PUNT RETURN MENLO COLLEGE FRED GUIDICI HEAD COACH & SPECIAL TEAMS COORDINATOR 650-543-3763...
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Transcript of PUNT RETURN MENLO COLLEGE FRED GUIDICI HEAD COACH & SPECIAL TEAMS COORDINATOR 650-543-3763...
PUNT RETURN
MENLO COLLEGEFRED GUIDICI
HEAD COACH &
SPECIAL TEAMS COORDINATOR650-543-3763
“TO THE HOUSE”
EXPECTATIONS
1 BLOCK PER GAME (if any attempted)
15 YARD AVE. PER RETURN
3 TOUCHDOWNS ON BLOCKS OR RETURNSNO SUCCESSFUL FAKE
PUNTS 100% SUCCESS ON
GADGETSNO TURNOVERSNO PENALTIES!
PUNT RETURN GENERAL REMINDERS
A. PRE-SNAP
• ALERT FOR FAKE PUNT! EVERYONE CALL OUT “WATCH THE FAKE”
• PUNT RETURNER COUNT 11 MEN (COUNT YOURSELF)
• 4TH DOWN AND 5 YARDS OR LESS CALL “POISON” TO ALERT FRONT LINE TO BACK OFF THE L.O.S.
• WE MUST GIVE THE IMPRESSION TO THE PUNT TEAM THAT WE ARE GOING TO ATTACK THE PUNTER EVERYTIME. (PRESSURE LOOK)
B. RUSH / PUNT BLOCK
• ENSURE THAT THE BALL IS KICKED.
• WHEN WE BLOCK AN OPPONENT’S PUNT BEHIND THE L.O.S., SCOOP UP AND TAKE IT TO THE HOUSE! EVERYONE ELSE TURN AND BLOCK ABOVE THE WAIST AND IN THE FRONT.
ALERT: THE OPPONENT CAN ALSO ADVANCE THE BALL FOR A FIRST DOWN.• WHEN WE BLOCK AN OPPONENT’S PUNT AND IT TRAVELS OVER THE
L.O.S. • MAKE AN “AWAY” CALL AND SPRINT TO SIDELINE.
1. “AWAY” - EVERYONE STOP BLOCKING AND SPRINT TO THE SIDELINE, EXCEPT THE RETURNER, WHO ENSURES THE PUNT TEAM DOWNS THE BALL. SIDELINE MUST ECHO THE CALL!
C. RETURNS
• SPRINT TO GET INTO POSITION TO MAKE YOUR BLOCK.
• STRIVE TO GIVE THE RETURNER ROOM TO CATCH THE BALL.
• STAY AWAY FROM ANY BOUNCING BALL – BE ALERT FOR “AWAY” CALL.
• ONCE YOU ARE DOWNFIELD, COMMIT YOURSELF TO A BLOCK. ANY HESITATION WILL CAUSE YOU TO LOSE YOUR MAN.
• ALL BLOCKS ON ANY RETURNS ARE ABOVE THE WAIST AND IN THE FRONT. NEVER BEHIND!
• ON HOLD UP (MAN) RETURNS: YOU HAVE ONLY ONE MAN TO BLOCK, TAKE PRIDE AND TAKE IT PERSONAL
THAT HE WILL NOT MAKE THE TACKLE!
• PROTECT THE BALL CARRIER NEAR THE END OF THE RUN.
D. REMINDERS
• A PUNT RETURN IS CONSIDERED A CHANGE OF POSSESSION. THIS MEANS IT IS AN AUTOMATIC TIMEOUT AT THE END OF THE PLAY.
• WHEN IN DOUBT - LOCATE THE RETURNER BEFORE FINDING SOMEONE ELSE TO BLOCK.
NO PENALTIES!
LW
RE
PP
P
LE
RW
LE RE
PP
P
LU RU
LH RH
PP
P
LW RW
LE RE
PP
P
LU RU
LH RH
PP
P
LW RW
TITE
PUNT FORMATIONS 1SPREAD
*ALL PLAYERS NOTED BY POSITION ARE ELIGIBLE
SHIELD
DOUBLE WING
CLOSE
UNDERSTANDING PUNT PROTECTION
WE WILL SPEND A LOT OF TIME ON OPPONENT'S PUNT PROTECTIONS AND COVERAGE SCHEMES. THIS IS CRITICAL IN OUR GAME PLANOF RUSHES AND RETURNS. WE WILL EXPLOIT THE FOLLOWING:
A. FORMATION: SPREAD OR TIGHT
B. ZONE OR MAN PROTECTION
C. SNAPPER'S ABILITY: 1. TECHNIQUE 2. MOVEMENTS 3. HITCH 4. RHYTHM
D. PUNTERS'S ABILITY: 1. STEPS 2. GET OFF SPEED 3. BLOCK POINT 4. DIRECTION AND POSITION (IS HE OFFSET)
E. WEAKEST PROTECTOR: 1. WORST TECHNIQUE (SLOW FEET, SHOULDERS TURN, BAD HAND PLACEMENT) 2. WHO RELEASES TOO QUICKLY 3. MOST INEXPERIENCED PLAYER - WHO CAN WE CONFUSE BY STEMMING?
F. POOREST COVERAGE MAN: 1. POOREST OFF HOLD UPS 2. DOESN'T STAY IN HIS LANE.
G. GAME DAY ADJUSTMENTS. HOW THEY PROTECT AGAINST US.
WE WILL HAVE A BASE SCHEME FOR EACH TYPE OF PROTECTION. GAME PLAN AND SCOUTING REPORTS WILL DICTATE CHANGES ON A WEEKLY BASIS. WE WILL ALWAYS WANT TO TAKE ADVANTAGE OF A WEAKNESS THAT IS DISCOVERED.
ZONE PROTECTION (ZORRO) - AREA PROTECTION EACH PUNT TEAM MEMBER WILL BLOCK INSIDE AND / OR OUTSIDE AREA. THEY WILL SECURE A SPECIFIC GAP. IT DOES NOT MATTER WHERE WE ALIGN OR PENETRATE. THEY PROTECT A GAP.
A. CHARACTERISTICS OF ZONE PROTECTION: 1. TIGHT SPLITS - ESPECIALLY CENTER-GUARD AREA. 2. OPPONENT WILL NOT POINT OR LOOK DIRECTLY AT YOU. 3. VERY LITTLE TALK OR CONVERSATION BETWEEN PUNT TEAM. 4. USUALLY A QUICK SNAP. 5. OPPONENT IS FURTHER OFF THE BALL. 6. NO DEFENDER WILL BE ALLOWED TO RUSH FREELY.
MAN PROTECTION - EACH TEAM MEMBER WILL SINGLE BLOCK A DEFENDER.
A. CHARACTERISTICS OF MAN PROTECTION: 1. BIG SPLITS 2-3 FEET 2. BLOCKERS WILL POINT AT YOU 3. BLOCKERS WILL TALK A GREAT DEAL 4. BLOCKERS WILL LOOK DIRECTLY AT YOU 5. THEY WILL BE LONGER AT THE L.O.S. BEFORE IT IS SNAPPED 6. CENTER IS INVOLVED IN PROTECTION - ONE SIDE, JACK THE OTHER SIDE
B. IN MAN PROTECTION WE MUST : 1. CREATE CONFUSION IN THE BLOCKING ASSIGNMENT - STEM/TWIST 2. CREATE OVERLOADS TO THE SIDE THEY WANT TO PUNT (DIRECTONAL) 3. HAVE A SENSE OF TIMING DURING THE SNAP. 4. ATTACK THE WEAKEST PROTECTOR WITH FAST PENETRATION TECHNIQUES. 5. KEEP COMING HARD IF RUSHING - BEAT YOUR MAN!
