Usc Trojans Special Teams: Punt Team Play Fast, Fierce and Finish

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USC TROJANS

SPECIAL TEAMS

PUNT TEAM
PLAY FAST, FIERCE AND
FINISH
Punt Team
The Punt Unit is made up of tough, strong minded,
and Self-Disciplined individuals capable of Executing
and Achieving events under difficult circumstances.

GOAL: To have a better net punt than our opponents


each week (1 game at a time)

Objectives
1. 100% Operation and protection
2. Be under 2.10 seconds get off
3. No return over 10 yards
4. Create turnovers
5. Pin the opponent inside
the 20 yd. line

PROTECT! RUN! HIT!


PUNT TEAM
1. Return men must be given “An Opportunity to catch the Ball”, whether is a
fair catch or not. Interfering with this opportunity to catch the ball is now a 15
yd. penalty.
2. Be sure we are in a legal formation (seven men on LOS).
3. You cannot block below the waist on any kicking play.
4. Protection for a kicker is lost if the kicking rhythm or sequence is interrupted by
a poor snap or misplay of ball made by kicker.
5. If the ball is blocked, a defensive team member can advance ball.
6. If the ball is blocked behind LOS, the ball can be advanced by either team.
7. If ball is partially blocked and crosses the LOS, the kicking team cannot
advance ball. We must cover it!!
8. We can “BAT” a ball back towards or own goal. It is illegal to bat a punted ball
forward. A ball heading into the end zone can be batted back.
9. The person giving a fair catch signal cannot block.
10. When downing the ball inside the 10-yard line, the ball must be in possession in
the field of play. Once the ball is touched in the end zone (crosses the goal
line), the ball is dead.
11. If the ball goes into the end zone (even if muffed in the field of play), the result
is a touchback.
12. The ball is live as soon as it is touched by the receiving team. When in doubt
cover any loose balls.
13. The kicking team can catch scrimmage kicks in the air, so long as it is behind
the last eligible return man (sky kicks).
PUNT TEAM

14. The line may adjust splits until they get a “set” call from the personal
protector. Anything after that is an illegal procedure. From tackle to tackle,
you are restricted. Ends and backs can move, but must be set 1 second
before the snap.
15. The center must wait at least 1 second after a “set” call before snapping the
ball. Vary your rhythm by looking up once, twice or even three times.
16. When downing a punt, the punting team player must control the ball until the
whistle blows. The receiving team may advance a touched ball if the whistle
has not been blown.
WE SET THE TEMPO!!!!
Huddle
We will huddle on the sideline with all the players who are not currently on the
field. Between 2nd and 3rd down you should be thinking about getting to the
ready area.
Always think ahead and anticipate situations. Know the depth chart!!
Sideline Call
Be alert for special situations that are game specific.
Directional punting will be called on the sideline.
Communication is the key for proper team execution.
On Field Operation
1. PP identify front.
2. PP identify protection responsibilities.
3. Guards, tackles, and wings will make the necessary calls.
4. PP gives a set call. (No more Moving or Flinching)
5. Snap.
6. Protect.
7. Cover and Tackle.
Time Elements
1. Center’s Snap-Snap to Hand – Get the ball back under 0.8 tenths of a
second.
2. Punter’s Touch to Toe – The punter should get the ball off under 1.3
seconds.
3. Elapsed Time-Snap to Foot – Total get away time must be under 2.10.
4. Hang Time – foot to catch: 40 Dst: 4.0
43 Dst: 4.3
48 Dst: 4.8
50 Dst: 5.0+
Special Situations
A. Punting inside own 5 yard line
• Reduce splits regardless of opponents’ alignment, realizing that the
punter is confined and is closer than the normal 15 yds. We must
maintain contact with the man until the ball is kicked.
• Alert Tight Punt
B. Taking a safety
• The punter will receive the ball and cover it with both arms while
running along the end line until he is about to be tackled, then step
back out of bounds. Maintain your blocks as long a possible
because coverage is not a factor.
C. Punting after a safety
• After a safety, we are allowed a free kick from the 20 yard line. We
will use our kickoff cover team with our same coverage principals.
D. Blocked Punt
• We must cover all blocked punts. If the ball does not cross the
LOS it can be advanced by either team.
E. Speed punt
• A call to stop a team from jets, pirates and stemming. This is a full
zone and the key is a fast snap.
Punt Protection Terms
Basic – A call made by the PP to identify a balanced 8 man front in the box.
Check – A call made by the PP to hold the snap and change the protection.
Connie – This is a call made by the PP to alert 7men in the box and a nose on
the center.
Jet – A call made by the gunners to wings to let them know they are
uncovered.
New York – This is a basic look and the center will block R4.
LA – This is a basic look and the center will block L4.
Looper – A call and technique used by the center & PP in basic look.
Naked – A throw to uncovered gunner with a jet. Game plan throw.
Pirate – A call made by the gunner and wings to alert a safety that is coming
down into the box from vice.
Rabbit – A call made by the PP to establish that he has a man “wherever he
goes”.
Red/Blue – These are zone calls to one side with man principles on the other.
Red is zone right with the center going right. Blue is zone left with the center
going left.
Recount – A call made by PP to change the count to a 8 man box.
Set – A call made by the PP to alert that we are ready for the snap.
NO MORE MOVEMENT OR CALLS!!
Silent Signal – A hand signal to alert the center of “set” in loud crowd.
Load – A call made by the PP for an 8 man Box overload.
2 Man – A call made by G-T-W to alert 2 man side. Guard is down, T/W
should be alert for twist.
Solid – G-T-W communication to alert 3 on 3.
Punt Protection Terms

