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MINES 3-5-3 & 3-6-2 DIME PACKAGE THE GRAND ILLUSION

MINES 3-5-3 & 3-6-2 DIME PACKAGE

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MINES 3-5-3 & 3-6-2 DIME PACKAGE. THE GRAND ILLUSION. MINES DEFENSE DIME PACKAGE TABLE OF CONTENTS. I. Defensive Goals II. Defensive Philosophy III. Wreck The Decision Maker IV. Tackling V. Passing Zones Menu I. Dime II. Dime Trio III. Dime Pass Rush Ant Ex Trap It - PowerPoint PPT Presentation

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Page 1: MINES 3-5-3 & 3-6-2 DIME PACKAGE

MINES3-5-3 & 3-6-2

DIME PACKAGE

THE GRAND ILLUSION

Page 2: MINES 3-5-3 & 3-6-2 DIME PACKAGE

MINES DEFENSE DIME PACKAGE

TABLE OF CONTENTS

I. Defensive Goals

II. Defensive Philosophy

III. Wreck The Decision Maker

IV. Tackling

V. Passing Zones

MenuI. Dime

II. Dime Trio

III. Dime Pass Rush

a. Ant

b. Ex

c. Trap It

IV. Dime Line Movements

a. Bench 3 Hide

b. Field 3 Hide

c. Wham

d. Stamp

Page 3: MINES 3-5-3 & 3-6-2 DIME PACKAGE

Table of Contents Cont.

V. Coveragea. 8 b. 8 Softc. Dime Trio 5d. Bench 3 Hidee. Field 3 HideVI. The Constant Illusion of Pressurea. Trio Shark 22b. Trio Bingo 22c. Drop 99d. Shark Switch 33e. Storm/Whale f. Double CrashVII. Adding Your Man Blitzesa. Samurai b. Warriorc. Blast M/C Ambush Man (zone read)V. Red Zonea. Pittb. Trio Pitt

- Mirror Prevent

Page 4: MINES 3-5-3 & 3-6-2 DIME PACKAGE

DEFENSIVE GOALS1.Perfect Communication2.Play Physical3.No. 1 Rushing Defense in the RMAC4.Best Turnover Ratio in the RMAC5.NO BIG PLAYS6.Win 4th Quarter.

PRIDE AND POISE

KNOCK `EM BACK1

Page 5: MINES 3-5-3 & 3-6-2 DIME PACKAGE

DEFENSIVE PHILOSOPHYOur defense will be defined by the following principles:

1.Perfect Communicationa.Know the call and the checksb.Totally eliminate all instances of “I didn’t know/hear/understand”

2.Functional Intelligence: Always know the 4 A’s•Alignment – Be precise in where you need to line up every play. Anything almost right is Wrong.•Assignment – Do not make a mental error by not knowing your gap, coverage, blitz etc.•Adjustment – If the defense requires the front/Coverage to adjust to Motion or Shifts, know how and where you need to adjust.•Aggressive – Once we take care of the 1st 3 A’s we will be able to play HARDER, FASTER, and SMARTER.

3.Full Court Press Defensea.Stop the Run – success on 1st downb.Pressure, Confuse, and Punish the QBc.Punish All Ball Carriers – Force Turnoversd.Harass All Pass Receivers – Disrupt Timinge.Wear Down Offensive Lineman

•Force Turnoversa.Gang Tackleb.Strip the Ballc.Optimize Opportunities

1.Recover all fumbles2.Catch all interceptions

a.Big time players make big time plays

a.Intelligent Pursuit and Smart Leverage•Do not waste great effort

•Great defenses hustle on every play and pursue the football with proper pursuit angles

1.Great effort on every play – No Loafsa.Your dedication to the other 10 members of the defense can be measured by the distance between you and the ball carrier when the whistle blows

b.Eliminate Big Playsa.Force the offense to consistently perform – Make Them Drive The Fieldb.Great Communication and Attention to Assignment Details will eliminate big playsc.Great pursuit and gang tackling will eliminate big plays.

The Final Product is a WORK OF ART3

Page 6: MINES 3-5-3 & 3-6-2 DIME PACKAGE

WRECK THE DECISION MAKER!!

• PHYSICALLY• MENTALLY • EMOTIONALY

Page 7: MINES 3-5-3 & 3-6-2 DIME PACKAGE

TacklingWe Will be the best tackling team in the RMAC

Elements of Tackling

1.Approach#1 Principle – Keep your head up – Always see what you are tackling.Be a KNEE BENDER not a WAIST BENDERDo Not wait for the ball carrier, close towards him and “come to balance” as you get within 3 yards of the ball carrier“Coming to balance” involves “popping” the feet and dropping the center of gravity to regain pad leverage – “Tuck Your Tail”Always bend at the knees to keep the head up

•Body Position – “Good Football Position”Feet under shoulders, not too wide or too tightKnees bent in a power producing position where the defender can roll or unlock his hipsLeveraged, pad under pad position (Our helmet screws under the face mask of the offensive player)Weight balanced between the feetHEAD/EYES UP AT ALL TIMES, NECK IN BOWED POSITIONEyes focused on the ball carriers waist

•Body Position•Straight Ahead Tackle - The following steps happen simultaneously:

Explode up and out taking the knees from a “bent” position to a locked position, accelerate the feet and run through the ball carrierRip the arms up (double uppercut) and grab cloth, timing is critical, arms are used to strike the blow and stop ball carriers momentumAccelerate the feet before and throughKeep head up and slide face to the side of the ball immediately before contact

•Angle Tackle - Always know what leverage you are required to have based on the defensive call

Same rules for approach and body positionTake away one of the ball carrier’s options by taking the proper angle, either the inside/out or outside/in based on your required leverageSame rules for contactHead must slide across the body to avoid arm tackle

1.Open Field Tackle – Used in absolute one on one situationSame rules for approach and contact#1 goal is to get ball carrier to the ground; great contact is not the goalTackle the ball carrier high, eyes focused on the jersey #’sMust grab cloth and get ball carrier to the ground4

Page 8: MINES 3-5-3 & 3-6-2 DIME PACKAGE

FLAT CURL

S

EA

M

S

EA

M

PASSING ZONES

FADE DIG DIG

1/4 1/4 1/4 1/4

1/3 1/3 1/3

1/2 1/2

FADE

CURL FLATHOOK HOOKBOX

HOLE

NO FLY ZONE / DELAY

* THE FIRST 5 YARDS ARE THE "NO FLY ZONE/DELAY." WE WILL NOT CHASE IN THIS AREA UNLESS TOLD SO.

* THE FLATS ARE OUTSIDE THE NUMBERS AND EXTEND ROUGHLY 10 YARDS.

* THE CURL IS FROM THE NUMBERS TO A LITTLE OVER HALF WAY TO THE HASH EXTENDS ROUGHLY 10 YARDS.

* THE HOOK IS AN AREA 3 YARDS OUTSIDE AND INSIDE THE HASH AND EXTENDS ROUGHLY 12 YARDS.

* THE HOLE IS DIRECTLY IN THE MIDDLE OF THE FIELD AND EXTENDS ROUGHLY 16 YARDS.

7

Page 9: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E

5 M W 10

C C

FH

POSITION ALIGNMENT KEY RUN TO RUN AWAY PASS NOTES

STRONG LT

MIKE

A GAP BASED ON CALL

A GAP BASED ON CALL

BASED ON COVERAGE

BASED ON COVERAGE

EMLOS BASED ON COVERAGE

EMLOSDIME BASED ON COVERAGE

BALL

BALL

GUARD

GUARDWILL

FRONT: DIME

VS SINGLE = 4X4VS 2 OPEN = HIP

NICKLE

VS SINGLE = 4X4VS 2 OPEN = HIP

30

30

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

ANT

NOSE

EX

RUSH

RUSH

CONTAIN RUSH

WEAK A

CONTAIN RUSH

EXPECT PASS RUSH GAMES

EXPECT PASS RUSH GAMES

EXPECT PASS RUSH GAMES

VS TRIPS STACK

VS TRIPS STACK

VS TRIPS STACK

C GAPC GAP

0 TECH BALL

C GAP C GAP

33

Page 10: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E

5 M W

10

C C

FH

POSITION ALIGNMENT KEY RUN TO RUN AWAY PASS NOTES

STRONG LT

MIKE

A GAP BASED ON CALL

A GAP BASED ON CALL

BASED ON COVERAGE

BASED ON COVERAGE

EMLOSBASED ON COVERAGE

EMLOSDIME BASED ON COVERAGE

BALL

BALL

GUARD

GUARDWILL

VS SINGLE = 4X4VS 2 OPEN = HIP

NICKLE

30

30

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

BASED ON CALL

ANT

NOSE

EX

RUSH

RUSH

CONTAIN RUSH

WEAK A

CONTAIN RUSH

EXPECT PASS RUSH GAMES

EXPECT PASS RUSH GAMES

EXPECT PASS RUSH GAMES

VS TRIPS STACK

VS TRIPS STACK

C GAPC GAP

0 TECH BALL

C GAP C GAP

FRONT: DIME TRIO

Page 11: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E

5 M W 10C C

FH

A N E

5 M W 10C C

FH

A N E

5 M W 10

QB

C C

FH

2nd

1st2nd

NOTES: A - PENETRATORN - WRAPPER - CONTAINE - CONTAIN

STRONG SIDE GAME

STRONG LTTIGHT LT

STRONG LTTIGHT LT

1st

STRONG LTTIGHT LT

NOTES: A - CONTAINN - WRAPPER - CONTAINE - PENETRATOR

WEAK SIDE GAME

2nd

3rd

NOTES:1. A WILL GO FIRST2. NG HAS CONTAIN3. MIKE WILL GO 3RD - ATE DEPTH 4. VS. GUN MOVEMENT WILL BE TO THE BACK5. VS. ONE BACK STRONG SIDE MOVEMENT

1st

DIME PASS RUSH GAMES

MOVEMENT: DIME ANT

MOVEMENT: DIME TRAP IT

MOVEMENT: DIME EX

41

Page 12: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E

5 M W 10C C

FH

A N E

5 M W 10C C

FH

A N E

5 M W 10C C

FH

A N E

5 M W 10C C

FH

NOTES: 1. A AND E HAVE CONTAIN2. MIKE AND NOSE HAVE COOP PASS RUSH3. COVERAGE BASED ON CALL

STRONG LTTIGHT LT

STRONG LTTIGHT LT

STRONG LTTIGHT LT

STRONG LTTIGHT LT

NOTES: 1. FRONT WILL MOVE TO THE CALL2. DIME WILL RUSH CONTAIN RUSH3. END WILL HAVE THE 2 WAY GO4. FREE WILL ROTATE DOWN AND PLAY CURL FLAT