TYPES OF PROTECTION
RTRGLGLTLE
LUB RUB
PP
1 2 3 4 5 7 8 9
REC
6
"DBL BUMP""PIVOT,PUNCH,SLAM"
"MDM"
PHILOSOPHY OF TIGHT PUNT PROTECTION
"WIDE GRIP BENCH"
10
1. PROTECTION RULES FOR TIGHT PUNT
A. LINEMEN: ENDS, TACKLES & GUARDS - WILL BLOCK FROM THEIR NOSE UP TO THE NEXT MAN'S OUTSIDE LEG. WILL USE "PIVOT, PUNCH & SLAM" TECHNIQUE.
B. ENDS: THEY WILL USE A "DOUBLE BUMP" TECHNIQUE TO SLOW DOWN BOTH RUSHER IF THERE ARE 2 MEN FROM THEIR NOSE TO OUTSIDE. C. UPBACKS: RESPONSIBLE FOR A-GAP. VS 2 MEN IN A-GAP THEY USE A "WIDE GRIP BENCH" TECHNIQUE TO SLOW DOWN RUSHERS.
D. JACK: RESPONSIBLE FOR DANGEROUS MAN FROM INSIDE PUNTER'S KICKING LEG OUTSIDE.
E. CENTER: HAS NO BLOCKING RESPONSIBILITY.
2. PROS & CONS: PROS: GREAT PROTECTION WITH CENTER HAVING NO BLOCKING ASSIGNMENT. GOOD FORMATION FOR FAKES. CON: POOR COVERAGE
3 4
RT
5 6 7 8 9
RG
RW
RH1 10
LT CLW
LG
PP
LH
2
PHILOSOPHY OF SPREAD PUNT PROTECTION
1. THIS IS A MAN COUNT WITH A ZONE DROP. THIS IS OUR PUNT PROTECTION.
B. THE WEAK AREAS TO ATTACK ARE: 1. C-GAPS BETWEEN THE TACKLES AND THE WINGS. 2. A-GAPS - CONFUSING THE CENTER ON WHO TO BLOCK.
C. CREATE VERTICAL SEAMS AND GAPS IN THIS PROTECTION ENABLING US TO FIND A HOLE TO SLIP THRU AND BLOCK THE PUNT.
2. PROS & CONS: PROS: GREAT COVERAGE WITH WIDE HITMEN. DEPTH OF BLOCKERS FOR BETTER VISION. GOOD FAKE FORMATION VS 6 IN THE BOX.
CONS: STEMMING WILL CREATE CONFUSION FOR MAN COUNTING. OVERLOADS, TWISTS AND STACKS MAY CREATE SEAMS. CENTER MUST HAVE A BLOCKING ASSIGNMENT.
WEAK AREAS
MAN COUNT WITH ZONE DROP PROTECTION
3 4
RT
5 6 7 8 9
RG
RW
RH1
10
LT CLW
LG
PP
LH
2
PHILOSOPHY OF SPREAD PUNT PROTECTION
WEAK AREAS
PURE ZONE PROTECTION
1. THIS IS A PURE ZONE DROP, BLOCKING WHOMEVER ENTERS YOUR ZONE WHICH IS DEFINED BY THE BLOCKERS INSIDE LEG TO THE NEXT OUTSIDE MANS SHOULDER.
A. THE WEAK AREAS TO ATTACK ARE: 1. C- GAP BETWEEN THE TACKLE AND THE WING TO THE SIDE OF THE PUNTERS KICKING LEG. 2. A-GAPS - CONFUSING THE CENTER ON WHO TO BLOCK.
B. CREATE VERTICAL SEAMS AND GAPS IN THIS PROTECTION ENABLING US TO FIND A HOLE TO SLIP THRU AND BLOCK THE PUNT.
TECHNIQUE: KICKSLIDE - KICK BACK HOLD OFF INSIDE GAP MAN WITH INSIDE HAND TO OUTSIDE GAP MAN WITH OUTSIDE HAND.
2. PROS & CONS:
PROS: GREAT COVERAGE WITH WIDE HITMEN. DEPTH OF BLOCKERS FOR BETTER VISION. GOOD FAKE FORMATION VS 6 IN THE BOX. NO MAN RESPONSIBILTY.
CONS: OVERLOADS, TWISTS AND STACKS MAY CREATE SEAMS. CENTER MUST HAVE A BLOCKING AREA. DOUBLE A-GAP RUSHERS TO ONE SIDE.
3 4
RT
5 6 7 8 9
RG
RW
RH
1 10ZONE SIDEMAN SIDE
LT C
LW
LG
PP
LH
2
PHILOSOPHY OF SPREAD PUNT PROTECTION
MAN AND ZONE PROTECTION
1. COMBINATION: PART MAN, PART ZONE
A. THIS IS A HALF MAN TO ONE SIDE AND A PURE ZONE TO THE OTHER SIDE.
B. THE WEAK AREAS TO ATTACK ARE: 1. A-GAPS - CONFUSING THE CENTER ON WHO TO BLOCK.
C. CREATE VERTICAL SEAMS AND GAPS IN THIS PROTECTION ENABLING US TO FIND A HOLE TO SLIP THRU AND BLOCK THE PUNT.
2. PROS & CONS: PROS: GREAT COVERAGE WITH WIDE HITMEN. DEPTH OF BLOCKERS FOR BETTER VISION. GOOD FAKE FORMATION VS 6 IN THE BOX. WINGS ALIGN DEEP PP CAN GET OUT QUICKER INTO COVERAGE
CONS: STEMMING WILL CREATE CONFUSION FOR MAN COUNTING. OVERLOADS, TWISTS AND STACKS MAY CREATE SEAMS FOR ZONE SIDE. CENTER MUST HAVE A BLOCKING ASSIGNMENT.
3 4 5 6 7 8 9
RG
1 10
LT CLG
PP
2
PHILOSOPHY OF SHIELD PUNT PROTECTION
LE RT RE
LU RU
1. GAP PROTECTION
A. THIS IS A GAP PROTECTION WITH 3 INSIDE PROTECTORS OFF THE L.O.S. IN FRONT OF THE PUNTER. B. CENTER SNAP MUST BE FAST AND ACCURATE.
C. PUNTER MUST HAVE A QUICK GET OFF TIME.
C. THE WEAK AREAS TO ATTACK ARE: 1. A-GAPS - ATTACKING THE 3 INSIDE PROTECTORS. 2. PROS & CONS:
PROS: GREAT COVERAGE WITH WIDE ALIGNMENT OF LINEMEN. MUST LINE UP ON EACH MAN OR IN EACH GAP. SPREADS EVERYONE OUT. CENTER DOES NOT BLOCK AND MAY RELEASE AFTER SNAP. CAN RUN ROLL PUNT. CONS: BLOCKERS DO NOT GET A GOOD PIECE OF RUSHERS DUE TO THE WIDE GAPS. UPBACKS AND PP DO NOT PLAY A MAJOR ROLE IN COVERAGE. RUSHING MORE DEFENDERS THAN BLOCKERS IN A-GAPS.
