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AIR FORCE FOOTBALL

FIRE-ZONE PACKAGE

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the backend out of man coverage.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the backend out of man coverage. Create negative yardage plays get offense off schedule.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the backend out of man coverage. Create negative yardage plays get offense off schedule. Reduce the volume of offense from opponent.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the backend out of man coverage. Create negative yardage plays get offense off schedule. Reduce the volume of offense from opponent. Zone adjustment to offensive change of strength.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the backend out of man coverage. Create negative yardage plays get offense off schedule. Reduce the volume of offense from opponent. Zone adjustment to offensive change of strength. Zone drops often cause quarterback to hold ball in pocket allows for pressure to develop.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the backend out of man coverage. Create negative yardage plays get offense off schedule. Reduce the volume of offense from opponent. Zone adjustment to offensive change of strength. Zone drops often cause quarterback to hold ball in pocket allows for pressure to develop. Cannot run off perimeter run support.

WHY FIRE-ZONES WHY


Pressure the point of attack versus running game. Attack pass protection weakness QBs confidence. Reduce the big-play exposure by taking the back-end out of man coverage. Create negative yardage plays get offense off schedule. Reduce the volume of offense from opponent. Zone adjustment to offensive change of strength. Zone drops often cause quarterback to hold ball in pocket allows for pressure to develop. Cannot run off perimeter run support. Offense must be protection-orientated over hotorientated in the passing game.

OUR DEFENSIVE STRUCTURE

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OUR DEFENSIVE STRUCTURE

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OUR DEFENSIVE STRUCTURE

E L

N M

E R

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OUR DEFENSIVE STRUCTURE

E F L

N M

E R

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OUR DEFENSIVE STRUCTURE

E F C L

N M

E R

F C

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FS

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BASIC DESIGN PRINCIPLE


PRESSURE ELEMENT:
FRONT THREE + TWO + TWO

BASIC DESIGN PRINCIPLE


PRESSURE ELEMENT:
FRONT THREE + TWO + TWO

COVERAGE ELEMENT:
TWO SEAMS + ONE HOLE TWO ONE HOLE THREE DEEP ZONE DEEP ZONE

PRESSURE ELEMENT

E F C L

N M

E R

F C

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FS

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BEAR

PRESSURE ELEMENT

E F C L

N M

E R

F C

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FS

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TIGER

PRESSURE ELEMENT

E F C L

N M

E R

F C

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FS

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SHOOT

DECLARATIONS
TIGHT SPLIT FORMATION FORMATION FIELD FIELD BOUNDARY BOUNDARY TILT NUMBERS NUMBERS

PRESSURE ELEMENT

E F C L

N M

E R F

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FS

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BLAZE

PRESSURE ELEMENT

E F C L

N M

E R F

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FS

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THUNDER

PRESSURE ELEMENT

E F C L

N M

E R F

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FS

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TORNADO

PRESSURE ELEMENT

E F C FS L

N M

E R F C

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FLOOD (RIVER/LAKE)

TIGHT

E F C L M

E R F

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FS

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THUNDER

SPLIT

E F C L

N M

E R F

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FS

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THUNDER

FORMATION

E F C L

N M

E R F

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FS

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THUNDER

FIELD

FIELD FIELD

F C

E L

N M

E R F

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FS

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THUNDER

BOUNDARY

FIELD FIELD

F C

E L M

E R F

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FS

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THUNDER

TILT

E F C L

N M

E R F

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FS

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THUNDER

NUMBERS

E F C L M

E R F

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FS

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THUNDER

BASIC DESIGN PRINCIPLE


PRESSURE ELEMENT:
FRONT THREE + TWO + TWO

BASIC DESIGN PRINCIPLE


PRESSURE ELEMENT:
FRONT THREE + TWO + TWO

COVERAGE ELEMENT:
TWO SEAMS + ONE HOLE TWO ONE HOLE THREE DEEP ZONE DEEP ZONE

HOW DO YOU PLAY ZONE COVERAGE WITH ONLY SIX DEFENDERS?

TEACH PLAYERS HOW TO READ ROUTE COMBINATIONS TEACH CONCEPT OF PLAYING MAN WITHIN YOUR ZONE MUCH LIKE A MATCH UP ZONE IN BASKETBALL

SEAM SEAM

HOLE HOLE

SEAM SEAM

T T H H II R R D D

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T T H H II R R D D

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T T H H II R R D D

COVERAGE ELEMENT BEHIND FIVE MAN BLITZ

Z Z PRESS Z SPIN Z ROB Z LOU Z MIKE Z JOHN

COVER: Z

E F SEAM
SEAM

SEAM

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COVERAGE RESPONSIBILITIES

COVER: Z

E F SEAM
SEAM

N
HOLE

E R

SEAM

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**NON-BLITZING LINEBACKER **NON-BLITZING LINEBACKER BECOMES HOLE PLAYER BECOMES HOLE PLAYER

