Title: Iowa Wesleyan College Defensive Play-Book
1Iowa Wesleyan College Defensive Play-Book
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2Why Run a 3-4 Defense
- If the offense spreads the field, the defense can
spread the field with no personal change - The adjustments are built into our defense
- Blocking schemes and angles are in the defenses
advantage - One has the ability to bring 7 blitzers or drop 8
defenders on any down. - The blitz package is unlimited and can be ran
with very little coverage adjustment.
3Example of the 3-4 verses spread
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4Example verses a heavy Offensive Set
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5DEFENSIVE FRONTSD-LINE TECHINQUES
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6DEFENSIVE FRONTS LINEBACKER TECHINQUES
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7TIGER DEFENSEBase Alignment
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The Corner will Be inside lev. here If the WR was
inside the Number the CB would be Outside
leverage.
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The safety's Have a 2 yard hash Rule.
8Base Alignment
- The Sam linebacker will go to the strength and
line up over or close to the 2 receiver. His
responsibility is dependant on coverage called. - The Mike linebacker will go to the strength and
play a 20 technique. His alignment is four ½
yards deep with eyes on the triangle. - The Will Linebacker will go to the weak side and
play a 20 technique. His alignment is at four ½
yards deep with eyes on the triangle. - The Zip linebacker will go to the weak side and
line up over or close to the 2 receiver. His
responsibility is dependant on coverage called. - The Free safety always goes with the strength of
the front. His alignment is 10 to 12 yards deep
and he has a 2 yard hash rule. - The Rover always goes weak (opposite ) of the
strength of the front. His alignment is 10-12
yards deep and he has a 2 yard hash rule. - The corners base alignment is 7 yards off of
number 1 receiver. They will be angled in at the
QB and will shuffle out at the snap of the ball.
(Basketball) They will be slightly inside of the
number one receiver depending on the split of the
receiver.
9DEFENSIVE LINE NUMBERING SYSTEM
- We use numbers to determine the techniques that
we are playing up front - The Stud (end) always plays the first number
called to the strength call - The Quick (end) will always play the second
number away from the strength call - The Nose Guard will shade to the side of the
higher number unless he hears a tag - If there is not a higher number he will play a
zero technique on the center.
10DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE 1 53
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The Stud plays a 5 tech to the strength the
Quick plays a 3 tech Away from the strength and
the Nose is shaded to the 5 tech
11DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE 2 Front 35
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The Stud plays a 3 tech to the strength the
Quick plays A 5 tech weak and the Nose shades to
the QUICK.
12DEFENSIVE LINE NUMBERING SYSTEM
EXAMPLE 3 53 G
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In the front 53 G the stud plays a 5 tech to
the strength call The quick plays a 3 tech weak
and the Nose plays a 1 tech Because he was tagged
to do so.
13DEFENSIVE LINE NUMBERING TECHINQUES
EXAMPLE 4 Front 44
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The Stud plays a 4 tech strong the Quick plays A
4 tech weak the Nose has no higher number so he
plays head Up on the center
14DEFENSIVE LINE FRONTS
- HERE ARE SOME EXAMPLE OF HOW CREATIVE WE CAN BE
WITH OUR FRONTS. - 53
- 53 G
- 53 NOSE
- 55
- 44
- 52
- 51
- 43
- 33
- 35
15TIGER DEFENSIVE LINE STUNTS AND GAMES
- Out of any front we run we can simply tag a stunt
with the defensive line to disrupt blocking
schemes and create confusion. - Example of how we name our stunts.
- SKIN (Stud Inside Nose)
- NUS (NOSE UNDER STUD)
- QUEEN ( QUICK UNDER NOSE)
- NUQ (NOSE UNDER QUICK)
16TIGER DEFENSIVE LINE STUNTS AND GAMES
EXAMPLE 1 Front 44 SKIN
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This is an example of 44 Skin. The Stud is first
and is the slasher The nose is second and is the
looper.
17TIGER DEFENSIVE LINE STUNTS AND GAMES
EXAMPLE 1 Front 53 NUQ
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This is an example of 53 NUQ the nose goes first
the Quick Is second.