NOTES: 1. FRONT WILL MOVE TO THE CALL TO THE BOUNDRY (BENCH)2. NICKEL WILL RUSH CONTAIN RUSH3. END WILL HAVE THE 2 WAY GO4. HERO WILL ROTATE DOWN AND PLAY CURL FLAT

NOTES: 1. A AND E HAVE CONTAIN2. WILL AND NOSE HAVE COOP PASS RUSH3. COVERAGE BASED ON CALL

DIME LINE MOVEMENTS

MOVEMENT: DIME WHAM

MOVEMENT: DIME STAMP

MOVEMENT: DIME FIELD 3 HIDE

MOVEMENT: DIME BENCH 3 HIDE

42

Page 13: MINES 3-5-3 & 3-6-2 DIME PACKAGE

ROTATING IN AND OUT OF TWO AND THREE DEEP COVERAGES

• 1. Cover 8

• 2. Cover 8 Soft

• 3. Trio 5

• 4. Bench 3 Hide

• 5. Field 3 Hide

Page 14: MINES 3-5-3 & 3-6-2 DIME PACKAGE

T N T5 M W 10

CC

FSH

Pass Run To Run AwayAlignment KeysTechnique Notes

OG

WEAK CORNER

STRONG CORNER

MIKE

5

BALL

BASE RULES

BASE RULES

BASE RULES

BASE RULES

CHECK COUNTER CUTBACK

CHASE

WILL

10

HERO

30

30

4X4 OT

TD SAVER

TD SAVER

Pos.

COVERAGE: DIME COVER 8

MIDDLE HOLE

MIDDLE HOLE

DELAY SORT OUT DELAYSORT OUT THREATS

CURL 4X4 OT VS. TE- TRIANGLEVS. SPLIT #2

CURL BASED ON FRONT

HOOK TO CURL

HOOK TO CURL BASED ON

FRONT

DEEP 1/2USE REFERENFE POINTS.

BALL 2-1DEEP 1/2 ULTIMATE

CONTAIN

FREE DEEP 1/2 USE REFERENCE POINTS

BALL 2-1 DEEP 1/2 ULTIMATE

SQUAT

SQUAT 1x6 O/S

1x6 YDS. O/S

BALL 1-2

BALL 1-2

SQUAT FLAT

SQUAT FLAT

PRIMARY FORCE

PRIMARY FORCE

73

Page 15: MINES 3-5-3 & 3-6-2 DIME PACKAGE

TNT

10WM5CC

FSH

Run AwayAlignment KeysTechnique Notes

WEAK CORNER

STRONG CORNER

MIKE

5

BALL

Pos.

WILL

10

HERO

FREE

30

30

;

Pass

COVERAGE: DIME COVER 8 SOFT

MIDDLE HOLE #2 STRONG

MIDDLE HOLE

DELAYSORT OUT DELAY

SORT OUT THREATS

CURL BASED ON FRONT

VS. TE-TRIANGLEVS. SPLIT #2

CURL

HOOK TO CURL

BASED ON FRONT

HOOK TO CURL

1/2 FIELD 2 TO 1 MATCH 1/4MATCH 1/4

MATCH 1/4 1/2 FIELD2 TO 1 MATCH 1/4

Run To

MATCH 1/4

MATCH 1/4

1x6 OS #1

1x6 OS #1 2 TO 1

2 TO 1 MATCH 1/4

MATCH 1/4

72

Page 16: MINES 3-5-3 & 3-6-2 DIME PACKAGE

10

5 M WC

C

FH

Technique NotesPos. Pass Run To Run AwayAlignment

"5 Left"2-1

2-1

2-12-1

2-1

STRONG LEFT

MIKE

CURL

HOOK TO CURL

CURL

HOOK TO CURL

MATCH 1/4

MATCH 1/4

MATCH 1/4

2 TO 1

2 TO 1

2 TO 1

2 TO 1

MATCH 1/4

MATCH 1/4

MATCH 1/4

MATCH 1/4

MATCH 1/4

ULTIMATE CONTAIN

ULTIMATE CONTAIN TD SAVER

TD SAVERWEAK CORNER

STRONG CORNER

WILL

HERO

FREE

Keys

2-1

"CLOUD""CLOUD"

1/2 FIELD

1/2 FIELD

VS TRIPS OFF 3 STRONG

ULTIMATE CONTAIN

ULTIMATE CONTAIN

IF #2 & #1 GO VERTICAL 3 IN THE FLAT

HIDE PLAYER

1x6 OS #1

1x6 OS #1

MIDDLE HOLE

BASED ON FRONT

BASED ON FRONT

BASED ON FRONT 2 TO 1

VS. TE - TRIANGLEVS. SPLIT #2

#2 STRONG MIDDLE HOLE

HASH TO HASH ALLEY

HASH TO HASH ALLEY

2x2=HOLE

3x1=HOOK TO CURL

VS. TRIPS OFF 3 STRONG TO #1 WEAK

COVERAGE: TRIO 5

5

10 Middle 1/3 Even with Free/Hero

MIDDLE 1/3#3 STRONG #3 VERTICAL

Page 17: MINES 3-5-3 & 3-6-2 DIME PACKAGE

ENA

5 WM 10

CC

FH

Pass Run To Run AwayAlignment KeysTechnique Notes

1/3

1/3

Note: Bump vs. 3/1

"Sky"

1/3

1/3WEAK CORNER

STRONG CORNER

MIKE

5

STRONG LEFT

ALLEY ALLEY

ULTIMATE CONTAIN

ULTIMATE CONTAIN

CONTAIN RUSH

MIDDLE1/3

12x2 YDS.