P
2 1/2 yards 2 1/2 yards 2 yards 2 yards 3 yards 3 yards
8 1/2 yards deep
15 yards deep
3 4
C RT
5 6 7 8 9
RGLGLW RW
RHLH
SPREAD
110
LT
RTRGLTLE
LUB
1 2 3 4 7 8 9
RE
10
C
TIGHT
6
UNDERSTANDING PUNT COVERAGE
PP
PP
R
RUB
LG
5
R
2
CONTAIN
CONTAINCONTAIN
CONTAIN
"DBL BUMP"
HITMAN
RE: VS 2 MEN OUTSIDE GIVES A "YOU" CALL TO THE TACKLE AND BECOMES CONTAIN. RT: BECOMES HITMAN
.P
1 2 34 5 6 78
R
SPREAD
9 10
PUNT RETURN - WALL LEFT "YELLOW"
CENTER OR MDM
UNDERSTANDING PUNT COVERAGE
WE MUST SET THE WALL 5 X 5 DIAGONALLY TO GET OUTSIDE OF THE LANDMARKSOF THE PUNT TEAM. THIS WILL GIVE US A BETTER CHANCE FOR A BIGGER RETURN AND PIN THEIR COVERAGE TEAM INSIDE.
COACHING POINTS FOR RETURNERS “BE AGGRESSIVE”
A. PREPARATION / PRE-SNAP1. MAKE SURE WE HAVE 11 PLAYERS ON THE FIELD (COUNT
YOURSELF)2. KNOW THE SITUATION:
• DOWN & DISTANCE• FIELD POSITION (10 YD LINE RULE)• WEATHER CONDITIONS• TIME IN THE GAME• SCORE
3. KNOW THE PUNTER (AVERAGE, WATCH HIS GAME TAPES & PRE GAME WARMUPS)
• RIGHT FOOTED – BALL ROTATES TO YOU• LEFT FOOTED – BALL ROTATES AWAY FROM YOU.
B. ALIGNMENT1. ALIGN 5 YARDS DEEPER THEN PUNTERS AVERAGE (37 yd Ave =
ALIGN 42 YARDS)2. ALIGN WITH SHOULDERS SQUARE TO THE L.O.S.3. ALIGN OFF SET AWAY FROM THE PUNTERS FOOT BECAUSE BALL
WILL TRAVEL 10 TO 12 YARDS IN THAT DIRECTION• RIGHT FOOTED – TO THE LEFT • LEFT FOOTED – TO THE RIGHT
C. STANCE1. PARALLEL, 2. SLIGHT BREAK AT THE BELT, 3. FACE RELAXED 4. FINGERS AT HIPS ALWAYS MOVING
D. KEYS & READS1. EYE THE HIPS OF THE PUNTER (FOR DIRECTIONAL
PUNTING).2. SEE THE BALL OFF THE PUNTER’S FOOT TO YOUR HANDS.
E. RECEIVING RULES1. RETURNERS HAVE THE RIGHT TO CATCH THE BALL
2. UNMOLESTED. 3. FIELD ALL PUNTS IN THE AIR. ALLOWING A BALL TO HIT
THE GROUND AND ROLL WILL COST US: • POSITIVE RETURN • YARDAGE,GIVE THE OPPONENT TWO 1ST DOWNS
AND PUT OUR OFFENSE AT A DISTINCT DISADVANTAGE.
4. ON A FAIR CATCH:1. THE SIGNAL MUST BE DISTINCT AND CLEAR
WITH HAND HIGH AND WAVING.1. THE BALL CANNOT BE ADVANCED.2. RETURNERS CANNOT SIGNAL AND THEN BLOCK.3. RETURNERS ARE ALLOWED ONLY 2 STEPS.4. DO NOT SIGNAL WHILE RUNNING. 5. DO NOT DROP TO ONE KNEE AFTER MAKING
THE CATCH.
D. CATCHING THE BALL1. SPRINT TO GET INTO POSITION TO CATCH THE BALL.2. SPLIT THE BALL WITH YOUR BODY.3. CATCH ONLY A BALL THAT YOUR BODY IS UNDERNEATH.
1. NEVER REACH OR DIVE FOR ANY BALL.2. NEVER ATTEMPT TO MAKE OVER THE
SHOULDER CATCH.1. DO NOT TRY TO MAKE THE TOUGH CATCH.
4. ALWAYS SQUARE UP TO THE BALL.5. CATCH THE BALL ABOVE THE STERNUM WITH YOUR
PALMS UP, YOUR HANDS HIGH, PINKY TO PINKY AND ELBOWS TUCKED IN.
1.DON’T LET IT HIT YOUR PADS. EYE IT, CHIN IT, TUCK IT, PRO PLANT AND BURST
6. VS LOW BALL THAT BOUNCES LATE: SCRAPE BACKSIDE OF
HANDS ON TURF.
G. AWAY CALL: 1. WAVE ARMS BELOW THE WAIST IN A CROSSING FASHION. 2. ALL SIDELINE PLAYERS MUST ECHO THE CALL, ALERTING THE OTHERS ON THE FIELD TO STOP BLOCKING AND GET OUT OF BOUNDS.
• IF BALL HITS THE GROUND AND BOUNCES UNCONTROLLABLY
• IF THE BALL GOES OVER RETURNERS HEAD.• IF BALL IS PARTIALLY BLOCKED OR SHANKED.
3. AFTER “AWAY” IS CALLED INSURE THAT THE PUNT TEAM DOWNS THE BALL OR HANDS IT TO THE OFFICIAL.
IF NOT, TAKE IT TO THE HOUSE!
H. 10-YARD LINE RULE:1. NEVER CATCH A BALL INSIDE THE 10-YARD LINE. 2. HEELS ON THE 10-YARD LINE.3. NEVER BACK UP TO CATCH BALL. 4. IF THE BALL IS GOING TO GO OVER YOUR HEAD, “BLUFF” THE
CATCH FORCING THEIR HITMEN TO CONVERGE ON YOU AND NOT ABLE TO DOWN THE BALL INSIDE THE 10-YARD LINE. DO NOT SIGNAL FOR FAIR CATCH. (DRAW TECHNIQUE)
RETURNS
1. MIDDLE: • “SET UP” THE COVER TEAM:• SET THE BLOCKS WITH YOUR EYES AND FACIAL
EXPRESSIONS• TAKE A FEW STEPS TOWARD THE SIDELINE IF
PERMISSABLE OR IF THE BALL CARRIES YOU. • EXPLODE UP THE MIDDLE. “THREAD THE NEEDLE” • BEAT THE 1ST COVERMAN. • MAKE SOMEONE MISS!
2. WALL OR SIDELINE: • “SET UP” THE COVER TEAM:• SET THE BLOCKS WITH YOUR EYES AND FACIAL
EXPRESSIONS• TAKE A FEW STEPS TOWARD THE SIDELINE IF
PERMISSABLE OR IF THE BALL CARRIES YOU. • BURST TO THE SIDE LOOKING FOR A SEAM NO WIDER
THAN 3 TO 4 YARDS FROM THE SIDELINE ALLOWING ROOM FOR CUTBACK.
