coach calandes good
TRANSCRIPT
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Coach Calandes GOOD/GOD Blocking and the Balanced Single Wing
The System begins with the 10 GAP numbering system. The snapper is assigned 2 numbers, 1
and O. One is the left foot, and Zero is the right foot. The right side of the line is assigned
even numbers, and the left side assigned odd. The aiming point is the outside leg of the player
(except snapper because both of his legs are tagged). Notice there is no #6 to the right side.
This is reserved for tackle over alignment in which case the #7 will align where the #5 is andthe left tackle becomes the #6 on the right side.
10 gaps-odd to the left, even to the right
All assignments and rules remain the same whether balanced or unbalanced. Only the tackle
obtains a new number in unbalanced formations. This gives us better ability to get a bigger
body on a defensive end.
Balanced GOOD/GOD hole numbering
Unbalanced GOOD/GOD hole numbering
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The defenders will align and will be labeled using standard technique.
Def ensive Fr ont Techniques
0 Technique - Head up on the Center
0 Cheat or Shade - Aligned on one of Cs shoulders
1 Technique - Inside shoulder of Guard
2 Technique - Head up on a Guard
3 Technique - Outside shoulder of a Guard
4i Technique - Inside shoulder of Tackle
4 Technique - Head up on a Tackle
5 Technique - Outside shoulder of tackle
7 Technique - Inside shoulder of Tight End
6 Technique - Head up on a Tight End
9 Technique - Outside shoulder of a Tight End
8 Technique - Head up on a Wing player
When identifying the location of players in the defensive front, we describe them in terms of thetechnique theyre playing. Understanding these different locations, or techniques is critical tous for a number of reasons:*It provides a very stron g clue as to wh at gap a man is responsible for, as well as the defenders around him*It determines for linemen, in many cases, what their first two steps will be and how theyll go about doing their job*Often, it determines which way well check a play to insure the best chances of success!
02 26 6
8 8
4 4
1 14i 4i7 7
Shade3 35 59 9
*Special note: Defenders aligned in a
linebacker position have a 0 added as
a second digit to their technique. Forexample, a linebacker aligned 4-5 yds
deep over a guard would be called a
20 technique, or a Deep 2
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The Defensive gaps are labeled A-E beginning from the snapper and working out.
Gap Ident if ica t ion
A GAP - Between Center and GuardB GAP - Between Guard and Tackle
C GAP - Between Tackle and Tight End
D GAP - Between Tight End and Wing
E GAP - Outside the Wing
Most all defenses base their schemes around the idea that they will defend gaps, or potentialholes between offensive linemen. Those gaps are labeled using letters, beginning with A andworking out in the following fashion:
A AB BC C
D DE E
The GOOD/GOD system applies to all Power, Counter and Traps. The hole tagged, reveals what
defender will be kicked out or trapped.
0/1 holes- kick out first defender past the A gap
2/3 holes- kick out the first defender past the B gap
4/5 holes- kick out the first defender past the C gap
8/7 holes- kick out the first defender past the D gap
The player who will be kicking out the defender depends on the blocking tag.
Power- Blocking back- #3 will kick out
Trap- Backside guard #3 lineman (even trap)
Counter-#2 guard will kickout out first defender beyond gap called. (odd
trap)
The play call will be built using a five column model.
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An example would be WAR 145 Counter Swap. War is the formation, and the snapper wil
hand to the 1 back who will carry to and handoff to the 4 who will run to the outside leg of #5
lineman. The play will be blocked using counter scheme but the #3 back will swap duties wit
the backside guard. With this system the playcaller can pinpoint which defender he wishes to
attack and how he wishes to attac;, double team, trap or even sucker trap.
Applying the rules of the Calande GOOD/GOD system to the single wing.
RULE 1.If we run at you, YOU must be GOOD.
The playcall will indicate by the last number which linemans leg we will be
running at. 14 Power, 12 power. Each example the 1 back will receive the snap
and run to the outside leg of the appropriate linemans leg.
GOOD is an acronym for the At mans progression
Inside Gap= G On= O Outside= O
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defenders face. Is the defender aligned
is such a way to threaten your inside
gap?