18TIGER DEFENSIVE LINE STUNTS AND GAMES
- RULES FOR STUNTS
- Slasher is first and slasher only slants one gap
over - Looper goes second and looper always goes two
gaps over.
19DEFENSIVE LINE SLANTS
- We very rarely play a two gap read techinque here
at Iowa Wesleyan College. - We try to maintain as an attack defense by
pre-determining the gaps that the defensive line
must control. Thus clearing up the responsibility
for the inside and outside linebackers by letting
them know which gaps they are responsible for as
well. This also allows us to play shade
techniques (1/2 a man) up front.
20DEFENSIVE LINE SLANTS
Example of 44 Slant
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21Slant technique
- When using a slant technique we must remember
that Slant is Strong and Angle is weak - As the Defensive line slants they must use a
lateral step and their aiming point is the next
outside shoulder in the direction of the slant or
angle. The Defensive line will never slant to the
open field if there is not a Tight End.
22DEFENSIVE LINE SLANTSAngle Technique
Example of 44 Angle
Quick never slants to Open field. Enter
mouth Exit ass
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23Flare Technique
- The Ends have a contain rush to the outside. They
are not slanting to outside. Bull rush and Two
gap assignment. - The Nose will slant weak.
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The Ends will never Slant to the open field Take
B gap verse Base and reach block if they get a
down block Squeeze and trail.
24Spark Technique
- The Ends have a contain rush to the outside. They
are not slanting to outside. Bull rush and Two
gap assignment. - The Nose will slant Strong.
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25Pinch Technique
- The Pinch Technique tell out Defensive line to
slant inside. Next Outside Shoulder in the
direction of the slant. The nose in this case
will enter mouth and exit ass of center.
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26Out Technique
- The Out Technique tells the Defensive line to
slant outside. Next Outside Shoulder in the
direction of the slant. 52 is the main front that
we use this in.
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27Stem Technique
- Stem Technique is a shade technique from the
opposite gap. - The rules are the next outside shoulder in the
direction of the slant or angle.
28Example of Steam tech.53G Angle Sam Zorro
- Next Outside shoulder in the direction of the
slant or angle
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29Example of Steam tech.35 Slant Zip Zombie
- Next Outside shoulder in the direction of the
slant or angle
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30LINEBACKER PLAY
31INSIDE LINEBACKER READS
- SPLIT KEY We Fill Split keys with our outside
shoulder free, spilling the play to the backside
linebacker.
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32INSIDE LINEBACKER READS
- Double Down Scrape to the beach. Be ready for a
gap exchange with an outside backer or defensive
lineman.
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33INSIDE LINEBACKER READS
- Here is an example of gap exchange.
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If a puller leaves you Must get to the other Side
of the center.
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34INSIDE LINEBACKER READS
- FULL ZONE This is the toughest read for an
inside linebacker. If not patient this blocking
scheme can look like double down. We must fill
our gap VS. inside zone. To take away cut back
lanes
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35RUN FITS
- Fill player A fill player is a player that has
defensive line responsibilities. He will wrong
shoulder pullers and spill kick-out blocks. He
must be in position to get flat down the line of
scrimmage. - Force Player A force player can not let the ball
cross his face to the outside. He will Box all
pulling lineman and kick-out blocks. (S.C.A.R.F.
Force)
36RUN FITS
- A S.C.A.R.F player must box (or Force) runs at
him and be fold cutback on runs away from him. - A fill player must Spill or bounce runs to him
and play Counter, Reverse, Boot on action away.
Trail the deepest shoulder of the ball carrier. - Defensive Lineman are always Fill players!
37RUN FITS
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FillSpill
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Scarfbox Fold cut back
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Scarf Box
38Coverage and Drops
- We play a variation of every major coverage
making little if any adjustment to motions or
formation. Ruling up our defensive
responsibilities allows us to do this. - Our secondary keeps a two shell look to disguise
coverage and tendencies. - We can cover from depth or rotate our safeties to
aid in run support or underneath coverage.
