Title: CORNELL FOOTBALL SPECIAL TEAMS FALL 2012 PLAYBOOK FINISH BEAT YOUR MAN TO THE FOOTBALL
1CORNELL FOOTBALLSPECIAL TEAMS FALL
2012PLAYBOOKFINISH BEAT YOUR MAN TO THE
FOOTBALL
2- SPECIAL TEAMS
- PYRAMID OF EXCELLENCE
ELITE 11
SCHEMES
TECHNIQUES
FUNDAMENTALS
FINISH
EFFORT
32012 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
4THE 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!
51 OUT OF 30
1 OUT OF 8
1 OUT OF 5
1 OUT OF 3
1 OUT OF 2
2 OUT OF 3
6ELITE 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
7SPECIALISTS 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
8GENERAL CONCEPTSKnow Thyself
9CORNELL SPECIAL TEAMSBLOCK DESTRUCTION CONTINUUM
WORST
BEST
PITCH A FIT
WAGGLE
PUNCH AND RIP
PUNCH AND SHRUG
RUN TO BALL (YOU ARE BFS!)
10CORNELL 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
11CORNELL 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.
12CORNELL SPECIAL TEAMSTAKEAWAY CONTINUUM
WORST
BEST
SCOOP and SCORE
SECOND MAN IN
SECURE and PUNCH
SECURE and RIP
SCOOP and FETAL
13CORNELL SPECIAL TEAMSBLOCKING TECHNIQUES
CONTINUUM
WORST
BEST
SCRAPE PAINT
RIP
FUNDAMENTAL BLOCKING POSITION
BACK BLOCK
PLANT and RETRACE
14ST 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
15COVERAGE TEAMSDetail and Courage
16PUNT
36 YARD NET PUNTING AVERAGE
17PUNT COACHING ASSIGNMENTS
- BURKETT SNAPPER, PP, PUNTER
- ARCHER LEFT SIDE
- HANNA RIGHT SIDE
- FENTON FLYERS
18SCHEME
- 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.
20CADENCE 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.
21FRONT RECOGNITION AND CALLS
22R
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
23SNAPPER 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
24R
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
25R
-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
26ZORRO 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
27A 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
28FIRE 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
29GO 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
30COVERAGE LANES WHITE
R
15
10
10
5
5
15
PP
CONTAIN
CONTAIN
P
SAFETY
31COVERAGE LANES BLUE
R
5
NU
SWII
5
10
15
PP
CONTAIN
CONTAIN
P
SAFETY
32COVERAGE LANES RED
R
SWII
5
NU
5
10
15
PP
P
SAFETY
33PUNT 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.
34SWITCH
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
35MUST 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).
36SWITCH (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
37PRINCIPLES 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!
38SITUATIONS 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.
39SITUATIONS 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
40PUNTER 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.
41KICKOFF
OPPONENT DRIVE START AVERAGE OF lt26 Yardline
42KICKOFF COACHING ASSIGNMENTS
- BURKETT KICKER, 6/7
- FENTON 1, 2, AND 3
- HANNA 8, 9, AND 10
- ARCHER 4/5
43STANCE 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.
44BLOCK 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.
45CORNELL 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
46SCHEME
- 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
47RESPONSIBILITIES
- 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.
48NUMBERS 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
49NUMBERS LEFT
RET.
20
20
SAFETY (21)
1
2
3
4
5
6
7
8
9
10
K
50NUMBERS RIGHT
RET.
20
20
SAFETY (21)
1
2
3
4
5
6
7
8
9
10
K
51KICKOFF 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
52RETURN TEAMSSkill and Determination
53CORNELL SPECIAL TEAMSBLOCKING TECHNIQUES
CONTINUUM
WORST
BEST
SCRAPE PAINT
RIP
FUNDAMENTAL BLOCKING POSITION
BACK BLOCK
PLANT and RETRACE
54KICKOFF RETURN
DRIVE START AVERAGE OF gt33 YARDLINE
55KICKOFF RETURN COACHING ASSIGNMENTS
- BURKETT FB, LE, RE
- CONDELL LR, MR, RR
- ARCHER FRONTLINE
- YOUNG/DAMERON SHOW TEAM
56KOR 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.
57ALIGNMENTS
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.
59TECHNIQUES 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!
60BLUE
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
61K
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
62MORGAN
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
63MOLLY
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. -
65AUTOWEDGE (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
66AUTOWEDGE (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
67AUTOWEDGE (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
68SPLATTER
- 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.
69SPLATTER
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
70KOR 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.
71PUNT RETURN
10 YARD RETURN AVERAGE
72PUNT RETURN COACHING ASSIGNMENTS
- BURKETT RETURNER (ALL)
- YOUNG 1
- CONDELL 10
- DAMERON 2-9 (FRONT 8)
- ARCHER SHOW TEAM
73SCHEME
- 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
75P
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
76GO
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
77RIGHT
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
78LESLIE
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
79DOUBLE
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
80FIRE 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
81P
MAYDAY
PP
2
4
5
7
6
9
3
8
1
10
R
82SWORD 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
83LINDA
P
PP
2
3
4
8
7
9
5
1
10
6
R
84RITA
P
PP
2
3
4
8
9
5
7
10
1
6
R
85ARTHUR
P
PP
2
4
5
7
6
3
8
9
1
10
R
86TECHNIQUES
- -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.
87UNIT 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
88UNIT (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