• “THREAD THE NEEDLE” • USE YOUR POINT MAN. • MAKE SOMEONE MISS!
TAKE IT TO THE HOUSE!
FLIGHT OF THE BALL TO YOU
EYES ON BALL – FROM PUNTERS FOOT TO YOUR HANDS!
A. WITHOUT THE WIND1. BALL THREADING LINE – GOES DIRECTLY TO TARGET.2. TIP UP – BREAK RIGHT (CATCH BALL ON THE LEFT SIDE)
• IF BALL WOBBLES, SPINS FASTER, OR KICKED HIGHER, IT ENHANCES BREAK TO THE RIGHT.
3. TIP DOWN – SHORT AND LEFT (CATCH BALL ON THE RIGHT SIDE OF THE BODY).
4. EXTREMELY HIGH BALL – WILL REMAIN TIP UP, BALL WILL BREAK RIGHT
(CATCH IT ON THE RUN)5. LOW BALL – TENDS TO TURN OVER – MOVE QUICKLY TO YOUR LEFT.
B. WITH WIND1. TIP UP AND WOBBLING – SHORT AND RIGHT.2. TIP DOWN – SHORT AND SEVERE BREAK LEFT.3. WOBBLING BALL – (BEST TO RETURN) – GET UP QUICK – IT WILL BE
SHORT.4. TAIL WIND – ENHANCES PRESCRIBED BREAK – ADJUST F THE BODY)
MORE TO THE RIGHT5. RIGHT SIDE WIND – NULLIFIES BREAK OF BALL.6. HEAD WIND – TIP UNDER MOST DIFFICULT TO CATCH.
• DON’T CATCH – GET AWAY – CRAZY BOUNCE.
CATCH – CROWD BALL – USE BASKET GRAB.
P
"YOU..YOU..YOU.."
"ME & "YOU CALLS ARE MADE BY RETURNER AWAY FROM THE CALL.
PUNT RETURNER COMMUNICATIONLEFT (YELLOW) OR MIDDLE (MENLO)
"ME..ME..ME.."
LR RR
2 DEEP (TANDEM)
P
"YOU..YOU..YOU.."
"ME & "YOU CALLS ARE MADE BY RETURNER AWAY FROM THE CALL.
PUNT RETURNER COMMUNICATION RIGHT (RED)
"ME..ME..ME.."
LR RR
2 DEEP (TANDEM)
COACHING POINTS FOR JAMMERS “GET TO THE CUT-OFF”
A. ALIGNMENT:1. CROWD THE L.O.S. (CREDIT CARD) 2. KEEP SHOULDERS SQUARE TO THE L.O.S.3. SPLIT THE HITMAN’S CROTCH WITH YOUR OUTSIDE FOOT.4. ALIGN ON HIS INSIDE HALF.
B. STANCE:1. “POSITIVE SHIN ANGLES” – HEALS UNDER ARMPITS, TOES OUT AND ON THE INSIDE HALVES OF YOUR FEET.2. KEEP SHOULDERS AT A 45 DEGREE ANGLE.3. HANDS SHOULD BE TIGHT TO THE BODY AT A 90 DEGREE ANGLE CHEST HIGH AND FINGERS ALWAYS MOVING.4. EYES SHOULD BE ALWAYS FOCUSED ON THE BELT OF THE HITMAN.
C. RELEASE: “STAY EVEN OR JUST BEHIND HIM”1. ON AN OUTSIDE RELEASE BY THE HITMAN. 2. PUNCH AND RETREAT WITH YOUR OUTSIDE HAND AND COME BACK TO HIS TRICEP WITH HIS INSIDE ARM.3. AIM FOR THE FRONT PART OF THE SHOULDER BUT YOU WILL GET THE TRICEP4. SNAP YOUR EYES TO HIS FEET.5. GET YOUR ELBOW LOCKED OUT AND KEEP IT TIGHT.6. CUP THE TRICEP WITH YOUR HAND.7. IF HE LEANS OR GETS INTO YOU, RELOCK YOU ELBOW.
D. FINISH: “STICK TO HIM LIKE GLUE” 1. WHEN HE TURNS, YOU TURN AND PUNCH, KEEPING
YOUR HEAD AND SHOULDERS BACK.2. MIRROR HIM DOWN THE FIELD, SHUFFLE OR GLIDE YOUR FEET. NEVER CROSS THEM OVER3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND LOCK OUT YOUR PLAYSIDE ARM.4. SNAP YOUR EYES TO HIS FEET AND “SCRAPE PAINT” USING YOUR INSIDE ARM.5. KEEP A TIGHT ELBOW AND HAND OPEN. HOLD HIS PRESSURE WITH YOUR HEAD ACROSS.6. MAKE SURE YOU ARE IN POSITION. DO NOT TOUCH ANY PART OF HIS BACK.
7. IF YOU THINK YOU MAY “CLIP”, PULL OFF. SIMPLY GET IN POSITION AND….FINISH HIM.
TO THE HOUSE!GET IT DONE! IT IS YOU VERSUS HIM, A CLASH OF WILLS. TAKE PRIDE IN KNOWNG THAT YOUR MAN WILL NEVER MAKE THE PLAY!
COACHING POINTS FOR PUNT RETURN (MIDDLE RETURN MAN SCHEME BLOCKING) “TIME EQUALS YARDS”
• MAKE IT LOOK LIKE A PUNT BLOCK. BE IN AN ATTACK MODE!
• “TIME EQUALS YARDS” THE LONGER WE FORCE OPPONENTS TO STAY IN THE PROTECTION MODE, THE MORE CUSHION OUR RETURN MAN GAINS. WE GAIN FIELD POSITION FOR EACH TENTH OF A SECOND WE FORCE THE PROTECTION TO BLOCK.
A. ALIGNMENT:
1. CROWD THE L.O.S. (CREDIT CARD) WITH YOUR INSIDE DOWN HAND ALWAYS IN FRONT OF YOUR HEAD. (THIS WILL PREVENT YOU FROM BEING OFFSIDES).
2. ALIGN WITH YOUR INSIDE HAND DOWN TO THE BALL SIDE (LEFT SIDE = RIGHT HAND DOWN LEFT ARM UP, RIGHT SIDE = LEFT HAND DOWN, RIGHT ARM UP.
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR ANY RETURN.
4. POSSIBLE “STEM” (MOVING AROUND BEFORE IS SNAPPED, TO CONFUSE PROTECTION SCHEME. THIS WILL BE CALLED ON THE SIDELINE BY COACH OR DONE BY GAME PLAN).
B. STANCE:
1. TILTED SLIGHTLY INWARD, NARROW WITH BUTT UP AND ALL OF YOUR WEIGHT FORWARD. INSIDE DOWN HAND IS CUPPED. OFF HAND IS BACK AND UP.
2. HEAL TO TOE RELATIONSHIP WITH THE OUTSIDE FOOT BEING UP. THIS IS NOT A TRADITIONAL FOOTBALL STANCE!
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR ANY RETURN.
C. KEYS & READS: 1. STUDY THE SNAPPER PRIOR TO THE SNAP: A. DOES HE HITCH?
B. DOES HE FLEX HIS HANDS? 2. STUDY THE PERSONEL PROTECTOR –
A. WHAT ARE HIS INDICATORS BEFORE THE BALL IS SNAPPED?
B. LISTEN AND KNOW THE CADENCE. C. WHICH WAY IS HE TELLING THE CENTER TO
BLOCK? D. LISTEN FOR AUDIBLES…. Etc.