39Cover 3
- In our four man pressure we run two major forms
of cover 3. We call this by name not numbers. - In cover 3 without a zone blitz we will have two
hole players and two S.C.A.R.F. players. - We will have 3 safeties and four under coverage.
- This allows us to be solid verse the run and
great verses most formations and pass
combinations.
40Defined terms
- Hole player 3 receiver and QB verse option
- Hole player does not have to cover 3 receiver.
he just drops with eyes on 3 - SCARF Seam, Curl, And, Rally, To Flat
- SCARF 2 Receivers, Force if run too, Fold Cut
back if Run Away.
41Hole PlayNever Cover Air!
Scarf
ILB
ILB
Scarf
Corner
Inside linebackers will drop to the curl to
hook Zone on their respective hashes. Collision
Crossing routes unless it is too shallow.
Corner must Shrink the field and look for work.
42Hole PlaySecondary Contain
If we loose contain on sprint out or boot leg
the place side hole player must Regain contain.
The backside hole must replace on the front side
hash.
QB
Scarf
ILB
ILB
Scarf
Corner
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43SCARF Play
Scarf
Corner
Work for a slight inside leverage, but be in
position Not to be cracked. Be aggressive to any
vertical route If route continues vertical carry
it for 5 yards
44SCARF Play
Scarf
Corner
If route breaks inside communicate an in route
with linebacker Never Chase a hard in route. Look
to rob 1
45SCARF Play
Scarf
Corner
Bubble look for Slant or Crack Run through the
Crack do not avoid contact!
Corner must communicate With a China Call. This
tells the SCARF player that there is no Curl to
rob so drop skinny.
46SCARF Play
Scarf
Corner
This is the toughest concept to master Hang on
the curl until the QB turns shoulders To throw
the flat route. Stay with the deepest Route as
long as you can. FTF! Do not chase Hard out
breaking routes
47Zombie Coverage
- Zip- Anytime he hears zombie he is blitzing
- The Rover is always the roll down safety in
zombie and goes away from the strength call. The
Rover is always a S.C.A.R.F player in Zombie - The Free always goes to the strength call and
becomes the Deep middle 1/3 player - Mike-Will are spot droppers with their eyes on
the 3 receiver - Sam Linebacker is always a Scarf player in Zombie
- Both Corners are Deep 1/3 players to their side.
48Zombie Coverage
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Scarf
Hole
Hole
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Scarf
Deep 1/3
Deep 1/3
Deep 1/3
49Zombie Coverage
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Scarf 2
Hole
Hole
Eyes on 3
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Scarf If pass Rob 1
Deep 1/3
Deep 1/3 Check Vert. Threat before leaving hash
Deep 1/3
50Zorro Coverage
- Sam is a fill player and is blitzing c gap
- Free is the scarf player to the strength call
- Rover is the deep 1/3 player
- Mike is an A gap player
- Will is a B gap player
- Zip is a Scarf Player
- Corners are deep 1/3 players
51Zorro Coverage
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Hole
Hole
Eyes on 3
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Deep 1/3
Scarf If pass Rob 1
Deep 1/3
52Z Check
- Z check is zombie or Zorro
- We are checking the coverage to the receiver
strength. - If it is a balanced set we will check it to the
field. (Zorro)
53Z Check (Check Zorro)
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Hole
Hole
Eyes on 3
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Deep 1/3
Scarf If pass Rob 1
Deep 1/3
54Z Check (Check Zorro)
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Hole
Hole
Eyes on 3
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Deep 1/3
Scarf If pass Rob 1
Deep 1/3
55Z Check (Zorro checked to zombie)
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Hole
Scarf 2
Eyes on 3
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Hole
Scarf If pass Rob 1
Deep 1/3
Deep 1/3 Check Vert. Threat before leaving hash
Deep 1/3
56Z Roll
- Field Corner- Roll down hard on 1 Receiver, Sink
and play the flat. Outside Leverage. - SAM- Seam, Curl, Do not run to flat. Drop Skinny,
Beat up the 2 receiver do not chase. - Zip- Rush if no detached 2 receiver, If there is
a detached 2 then split the difference and push
through 2 to the curl of 1. - Mike Drop off of 3 Middle Hole
- Will- If 2 to the boundary is detached he must
come in rush tech. If a tight number is there
push through 2 to the curl of 1. - Boundary Corner- Deep 1/3 player
- Rover- Deep middle 1/3 player
- Free- Deep field 1/3 player
57Z Roll
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Deep 1/3
