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

CORNELL FOOTBALL SPECIAL TEAMS FALL 2012 PLAYBOOK FINISH BEAT YOUR MAN TO THE FOOTBALL. ELITE 11. SCHEMES. TECHNIQUES. SPECIAL TEAMS PYRAMID OF EXCELLENCE. FUNDAMENTALS. FINISH. EFFORT. 2012 SPECIAL TEAMS GOALS. W.I.N.! 100% Effort Grade = Do or Do Not

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

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  1. CORNELL FOOTBALLSPECIAL TEAMS FALL 2012PLAYBOOKFINISH BEAT YOUR MAN TO THE FOOTBALL

  2. ELITE 11 SCHEMES TECHNIQUES SPECIAL TEAMS PYRAMID OF EXCELLENCE 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. ELITE 11 POINTS SYSTEM 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 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 Punt Hangtime 4.7 or better/Over 50 yards – 2/3 Excellent Location on Punt/Kickoff – 2 Punt Inside 20 – 1 Punt Inside 10 – 2 Avg. 3.9 Hangtime (Kickoff) – 3 Kickoff Hangtime 4.0 or better – 1 Touchback/Excellent Special Kick – 4 Field Goal – 3 X Pt. – 1 Field Goal of 40+ yards - 5 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

  6. 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

  7. GENERAL CONCEPTS“Know Thyself”

  8. CORNELL SPECIAL TEAMSBLOCK DESTRUCTION CONTINUUM BEST WORST RUN TO BALL (YOU ARE BFS!) WAGGLE PUNCH AND SHRUG PUNCH AND RIP PITCH A FIT

  9. 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 CORNELL SPECIAL TEAMSFUNDAMENTAL TACKLINGPROGRESSION of PRINCIPLES

  10. APROXIMATE DEGREES OF LEVERAGE TO BALLCARRIER CORNELL SPECIAL TEAMSTACKLING CONTINUUM BEST WORST FIT 0 PROFILE* 90 CHASE 180 ANGLE 1-60 WRAP AND ROLL 61-89 SWEEP THE ANKLE* 90 *PROFILE TACKLE WILL MOST LIKELY BE IMPLEMENTED WHEN A TEAMMATE HAS SET A SUDDEN EDGE TO THE BALLCARRIER’S PATH. *SWEEP THE ANKLE CAN HAPPEN AT DIFFERENT DEGREES OF LEVERAGE; PROXIMITY TO BALLCARRIER WILL DETERMINE IT’S 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.*

  11. CORNELL SPECIAL TEAMSTAKEAWAY CONTINUUM BEST WORST SCOOP and FETAL SECURE and PUNCH SECURE and RIP SECOND MAN IN SCOOP and SCORE

  12. CORNELL SPECIAL TEAMSBLOCKING TECHNIQUES CONTINUUM BEST WORST SCRAPE PAINT RIP FUNDAMENTAL BLOCKING POSITION BACK BLOCK PLANT and RETRACE

  13. ST WEEKLY MEASURABLES 36 YARD NET PUNTING AVERAGE 10 YARD PUNT RETURN AVERAGE OPPONENT DRIVE START AVERAGE OF <25 Yardline DRIVE START AVERAGE OF >32 YARDLINE MAKE ALL KICKS FROM 40 YARDS AND IN

  14. COVERAGE TEAMS“Detail and Courage”

  15. PUNT 36 YARD NET PUNTING AVERAGE

  16. PUNT COACHING ASSIGNMENTS • BURKETT = SNAPPER, PP, PUNTER • *ARCHER = LEFT SIDE • HANNA = RIGHT SIDE • FENTON = FLYERS

  17. 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

  18. 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 returner’s 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 snapper’s 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 Snapper’s 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. -Is a BALL player in coverage. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- • PERSONAL PROTECTOR -Is responsible for QUARTERBACKING the PUNT Team and handling ALL calls. -May stand behind either guard and switch up his alignment as he prefers. -Will protect A GAP TO MAN responsibility as indicated by call and check any other threats from A gap out. -Is a BALL player in coverage. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- • PUNTER -Is responsible for punting the ball after receipt in less than 1.4 seconds to the appropriate fieldzone and for being the SAFETY against all returns.

  19. 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 Snapper’s midline FROM LEFT TO RIGHT and give the Snapper’s 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.

  20. FRONT RECOGNITION AND CALLS

  21. R C C 1 1 2 3 4 4 3 2 2 1 1 PP -”44 LIZ, 44 LIZ” -”GREEN” *SNAPPER MUST ROCK BACK WITH HIS “4” IF 4 ATTEMPTS TO JUMP TO OPPOSITE A.* P *PP SENDS SNAPPER “RIP” TO NEAREST THREAT *WE WILL STILL COUNT OUTSIDE IN VS. STACKS AND TAKE THEM AS THEY UNFOLD. R 2 4 3 1 C C 1 1 3 4 2 2 -”44 RIP, 44 RIP” -”STACK, STACK” -”GREEN” *SNAPPER MUST ROCK BACK WITH HIS “4” IF 4 ATTEMPTS TO JUMP TO OPPOSITE A.* PP P

  22. *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 3 4 5 3 2 1 PP -”53 LIZ, 53 LIZ” -”GREEN” *RIGHT SIDE CAN TAKE ONE KICKSLIDE AND RELEASE. P