3. STUDY THE MEN IN FRONT OF YOU: A. READ THEIR EYES AND BODY LANGUAGE.
4. WE MOVE ONLY ON THE SNAP OF THE BALL! A. DO NOT JUMP AT ANY SUDDEN MOVEMENT OR MOTION BY ANYONE ON THE FRONT LINE OR
WINGS. 5. FOCAL POINT: BACK TIP OF THE BALL.6. CROWD, KEY AND GET A JUMP ON THE BALL.
D. TAKE OFF: “HAVE A ROCKET UP YOUR ASS”!1. EXPLODE OUT OF YOUR STANCE LOW. 2. CHEST OVER THIGHS3. PUMP YOUR ARMS LIKE A SPRINTER
E. ATTACK / HAND PLACEMENT: “LIFT HIM OUT OF HIS SHOES”1. PUNCH WHEN YOU CAN “SMELL HIS BREATHE” OR STEP ON HIS TOES.2. SHOOT YOUR HANDS TO THE BREAST PLATE WITH THUMBS UP,3. HEAD UP, EYES ON HIS THROAT, SQUEEZE AND GRAB CLOTH. 4. KEEP KNEES BENT, ARCHED BACK WITH YOUR HANDS ABOVE YOUR
EYES WITH FEET OUT, KNEES IN (POSITIVE SHIN ANGLES). 5. 100% OF YOUR HIPS SQUARE IN RELATION TO HIS.
(SPLIT HIM DOWN THE MIDDLE)
6. DRIVE HIS ASS BACK INTO TO THE PUNTER’S FOOT.
7. SHUFFLE YOUR FEET (DANCE) TO MAINTAIN A “100%” POSITION WITH PSA. NEVER CROSSOVER.
8. MAKE IT DIFFICULT FOR HIM TO RELEASE. “STICK TO HIM LIKE GLUE”
F. RELEASE: “TAKE HIM WHERE WANTS TO GO, FARTHER THAN HE WANTS TO GO”
1. LET HIM RELEASE ANY WAY HE WANTS (INSIDE OR OUTSIDE).2. ALWAYS OPEN TO HIM AFTER RELEASE.3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND LOCK
OUT YOUR PLAYSIDE ARM AND SNAP YOUR EYES TO HIS FEET.
G. SHADOW:1. IF HE COMES TO YOU IMMEDIATELY: “SCRAPE PAINT”
A. USING YOUR INSIDE ARM KEEP A TIGHT ELBOW AND HAND OPEN.B. HOLD HIS PRESSURE WITH YOUR HEAD ACROSS. C. STAY SLIGHTLY BEHIND HIM.D. MAKE SURE YOU ARE IN POSITION TO NOT TOUCH ANY PART OF
HIS BACK. 2. IF HE IS IN ARMS LENGTH: “CUP THE TRICEP”
A. CUP THE BACK OF HIS TRICEP. HOLD HIS PRESSURE BUT STAY SLIGHTLY BEHIND HIM.3. IF HE WIDENS IMMEDIATELY: “CUSHION”
2-YARD WIDE BY 1-YARD BEHIND THE COVERMAN. NEVER BE EVEN!A. READ HIS FEET – HE GOES WHERE HIS FEET GO.B. MIRROR HIS ROUTE DOWN THE FIELD KEEPING YOUR “CUSHION”.C. WHEN HIS FEET START TO TURN OR COME TO BALANCE. YOU
START TO CLOSE. FIND A 5TH GEAR.
D. OPPOSITE SHOULDER BLOCK – WHEN YOU ARE 2 STEPS AWAY, 1. GATHER WITH POSITIVE SHIN ANGLES 2. YELL “HEY” TO GET HIS ATTENTION. 3. PENDELUM PUNCH: HEAD IN FRONT AND EYES UP.
SQUEEZE AND GRAB.4. LOOK THRU YOUR THUMBS (FRAME IT UP)5. POUND THE FEET “DON’T LEAVE YOUR BUTT BEHIND”
ELBOWS AND ASSHOLES!
IF YOU LOSE HIM DOWN THE FIELD……… GET TO THE CUT-OFF!
H. FINISH:1. KEEP YOUR HANDS INSIDE AND STAY BETWEEN HIM AND THE
RETURNER.2. MIRROR HIM DOWN THE FIELD, WHEN HE TURNS AND RUNS, YOU
TURN AND RUN.3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND LOCK
OUT YOUR PLAYSIDE ARM.4. SNAP YOUR EYES TO HIS FEET AND “SCRAPE PAINT” USING YOUR
INSIDE ARM.5. KEEP A TIGHT ELBOW AND HAND OPEN. HOLD HIS PRESSURE WITH
YOUR HEAD ACROSS.6. MAKE SURE YOU ARE IN POSITION. DO NOT TOUCH ANY PART OF HIS
BACK. IF YOU THINK YOU MAY “CLIP”, PULL OFF. SIMPLY GET IN POSITION AND….FINISH HIM.
TO THE HOUSE! GET IT DONE! IT IS YOU VERSUS HIM, “A CLASH OF WILLS”TAKE PRIDE IN KNOWING THAT YOUR MAN WILL NEVER MAKE THE PLAY!
MIDDLE RETURN(MENLO)
SPREAD FORMATION
POSITION ALIGNMENT/ASSIGNMENT
1 & 10 ALIGNMENT: INSIDE SHADE ON HITMENASSIGNMENT: JAMMER TECHNIQUE, COVER
MAN TO MANALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE HITMENVS OPTION: COVER HITMEN MAN TO MAN
2 & 9 ALIGNMENT: OUTSIDE SHADE ON WINGS “STEM TO IT”ASSIGNMENT: MIDDLE RETURN TECHINQUE
ON WINGSALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE WINGSVS OPTION: COVER WINGS MAN TO MAN
3 & 8 ALIGNMENT: OUTSIDE SHADE ON TACKLES “STEM TO IT”ASSIGNMENT: MIDDLE RETURN TECHINQUE
ON TACKLES
4 & 7 ALIGNMENT: OUTSIDE SHADE ON GUARDS “STEM TO IT”ASSIGNMENT: MIDDLE RETURN TECHINQUE
ON GUARDS
POSITION ALIGNMENT/ASSIGNMENT
5 ALIGNMENT: OUTSIDE TIP ON CENTER “STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON CENTER OR PP DEPENDING WHO IS THE MDM. YOU CANNOT HIT THE CENTER WHEN HIS HEAD
IS DOWN. HE MUST BE ALLOWED TO COME UP BEFORE HE IS COLLISIONEDALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS
BY THE PP. SPY FOR FAKE
6 ALIGNMENT: OUTSIDE TIP ON CENTER “STEM TO IT”
ASSIGNMENT: GET VERTICAL UPFIED. DIP & RIP TO THE BLOCK POINT, TAKE THE BALL OFF THE PUNTER’S FOOT.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE PUNTER. SPY FOR FAKE.