58Z Roll
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Deep 1/3
59Zombie Hole
- Hole Tells the Zip not to blitz. (SCARF)
- SAM- Will play regular zombie rules (SCARF)
- Rover- Will Role down and replace the low hole
players, Tag 3 receiver and Secondary Contain on
boot and sprint out. - Free- will become the deep middle 1/3 player
- Corners- are deep 1/3 players to their side
- Mike and Will- Are blitzing when they hear Zombie
Hole
60Zombie Hole Coverage
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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
61Zombie Hole Coverage
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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
62Zorro Special
- When the Sam hears special he is no longer
blitzing. He is a SCARF player - Zip- Plays regular Zorro Coverage. (SCARF)
- Mike- Is blitzing
- Will- Is low Hole player
- Free- Is now blitzing
- Rover- Is the middle deep 1/3 player
- Corners- are the outside deep 1/3 players
63Zorro Special Coverage
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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
64Zorro Special Coverage
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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
65Zombie Special Coverage
- Zip- Ignores the zombie call and plays a SCARF to
the weak side - SAM- Plays normal Zombie responsibility (SCARF)
- Will- Blitzes
- Mike- Low Hole player
- Rover- Blitzes
- Free- Deep middle 1/3 player
- Corners- outside 1/3 players
66Zombie Special Coverage
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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
67Zombie Special Coverage
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Scarf
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Deep 1/3
Deep 1/3
Deep 1/3
68BOX 8
- We are dropping all 8 pass defenders
- Sam/ Zip linebackers Splits the difference
between 1 2, They are fill players and must
push through 2 to the curl of 1 (Wall the Hash - Mike and Will are spot droppers to the curl to
hook zone. - Free and Rover have a two yard hash rule they are
dropping off of the 2 receiver and do not come
off of their hash unless threaten. They are force
players verses the run. ¼ players verse the pass. - Corners are dropping off of the 1 receiver to
their side. ¼ players
69BOX 8 Coverage
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70BOX 8 Coverage
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Split 2 and 3
Wall 3
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71TRIPS ADJUSTMENTS
- We have 4 trips adjustments that we can use.
- We tag these adjustments horse calls.
- Bronco
- Pony
- Colt
- Mustang
72Bronco
- We can play this coverage anytime we want. But
usually play it verse trips. - The Zip Covers an number two receiver weak. If no
number two receiver he will be in rush technique - Sam plays his box rules. Push thru 2 to the curl
of 1 - Mike and Will- Banjo the back
- Weak Corner will play man/man technique
- Strong Corner will play deep 1/3
- Free Safety will be deep middle 1/3
- Rover will play his zombie hole rules. Tag 3
drop to low hole.
73Bronco Coverage
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74Bronco Coverage
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Ziploc Call Will Replaces Zip in rush tech.
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75Pony Coverage
- Sam plays his Box rule. Push thru 2 to the curl
of 1 - Zip is in rush tech. if he does not have a 2
receiver. If he has a receiver he must cover
man/man - Mike and Will- Banjo the back
- Strong corner plays ¼
- Free Safety plays ¼
- Rover plays ½
- Backside corner plays man to man on 1 receiver
76Pony Coverage
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77Pony Coverage
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Ziploc Call Will Replaces Zip in rush tech.
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78Colt Coverage
- Sam plays a hard jam tech. on the 3 receiver and
cuts under the 2 receiver after the jam. - Zip plays a rush tech. unless he has a number 2
receiver to his side. Then he must lock - Free plays a scarf tech. on the number 2 receiver
strong and cuts the number 1 receiver - Rover plays deep middle 1/3
- Field Corner plays deep outside 1/3
- Weak Corner plays man/man tech.
- Mike and Will- Banjo the back
79Colt Coverage
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80Colt Coverage
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Ziploc Call Will Replaces Zip in rush tech.