Stay together – Communication made by everybody in zone protection to


stay tight while communicating to be ready for a twist.
Stack – Communication made by anyone that we have stacked rushers
and to alert a twist.
Wide – Call by G-T-W to wide alignment, get depth, stay square, and
watch twist.
Stack – Call by PP, to alert stack alignment to core.
Shuffle –Punt return team buzzing around before the snap.
Kick Slide – This is a basic technique used by G-T-W’s.
Drop Slide – The centers technique in blocking.
Search Light – PP technique to find most dangerous man.
Box – A 5 by 5 area that our core must account for and block.
Post – Inside hand of a core player used during a kickslide technique.
Collision – Outside hand of core player in a kickslide technique.
Squeeze – Technique used when a rusher aligns or makes a move
inside.
Shark – A 2nd returner come down to the box.
Trojan – A 6 Man box call
Twist – Movement post snap where the inside rusher goes 1st while the

outside rusher comes under.

Knife – Movement post snap where the outside rusher goes 1st while the

inside rusher folds behind.

Danger – A alert by the PP to form a full zone protection.

Heavy – A 8 man box with a 6 man overload.


Punt Protection
1. Installation
This is a progression of our punt protection system. We will start with zone
protection principals and move into a man protection scheme. Throughout
the year we will be a man protection team with the ability to go to zone
protection based on certain fronts or game plane.
2. Front ID and responsibility
We will ID the front and count with a set of calls. The call tells you the
scheme and the front: The calls are:
Trojan 6 Man Box Connie (RIP/LIZ) 7 man Box
Basic (RIP/LIZ) 8 man Box Load (RIP/LIZ) 8 man Box
Blue: Zone on left man on right Scan every look is 8 man Box
Red: Zone on right man on left
Danger: Full zone
3. Count system
We will count from the outside in. The player lined up in the “Box” are the
players that will be involved in the count. The box is a 5 by 5 area outside
the wings and 5 yards deep.
Note: Any rusher inside the box must be accounted for from our core.
Communication is the first component of great protection.

5 Yards
1 2 3 4 4 3 2 1
Depth

5 Yards
Wide
Scan Protection

Box

Squeeze Squeeze

Box

Check Out Check Out

Box

Check Out Squeeze

Box

Solid
Solid
STANCE AND ALIGNMENT
1. Stance:
A. Everyone takes the stance immediately upon reaching the LOS.
B. Guards, Tackles, and Wings:
1) 2 Point Stance with outside foot back.
2) Feet are heel to toe
3) Shoulder with apart.
4) Toes are straight downfield.
5) Hands lightly on the thighs. (power clean position)
6) Eyes peek in at ball.
C. Gunners: 2 pt, Staggered Stance verse Single, Square stance vs.
Vice.
2. Alignment:
A. Guards = 6”
B. Tackles = 1 foot split
C. Wings = Inside foot to outside foot of tackle (arm length)
D. Gunners = On LOS Split rule
1. Middle of field- 1 yd outside the numbers
2. Either Hash – Into the boundary 4 yards outside the numbers
and to the field. Be 1 yd outside the numbers
E. Full back = Heels at 5 yds behind right guard. Never give a tell on
the snap
F. Punter = Heels 14 ½ yards, behind ball
Protection Techniques

