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AIR FORCE

FOOTBALL
FIRE-ZONE
PACKAGE
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
• Create negative yardage plays – get offense off
schedule.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
• Create negative yardage plays – get offense off
schedule.
• Reduce the volume of offense from opponent.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
• Create negative yardage plays – get offense off
schedule.
• Reduce the volume of offense from opponent.
• Zone adjustment to offensive change of strength.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
• Create negative yardage plays – get offense off
schedule.
• Reduce the volume of offense from opponent.
• Zone adjustment to offensive change of strength.
• Zone drops often cause quarterback to hold ball in
pocket – allows for pressure to develop.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
• Create negative yardage plays – get offense off
schedule.
• Reduce the volume of offense from opponent.
• Zone adjustment to offensive change of strength.
• Zone drops often cause quarterback to hold ball in
pocket – allows for pressure to develop.
• Cannot run off perimeter run support.
WHY FIRE-ZONES
• Pressure the point of attack versus running game.
• Attack pass protection weakness – QB’s confidence.
• Reduce the “big-play exposure” by taking the back-
end out of man coverage.
• Create negative yardage plays – get offense off
schedule.
• Reduce the volume of offense from opponent.
• Zone adjustment to offensive change of strength.
• Zone drops often cause quarterback to hold ball in
pocket – allows for pressure to develop.
• Cannot run off perimeter run support.
• Offense must be “protection-orientated” over “hot-
orientated” in the passing game.
OUR DEFENSIVE STRUCTURE

__ __
OUR DEFENSIVE STRUCTURE

E N E

__ __
OUR DEFENSIVE STRUCTURE

E N E
L M R

__ __
OUR DEFENSIVE STRUCTURE

E N E
F F
L M R

__ __
OUR DEFENSIVE STRUCTURE

E N E
F F
L M R
C C

__ FS __
BASIC DESIGN PRINCIPLE

PRESSURE ELEMENT:
FRONT THREE + TWO
BASIC DESIGN PRINCIPLE

PRESSURE ELEMENT:
FRONT THREE + TWO

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

E N E
F F
L M R
C C

__ FS __

BEAR
PRESSURE ELEMENT

E N E
F F
L M R
C C

__ FS __

TIGER
PRESSURE ELEMENT

E N E
F F
L M R
C C

__ FS __

SHOOT
DECLARATIONS
TIGHT
SPLIT
FORMATION
FIELD
BOUNDARY
TILT
NUMBERS
PRESSURE ELEMENT

E N E
F L M R
F
C C

__ FS __

BLAZE
PRESSURE ELEMENT

E N E
F L M R
F
C C

__ FS __

THUNDER
PRESSURE ELEMENT

E N E
F L M R
F
C C

__ FS __

TORNADO
PRESSURE ELEMENT

E N E
F L M R
C C

FS F
__ __

FLOOD (RIVER/LAKE)
TIGHT

E N E
F L M R
F
C C

__ FS __

THUNDER
SPLIT

E N E
F L M R
F
C C

__ FS __

THUNDER
FORMATION

E N E
F L M R
F
C C

__ FS __

THUNDER
FIELD
FIELD

E N E
F
L M R
F
C C

__ FS __

THUNDER
BOUNDARY
FIELD

E N E
F L M R
F
C C

__ FS __

THUNDER
TILT

E N E
F L M R
F
C C

__ FS __

THUNDER
NUMBERS

E N E
F L M R
F
C C

__ FS __

THUNDER
BASIC DESIGN PRINCIPLE

PRESSURE ELEMENT:
FRONT THREE + TWO
BASIC DESIGN PRINCIPLE

PRESSURE ELEMENT:
FRONT THREE + TWO

COVERAGE ELEMENT:
TWO SEAMS + ONE HOLE
THREE DEEP ZONE
HOW DO YOU PLAY ZONE
COVERAGE WITH ONLY SIX
DEFENDERS?
TEACH PLAYERS HOW TO
READ ROUTE COMBINATIONS