Man ON Defender who is on the line o
scrimmage (or within 2 yards) AND the
defenders helmet is between the
linemans feet.DOWN When the defender is ON your inside
neighbor
Covered A man ON or in his outside gap
RULE 3: The snapper will be included on the playside and his rule will always be MOMA
MOMA is an acronym for the snappers blocking progression
Man ON= MO Man Away (outside gap) = MA
If the snapper has a defender both ON and Away he will make a Domino call
(discussed inter)
RULE 4: The Defender directly outside of the AT man is the KingPIN
The Kingpin wants to seal the defense inside. If the GOOD buddy has posted his
defender then the kingpin forms the outside of the running double team. His rule
is GAP, Down, Backer. He will stay on the double team until the backer threatens
the hole vertically. If the At man is not covered then the Kingpin will have aBacker rule and will release directly to the second level linebacker inside the At
man.
RULE 5: THE FBI Always follows the KINGPIN
FBI is an acronym for first backer inside. Inside means inside the FBI blocker. The
AT man and or the Kingpin will be working the fist backer inside the At Man.
1. If we run at you, you must be GOOD. Your job is to post block a man on or in your outsidegap.
2. Anyone GOOD has GOD inside them.3. AT Men always have a KINGPIN (blocks GDB) pinning the defender inside4. The FBI Always follows the KINGPIN5. We are kicking out the 1stman pas the at Mans outside gap6. Backside Guard and Tackle always pull on power, counter and trap7. Backside Tightend must cut off B to C on power, counter and trap
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8. The backside guard kicks on counter or trap9. The blocking back kicks on power10.We only use GOOD/GOD on power, counter and trap.
Here are some examples of the GOOD/GOD system to attack the 3, 6 and 7 technique to
eliminate doubt and frustration. The defense is aligned in a 40 front and the defensive end
changes his alignment and assignment to various shades from D gap to C gap.
To kick him out call your 2 hole trap and power. The kickout blocker will kick out the first
defender outside of the AT mans outside gap. (Red player). The AT man( #2) and his Gosh
Darn Buddy (GDB) (#4) will double the defender on the AT man. The AT man posting up, and
the GDB forming the outside of the double team. The #6 will work up to the 1st
backer inside
(FBI).
If you want to double team the defender, call 4 hole power and trap. Now the At man is #4
and #8 his Gosh Darn Buddy (GDB) form the double team. In the single wing the wing back
becomes the FBI onto the linebacker. Alternating between the #2 and the #4 should frustrate
the C/D gapper.
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Perhaps that defender also lined up on the inside 1/3 of the tight end (#8) as a "7" technique.
He may move
alignment to a "6"technique or a "6i" or
even a shade on the
outside. (Somewhere
ON the tight end). We
can double team him by
calling power to the
#8. The wing will step
onto the line and
become the Gosh Darn Buddy (GDB) and form the outside of the double team. Further, we are
getting a double team on the 1, 2 or or 3 technique defensive tackle resulting in the DOUBLE
DOULBE. Now to take make the defender on the tight end worry about the double team we
tag the 2 hole power or trap with ON . Nothing changes with the tag other than to move the
Wingback onto the line of scrimmage. (this covers up the tight end making him ineligible for a
pass).
To further be able to attack this player we can go to the unbalanced alignment and insert the
left tackle into #6.
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To go back to kicking him out, call the 4 hole again. Now the double team works back to the
defensive tackle and the
defensive end remains
confused as he fights double
teams and traps an entire
game
Now the
Defensive
end is ready
to blow
through the
double team
only to find
no resistance
and he falls
on his face or
he gets
moved out of the hole by the kickout blocker.
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The system allows for the play caller to pick on the defensive tackles just as easy. If you want
to double
team him,
you run
right AT
him. Call
the 2 hole
power or
trap and
the At am
and his
Gosh Darn Buddy will form a double team and the the tight end works to the linebacker (FBI).After he tires of being double teamed on every 2 and 6 hole the playcaller calls a 0 trap. 0 is
the right foot of the snapper. The #2 becomes the Gosh Darn Buddy and the
tackle will be FBI. 30 and 31 are very good single wing plays which hit very quick. With
backfield action and the direct snap to the blocking back, defenses have a difficult time finding
the ball until several yards have been gained.