A. Kick Slide Technique:


Basic technique used by the guards, tackles and wings to protect the block
point. It is critical that you gain depth off the LOS, NOT width.
1. Bend your hips with outside foot back and put your chin over your toes
gaining the hip of the center with your nose. Put all of your weight on
the ball of your front foot. Lay the heel of your hands atop your thigh
boards. Listen for the protection call.
2. Key ball movement. We must be as quick off the ball as the defense.
3. Step with your back foot first, gaining vertical depth. As you kick, punch
and secure with your post hand (INSIDE), keeping your shoulders
square and work for depth.
4. Use your collision hand (OUTSIDE) to attack the man you are
responsible for, and punch thru his inside #.
5. Zone and man principals are the same except on the man principal we
will two hand collision our man. In zone we will hold our post.
6. The wider the rusher, the deeper your vertical set will be. The closer the
rusher, the shorter your vertical set will be. Don’t get deeper than you
need to be.
7. Rip and Run.

B. Solid Technique
B. Technique used by G-T-W on either side vs. 3 man side.
C. Follow step rules and “Take A Picture” of the rush.
D. Aggressively strike you’re hand on the inside #. Take your man
off his block point path.
E. Rip and Run.
Individual Protection Responsibilities

A. Center: Blue – Block Left A gap


Red - Block Right A Gap
Rip/Liz – Block # 4 to called assign side
B. G’s: Zone – Post #4 Collision # 3
Man – Post #4 two hand collision # 3
C. T’s: Zone – Post # 3 Collision # 2
Man – Post # 3 two hand collision # 2
D. Wing: Zone – Post #2 Collision # 1
Man – Post #2 two hand collision # 1
E. PP: Blue – Block Right A Gap
Red – Block Left A Gap
Rip/Liz – Block #4 to called assign side
CP: Is always alert for twists, stacks, Jets and Pirates off the edge.
F. Gunners: Release, Run and Cross-face
G. Punter: Tempo and Hang time
Red
• Zone Principals on LEFT
• Man Principals on RIGHT
Blue
• Zone Principals on Right
• Man Principals on Left
Danger
Full Zone Protection
Man Principles/Techniques
Man Principles/Techniques
1. We will take a firm aggressive set relative to the alignment of our man.
2. If the man is inside or makes an inside move, take a squeeze step by
pushing him off your outside foot and shooting your hands right through
his breast plate pads. This will negate his charge and release as
cleanly as possible into your coverage. Watch for knifes on hard inside
moves.

3. If the man is head up gain depth and back off the LOS. When you
realize he has a three-way go, you cannot get beat inside. Gain a little
bit of depth straight back. Focus on a point right between his numbers.
Keep your weight back and head back. Don’t lunge on the punch. Be
firm.
C

4. If the man is outside, KICK-SLIDE with depth to put yourself in the best
position to cover him up. Punch through and release. Stay vertical and
widen your man. The wider he is aligned, the deeper you will kick slide.
Be aggressive on your punch.

C
PP Call Rules
SEND CENTER TO:
1. Least Dangerous #4
2. Widest #4
3. Load
4. Away From Twist
LIZ TO BIGGER PLAYER RIP TO BIGGER PLAYER
BIG FAST FAST BIG

3 4 4 3 4
3 4 3

c c

BASIC BASIC
LIZ TO WIDER PLAYER RIP TO WIDER PLAYER

3 4 4 3
3 4 4 3

c
c

BASIC
LIZ TO LOAD RIP TO LOAD

3 4 4 3 3 4 4 3

c c

LOAD
LOAD
LIZ AWAY FROM TWIST THREAT RIP AWAY FROM TWIST THREAT

4
4

3 4 3
3 4 3

c
c

BASIC STACK BASIC STACK


Center’s Rules/Techniques
1. Chase the Looper in Basic, Do not chase the looper in Load. (Chase
2nd Looper in load)
2. The center will always work to the load side.
3. The center wiill always work to the zone side.
4. Key CP:
1. Depth on your follow-through
2. Head and Hands up as quickly as possible
3. Get straight back with shoulders square
5. The center must not get into a rhythm of snapping the ball at certain
times after the “SET” call. Vary it so as to not give the rush team a
timing device or tell.
Drop-Slide:
Technique is used by center to snap ball, get DEPTH with hands up
and to block your man according to the call. Upon completion of the
follow through, drop slide with call side foot to call side and bench
press your man.