12x2 YDS.

1x6 YDS.

1x6 YDS.

GUARD

GUARD

BALL

BALL

BALL

BALL

BALL

BALL

HOOKCURL

CONTAINRUSH

CURLFLAT

CURLFLAT

MIDDLE 1/3

HOOKCURL

HOOKCURL

CURLFLAT

CURLFLAT

HOOKCURL

TD SAVER

TD SAVER

CHECK COUNTER CUTBACK

CHECK COUNTER CUTBACK

CHASE

BASE RULES

Pos.

FORCE

D GAP

D GAP

BASE RULES

BASE RULES

PITCH VS. OPTIONS

PITCH VS. OPTIONS

OPTION: QB

COVERAGE: DIME BENCH 3 HIDE

WILL

10

HERO

FREE

30

30

4x4 OT

4x4 OT

;

Base Rules

"SKY"

70

Page 18: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E

5 M W 10

C

C

FH

Pos. Pass Run To Run AwayAlignment KeysTechnique Notes

Note: Bump vs. 3/1

"Sky"

OG

OG

1/3

1/3

1/3

1/3WEAK CORNER

STRONG CORNER

MIKE

5

STRONG LEFT

HOOK CURL

HOOK CURL

CURL FLAT

CONTAIN RUSH

MIDDLE 1/3

CURL FLAT

12x2 YDS.

12x2 YDS.

1x6 YDS.

BALLEMLOS

BALL

BALL

BALL

BALL

BALL

CURLFLAT

MIDDLE 1/3

CONTAIN RUSH

CURLFLAT

HOOKCURL

HOOKCURL

BASE RULES

BASE RULES

D GAP

D GAP

ALLEY

FORCE

BASE RULES

BASE RULES

CHECK COUNTER CUTBACK

CHASE

ALLEY

CHECK COUNTER CUTBACK

PITCH VS. OPTION

PITCH VS. OPTION

COVERAGE: DIME FIELD 3 HIDE

WILL

10

HERO

FREE

30

30

4X4 OT

4X4 OT

ULTIMATE CONTAIN

ULTIMATE CONTAIN

TD SAVER

1x6 YDS.

"Sky"

TD SAVER

OPTION: QB

71

Page 19: MINES 3-5-3 & 3-6-2 DIME PACKAGE

THE CONSTANT ILLUSION OF PRESSURE

• 1.Trio Shark 22• 2.Trio Bingo 22• 3.Drop 99 (schoolyard)• 4.Shark Switch 33• 5.Storm/Whale 33

Page 20: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N EN M W

D

C C

H F

A N EN M W

D

C C

H F

Position Keys Responsibility Notes

A

N

E

Mike

Will

Nickel

Dime

Hero

Free

StrongCorner

WeakCorner

Ball

Ball

Ball

Ball

Blitz B Gap B Gap RusherNo Contain

MCD Triangle to #2 Run: ScrapePass: Match #2

Trips: Blitz D GapTryps: Alert Exchange

Contain Rusher

Ball to #2 -1

Deep 1/2 Ball to #2 -1Deep 1/2Hash to HashAlley

Deep 1/2Hash to HashAlley

Ball to #2-1

Match #2

Squat Ball to #1-2Squat-FlatFunnel #1 Strong

Squat Ball to #1-2Squat-FlatFunnel #1 Weak

Balance

Strong Left Strong Left

Get There

Triangle to #3-2Vs 2 Recievers Alert Box

Primary Force

Primary Force

1) Vs Trips check "Bozo"2) Vs Tryps alert "Exchange" Between Mike and Will 3) Nickel Rules

"Bozo"

Trips: Blitz B GapTryps: Alert ExchangeVs 2 Rec Alert Box

Pressure: Dime Trio Shark 22

ALIGNMENT

RUSH

0 TECH

RUSH

Run: B GapPass: Contain BlitzRACK TO LAT

AIMING POINT I/S HIP OF OT

AIMING POINT I/S HIP OF GUARD

A Gap RusherLONG STICK

Run: D GapPass: CURL

Trips: Drop off #3 "Bozo"

Curl

Deep 1/2

Contain Blitz Trips: Curl off #2 "Bozo"

101

Page 21: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E5

M W

10

C C

FSH

1/2 1/2

"BOZO""SWITCH"

H/C

(NOTE: WILL USE IN EVERY TRIO 22 CALL.)

