNMENTS
RT
C
RG
LG
LT
LE
RE
FB
RR
LR
MR
58
  • TECHNIQUES
  • FRONTLINE
  • SPRINT, GATHER, EXPLODE (USED ON MOST SINGLE
    BLOCKS REGARDLESS OF RETURN)
  • -DURING THE KICKERS APPROACH and just before
    he contacts the ball Clear your Cleats to gain
    momentum and then turn and crossover SPRINT to
    your blocking spot.
  • -Your angle of departure out of your stance
    should take you on a course to get inside
    leverage of your man where you can finish with
    your DOWNFIELD LEG DOWN HIS MIDDLE.
  • -Keep your head on a swivel to track your man
    while you crossover sprint BUT be most concerned
    with getting to your spot.
  • -Once at your blocking spot, flip your hips and
    backpedal to GATHER your leverage and maintain
    your cushion.
  • -After no more than 5 yards, stick your foot in
    the ground, EXPLODE, and close the cushion to
    your man.
  • -THE REST OF THE TECHNIQUE FOLLOWS THE BLOCKING
    TECHNIQUES CONTINUUM BEAT YOUR MAN TO THE
    FOOTBALL!
  • EARHOLE (USED RT/LT on RED, BLUE, and MOLLY)
  • -DURING THE KICKERS APPROACH Clear your
    Cleats to gain momentum and then turn and
    crossover SPRINT to your blocking depth.
  • -Once at the appropriate depth gather
    momentarily and then Run the Hump to get to
    your earhole shot.
  • DOUBLETEAM WITH FRONTLINE (USED BY GUARDS and
    CENTERS in RED and BLUE)
  • -DURING THE KICKERS APPROACH Clear your
    Cleats to gain momentum and then turn and
    crossover SPRINT to your blocking spot.
  • -If the POST man, completely square up the
    target opponent and close the cushion.
  • -If the DRIVE man, widen during SPRINT phase
    and close the cushion from outside in to the
    opponents earhole.
  • -SWIVEL HIPS TOGETHER AND FINISH TO OPPOSITE
    SIDELINE.
  • DOUBLE TEAM WITH BACKEND (USED BY GUARDS ON
    MOLLY)
  • -DURING THE KICKERS APPROACH Clear your
    Cleats to gain momentum and then turn and
    crossover SPRINT to your blocking depth. YOU ARE
    THE DRIVE MAN.