Basic Liz Basic Rip


3 4 4 3 3 4 4 3

C C

Chase the Looper


Chase the Looper

Load Liz Load Rip


3 4 4 3
3 4 4 3
C
C

Don’t Chase Looper Chase 2nd Looper


Protection Techniques

C. Searchlight:
1. Technique used by PP to block MDM.
2. Start attention at Vision Point. This is the area you anticipate a rush
possibility from your man.
3. Check anticipate rusher to right or left side. If none, searchlight.
4. NEVER BACK UP!
5. Take two-techniques used by PP to block his man and 2 nd man who
becomes MDM.
6. Shed and Run.

PP Search Light
Punt Protection

Tight Punt
A formation used to maximize protection in a certain situation, including
the end of a game/half or backed up.
• Assignment and counts remain the same.
• Gunners align 1 yard outside the tackle and block the 1 st threat on
the outside shoulder.
•Gunners have a quick block with a running release.
•Wings block who become opposite Gunners.
•Core has tighter splits and will stay firm. The most important thing is to
have no leakage.
•Communication 1st is very important. All must be on the same page.
•Protect 1st, then get into your running lanes.
11 Up Front
An identification system to account for an all out rush.
•This usually happens one time a game/Half at desperate times.
•We will call “danger” just like a 9 up look. Red/Blue is full zone.
•The punter is in 1 step get off mode.
•Center goes straight back and the PP protects the apex.
•Be ready for anything.
Zone Protection
We will use zone protection when the alignment or movement of the rush
team says that zone protection will make more sense.
Punt Protection

6 Man Heavy Overload


We will zone a 6 man overload to the heavy side. A 2 man call will be
used by the backside pulling the guard down to the heavy side. Be ready
for a 2 man twist.
9 Man Box
If a returner is ever brought up as the 9th rusher, we will be out numbered
so, we must full zone. “Danger” is the call (Red/Blue Center is straight
back with PP protecting the Apex). The punter is in a 1 step and will get
the ball off.
WE MUST GET THE BALL OFF
Jets
We will also be able to zone the side of a jet. On a jet we will recount or
make a blue/red call making sure everybody is on the same page. Get
depth and stay together. If they swap and show a bail from the box we
can go back to man protection by just communicating “man it”. If we stay
zone, the PP must protect his gap and then use a search light technique.
Tight Punt
R
Basic Liz