PRESSURE: DIME TRIO SHARK 22

***EMTPY ADJUSTMENT*** "BOZO SWITCH"

102

Page 22: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E

N M W

D

C C

H F

A N EN M W

D

C C

H F

Keys Responsibility Notes

A

N

E

Mike

Will

Nickel

Dime

Hero

Free

StrongCorner

WeakCorner

Ball Get ThereA Gap Rusher

Ball

Ball

Ball

Blitz B Gap B Gap RusherNo Contain

MCD Run: ScrapePass: Match #2

Blitz D Gap Contain Rusher

Deep 1/2 Ball to #2 -1

Deep 1/2 Ball to #2 -1Deep 1/2Hash to HashAlley

Deep 1/2Hash to HashAlley

SCiF Ball to #2-1 Match #2Trips: SCiF off #3 "Bozo"

Squat Ball to #1-2Squat-FlatFunnel #1 Strong

Squat Ball to #1-2Squat-FlatFunnel #1 Weak

Balance

Strong Left

Get There

Triangle to #3-2Run: D GapPass: SCiF

"Box"

Strong Left

"Box"

Position

Vs 2 Recieves alert "Box"Vs Trips Match #2

Trips: Blitz B GapVs 2 Recievers alert "Box"

Ball to #2-1 Vs 2 Recievers alert "Box"

Pressure: DimeTrio Shark Bingo 22

1) Nickel Rules2) Nickell make a "Box" to the A vs 2 recievers3) Game time adjustments only

RUSH

0 TECH

RUSH

ALIGNMENT

RAC TO LATRUN: B GAPPASS: CONTAIN BLITZ

AIMING POINT O/S HIP OF GUARD

Primary Force

Primary Force

103

Page 23: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E10M W5

C C

FSH

A N E

10M W5

C C

FSH

A N E5

M W10

C C

FSH

2

2 2

H/CM/H

"SWITCH"

"SWITCH"

A. WILL RUN WITH SCHOOLYARD

B. ILLUSION OF PRESSURE

C. NICKEL AND DIME CONTAIN BLITZ

D. FRONT 3 = PRESSURE AND TAG

E. DB'S= COVER 2

F. LB'S= HOOK TO CURL TECHNIQUE

A. NICKEL MAKE "SWITCH" CALL, ANT HAS CONTAIN BLITZ.

B. MIKE IS MIDDLE HOLE OFF #3

C. BASE COVER 2 RULES

PLAY SAME AS 3X1

A. BASE COVER 2 RULES

PRESSURE: DIME DROP 99

98

Page 24: MINES 3-5-3 & 3-6-2 DIME PACKAGE

A N E5M W 10

CC

FH

A N E5 M W 10C C

FH

Strong Left

RESPONSIBILITY NOTESKEYSALIGNMENT

NG

MIKE

STRONG CORNER

WEAK CORNER

POSITION

WILL

HERO

FREE

Strong Left

(2)

(1)(2)

(1)

PASS: SCIFRUN: SCIF RULES

BALL TO QB

BALL TO #1SHOW HARD CORNER PRE-SNAP

BALL TO GUARD

BALL TO EMLOS

BLITZ C/D GAP - CONTAIN

SCIF DROP BALL TO #2SHOW 2 DEEP DISGUISE BASE ALIGNMENT

SHOW 2 DEEP DISGUISE BASE ALIGNMENT

30

30

MIDDLE 1/3

CONTROL BAIL 1/3EXPECT BALL EARLY

OPTION: QB TO PITCHBOX CALL VS. SPLIT #2

AIMING POINT I/S HIP OF OT

BALL TO #1 SOLO VS DEAD END

CONTROL BAIL 1/3EXPECT BALL EARLY

BLITZ STRONG B GAP

GO INFRONT OF STG DT

Notes: 1. ALERT FOR A BOX CALL FROM THE WILL TO THE END VS. 2 OPEN WEAK

GUARDRUN TO: C GAPRUN AWAY:SAP

PRESSURE: DIME DOG SHARK SWITCH 33

5

10

ANT ATE RUSH

5 TECH RUSH

0

BASED ON FORMATION

BASED ON FORMATION

BALL

BALL

BALL

LOOPA GAP

C GAP CONTAIN

WEAK A GAP

BOX CALL VS. SPLIT #2

1 STEP UPFIELD

EX

SHOW 2 DEEP DISGUISE BASE ALIGNMENT"CLUE" VS 2 DETACHEDSHOW 2 DEEP DISGUISE BASE ALIGNMENT"CLUE" VS 2 DETACHED

BALL TO EMLOS

97

Page 25: MINES 3-5-3 & 3-6-2 DIME PACKAGE

T N TSM W

E

CC

FH

T N TS

M W

E

C C

FH

RESPONSIBILITYKEYS

MIKE

STRONG CORNER

WEAK CORNER

EMLOS PASS: SCIF

BALL TO QB

SHOW HARD CORNER PRE-SNAP

ALIGNMENTPOSITION

BLITZ STRONG B GAP

GUARD

BALL BLITZ STRONG A GAP

UNDER ALL RB BLOCKSFIND DAYLIGHT

BALL TO EMLOS

BALL TO TACKLE

BALL TO TACKLE

RAC TO WEAK A GAP

"BOX" TO WEAK END

STRONG DT

END

SAM

WILL

HERO

FREE

WEAK DT

NOSE

PRESSURE: STRONG DOG STORM 33

30

30RUN TO: SCRAPE RUN AWAY: FLOW

SHOW 2 DEEPALIGN TO EXECUTE

SHOW 2 DEEPBASE ALIGN MIDDLE 1/3

CONTROL BAIL 1/3EXPECT BALL EARLY

CONTROL BAIL 1/3EXPECT BALL EARLY

CONTAIN VS. PASS

NOTES

AIMING POINT I/S HIP OF OT

ALERT "BOX CALL"