The GOOD/GOD
system is effective
against the 50 front
as well. A quick look
shows we can
double team the
nose and kick out
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the DT on any 0 or 1 trap. Even if the defensive tackle is widened from outside the guard to
outside the tackle. The offensive tackle has a nice angle to the linebacker for a 31 or 30 trap. If
we want to double team the tackle we run 4 hole play. As long as he is aligned somewhere on
the tacle. Inside, head up, outside, he is going to face the double team.
If he were to align truly in the B gap, not on eitehr ther Guard or the tackle the best way to
double team him is with the 2 hole power. (however, there are other calls in the playbook
that bette fit, ie seam, if the DT aligns directly in the B gap)
Often defenses will bring in the linebackers to create a 7 man line. Nothing changes for the
GOOD/GOD system.
Looking at the shades
shown, we can doublethe nose and
kick out the defensive
guard with a 0 hole trap,
we can double the
defensive guard and kick
the defensive tackle with
a 2 hole power, counter
or trap and we candouble the tackle and
Kick the End with a 4 hole power or counter. Backside is covered unless the tight end cannot
cut the B gapper. IF not he calls HOME and the tackle will not pull. Practice reps will letthe
coach whether the tight end can slow up the 2 and the 4 tecnique.
The final analysis will be to have the snapper call the CORE defensive stucture at the line of
scrimmage. We will identify the core in the following manner:
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The base alignment will be:
1. Snapper over the ball2. Guards, horizontal split is 6 inches, and vertical split is toe to the snapper heal3. Tackles, horizontal split is 6 inches and vertical split is even with guards feet4. Left end will align 4 yards off the left tackle and be on the line in 2 point stance5. Right end, horizontal split is 4 yards from end man on the line and vertical split is
even with tackles feet
6. Tailbackwill be 4-5 yards deep with right foot in line with snapper left foot7. Fullback/QB will be 4-5 yards deep with left foot in line with snapper right foot.8. Blocking back will be 1 yard deep between the left guard and snapper9.
Wingback, horizontal split will be 1 yard from end man on the line and 1 yarddeep in a 2 point stand angled at a 45 degrees.
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The numbering system for the players will be:
1. Left end 72. Left tackle 5,63. Left guard 34. Snapper 105. Right guard 26. Right tackle 47. Right end 88. Wingback 49. Blocking back 310.Fullback 211.Tailback (QB) 1
PLAYS-
1. 14 power. This is astraight power play in
which we want to
outnumber the defenseat the point of attack.
With 14 power the 2 will
be the AT man and post
up his man allowing the
tackle to form the
outside of the double
team. The blocking back
will anticipate the 5
technique being shallow
and taking a flat angle to dig him out. The wing back will have the first linebacker inside
of his alignment. The backside guard has a very short pull and must get into the funnel
quickly looking to dig out the first player outside the hole. The snapper will stop
penetration of the 1 technique. The left end must prevent inside penetration. Key to a
successful power play is vertical movement on the double team and a violent kickout by
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the blocking back. The tailback must catch without false stepping and explode to the
outside leg of the inside tackle. No cutting until he is through the line of scrimmage.
a. Make an under callfor the wing back and he will come under the double teamand lead up through the hole like an isolation play.
b. Make an Edge calland it moves 14 power to 16 power. The wing will crack downon the Defenisve end and the kickout will be outside the C gap. The right end (#8)
will become FBI. The back aims for the outside leg of the power tackle.
c. Make a BULL Call Test to see if 143 counter is open. Run 14 power BULL . The 4back will now fake taking the 143 reverse and the #2 back will be have LB
responsibility
d. Make X CallTellsBackside guard to stay,
Frontside guard to pull,and the inside tackle to
block MOMA.
2. 14 trap. This is a way to kick out the DE. We will get a double team on the defensivetackle and the 4 back will
work up to the linebacker
inside. The #3 back has a
good able leading thoughout to the 2nd outside
defender. If a keybreak is
needed, unlikely, send the
#3 back wrong. Also, this
can be run from double
formation to set up a
weakside pin and pull
sweep.
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3. Buck 214 trap. The #2 backmust catch, set, show, snap
and sell. We are not going to
read the play so the #2 back
must sell the fact we are.