COVERAGE RESPONSIBILITIES

COVER: Z

E F SEAM
SEAM

N
HOLE

E R

SEAM

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MIDDLE THIRD

FS

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COVERAGE RESPONSIBILITIES

COVER: Z

E F SEAM
OUTSIDE THIRD SEAM

N
HOLE

E R

SEAM

OUTSIDE THIRD

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MIDDLE THIRD

FS

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COVERAGE RESPONSIBILITIES

COVER: Z

E F FORCE C
FORCE

N M

E R

FORCE

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FS

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RUN SUPPORT

COVER: Z

E F FORCE C
FORCE

N M

E R

FORCE

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FS ALLEY

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RUN SUPPORT

COVER: Z

E F FORCE
SECONDARY CONTAIN FORCE

N M

E R

FORCE

SECONDARY CONTAIN

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FS ALLEY

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RUN SUPPORT

SEAM TECHNIQUE

SEAM TECHNIQUE

3 5

F
**FLAT-FOOT **FLAT-FOOT READ READ

VERSUS SINGLE WIDTH

SEAM TECHNIQUE

F
10 YARDS 10 YARDS DEPTH DEPTH

PLAY AS NORMAL CURL ZONE

SEAM TECHNIQUE

2 7

F
**FLAT-FOOT **FLAT-FOOT READ READ

VERSUS TWO STANDS UPS

SEAM TECHNIQUE

READ ROUTE OF #2

SEAM TECHNIQUE

F
HOLD HOLD CURL CURL

IF #2 QUICK TO FLAT -- WORK TO NORMAL

SEAM TECHNIQUE

IF #2 QUICK TO FLAT -- WORK TO NORMAL

SEAM TECHNIQUE

IF #2 RUNS SLANT -- CUT AND CARRY THROUGH

SEAM TECHNIQUE

IF #2 VERTICAL -- COLLISION AS NEARS RE-

SEAM TECHNIQUE

IF #2 VERTICAL -- COLLISION -- PLAY MAN ON ALL

SEAM TECHNIQUE

IF #2 QUICK CROSSER -- PASS OFF TO HOLE PLAYER - SETTLE

SEAM TECHNIQUE

F C

VERSUS ANY SCREEN -- SEAM PLAYER

HOLE TECHNIQUE

HOLE TECHNIQUE

N LB

PATTERN READ OFF #3 RECEIVER -- OFTEN BACK

HOLE TECHNIQUE

N LB

DROP OVER #3 AS YOU READ HIS ROUTE -- NO RECEIVER

HOLE TECHNIQUE

E F

N LB

DROP OVER #3 AS YOU READ HIS ROUTE IF THREAT BY #2

BANJO TECHNIQUE
1

F
**FLAT-FOOT **FLAT-FOOT READ READ

LB
**WIDEN AS **WIDEN AS NEEDED NEEDED

VERSUS THREE STANDS UPS

BANJO TECHNIQUE

LB

WORK BANJO WITH HOLE -- INSIDE/OUTSIDE CUTTERS

BANJO TECHNIQUE

LB

DO NOT CUT SLANT OF #2 IN BANJO HOLD CURL IF YOU GET FLAT -- HOLE PLAYER DRIVE NEW #3

BANJO TECHNIQUE

LB

HOLE PLAYER WILL CUT SHORT CROSSER SEAM PLAYER WILL PLAY AS TWO STAND UPS

BANJO TECHNIQUE

LB

HOLE PLAYER CARRY VERTICIAL BY #3 LOOK FOR CROSSER

BANJO TECHNIQUE

LB

HOLE PLAYER DRIVE NEW #3 SEAM PLAYER HEAVY OVER #3

FREE SAFETY PLAY

FREE SAFETY PLAY

T F C L

N
12

T R

F C

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FS

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ALIGN IN MIDDLE OF FIELD PERFORMANCE IS PRIORITY

FREE SAFETY PLAY

F L C

N M

E
12

F C FS

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BALL ON HASH -- SPLIT DIFFERENCE #2 AND BALL

FREE SAFETY PLAY

E F C L

N M

E R

F C

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FS

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ZONE MIDDLE THIRD FAVOR TO SKILL BE FAST ON QBs

CORNER PLAY

CORNER PLAY
40 40
7

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VERSUS NORMAL WIDE RECEIVER SPLIT

CORNER PLAY
40 40
1 7

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VERSUS WIDE SPLIT BY WIDE RECEIVER

CORNER PLAY
40 40
2 7

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VERSUS TIGHT SPLIT BY WIDE

CORNER PLAY

SINGLE WIDTH: PLAY AN INSIDE THIRD MAN ALL THREATENING RELEASES POST PROTECT

CORNER PLAY

PUSH OUT TO SLOW PEDDLE - KEY FOR QUICK THREE STEP PASSING GAME AT SNAP

CORNER PLAY

BREAK UP ON ALL NORMAL BREAKING ROUTES

CORNER PLAY

BREAK UP ON ALL NORMAL BREAKING ROUTES

CORNER PLAY

TURN AND DRIVE ON DEEP SHOULDER OF RECEIVER ON POST

CORNER PLAY

CLOSE AND PLAY CHASE ON DIG

CORNER PLAY

TURN AND GAIN HIP POSITION ON FADE

CORNER PLAY

40 40
7

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VERSUS MULTIPLE STANDS UPS NORMAL

CORNER PLAY

40 40
3 7

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VERSUS MULTIPLE STANDS UPS WIDE SPLIT

CORNER PLAY

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VERSUS MULTIPLE STANDS UPS PLAY DIVIDER

CORNER PLAY

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VERSUS MULTIPLE STANDS UPS PLAY DIVIDER

CORNER PLAY

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VERSUS MULTIPLE STANDS UPS IF #2 CANCELS OUT

END

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