VS. Split #2

Notes:BOX CALL VS. DETATCHED #2

BALLSETUP ALL BACKS TO THE OUTSIDE STAY IN LANE

PASS: SCIFRUN: PRIMARY

Strong Left

5 TECH C GAP BASE

3 TECH ATELAT

1 TECH STRONG ATE

WEAK OG

AIMING POINT I/S HIP OF WEAK GUARD

VS. 2 MAN ROCK (Buzz Out)VS. 3 MAN ROCK

SHOW 2 DEEPBASE ALIGN"CLUE" VS 2 DETACHED

SHOW 2 DEEPBASE ALIGN"CLUE" VS 2 DETACHED

BALL TO #1CLUE= 2 TO 1

BALL TO #1CLUE= 2 TO 1

VS. 3 MAN=ROCKVS. SPLIT #2 1X4 INSIDE (HIP)

SOLO VS DEAD END

86

Page 26: MINES 3-5-3 & 3-6-2 DIME PACKAGE

E

WMS

CC

FH

E

WMS

CC

FH

E

WM

S

CC

FH

E

WMS

CC

FH

E

WM

S

CC

FH

E

WMS

CC

FH

E

WMS

CC

FH

T N TS M W

E

C

C

FH

Empty 3/2

Strong Dog Storm 33

Empty rules for DE

ALL DIAGRAMS ARE STRONG LEFT

TRIPS TRYPS

"BOX" "BOX"

RAM TWINS

TWINS OPEN

QUAD

SPREAD

87

Page 27: MINES 3-5-3 & 3-6-2 DIME PACKAGE

T N TS

M W

EC

C

FH

T N TS M W

E

CC

FH

Strong Left Strong Left

RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION

NG

MIKE

STRONG CORNER

WEAK CORNER

33 ALIGNMENT RULES

BALL TO #1

BALL TO #1

SHOW HARD CORNER PRE-SNAP

BALL TO GUARD

BALL TO GUARD

UNDER ALL RBsATE - BRING IT NORTH - SOUTH

BALL TO EMLOS

RUN: C/D PASS: SCIF

BLITZ WEAK A GAP

BALL TO QB

O/S OF ALL RB BLOCKS

BALL

ALIGN TO EXECUTESHOW 2 DEEP

BALL TO TACKLECONTAIN VS. PASSFLOW AWAY: BRS SPRINT ALERT

1 TECH STRONG BALL TO CENTER

BALL TO TACKLE

STRONG DT

WEAK DT

END

SAM

WILL

HERO

FREE

PRESSURE: STRONG DOG WHALE 33

5 TECH

3 TECH

C GAP KICKOUTS: BLOW UP

LAT C GAP CONTAIN

AIMING POINT I/S HIP OF OT 3 MAN ALERT

STRONG A GAP

PASS: SCIFRUN: PRIMARY

EMLOS

30

30

RUN TO: B GAPRUN AWAY: SLOW

DEEP 1/3

DEEP 1/3

DEEP 1/3

Notes:1. VS #2 DETACHED TO BOUNDRY CHECK TO "LION"

LION VS #2 DETACHED TO BOUNDRY

BLITZ

VS. 3 MAN ROCKVS. SPLIT #2 HIP

33 ALIGNMENT RULES "CLUE VS 2 DETACHED

33 ALIGNMENT RULES "CLUE VS 2 DETACHED

"SOLO" VS DEAD END

VS 2 MAN= BUZZ OUTVS 3 MAN=SLIDE TO ROCK AT SNAP

88

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T N TS

M W

E

C

C

FSH

TN E

S M WC C

FH

TN E

S M WC C

FH

TN E

S M WC C

FH

TN E

S M WC C

FH

Strong Dog Whale 33ALL DIAGRAMS ARE STRONG LEFT

TRIPS TITE TRYPS

TWINS OPEN SPREAD

CHECK "LION"