C 1 2 3 4 4 3 2 1 C

Gunners running release through corner


R
Basic Rip C
C
1 2 3 4 4 3 2 1

Gunners “I’m Gone” free


Release running

No Returner

c 1 2 3 4 R 4 3 2 1 c

Full Zone

Danger Call Punter 1 Step


Zone Protection
R
Heavy Red

1 2 3 4 4 3 2 1

2 Man Call
Zone

Red Call

Heavy Blue R

1 2 3 4 4 3 2 1

Zone 2 Man Call

Blue Call

No Returner

1 2 3 4 R 4 3 2 1

Full Zone

Danger Call

1 2 3 4 4 3 2 1
Jet Call

Check Red Game Plan


Movement

Shuffle – When multiple players are buzzing around to confuse our


count
• Do not wait for them
• Shuffle call by PP
• Kick slide on the snap and block how they fall
Twist and knives
• These are 2 or 3 man post snap games. They are designed to run
one rusher off another to free him up. We are a man scheme that
will pass off movement. We will block “Who Becomes” your man
after the vertical set, as opposed to who is your man on the LOS.
Post Snap Rules
• Take a picture with your eyes
• Take a vertical set, with kick slide
• Keep the movement in front of you
• Stop all penetration
Change of strength
• They are trying to dictate where they want our center blocking,
then change strength to get a 2 on 1.
 Rules – Load to Basic check center opposite original call
 Rules – Basic to Load check center to Load
Gunner Release Techniques
The gunners are the most important aspect of our punt coverage. It is simple. If
we get great production from our gunners, we will be a great coverage unit.
You must beat the opponents best athlete and then effect the returner by
making the tackle, or spilling the returner to your fellow Gunner. Great
technique, speed, and heart is needed to be great.
We face two basic types of blocks with some variation.
Single – Entails a bump technique, off technique and bail
Double – Entails a double and Vice technique, and DBL bail from the box
3 basic release movements
Speed Release – This is a single move. A fast, low, and powerful speed
move. Attack the edge of the blocking scheme low and fast with open
hips. Use hands and forearm to wipe hand placement. Anticipate punch,
get skinny and under. Burst and replace.
Stick Release – This is a double move off the reaction of the speed release.
Attack the first edge and if you can get it take it. If they close the gate, re-
direct the other way and aggressively attack the backside edge, wherever
you find it. The edge that is presented will either be to split or to go all the
way back.
Trip Stick release
This is a triple move. This is a reaction off the double move. When you
are boxed up after a double attempt, attack the opposite edge
aggressively and get free.
Hesitation
Is a move off the speed release. A hard speed flat down the line vs. Vice.
Hesitate as if to go vertical then accelerate in the same direction to win.
Your goal is to get the defender to stop his feet.
Freeze
Start with a speed release. Freeze both sides of the vice with an
indication of trying to split the vise then burst into a strong speed release.
Lateral shuffle
A lateral shuffle is staying square going back for two steps and inside then
bursting to speed release. The idea is to slow them up, then burst by
them.
Gunner Responsibility
This can be executed with an inside or outside release. We are always a best
release team even though we suggest a release based on the direction of the
punter or by the game plan. No two situations are the same, so be prepared to
make a great decision, and fly around and make plays. Gunners need to always
affect the returner. First priority is to make the tackle. The second is to get your
head across the bow (cross face) and spill the retuner to the sideline. If he beats
you, it should be to the outside with the opposite gunner chasing inside out.

Coaching Tips
•Crowd LOS vs. single. Cheat back vs. double.
•Work hands on snap without compromising speed and power.
•No stutters, no chest, get low and be strong and fast at POA.
•Take great angles.
•Force fair catches and tackle.

Sky Technique
•Get a good release and don’t let him hang on your hip.
•Clear and find the goal line and the returner on all REDZONE PUNTS.
•Attack with heels to goal line then back to ball
•Keep both feet out of the end zone.
•Catch it on the fly.
•Catch bounce at first opportunity, unless in control of roll.
•Smother.
•Run to goal line.
•If the ball is caught and returned, play the muff or tackle and strip it from

behind.
Gunner Release Techniques
SINGLE RELEASE
Speed
Stick

C C

VICE RELEASE

Stick
Speed

C
C

Trip Stick Hesitation

C C

Freeze Lateral Shuffle and


Go

C C
Coverage
Coverage is the most important thing we do once the ball is punted. Now switch
from an offensive protection team, to a defensive team that must fly around and
use TEAM LEVAGE to minimize return yards and win the field position battle.
Elements of our punt coverage:
1. Throw and Go
2. Release and RUN
3. Fan to lanes
4. Find your landmarks
5. Get on top – Stack your man
6. Locate the returner
7. Squeeze your leverage
8. Keep ball on inside shoulder
9. Pursue
10. Tackle
11. Punt converge is a team effort: It takes eleven people. If one man
lets up, it could be a TD or a long run - GANG TACKLE!
12. Recognize fair catch signal: breakdown anticipating a fumble.
When a fair catch is signaled inside the 10 yard line, assume it’s a
bluff. Protect the ball from bounding into the end zone. We can still
down it.
13. Locate the flight of the punt by seeing the eyes of the returner and
his movement and reaction. Do not roll your head back and eyes up
-- after keying the returner, get eyes up to see that the ball is up
and in front of you.
PUNT COVERAGE REMINDERS

TERMS TO KNOW
Throw and Go – Stay between the rusher and the block point. After
stopping momentum and re-directing him, throw and go to get on top.
Release – Accelerate across the LOS and fan out to establish width on the
field into the lanes. You can not pass the 2 yard until ball is punted.
Lanes – We establish lanes according to release progression. We cover
inside to out.
Landmarks – Are the basis for establishing width and separation.
Leverage – Locate the returner and run through a point, 15 yds in front of
the returner to a width designated by your lane.
Net – Squeeze and make the play with your teammates. Keep the ball
inside and to the front.
Pursuit + Tackle – Pursuit is an effort!! Tackling is athleticism and technique.
Wrap – A center picks for a guard in a hold up.
Switch – A 3 Man switch in lane coverage. 1st-wing 2nd-guard 3rd-tackle.
Gut – The guard and the tackle execute a pick in a hold up. Exchange
lanes.
Slam –The tackle and the wing execute a pick technique in a hold up.
Exchange lanes.
Sky – A call and technique for downing a punt inside the 20.
Throw Go – Technique used to get off a hold up during a return.
Landmarks – Areas on the field that we are assigned to cover as a unit
Leverage – Defines how we play together. Players playing together as one .
PUNT COVERAGE REMINDERS