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81Mustang Coverage
- Zip is coming in blitz tech no matter what
- Mike and Will spot drop to curl to hook zones
- Rover is locked on back or number two receiver
- Free safety plays deep middle 1/3
- Field Corner plays deep outside 1/3
- Weak corner plays man/man tech
- Sam plays his box tech. push thru 2 to the curl
of 1
82Mustang Coverage
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Ive got back
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83Mustang Coverage
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Rover Lock Call
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84Box Adjust
- Rules for Box Adjust
- Two receivers to the field play Box
- Three receivers to the field play The horse call
- One receiver to the field play zombie
- If we play box we have a will zip decision, if
the will can not push thru 2 to the curl of one
the zip will make a zip call and the WLB will
replace the zip in rush tech.
85Box adjust CoveragePlay Box
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ZIP Call
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86Box adjust CoveragePlay horse in this case Bronco
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Man on back
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87Box adjust CoverageCheck Zombie
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88Red Roll
- Our man coverage's are distinguished by color
- Rules for Red Roll (Man Free) Four man pressure.
- Corners have number 1 to their side unless it is
a tight end. (corners over) - Sam has number 2 strong and must call the front
to the T.E. Side If no T.E. call the strength to
the receiver set. - Zip will blitz (unless it is Empty)
- Mike and Will- Banjo the back
- Free and Rover will Rip/Liz away from the Sam in
one back or two the Sam in two back sets. Unless
it is trips
89Red Roll
One back Rip/Liz away from Sam
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RIP CALL
90Red Roll
One back trips Rip/Liz to the Trips side
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Liz Call
91Red Roll
One back Trips Rip/Liz to the trips side Corners
over verse nub.
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Rip Call
92Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will
are 3 on 2 with the backs Corners over verse nub
side.
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Liz Call
93Red Roll
Two back rip/Liz to the Sam. Sam, Mike, and Will
are 3on 2 with the backs
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Liz Call
94Red Roll
EMPTY Rip/Liz to the trips, Zip must lock on the
backside and will blitz. Mike Drops into the low
hole.
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Liz Call
95Green
- Green is 2 man coverage
- Corners have number 1 to their side. No corners
over - Sam has Number 2 strong
- Mike has the back
- Will is in rush tech
- Zip Covers two weak or three strong
- Rover/Free- play cover two
96Green Coverage
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97Green Coverage
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Zip over Zip lock
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98Green Coverage
Mike and Zip have closest back to them.
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99Green 8
- Green 8 is cover 2 man dropping 8 defenders
- Mike and Will banjo the back
- Zip is locked on two weak or three strong
- Sam has two strong
- Corners have one to their side. (no corners over
- Free and Rover- play cover 2 Deep ½
100Green Coverage
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101Green Coverage
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Zip over Zip lock
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102Green Coverage
.
The Mike, Will, and Zip are three on two with the
backs Zip will jump in the banjo.
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103Orange Coverage
- Orange coverage is 0 free
- Orange goes with our 6 man pressures
- This means that the Mike, Will, and Zip are
blitzing - Everyone else has a man
- Corner has number 1 to their side. No corners
over - Sam has number 2 strong
- Free has 3 strong or 3 weak
- Rover has 2 weak or 4 strong
104Orange Coverage
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Free has the back Which is 3 weak
105Orange Coverage
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Rover has the back Which is 4 strong
106Orange Coverage
EMPTY WE MATCH UP!
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107Orange Coverage
Free has one back the rover has the other 3
strong and 2 weak!
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108Blue Coverage
- 0 Free coverage
- We bring the Sam, Will, and Zip in blue
- Corners have number one the their side no corners
over - Free has two strong three weak
- Rover has two weak or three strong
- Mike has back and never leaves the box even if
empty
109Blue Coverage
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Mike has the back
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110Blue Coverage
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Mike has the back Free has two strong Rover has
3 strong
111Blue Coverage
Free has one back the rover has the other 3
strong and 2 weak!