89

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ADDING YOUR MAN BLITZES

• DEFENDING THE DBP GAME• STOPPING THE SCREENS• SLOWING DOWN THE ZONE

READ OPTION• Red Zone• 1. Samurai/Warrior Man• 2. Blast M/C Ambush• 3. Trio Pitt

Page 30: MINES 3-5-3 & 3-6-2 DIME PACKAGE

N

D5

A

M W

E

C C

FH

N

D5

A

M W

E

C C

F

H

2 1 2

"Bump" vs. 3/1 Sets Only

BALL

BALL TO CENTER

0 TECH

BALL TO GUARD BLITZ B GAP WEAK

BALL TO CENTER

BALL TO GUARD

BALL TO RB

BALL TO RBRANDOM

HASH RULES

HASH RULES

1X6 OS #1

1X6 OS #1

#1 STRONG

#2 STRONG

STRONG LEFT TIGHT LEFT

STRONG LEFT TIGHT LEFT

RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION

BLITZ A GAP WEAK

5

NG

A

E

STRONG CORNER

WEAK CORNER

MIKE

DIME

PASS: 3 BOX DROPRUN TO: C/D GAPRUN AWAY: CHECK COUNTER

SPY RB TO BOX DROP

BLITZ B GAP STRONG SET PICK FOR MIKE

BLITZ A GAP STRONG - 2ND THROUGH

O/S OT

O/S OT

WILL 30

30

UNDER ALL BACKS

FREE

HERO

#1 WEAK

1

BLITZ: DIME SAMURAI MAN

SPY PEELCONTAIN BLITZ

CONTAIN BLITZ CONTAIN BLITZ

NOTES: 1. DIME WILL SPY PEEL THE BACK 2. A WILL KEY OFF 3 VS. TRIPS AND THE RB VS. 2X2 SETS ON HIS DROP VS. PASS

MAN ON #2 WEAK OR #3 STRONG

#2 WEAK OR #3 STRONG

MAN ON #2 STRONG

MAN ON #1 STRONG

MAY SHOW 3 DEEP VS. TRIPS

MAY SHOW 3 DEEP VS. TRIPS

MAN ON #1 WEAK

HIP

119

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120

D

A

WM5

CC

F

H

DA

WM5C

C

FH

D

A

WM5

CC

F

HD

A

WM

5

CC

F

H

D

N EA

WM5

CC

F

H

DA

WM5C

C

FH

D

A

WM5C

C

FH

Empty 3/2

(1)(2) (1)(2)

(1)(2) (1)(2)

(1)(2)(1)(2)

(1)(2)

SWITCH CALL VS. EMPTYDIME TAKE #2 WEAKEND CONTAIN RUSH

ALL DIAGRAMS ARE STRONG LEFT

TRIPS TRYPS

DIME Samurai ManTWINS OPEN

RAM

SPREAD

QUAD

Page 32: MINES 3-5-3 & 3-6-2 DIME PACKAGE

N

D5

A

M W

E

C C

F

HN

D5

A

M W

E

C C

FH

12

"Bump" vs. 3/1 Sets Only

Strong LeftTight Left

BALL TO CENTER

0 TECH

BALL TO GUARD

HASH RULES

HASH RULES

1X6 OS #1

1X6 OS #1

#1 STRONG MAN ON #1 STRONG

MAN ON #1 WEAK

#2 STRONGMAN ON #2 STRONG

MAN ON #2 WEAK OR #3 STRONG

#2 WEAK OR #3 STRONG

RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION

BLITZ A GAP WEAK

OPTION:PITCH

BALL TO GUARD

BLITZ B GAP STRONG

BALL TO #3

BLITZ B GAP WEAK

5

NG

A

E

STRONG CORNER

WEAK CORNER

MIKE

DIME

12

CONTAIN BLITZ CLOSE ALL KICKOUTSALERT: SPY

BLOW UP ALL KICKOUTS OPTION: QB

WILL

FREE

HERO

O/S OT

O/S OT

30

30

RANDOM

1X5 INSIDE #2

BALL

BALL

BALL TO CENTER

#1 WEAK

Strong LeftTight Left

CONTAIN BLITZ C GAP

BLITZ A GAP WEAK SET PICK FOR WILL

CONTACT TACKLE AND DROPOPTION:PITCH

UNDER ALL BACKS

BLITZ:DIME WARRIOR MAN

NOTES: 1. 5 WILL HAVE SPY PEEL VS. THE RB 2. E WILL KEY OFF THE #3 VS. TRIPS AND THE RB VS, 2X2 SETS ON HIS DROP VS. PASS - E WILL HAVE PITCH ON OPTION

PASS: 3 BOX DROPRUN TO: C/D GAPRUN AWAY: CHECK COUNTER

MAY SHOW 3 DEEP VS. TRIPS

MAY SHOW 3 DEEP VS TRIPS

121

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D

E

WM5C

C

FH

DE

WM5C

C

FH

D

N EA

WM5

CC

F

H

D

E

WM

5

CC

F

HD

E

WM5

CC

F

H

DE

WM5C

C

FH

D

E

WM5

CC

F

H

Empty 3/2

Ram

(1) (2)

(1) (2)(1) (2)

(1) (2)

(1) (2)

(1) (2) (1) (2)

ALL DIAGRAMS ARE STRONG LEFT

ACE

TRIPS TRYPS

SPREAD

SWITCH CALL VS. EMPTYANT CONTAIN RUSHNICKEL TAKE #3 STRONG

Dime Warrior Man

TWINS OPEN

122

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A N E

5 M W10

C CH

FS

A N E

5 M W 10C C

H

FS

BALL

RESPONSIBILITY NOTESKEYSALIGNMENTPOSITION

5

NG

A

E

STRONG CORNER

WEAK CORNER

MIKE

DIME

WILL 30

30

FREE

HERO

RUSH

0 TECH

RUSH

BASE

BASE

BASED ON FORMATION

BASED ON FORMATION

BASE MAN

BASE MAN

BALL

BALL

BALL

BALL

OUTSIDE MAN

BASED ON AMBUSH

#1 MAN

#1 MAN

CONTAIN C GAP

WEAK A GAP

CONTAIN C GAP

COMBO MAN

TRAPPER

#1 MAN

#1 MAN

KNOW WHO YOU ARE TRAPPING

KNOW WHO YOU ARE TRAPPING

TRAPPER

HAS HELP VS CHINA

HAS HELP VS CHINA

*TRAPPING #2 STRONG

BLITZ: DIME BLAST M/C AMBUSH MAN

**TRAP

--QB --QB

**TRAP

1. TRAP TOP RECIEVER/ PRE-DETERMINED 2. PRE-SNAP MUST KNOW WHICH SAFETY IS TRAPPER.3. RUN WITH MOTION4. CAN SINK SAFETY INTO BOX