TEACH CONCEPT OF PLAYING


MAN WITHIN YOUR ZONE –
MUCH LIKE A MATCH UP ZONE
IN BASKETBALL
HOLE
SEAM SEAM

T T T
H H H
I
R
__ I
R
__ I
R
D D D

COVERAGE ELEMENT BEHIND FIVE MAN BLITZ


Z
Z PRESS
Z SPIN
Z ROB
Z LOU
Z MIKE
Z JOHN
COVER: Z

E N E
F F
SEAM
SEAM

__ __

COVERAGE RESPONSIBILITIES
COVER: Z

E N E
F F
SEAM L M R SEAM

HOLE

**NON-BLITZING LINEBACKER
BECOMES HOLE PLAYER

__ __

COVERAGE RESPONSIBILITIES
COVER: Z

E N E
F F
SEAM L M R SEAM

HOLE

__ FS
MIDDLE
__
THIRD

COVERAGE RESPONSIBILITIES
COVER: Z

E N E
F F
SEAM L M R SEAM

HOLE

C
OUTSIDE
C
OUTSIDE
THIRD THIRD

__ FS
MIDDLE
__
THIRD

COVERAGE RESPONSIBILITIES
COVER: Z

E N E
F F
FORCE L M R FORCE

C C

__ FS __

RUN SUPPORT
COVER: Z

E N E
F F
FORCE L M R FORCE

C C

__ FS
ALLEY
__

RUN SUPPORT
COVER: Z

E N E
F F
FORCE L M R FORCE

C
SECONDARY
C
SECONDARY
CONTAIN CONTAIN

__ FS
ALLEY
__

RUN SUPPORT
SEAM TECHNIQUE
SEAM TECHNIQUE

F
**FLAT-FOOT
READ

VERSUS SINGLE WIDTH


SEAM TECHNIQUE

F
10 YARDS
DEPTH

PLAY AS NORMAL CURL ZONE DEFENDER


SEAM TECHNIQUE

F
**FLAT-FOOT
READ

VERSUS TWO STANDS UPS


SEAM TECHNIQUE

READ ROUTE OF #2 RECEIVER


SEAM TECHNIQUE

F
HOLD
CURL

IF #2 QUICK TO FLAT -- WORK TO NORMAL CURL AND HOLD


SEAM TECHNIQUE

IF #2 QUICK TO FLAT -- WORK TO NORMAL CURL AND HOLD


SEAM TECHNIQUE

IF #2 RUNS SLANT -- CUT AND CARRY THROUGH QB’s EYES


SEAM TECHNIQUE

IF #2 VERTICAL -- COLLISION AS NEARS RE-ROUTING OUTSIDE


SEAM TECHNIQUE

IF #2 VERTICAL -- COLLISION -- PLAY MAN ON ALL STOP/OPTION ROUTES


SEAM TECHNIQUE

IF #2 QUICK CROSSER -- PASS OFF TO HOLE PLAYER - SETTLE AND ZONE QB’s EYES
SEAM TECHNIQUE

F
C

VERSUS ANY SCREEN -- SEAM PLAYER TRIGGERS


HOLE TECHNIQUE
HOLE TECHNIQUE

E N E
LB

PATTERN READ OFF #3 RECEIVER -- OFTEN BACK IN BACKFIELD


HOLE TECHNIQUE

E N E
LB

DROP OVER #3 AS YOU READ HIS ROUTE -- NO RECEIVER THREAT – DRIVE ON #3


HOLE TECHNIQUE

E N E
F
LB

DROP OVER #3 AS YOU READ HIS ROUTE – IF THREAT BY #2 – WALL OFF AND ROLL
BANJO TECHNIQUE

LB
F **WIDEN AS
NEEDED
**FLAT-FOOT
READ

VERSUS THREE STANDS UPS


BANJO TECHNIQUE

LB
F

WORK BANJO WITH HOLE -- INSIDE/OUTSIDE CUTTERS


BANJO TECHNIQUE

LB
F

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

LB
F

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

LB
F

HOLE PLAYER CARRY VERTICIAL BY #3 – LOOK FOR CROSSER FROM #2


BANJO TECHNIQUE

LB
F

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


FREE SAFETY
PLAY
FREE SAFETY PLAY

T N T
12 F
F L M R
C C

__ FS __

ALIGN IN MIDDLE OF FIELD – PERFORMANCE IS PRIORITY


FREE SAFETY PLAY

F E N E
12
L M R F
C C

__ FS __

BALL ON HASH -- SPLIT DIFFERENCE #2 AND BALL


FREE SAFETY PLAY

E N E
F F
L M R
C C

__ FS __

ZONE MIDDLE THIRD – FAVOR TO SKILL – BE FAST ON QB’s INTENTIONS


CORNER PLAY
CORNER PLAY

40
7

__ __

VERSUS NORMAL WIDE RECEIVER SPLIT


CORNER PLAY

40
1

__ __

VERSUS WIDE SPLIT BY WIDE RECEIVER


CORNER PLAY

40 2

__ __

VERSUS TIGHT SPLIT BY WIDE RECEIVER


CORNER PLAY

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

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

BREAK UP ON ALL NORMAL BREAKING ROUTES


CORNER PLAY

BREAK UP ON ALL NORMAL BREAKING ROUTES


CORNER PLAY

TURN AND DRIVE ON DEEP SHOULDER OF RECEIVER ON POST


CORNER PLAY

CLOSE AND PLAY CHASE ON DIG


CORNER PLAY

TURN AND GAIN HIP POSITION ON FADE


CORNER PLAY

40

C
__ __

VERSUS MULTIPLE STANDS UPS – NORMAL SPLIT


CORNER PLAY

40
3

C
__ __

VERSUS MULTIPLE STANDS UPS – WIDE SPLIT


CORNER PLAY

C
__ __

VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE


CORNER PLAY

C
__ __

VERSUS MULTIPLE STANDS UPS – PLAY DIVIDER TECHNIQUE – TRUE ZONE


CORNER PLAY

C
__ __

VERSUS MULTIPLE STANDS UPS – IF #2 CANCELS OUT – DRIVE ON #1


END

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