RETURNER ALIGNMENT: WILL BE DETERMINED BY PUNTING AVERAGE, SCOUTING REPORT, WEATHER CONDITIONS AND PUNTER’S PRE-GAME WARM-
UPS. ASSIGNMENT: CATCH THE BALL MOVING UP
THE FIELD TAKE A FEW STEPS TO ONE SIDE IF PERMISSIBLE THEN EXPLODE UP THE MIDDLE “THREAD THE NEEDLE” MAKE SOMEONE MISS AND………..TAKE IT TO THE HOUSE!
MIDDLE RETURN(MENLO)
TIGHT FORMATION
POSITION ALIGNMENT/ASSIGNMENT
1 & 10 ALIGNMENT: OUTSIDE SHADE ON ENDSASSIGNMENT: JAMMER TECHNIQUE, COVER
MAN TO MANALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE ENDSVS OPTION: COVER ENDS MAN TO MAN
2 & 9 ALIGNMENT: OUTSIDE SHADE ON TACKLES “STEM TO IT”ASSIGNMENT: MIDDLE RETURN TECHINQUE ON TACKLES
3 & 8 ALIGNMENT: OUTSIDE SHADE ON GUARDS “STEM TO IT”ASSIGNMENT: MIDDLE RETURN TECHINQUE ON GUARDS
4 & 7 ALIGNMENT: HEAD UP ON UPBACKS “STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON UPBACKS
5 ALIGNMENT: OUTSIDE TIP ON CENTER”STEM TO IT”
ASSIGNMENT: MIDDLE RETURN TECHINQUE ON CENTER. YOU CANNOT HIT THE CENTER WHEN
HIS HEAD IS DOWN. HE MUST BE ALLOWED TO COME UP BEFORE HE IS COLLISIONED
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE PP. SPY FOR FAKE
POSITION ALIGNMENT/ASSIGNMENT
6 ALIGNMENT: OUTSIDE TIP ON CENTER“STEM TO IT”
ASSIGNMENT: GET VERTICAL UPFIED. DIP & RIP TO THE BLOCK POINT, TAKE THE BALL OFF THE PUNTER’S FOOT.
ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE PUNTER. SPY FOR FAKE.
RETURNER ALIGNMENT: WILL BE DETERMINED BY PUNTING AVERAGE, SCOUTING REPORT, WEATHER
CONDITIONS AND PUNTER’S PRE-GAME WARM-UPS.
ASSIGNMENT: CATCH THE BALL MOVING UP THE FIELD TAKE A FEW STEPS TO ONE SIDE IF PERMISSIBLE THEN EXPLODE UP THE MIDDLE “THREAD THE NEEDLE”
MAKE SOMEONE MISS AND………..TAKE IT TO THE HOUSE!
MIDDLE RETURN(MENLO)
SHIELD FORMATION
POSITION ALIGNMENT/ASSIGNMENT
1 & 10 ALIGNMENT: HEAD UP ON ENDS. ASSIGNMENT: JAMMER TECHNIQUE. COVER MAN TO MAN. ALERT FAKE! GO WITH ANY SHIFTS OR MOTIONS BY THE ENDSVS OPTION: COVER ENDS MAN TO MAN
2 & 9 ALIGNMENT: HEAD UP ON TACKLES. “STEM TO
IT” ASSIGNMENT: JAMMER TECHNIQUE
3 & 8 ALIGNMENT: HEAD UP ON GUARDS. “STEM TO IT”
ASSIGNMENT: JAMMER TECHNIQUE
4 & 7 ALIGNMENT: A-GAPS INSIDE OF GUARDS AND OUTSIDE OF UPBACKS. “STEM TO IT”ASSIGNMENT: GET VERTICAL UP FIELD. DIP &
RIP THROUGH OUTSIDE SHOULDER OF UPBACKS. GET TO THE BLOCK POINT. TAKE THE BALL
OFF THE PUNTER’S FOOT. ALERT ROLL PUNT TO YOUR SIDE.ALERT FAKE: GO WITH ANY SHIFTS OR
MOTIONS BY THE LEFT UPBACK. SPY FOR FAKE
POSITION ALIGNMENT/ASSIGNMENT
5 ALIGNMENT: A-GAP BETWEEN LEFT UPBACK AND PP. “STEM TO IT”ASSIGNMENT: GET VERTICAL UP FIELD. DIP & RIP THROUGH PP & UPBACK. GET TO THE BLOCK POINT. TAKE THE BALL OFF THE PUNTER’S FOOT. ALERT ROLL PUNT TO YOUR SIDE.ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE PP. SPY FOR FAKE
6 ALIGNMENT: HEAD UP ON CENTER “STEM TO IT”ASSIGNMENT: MIDDLE RETURN TECHINQUE ON CENTER. YOU CANNOT HIT THE CENTER WHEN HIS HEAD IS DOWN. HE MUST BE ALLOWED TO COME UP BEFORE HE IS COLLISIONEDALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE PUNTER. SPY FOR FAKE.
7 ALIGNMENT: A-GAPS INSIDE OF RIGHT UPBACK AND CENTER “STEM TO IT”ASSIGNMENT: GET VERTICAL UP FIELD. DIP & RIP THROUGH OUTSIDE SHOULDER OF UPBACKS. GET TO THE BLOCK POINT. TAKE THE BALL OFF THE PUNTER’S FOOT. ALERT ROLL PUNT TO YOUR SIDE.ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE RIGHT UPBACK. SPY FOR FAKE.
RETURNER ALIGNMENT: WILL BE DETERMINED BY PUNTING AVERAGE, SCOUTING REPORT, WEATHER CONDITIONS AND PUNTER’S PRE-GAME WARM-UPS.
ASSIGNMENT: CATCH THE BALL MOVING UP THE FIELD TAKE A FEW STEPS TO ONE SIDE IF PERMISSIBLE THEN EXPLODE UP THE MIDDLE “THREAD THE NEEDLE”
MAKE SOMEONE MISS AND……….. TAKE IT TO THE HOUSE!
1 10
LH RH
SPREAD
MIDDLE RETURN "MENLO"
RTLT
1 2 3 4 5 6 7 8 9 10
.
RTRGLGLT
2 3 4 5 6 7 8 9
LW RWC
.P
PP
RTRGLT
1 2 3 4 5 6 7 8 10
.
RE
PP
P
LUB
9
LGLE
TIGHT
RUBC
RGLG
PP
C
P SHIELD
LU RU
LE RE
1, 2, 3, 6, 8, 9, & 10: ALIGN IN 2 PT STANCE
RTRGLT
1 2 3 4 5 6 7 8 9
LW RW
10
LH RH
.P
PP
RTRGLT
1 2 3 4 5 6 7 8 9
LW RW
10
.P
LE RE
DBL. WING (BACKED UP)
PP
CLG
CLOSE (BACKED UP)
CLG
MIDDLE RETURN "MENLO"
COACHING POINTS FOR PUNT RETURN(WALL SCHEME BLOCKING)
“BRING THE WALL TO THE BALL!”
MAKE IT LOOK LIKE A PUNT BLOCK. BE IN AN ATTACK MODE! “TIME EQUALS YARDS” THE LONGER WE FORCE OPPONENTS TO
STAY IN THE PROTECTION MODE, THE MORE CUSHION OUR RETURN MAN GAINS. WE GAIN FIELD POSITION FOR EACH TENTH OF A SECOND WE FORCE THE PROTECTION TO BLOCK.