  23. R C C 1 2 3 5 4 3 2 1 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 2 3 4 3 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

  24. 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 1 2 2 3 3 4 4 4 3 2 1 PP -”44 LIZ, 44 LIZ” -”SUPER RIGHT, SUPER RIGHT” -”GREEN” P -“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. R C C 1 2 3 4 4 4 3 2 2 1 1 PP -”44 LIZ, 44 LIZ” -”SUPER LEFT, SUPER LEFT” -”GREEN” P

  25. *”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 2 4 3 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 2 1 1 2 3 PP -”RIP, RIP” -”STACK, STACK” -”ZORRO, ZORRO” -”GREEN” P

  26. *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 STRAIGHTBACK 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 2 3 4 3 2 1 PP -”STACK, STACK” -”SINK, SINK” -”GREEN” P R 4 C C 1 2 3 4 3 2 1 *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. PP -”STACK, STACK” -”SINK, SINK” -”ZORRO, ZORRO” -”GREEN” P

  27. *”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 1 2 2 3 3 4 4 4 3 2 2 1 PP -”44 RIP, 44 RIP” -”FIRE RIGHT, FIRE RIGHT” -”GREEN” P

  28. *”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 2 3 3 2 1 PP -”33 RIP, 33 RIP” (POTENTIAL AUTOFAKE) -”GO, GO” -”GREEN” P R C C C C 1 2 3 3 2 1 *POTENTIAL “ROCK” CALL TO ONE OF THE FLYERS IN THIS LOOK. PP -”33 RIP, 33 RIP” (POTENTIAL AUTOFAKE) -”GO, GO” -”GREEN” P

  29. COVERAGE LANES “WHITE” R 15 10 5 5 10 15 CONTAIN PP CONTAIN P SAFETY

  30. COVERAGE LANES “BLUE” R SWII 5 NU 5 10 15 CONTAIN PP CONTAIN P SAFETY

  31. COVERAGE LANES “RED” R NU SWII 15 10 5 5 PP P SAFETY

  32. 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.

  33. 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

  34. 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).

  35. 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

  36. 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. <.8 seconds snap to catch and <1.4 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 opponent’s 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!

  37. 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 opponent’s 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”. -A “BANZAI” call tells the UNIT that we will quicksnap our opponent. Once the UNIT is set in a legal formation the PP will call for the ball to be snapped with a single “SET” call. Automatic Liz for the Snapper and “ZORRO” protection. -A “MILK”call tells the UNIT the EXACT OPPOSITE of “KILL”. Let the ball roll and USE AS MUCH TIME AS POSSIBLE! -A “KILL” call tells the UNIT that after proper protection and expansion to our coverage responsibilities we want to find the football ASAP and down it to save time.

  38. 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 threatwhile 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 of Wings). We will then block, grab, and hold our MAN ASSIGNMENTS (FLYERS have EMOL). Punter will then use as much time as possible after receiving the snap and then step out over the endline.

  39. 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.

  40. KICKOFF OPPONENT DRIVE START AVERAGE OF <26 Yardline

  41. KICKOFF COACHING ASSIGNMENTS • BURKETT = KICKER, 6/7 • *FENTON = 1, 2, AND 3 • HANNA = 8, 9, AND 10 • ARCHER = 4/5

  42. 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.

  43. 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 opponent’s 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.

  44. DISTANCE AWAY FROM BALL CORNELL SPECIAL TEAMSKICKOFF BLOCK DESTRUCTION PROGRESSION 70 YDS. 65 YDS. 50 YDS. 25 YDS. 15 YDS. 5 YDS. 0 YDS. G.L. -30 YDL. -35 YDL. WAGGLE FRONTDOOR OR BUTTSIDE GETOFFTHROUGH LASER WAGGLE EITHER WAY BULLY PUNCH AND SHRUG OR PUNCH AND RIP TAKEOFF

  45. 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. 30 BALL 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 1 20 2 3 4 5 6 7 8 9 20 10 K

  46. 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 opponent’s 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 oron 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. LOOSE WEDGE FITS (AS WE LOOK AT WEDGE FROM LEFT TO RIGHT): 4 – 1st Gap; 5 – 2nd Gap; 6 – 3rd Gap; 7 – 4th Gap Kicker – Middle Safety – Rule of 21. Fit directly over the top of the football. Leverage the ball to the nearest sideline as you close the distance and work the be the TOP OF THE TRIANGLE THAT YOU FORM BETWEEN YOU, 2, and 9.

  47. POST (TOUCHBACK IF POSSIBLE) NUMBERS RIGHT (TOUCHBACK IF POSSIBLE) NUMBERS LEFT (TOUCHBACK IF POSSIBLE) KICK TYPES *WHERE THE BALL WILL LAND* SKY LEFT SKY RIGHT SQUIB LEFT SQUIB MIDDLE SQUIB RIGHT POOCH SHAKE LEFT SHAKE RIGHT ONSIDES LEFT SURPRISE ONSIDES ONSIDES RIGHT

  48. “NUMBERS LEFT” RET. 20 20 SAFETY (21) 1 2 3 4 5 6 7 8 9 10 K

  49. “NUMBERS RIGHT” RET. 20 20 SAFETY (21) 1 2 3 4 5 6 7 8 9 10 K

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