59
TECHNIQUES BACKEND MDM (BASE BACKEND SINGLE BLOCK
PRINCIPLE) -If faced with one threat, block
him. If you are faced with two or more threats
always block the inside threat and stay on your
feet to create seams. EARHOLE (USED BY RE/LE on
RED and BLUE and LR/RR on MOLLY) -Pause
momentarily after ensuring trajectory of kick to
setup leverage of your block. -Sprint across the
field and run through the earhole of your target
as TIGHT TO RETURNER AS POSSIBLE (HE WILL COME
TO YOU!) DOUBLETEAM WITH FRONTLINE (USED BY
RE/LE on MOLLY) -Pause momentarily after
ensuring trajectory of kick to setup leverage of
your block. YOU ARE THE POST MAN.
-Completely square up the target and close the
cushion. -SWIVEL HIPS TOGETHER AND FINISH TO
OPPOSITE SIDELINE. DOUBLETEAM WITH BACKEND 2 for
2 (USED BY RETURNERS on RED and BLUE and ENDS and
RETURNERS on MORGAN) -Pause momentarily after
ensuring trajectory of kick to setup leverage of
your block. -Come together with your blocking
partner HIP to HIP, stem away from target, and
then accelerate to opponents AIMING FOR OPPONENT
THREAT THAT IS CLOSEST TO RETURN. -We will get
a HAT on a HAT here hold your hips as long as
possible then SPRAY to the two threats as late
as possible. DOUBLETEAM WITH BACKEND 2 for 1 (WE
DO NOT USE THIS RIGHT NOW) -SAME AS ABOVE EXCEPT
WE ARE RUNNING THROUGH THE OPPONENT WITH THE
DOUBLETEAMER FURTHEST AWAY FROM THE
RETURN. WEDGE (ON AUTOWEDGE WE MUST STAY AT LEAST
3 YARDS AWAY FROM EACH OTHER!) -Fullback will
set the wedge 7 yards in front of whichever
returner fields the ball per wedge set
rules. -Ends will fit one half man behind and 3
yards wide from the fullback. -Nearest returner
to the ballcarrier will sprint to fit one half
man behind and 3 yards wide from the end and
look to block MDM off of the frontside. -Furthest
returner to fielding ballcarrier will sprint to
fit one half man behind and 3 yards wide from
the end and look to block MDM off the
backside. -Fielding returner will secure the
football and sprint upfield for two steps before
stemming to fit directly behind fullback in the
wedge. -All BACKEND people must block and
protect the integrity of the wedge from inside
out!
60
BLUE
K
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
SPRINT AND GATHER LIKE NORMAL THEN OPEN RIGHT
HIIP AND RUN
5 (40)
6 (30)
7 (25)
3
LE
2
4 (25)
8 (20)
RE
1 (20)
FB
TAKEOFF AND RETREAT SLIGHTLY TO SET UP ANGLE
9/10/MDM/SEAL EDGE/LEAD
RR
LR
MR
61
K
RED
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
6 (40)
SPRINT AND GATHER LIKE NORMAL THEN OPEN LEFT HIIP
AND RUN
5 (30)
4 (25)
8
9
7 (25)
LE
RE
3 (20)
10 (20)
FB
TAKEOFF AND RETREAT SLIGHTLY TO SET UP ANGLE
1/2/MDM/SEAL EDGE/LEAD
RR
LR
MR
62
MORGAN
K
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
4
3
5
7
8
LE
RE
6
2 (1)
9 (10)
FB
RR
LR
MR
63
MOLLY
K
1
2
3
4
5
6
7
8
9
10
LEFT TACKLE CROSSES ON TOP OF RIGHT TACKLE, LEFT
RETURNER CROSSES ON TOP OF RIGHT RETURNER
RT
C
RG
LG
LT
5
LE
RE
6
4
7
FB
9
2
3
8
RR
LR
MR
64
  • AUTOWEDGE BLOCKING RESPONSIBLITIES/RULES
  • We will gameplan each opponent each week. What
    follows is the base plan.
  • FRONTLINE
  • Left Tackle - 3
  • Left Guard - 4
  • Center - 5
  • Right Guard - 7
  • Right Tackle - 8
  • BACKEND
  • ENDS and FULLBACK
  • -Use MDM technique from inside out and stick on
    blocks!
  • -Understand that if we block properly on the
    frontline that 1, 2, K, 6, 9, and 10 will be
    free.
  • -Keep your eyes open and know who your probable
    threat will be.
  • FULLBACK (WEDGE SET RULE)
  • -If ball is caught on or between the hashes set
    the wedge directly over the ball.
  • -If ball is caught between the hash and the
    numbers then set the wedge directly in between
    the hash and the numbers.
  • -If ball is caught on our outside the top of the
    numbers then set the wedge on the top of the
    numbers.

65
AUTOWEDGE (BALL CAUGHT MIDDLE)
K
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
5
4
3
7
8
LE
RE
FB
(6)
(2)
(9)
(10)
(1)
RR
LR
MR
66
AUTOWEDGE (BALL CAUGHT LEFT)
K
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
3
4
5
7
8
LE
RE
FB
(6)
(2)
(9)
(10)
(1)
RR
LR
MR
67
AUTOWEDGE (BALL CAUGHT RIGHT)
K
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
3
5
4
7
8
LE
RE
FB
(6)
(2)
(9)
(1)
(10)
RR
LR
MR
68
SPLATTER
  • This is our call OR reaction we use against teams
    that give us squib, sky, pooch, and any other
    type of non-traditional kick. It will always be
    in the gameplan it can be used as a sideline
    call but will most often be called on the run by
    the Middle Returner as we may get these types of
    kicks unexpectedley.
  • The Middle Returner makes the Splatter Call and
    the rest of the UNIT echoes it from there.
  • We want the Middle Returner to field the football
    if possible.
  • All Frontline people must secure and fetal any
    ball in front of them.
  • Ends and Fullback must let hard squibs go to the
    Returners.
  • Ends and Fullback must be ready to attack
    slow-rolling squibs and utilize faircatches vs.
    sky kicks.
  • Ball Security is the first priority!
  • He that is fielding the football during a
    Splatter call must run in A STRAIGHT LINE
    directly up the field towards our endzone. SEIZE
    THE GREEN!
  • The ten players who are blocking must stop their
    angles of departure IMMEDIATELY after hearing the
    Splatter call and SPRINT to their man
    assignment!
  • SPLATTER is SPLATTER whatever return we
    have on is overridden and we execute or
    SPLATTER assignments with extreme prejudice
    with an emphasis on immediate and violent contact
    with our opponent.