TERMS TO KNOW
Crossface – A gunner’s technique to spill the returner.
Bleed – A game situation where we are trying to milk seconds off the
clock.
Kill –A game situation where we are trying to stop the clock as soon as

possible.
Coverage
Lanes
Lanes create spacing of our net coverage. Players G-T-W run vertically
with a 5 yard separation. Never following the same color. Know all three
lanes because you will play all of them.
1st Lane:
Landmark starts on the near upright and is squeezed to the returner.
2nd Lane:
Landmark starts a yard outside the near hash and squeeze to the
returner.
3rd Lane:
Landmark starts 6 yards outside hash in the alley and is squeezed to the
returner.
Wrap, Gut, Slam and Switch calls can be made to change Lane
responsibilities
Leverage
Leverage is the relationship established by each player on the returner so
that we can all play together and help each other. Coverage is a group
effort.
1st Lane is a 5 yard width from returner. The 1st net player must hold
heavy leverage on the inside number. The returner should never split the
two 1st lane players. Play like gunners and crossface
2nd Lane is 10 yard width from returner. The 2nd net players plays
leverage on outside the shoulder.
3rd Lane is 15 yards width from returner. The 3 rd net player plays contain
and is the edge of our net. Nothing should ever get outside of him. Be
ready to fold on the return away from you.
R

3rd Lane 2nd Lane 2nd Lane 3rd Lane


1st Lane Heavy
Contain outside inside outside Contain
Leverage
shoulder shoulder
Coverage

KNOW ALL THREE LANDMARK RULES


The Gunners will always go directly to the ball, aiming for the inside numbers to
cross-face the returner. Gunners should take a shot and spill the returner. The
Center and PP do not have lanes and are assigned to the ball. But they need to
be sure not to follow the same color downfield.

R
Net & Tackle

Leverage Landmarks
d

d
d

d
t

t
1s

1s
2n

2n
3r

3r

* * * * * *

Protect & Release


R

* * * * * *

Personnel
•Gunners – Cross face and spill.
•Guards – 5 yard leverage and heavy leverage inside number of returner.
•Tackles – 10 yard leverage on outside shoulder of returner.
•Wings – 15 yard leverage and contain leverage, edge of our net.
•C + PP – Ball
•Punter - Safety
Hold Up / Release Change Ups

Wrap Left Center Pick Guard Wrap Right Guard Pick Center

1st 1st

Gut Left Guard Pick Tackle


Gut Right Tackle Pick Guard
G -2nd T -1st T-1st G-2nd

Slam Wing Pick Tackle Slam Tackle Pick Wing


T-3rd W-2nd W -2nd T -3rd

Switch Left Tackle Now Contain Switch Right Tackle Now Contain

T-3rd G-2nd W-1st G-2nd T-3rd


W– 1st
PUNT COVERAGE REMINDERS

1. Protection is the most important factor. There should never be a protection


breakdown in our punting game.
2. Get off the LOS!!! You can’t be held up.
3. Sprint downfield, gaining width as you find the ball. Maintain your relationship
with each other with respect to the field and the ball. Stay in your lane. NEVER
follow the same color!
4. The coverage fans out to cover the field and then gradually comes in. Contain
people can’t be blocked in. They must close gradually, keeping good leverage
on the returner. Never go past the football.
5. If you are the first man to the returner, take a shot at him.
6. As you approach within five yards of the receiver, come under controlled speed
and breakdown. Do not turn your shoulders. Move laterally to the ball, keeping
your leverage on it and close in gradually. Good footwork is coming under
control and breaking down is the surest way of being a good tackler.

SWOOPING: CHOKING DOWN, GAINING YOUR BALANCE


AND GETTING INTO A HITTING POSTION!!

7. When covering a punt, always try to create a fumble.


8. Rolling punts must be circled when rolling favorably. Get around it.
9. When touching the ball down, pick the ball up and give it to the official.
DIRECTIONAL PUNTS

Directional Punt Left

Directional Punt Right

Directional Punting
Move one lane over to the direction of the punt

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