5. IDENTIFY BACK WITH "LARRY/ROGER" CALL6. BLAS WILL BE AWAY FROM BACK7. DE TO BACK = TILIT "CHASE"

BASED ON BACK LARRY/ROGER CALL

2X2 QB PLAYER

LARRY/ ROGER CALLBASED ON BACK

CHASE VS TUG IF BACK TO YOU

CHASE VS TUG IF BACK TO YOU

2X2= OUTSIDE MAN #2 WEAK

3X1= QB/BLITZ

2X2= OUTSIDE MAN#2 WEAK

3X1= QB/ BLITZ

2X2 = STACK/ BLITZ

3X1= MAN ON #3

2X2 = BASED ON BACKTO: QBAWAY: BLITZ

COMMUNICATE

118

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S M WC C

FH

S M WC C

FH

WEAK CORNER

STRONG CORNER

MIKE

TECHNIQUEPOSITION ALIGNMENT KEY PASS RUN TO RUN AWAY NOTES

CHECK COUNTER CUTBACK

STRONG LEFT STRONG LEFT

COVERAGE: PITT

SAM

WILL

FREE

HERO

USE REFERENCE POINTS

ULTIMATE CONTAIN

HASH TO HASH ALLEY

USE REFERENCE POINTS

HASH TO HASH ALLEY

BALL

1-2

BALL

1-2

ULTIMATE CONTAIN

SQUATSQUAT FLAT

PRIMARY FORCE

OPTION: PITCH

BALL

1-2

SQUAT SQUAT FLAT

PRIMARY FORCE

OPTION: PITCH

BALL

1-2

#2 STRONG

MATCH #2 STG

C GAPOPTION: 2-1

BRACKET #2 STRONG

REDZONE

REDZONE

REDZONE

REDZONE

REDZONE

REDZONE

REDZONE

OUTSIDE 1/4

OUTSIDE 1/4

"CLOUD" "CLOUD""DELAY"

1/41/4

"CLOUD" "CLOUD""DELAY"

1/41/4

"BRACKET" "BRACKET""BRACKET" "BRACKET"

OUTSIDE 1/4

OUTSIDE 1/4

1x5 O/S

1x5 O/S

DELAY VS 2X2BRACKET VS 3X1

BASED ON FRONT

BASED ON FRONT

BASED ON FRONT

GUARD

GUARD

BASED ON FORMATION

BASED ON FORMATION

BASED ON FRONT

BASED ON FRONT

BASED ON FRONT

BASED ON FRONT BASED ON

FORMATION

#2 GOES FLAT ZONE OFF AND BRACKET NEW #2

BASED ON FORMATION

ADJUST ALIGNMENT TO TRIPS

VS 3X1 ILB'S WILL EXCHANGE TECHNIQUE

FUNNEL #1 STRONG HEAVY ON ALL FLAT ROUTES

FUNNEL #1 STRONG HEAVY ON ALL FLAT ROUTES

CHECK COUNTER CUTBACK

CHECK COUNTER CUTBACK

BRACKET VS 2X2DELAY VS 3X1

62

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A N

10

5 M W

E

C CFH

A N

5

10

M W

E

C CFH

Alignment Keys Notes

Strong LeftTight Left

Technique/ResponsibilityPos.

NG

5

10

Strong LeftTight Left

Head Up OT

Head Up OT

Head Up OC

Long Stick Flush the QB

Long Stick Flush the QB

Find QB and Rush Upfield Shoulder

Do not Contact the Center - Force a Bad Throw

Base - Balance RulesAdjust to Trips

Base - Balance RulesAdjust to Trips

vs. 2x2 Wall #2vs. 3x1 Jam #1 Weak

1x8 I/S #2 Strong

Center Fielder Nothing Behind You

Wall #2

1x12 I/S #2 Strong 1/4 Field Player

1x12 I/S #2 WeakAdjust to Trips 1x12 I/S #3 Strong 1/4 Field Player

1x12 O/S #1 1/4 Field Player

1/4 Field Player1x12 O/S #1

Deepest PlayerAdjust to Field Align Deeper than the QB's Arm

MIKE

Must get QB out of the Pocket

Must get QB out of the Pocket

A

E

STRONG CORNER

WEAK CORNER

Ball

Ball

Ball

vs. 2x2 - #2 Strongvs. 3x1 - #3 Strong

vs. 2x2 Middle Holevs. 3x1 Wall #3

#2 Strong

Ball to QB

2 to 1Adjust Alignment Based on Situation

Adjust Alignment Based on Situation

Adjust Alignment Based on Situation

Adjust Alignment Based on Situation

Dime: Prevent Mirror

WILL

HERO

FREE 2 to 1

1 TO 2

1 TO 2

vs. 2x2 - #2 Weakvs. 3x1 - #1 Weak

74