A. ALIGNMENT:
1. CROWD THE L.O.S. (CREDIT CARD) WITH YOUR INSIDE DOWN HAND ALWAYS IN FRONT OF YOUR HEAD. (THIS WILL PREVENT YOU FROM BEING OFFSIDES).
2. ALIGN WITH YOUR INSIDE HAND DOWN TO THE BALL SIDE (LEFT SIDE = RIGHT HAND DOWN LEFT ARM UP, RIGHT SIDE = LEFT HAND DOWN, RIGHT ARM UP.
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR ANY RETURN.
4. POSSIBLE “STEM” (MOVING AROUND BEFORE IS SNAPPED, TO CONFUSE PROTECTION SCHEME. THIS WILL BE CALLED ON THE SIDELINE BY COACH OR DONE BY GAME PLAN).
B. STANCE:
1. TILTED SLIGHTLY INWARD, NARROW WITH BUTT UP AND ALL OF YOUR WEIGHT FORWARD. INSIDE DOWN HAND IS CUPPED. OFF HAND IS BACK AND UP.
2. HEAL TO TOE RELATIONSHIP WITH THE OUTSIDE FOOT BEING UP. THIS IS NOT A TRADITIONAL FOOTBALL STANCE!
3. ALWAYS LOOK THE SAME WHETHER WE GO FOR A BLOCK OR ANY RETURN.
C. KEYS & READS: 1. STUDY THE SNAPPER PRIOR TO THE SNAP: A. DOES HE HITCH?
B. DOES HE FLEX HIS HANDS? 2. STUDY THE PERSONEL PROTECTOR –
A. WHAT ARE HIS INDICATORS BEFORE THE BALL IS SNAPPED?
B. LISTEN AND KNOW THE CADENCE. C. WHICH WAY IS HE TELLING THE CENTER TO
BLOCK? D. LISTEN FOR AUDIBLES…. Etc.
3. STUDY THE MEN IN FRONT OF YOU: A. READ THEIR EYES AND BODY LANGUAGE.
4. WE MOVE ONLY ON THE SNAP OF THE BALL! A. DO NOT JUMP AT ANY SUDDEN MOVEMENT OR MOTION BY ANYONE ON THE FRONT LINE OR
WINGS. 5. FOCAL POINT: BACK TIP OF THE BALL.6. CROWD, KEY AND GET A JUMP ON THE BALL.
D. TAKE OFF: “HAVE A ROCKET UP YOUR ASS”!1. EXPLODE OUT OF YOUR STANCE LOW. 2. CHEST OVER THIGHS3. PUMP YOUR ARMS LIKE A SPRINTER
E. RELEASE / LANDMARKDROP OFF CONSECTIVELY AND HEAD TO YOUR LANDMARK.
1ST MAN - POINT MAN – SET WALL OFF THE RETURNER2ND MAN – 5 YARDS DIAGONALLY OFF 1ST MAN3RD MAN – 5 YARDS DIAGONALLY OFF 2ND MAN4TH MAN - 5 YARDS DIAGONALLY OFF 3RD MAN5th MAN – 5 YARDS DIAGONALLY OFF 4TH MAN
“PATIENCE IS A VIRTUE”KEEP THE INTEGRITY OF THE WALL – THE COVERMEN WILL COME TO
YOU
SNAP YOUR EYES ON THE FEET THE MOST DANGEROUS MAN (MDM) THAT ATTEMPTS TO CROSS YOUR FACE TOWARD THE RETURNER.
PROCEED TO DRIFT UPFIELD TOWARD THE GOAL LINE.
OPPOSITE SHOULDER BLOCK – WHEN YOU ARE 2 STEPS AWAY, 1. GATHER WITH POSITIVE SHIN ANGLES 2. YELL “HEY” TO GET HIS ATTENTION. 3. PENDELUM PUNCH: HEAD IN FRONT AND EYES UP.
SQUEEZE AND GRAB.4. LOOK THRU YOUR THUMBS (FRAME IT UP)5. POUND THE FEET “DON’T LEAVE YOUR BUTT BEHIND”
ELBOWS AND ASSHOLES!
F. FINISH:1. KEEP YOUR HANDS INSIDE AND STAY BETWEEN HIM AND THE
RETURNER.2. MIRROR HIM DOWN THE FIELD, WHEN HE TURNS AND RUNS, YOU
TURN AND RUN.3. WHEN HE TRIES TO BREAK ACROSS YOUR FACE. SHOOT AND LOCK
OUT YOUR PLAYSIDE ARM.4. SNAP YOUR EYES TO HIS FEET AND “SCRAPE PAINT” USING YOUR
INSIDE ARM.5. KEEP A TIGHT ELBOW AND HAND OPEN. HOLD HIS PRESSURE WITH
YOUR HEAD ACROSS.6. MAKE SURE YOU ARE IN POSITION. DO NOT TOUCH ANY PART OF
HIS BACK. IF YOU THINK YOU MAY “CLIP”, PULL OFF. SIMPLY GET IN POSITION AND….FINISH HIM.
TO THE HOUSE! GET IT DONE! IT IS YOU VERSUS HIM, “A CLASH OF WILLS”TAKE PRIDE IN KNOWING THAT YOUR MAN WILL NEVER MAKE THE
PLAY
WALL LEFT RETURN (YELLOW)SPREAD FORMATION
POSITION ALIGNMENT / ASSIGNMENT
1 & 10 ALIGNMENT:INSIDE SHADE ON HITMENASSIGNMENT: JAMMER TECHNIQUE, COVER
MAN TO MAN. ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE HITMEN. VS OPTION: COVER HITMEN MAN TO MAN
2 & 9 ALIGNMENT: TILTED OUTSIDE SHOULDER OF WINGSASSIGNMENT: GET VERTICAL (2 WAY GO ON THE WINGS) TO THE BLOCK POINT AND TAKE BALL OFF PUNTER’S FOOT. #9: DROP AND HEAD TO YOUR LANDMARK IN THE WALL .#2: BLOCK PUNTER AFTER KICKALERT FAKE: PUNTER GO WITH ANY SHIFTS OR MOTIONS BY THE WINGS.VS OPTION: COVER WINGS MAN-TO-MAN IF THE RELEASE.
3 ALIGNMENT:OUTSIDE SHOULDER OF TACKLEASSIGNMENT: POINT MAN: BACK OUT EARLY BEFORE SNAP, WATCH FOR FAKE TO PP. AND THE WING NEAREST YOU. AFTER BALL IS KICKED, SET THE WALL TO THE RETURNER, READ THE FEET OF THE MDM THAT THREATENS AND BLOCK HIM.ALERT FAKE: GO WITH ANY SHIFTS OR MOTIONS BY THE PP. VS OPTION TO: ATTACK PP OR COVER HIM MAN TO MAN IF HE RELEASES.VS OPTION AWAY: ATTACK THE PUNTER OR COVER HIM
MAN TO MAN IF HE RELEASES.