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Mike and Rover are on Levels together Mike has
first back out to his side rover Has first back
out to his
112Blue Coveragecheck orange
EMPTY WE MATCH UP! We must check orange
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113Purple Coverage
- Purple is 0 free coverage
- We are bringing the Sam, Mike and Zip
- Corners have number 1 to their side no corners
over - Free has 2 strong (like Blue) or three weak
- Rover has 2 weak or three strong (like blue)
- Will has the back
114Purple Coverage
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Will has the back
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115Purple Coverage
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Will has the back Free has two strong Rover has
3 strong
116Purple Coverage
N
Q
S
C
Z
C
M
W
F
R
Will and Rover are on Levels together Mike has
first back out to his side rover Has first back
out to his
117Brown Coverage
- Brown is man free with 5 man pressure
- Rules are similar to Red
- Sam has two strong
- Corners have one to their side can have corners
over - Trips, Two back and one back rules
- Blitz the Will and Zip
- We have no low hole player and Brown checks to
orange if we get Empty.
118Brown Coverage
N
Q
S
C
Z
C
M
W
Mike has the back
F
R
Rip
119Brown Coverage
N
Q
S
C
Z
C
M
W
Mike has the back
F
R
Liz
120Brown Coverage
SAM and Mike have the backs
N
Q
S
C
Z
C
M
W
F
R
Liz
121Brown Coveragecheck orange
We must check orange
N
Q
S
C
Z
C
M
W
F
R
122TIGER PRESSURES
- We also tag names to the blitzes that we run
- We can dictate 4 man 5 man or 6 man pressures
just by adding a coverage.
1234 man pressure
- Sam
- Quiz
- Squirt
- Switch
- Squib
- Zip
12444 Angle Sam Zorro
N
Q
S
C
Z
C
M
W
F
R
12544 Flare Switch Zorro
N
Q
S
C
Z
C
M
W
F
R
12644 Squib Zorro
N
Q
S
C
Z
C
M
W
F
R
12744 Slant Zip Zombie
N
Q
S
Z
C
C
M
W
F
R
12844 Spark Quiz Zombie
N
Q
S
Z
C
C
M
W
F
R
12944 Squirt Zombie
N
Q
S
Z
C
C
M
W
F
R
1305 man zone blitz
- Whiz
- Wizard
- Will Fire
- Zew
- Weezle
- Storm
- Moss
- X
- Wham
- Zeus
- If you add Orange, Blue, or Purple you can get a
6 man pressure out of any of these and you are
playing 0 free coverage behind it. - The extra Blitzer will blitz his gap of
responsibility.
13144 Spark Whiz Zombie
N
Q
S
Z
C
C
M
W
F
R
13244 Flare Wizard Zombie
N
Q
S
Z
C
C
M
W
F
R
13344 Slant Zew Zombie
N
Q
S
Z
C
C
M
W
F
R
Zip is 1st and Will is second Will has contain
13444 Slant Weezle Zombie
N
Q
S
Z
C
C
M
W
F
R
Will is 1st and has contain Zip is 2nd and still
knifes
13544 Slant Will Fire Zombie
N
Q
S
Z
C
C
M
W
F
R
13644 Angle Storm Zorro
N
Q
S
C
Z
C
M
W
F
R
Sam 1st and knife the line Mike 2nd contain rush
13744 Angle Moss Zorro
N
Q
S
C
Z
C
M
W
F
R
Sam 2nd and knife the line Mike 1st contain rush
13844 Angle Mike Fire Zorro
N
Q
S
C
Z
C
M
W
F
R
13944 Pinch Zeus Zorro
N
Q
S
C
Z
C
M
W
F
R
14044 Skin X Zombie Hole
N
Q
S
C
Z
C
M
W
F
R
14144 Slant Wham Zombie Hole
N
Q
S
C
Z
C
M
W
F
R
1425 man Pressure Safety Blitz
14344 Angle Foam Zorro Special
N
Q
S
C
Z
C
M
W
F
R
14444 Angle Mafia Zorro Special
N
Q
S
C
Z
C
M
W
F
R
14544 Slant Row Zombie Special
N
Q
S
Z
C
C
M
W
F
R
14644 Slant War Zombie Special
N
Q
S
Z
C
C
M
W
F
R