69
SPLATTER
K
1
2
3
4
5
6
7
8
9
10
RT
C
RG
LG
LT
3
7
4
8
5
LE
RE
6
9
2
10
1
FB
RR
LR
MR
70
KOR REMINDERS
  • We will huddle on the sideline. Do not leave
    the sideline unless you are positive of what you
    are doing. Execute!
  • Every yard counts! We need to CATCH the ball on
    the fly and run UPFIELD! We want our RETURNERS
    catching the ball. Ends and Fullback will catch
    the ball ONLY if it is kicked in front of or
    above them!
  • All 11 players on the KOR Unit need to anticipate
    the trajectory of the ball based on scouting and
    see the ball kicked!
  • It is illegal to block below the waist! Initial
    contact must occur above the waist!
  • It is a live and free ball after it travels 10
    yards OR touches one of us.
  • Unless you are POSITIVE that the ball is going
    out of bounds, catch/return it, down it, or
    faircatch it.
  • A kickoff into the endzone must be downed by us
    to initiate a touchback.
  • If you bring a ball out of the endzone, keep
    coming out and advance up the field!
  • Returners must communicate with you, you, me,
    me, and go, go calls.
  • The MIDDLE RETURNER initiates all communication
    on KOR and the UNIT echoes it.

71
PUNT RETURN
10 YARD RETURN AVERAGE
72
PUNT RETURN COACHING ASSIGNMENTS
  • BURKETT RETURNER (ALL)
  • YOUNG 1
  • CONDELL 10
  • DAMERON 2-9 (FRONT 8)
  • ARCHER SHOW TEAM

73
SCHEME
  • ALIGNMENTS AND COVERDOWN
  • -We will number our people from 1 to 10 counting
    LEFT to RIGHT as we look at the opponent punt
    team.
  • -We will be a BASE ODD STACK front. This is our
    STACK alignment.
  • -Our other base alignments will be Snuff,
    Mano and The Sword Unit for the Communist
    Shield Punt teams.
  • -In all of our alignments we will execute
    PRE-SNAP STEMS in order to disrupt the opponents
    protection.
  • -For COVERDOWN against our oppponents
    non-traditional formations, 4, 6, AND 7 are our
    adjusters. 4 and 7 will have 2 to their side
    and 6 will have 3 whereever he is. 2 and 9 will
    peel on anything that crosses their face and
    returner will play middle safety. 3, 5, and 8
    will rush their gaps and play run/pass fake
    and/or force the punt.
  • All SCHEMES can be run out any ALIGNMENT.