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PUNT RETURN CIRCUIT
Block Point
Press/Steel Rod
P
Lean & See Ball Hit Hands
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Leverage Drill
xPx
Lean & See Ball Hit Hands
Press vs. Kick Step Press vs. Zone Step
Press vs. Kick StepPress vs. Zone Step
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R
Steel Rod
Rea
d L
eve
rag
e
QB/Jugs
Volleyball Volleyball
x
V V V
1 2 3 4
1 2 3 4
x
C
X
TRACK DRILL
12
34
123
4
1. STANCE 2. GET-OFFS3. BLOCK POINT (one or two at a time)4. VS BAGS
(may add bags or bodies)
PUNT RETURN DRILLS
ROCKET DRILLS
PUNT BLOCK
x
V
x
5 5
V
VV (may add bags or
bodies)
x
WIGGLE DRILL - Beat 2 Blockers
(vs wide)(vs tite)
C
x (one side at a time)
2. SCOOP & SCORE (man from other side)
1. RUN THRU BLOCK POINT
(one or two at a time)
C
XV VV
PUNT BLOCK DRILLS
x
CAMERA
9 yards
CP: HEAL TO TOE STANCE ASS UP WEIGHT FORWARD INSIDE LEG BACK OUTSIDE ARM UP GET OFF ON BALL MOVEMENT RIP THRU AND BEND TO BLOCK POINT SIMULATE PUNT BLOCK AT CONE
x
BALL BALL
BAGBAG
BLOCK POINT BLOCK POINT 9 yards
BAGBAG3 yards 3 yards
VVRIGHT SIDE
LEFT SIDE
1. STANCE 2. GET-OFFS3. BEND TO BLOCK POINT
BURST, BEND & BLOCK
MAY ADD PUNTER OR COACH ON KNEE AT BLOCK POINT
PUNT BLOCK DRILLS
CAMERA
BALL
BLOCK POINT
RIGHT SIDELEFT SIDE
1. STANCE 2. GET-OFFS3. BEND TO BLOCK POINT
MAY ADD PUNTER OR COACH ON KNEE AT BLOCK POINT
BEAT THE WING
6 yards 6 yards
10 yards
WING
CP: HEAL TO TOE STANCE ASS UP WEIGHT FORWARD INSIDE LEG BACK OUTSIDE ARM UP GET OFF ON BALL MOVEMENT RIP THRU AND BEND TO BLOCK POINT OR COME UNDER HIM TO BLOCK POINT SIMULATE PUNT BLOCK AT CONE
WING
P
2 9
PUNT RETURN DRILLS
V V2 YARDS
CAMERA
USE STICKS FOR BALL MOVEMENT
1. GET OFFS VS AIR fig. A
2. GET OFFS VS SHIELDS (HAND PLACEMENT) fig. B
fig. A fig. B
ROCKET DRILLS
c.p EYE THE BACK TIP OF THE BALL HEAD & EYES UP THROW THE KNIVES (100)- HANDS INSIDE - FRAME IT UP STICK TO HIM LIKE GLUE POUND THE KNEES AND DRIVE HIM BACK INTO THE PUNTER
B BXXXX
V
V
2 YARDS
PUNT RETURN DRILLS
CAMERA
PIN DRILL
USE STICKS FOR BALL MOVEMENTXB
COACH
PIN DRILL
1. GET OFFS VS SHIELDS ON BALL MOVEMENT 2. GIVE DIRECTION TO PUNT TEAM
c.p. KEEP THE COVERMAN IN THE PIN FOR AS LONG AS HE CAN. SHUFFLE WITH HIM. WHEN HE BREAKS FREE:LOCK OUT THE ESCAPE SIDE ARMSNAP EYES TO HIS FEET
V
X
V
PUNT RETURN DRILLS
V V
CAMERA
SHADOW DRILLTRICEP & SCRAPE PAINT
BC BC
COACH
GIVE DIRECTION TO COVERMEN
XX
FIRST START IN THE PINWHEN HE BREAKS FREELOCK OUT THE ESCAPE SIDE ARMSNAP EYES ON HIS FEET
IF HE COMES TO YOU - SCRAPE PAINT:INSIDE ARM AT 90 DEGREES WITH HAND OPENHOLD HIS PRESSURESTAY EVEN OR SLIGHTLY BEHIND HIM STAY BETWEEN HIM AND THE RETURNER
IF HE GOES AWAY FROM YOU - TRICEPCUP THE BACK OF HIS TRICEPHOLD HIS PRESSURESTAY EVEN OR SLIGHTLY BEHIND HIMSTAY BETWEEN HIM AND THE RETURNER
PUNT RETURN DRILLS
V V
CAMERA
1. FIRST START WITH HAND ON HIS TRICEP EYES ON THE FEETTURN WHEN HE TURNSPUNCHSHUFFLE WITH HIMLOCK OUT ESCAPE SIDE ARMSNAP EYES ON HIS FEETINSIDE ARM AT 90 DEGREES WITH HAND OPENHOLD HIS PRESSURESTAY BETWEEN HIM AND THE RETURNER
2. SECOND START SCRAPING PAINTEYES ON THE FEETTURN WHEN HE TURNSPUNCHSHUFFLE WITH HIMLOCK OUT ESCAPE SIDE ARMSNAP EYES ON HIS FEETINSIDE ARM AT 90 DEGREES WITH HAND OPENHOLD HIS PRESSURESTAY BETWEEN HIM AND THE RETURNER
FINISH DRILL
BC BC
XX
LEFT SIDE RIGHT SIDE
B
T
BC
T
BC
B
FACE TO ASS OPPOSITE SIDE
GET TO THE CUT-OFF
PUNT RETURN DRILLS
T B T B
SCRAPE PAINT
V
PR
3
1. RUN PATH BETWEEN CP & RETURNER.2. STICK BUTT OUT3. CUT OFF CP FROM RETURNER.
SCREEN OUT
V
1
1. HANDS BEHIND BACK.2. KEEP EYES ON CHEST #'S.3. SHOOT HANDS INSIDE.4. RESET HANDS5. WIDEN FEET,SINK HIPS & STAY LOW.
MIRROR
POINT MAN
T
BC
PM
15 yards
PUNT RETURN DRILLS
C
R
1
2
3
4
VV x V V
1 2 3 4
V
V
V
V
WALL DRILL
PM
R
1
2
3
4
PM
R
1
2
3
4
V
V
V
V
PM
1. PRE-SET WALL OFF THE POINT MAN (PM) VS AIR2. PRE-SET WALL OFF THE POINT MAN (PM) VS DEFENDERS3. GET OFF THE BALL & SET WALL OFF THE PM VS DEFENDERS
FIG 1.
FIG 2.
FIG 3.
V
1
V V V
1V
V
1VV
V V V V
110 10
10V
101
SPACE DRILLV
1
V
10
V
10
PUNT RETURN
PROGRESSION
JAMMER DRILLS (#1 & #10) VS SPREAD PUNT HITMEN
A. EYES ON CHEST #'S.B. SHOOT HANDS INSIDE.C. RESET HANDSD. WIDEN FEET, SINK HIPS & STAY LOW.
V 1
PR
SCREEN OUT DRILL1. RUN PATH BETWEEN CP & RETURNER.2. STICK BUTT OUT3. CUT OFF CP FROM RETURNER.
MIRROR DRILL1. HANDS BEHIND BACK.2. KEEP EYES ON CHEST #'S.3. SHOOT HANDS INSIDE.4. RESET HANDS5. WIDEN FEET,SINK HIPS & STAY LOW.
O XX
O XX
VICE DRILLA. INSIDE RELEASEB. OUTSIDE RELEASE
SHADOW DRILL1. NUDGE THE TRICEP AND WIDEN.2. FINISH - WHEN HE SETTLES * MAY USE SCREEN OUT TECHNIQUE