P
STACK ALIGNMENT
PP
2
5
9
3
8
1
10
4
7
6
R
74
-2 X 2 COVERDOWN
P
PEEL
PEEL
PP
2
5
9
3
8
1
10
4
7
6
WE WILL LOCK MOTIONS.
R
-3 X 1 COVERDOWN
P
PEEL
PEEL
PP
2
5
9
3
8
1
10
6
7
4
WE WILL LOCK MOTIONS.
R
75
P
SNUFF ALIGNMENT
PP
2
4
5
7
9
3
8
1
10
6
R
P
MANO ALIGNMENT
PP
2
4
5
7
6
9
3
8
1
10
R
76
GO
P
PP
2
4
5
7
6
9
3
8
1
10
R
MULA
W
W
P
PP
2
4
5
7
6
9
3
8
1
10
SN
R
77
RIGHT
P
W
G
T
PP
2
4
5
7
6
9
3
8
10
1
5 must stem and cheat alignment to make it to
opposite A gap.
R
P
W
LEFT
T
G
PP
2
4
5
7
6
9
3
8
1
10
6 must stem and cheat alignment to make it to
opposite A gap.
R
78
LESLIE
P
PP
PP
2
5
3
9
8
1
10
4
7
6
5 sets our wall 10 yards up the field and 10
yards wide from the returner. Next man is 5 up
the field from him and last man is 5 up the field
from middle man.
FLYER
R
P
RHONDA
PP
PP
2
5
9
3
8
1
10
4
7
6
5 sets our wall 10 yards up the field and 10
yards wide from the returner. Next man is 5 up
the field from him and last man is 5 up the field
from middle man.
FLYER
R
79
DOUBLE
P
W
W
PP
2
5
3
9
8
1
10
SN/PP
4
7
6
FLYER
FLYER
R
DOUBLE DOWN
P
W
W
PP
7
2
5
3
4
9
8
1
10
SN/PP
6
R
80
FIRE RIGHT
P
W
G
T
PP
2
4
5
7
6
9
3
8
10
1
R
P
W
FIRE LEFT
T
G
PP
2
4
5
7
6
9
3
8
1
10
R
81
P
MAYDAY
PP
2
4
5
7
6
9
3
8
1
10
R
82
SWORD ALIGNMENT
P
PP
2
4
5 (DE)
7
6 (DE)
9
3 (DE)
8 (DE)
1
10
R
ALL NORMAL COVERDOWN RULES STILL APPLY SHOULD
THEY COME OUT IN A DIFFERENT FORMATION OR SHIFT
OR MOTION. OTHER COMMUNIST VARIATIONS WILL BE
HANDLED ON A GAMEPLAN WEEKLY BASIS.
BASE CALL vs. COMMUNISTS SWORD BASE
P
PP
2
4
5
7
6
9
3
8
1
SN
10
R
83
LINDA
P
PP
2
3
4
8
7
9
5
1
10
6
R
84
RITA
P
PP
2
3
4
8
9
5
7
10
1
6
R
85
ARTHUR
P
PP
2
4
5
7
6
3
8
9
1
10
R
86
TECHNIQUES
  • -1 and 10
  • -Use the sideline as the extra defender and
    force the outside release. Your mentality is
    zero man coverage on 4th down to win the game!
  • -Use Press, Bluff, Bail, or Invert techniques.
    Which is the best will depend on gameplan and the
    call.
  • -Be alert for returner short and peter
    calls.
  • -2 through 9
  • -Our getoff at these positions will determine
    our success. 1, 2, 3 this ground belongs to
    me! In our blocks and returns get up the field
    and make them protect the punt!
  • -THREE POINT STANCE Crowd the football, hand
    behind the ball, hat behind your hand, hips above
    your ears, off arm ready to be explosive.
  • -TWO POINT STANCE Active, defensive football
    position.
  • CORNELL RINGO (HOLDUP) TECHINQUE
  • Make them hold you up on your way to the block
    point. Once the punt team engages you, strike
    them and force them
  • away from the return. Once he attempts to widen
    himself and release to coverage DELIVER A DOUBLE
    HANDED
  • BLOW UNDERNEATH HIS NEAR SHOULDER PAD and then
    drop your hands and run on his near hip. Stay a
    half man
  • inside and underneath and focus on his hips.
    Once he closes to returner use both hands to
    block if in a legal blocking
  • position or SCRAPE PAINT if you are in a clip
    position.
  • CORNELL PUNT BLOCK TECHNIQUE
  • -1, 2, 3 this ground belongs to me.
  • -4, 5 dip and drive.

87
UNIT REMINDERS
  • -We will ALWAYS sprint on to the field on the
    PUNT RETURN team.
  • -We must be ready to execute the call as soon as
    the Snappers hands are on the football!
  • -The RETURNER and 6 are responsible for making
    sure that we have enough people on the field and
  • are aligned properly.
  • -If we block a punt and it goes toward OUR
    GOALLINE beyond the original L.O.S., we must
    shout
  • PETER and get to our sideline.
  • -If we block a punt that stays anywhere on our
    opponents side of the original L.O.S., ALWAYS
    attempt
  • to scoop it up and SCORE!
  • -We can NEVER at any point on the field, block
    below the waist OR from behind.
  • -If the ball touches us on our side of the
    original L.O.S. and has not been deflected by our
    block
  • attempts, it is LIVE and can be recovered by our
    opponent.
  • -If there is a punt that our returner cannot
    handle because it is too short or is rolling he
    will yell

88
UNIT (RETURNER) TECHNIQUE AND REMINDERS
  • -Align 40 yards from the line of scrimmage
    (understand game conditions/scouting report
    reminders about specific punter).
  • -Study football rotation, step the same direction
    as the punter, study the type of punt team they
    are, GET TO THE SPOT AND CATCH THE BALL
  • WHILE IN A STATIONARY POSITION!
  • -Wobbling or Tumbling Ball ball will be short
    and travel straight. If the ball hits the
    ground, protect against the bounce towards you.
  • -Nose Up ball will be short and break right.
    If the ball wobbles, spins faster, or is kicked
    higher, the break to the right will be greater.
  • -Nose Turns Over ball will be long and break
    left. With low trajectory, the break to the l
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