He must make it appear he
has the ball every time there
is a mesh. The 1 will follow
behind the pulling guard.
Vertical push on the double
team is a must. To slow
down the backside
unblocked defensive end/OLB the 2 back should put his eyes on him during the mesh
4. Spinner 24 power. The Spinner can be very deceptive but much care must be taken toteach the mesh and the #2
back steps. This cannot be
rushed and must be perfect.
The installation is described
in the coaching points. The 4
back will go in slow motion at
the motion sound and willaccelerate after the snap to a
spot directly behind the #2
back. The #1 back will bucket
step and raise his left arm and
clamp down as he taking one
more step before taking
sweep path. The mesh should
look like 3 backs in a line. If the Mesh is not perfect the middle linebacker will read the
play and make the tackle. The base formation for spinner will be with the blocking back
in strong formation. The 1 back and the 4 back must carry out the fakes if theya re not
receiving the ball.
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5. Rocket 24 trap. To takeadvantage again of
linebackers too anxious to
protect the edge we will run
rocket 14trap. Rocket is run
from the spread formation
and the 2 back will go in jet
motion and form the mesh
behind the playside guard.
This is a spread to run
formation. Again, the mesh
must be executed perfectly to
make it appear the 2 back has the ball.
6.
24 seam This is a fast hittingisolation play. From the hole
to the outside will block their
inside gap, on and then
outside (GOO). Everyone
inside the hole will block
GOD. The 1 and 4 back will
fake 143 counter. The 2 back
will take the snap and followthe 3 back between the guard
and inside tackle.
7. Laser Larry 20 power TheLarry tag tells the #3 back to
align behind the left guard 1
yard deep. The 2 back must
make a good mesh and not
be in a hurry to get to the
hole. After catching the snap
he will execute his normal
laser rul es and shuffle with
the motion. Taking care to
set, show, snap and sell. We
will not read this so the 2
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back will be shooting through the wide A gap hole created by the cross block action of
the guard and the #3 back.
8. Laser larry 30 trap. Larry tellsthe 3 back to align on the
left cheated closer to thesnapper. He will receive the
snap and count 1 while the
guard pulls shallow to trap
the A gap player. Behind him
the mesh is taking place so
he must take care as not to
stand tall and draw attention
away from the mesh.
9. 18 sweep: The offensive linewill zone block right. The #4
back will perform a slime and
slide on the defensive end on
or outside the power tackle
and work his way to the
linebacker inside. Also, we
will run this as a pin and pull
scheme by adding a Thunder
Call. This tells the playside
guard to pull to the outside
and wrap around the pin
being made by the power
tackle. The #2 back on the
Thunder tag now as A gapresponsibility and will run
through to attact linebacker
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10.Spinner 18 sweepThunder. All blocking
remains the same for the
Thudner tag and the
Spiiner steps for the
1,2,3,4 remain identical.
The #1 back needs to
trust his speed to get to
the edge before looking
for a cut up lane.
11.Rocket 18 Sweep ThunderThe Jet Series allows the 1back to get a full speed
head start to the edge.
The QB is responsible for
selling the mesh and not
slowing down the back.
This play is not being
read,b the 2 back should
eyeball the middlelinebacker to keep him
from running with the jet
motion
12.31 trap is designed to takeadvantage of the
aggressive defensive
tackles and fast flowing
linebackers. The ball will
be snapped to the
blocking back who must
wait one count and then
follow behind the pulling
guard. A variety of
backfield actions will be
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run with this. Spinner motion is very effective as is the JET Spread formation. Run the
trap to the 3 technique side
13.Spinner 21 Trap can be usedto attack the aggressive
defensive tackles and
linebackers by threatening
both edges and then
running underneath the
pressure. The spin of the 2
back will give the delay
needed for the guard to get
out and take short angle
upfield to dig out thedefensive tackle
Spinner 21 Trap nothing changes from our base 1 hole trap play. The 1 is the left leg of
the snapper so that is front side. The guard will be his gosh darn buddy and double team
the 1 technique. The left tackle is now FBI and we will trap the defensive tackle. The
Defensive end/OLB is unblocked. If the mesh is good he should be coming upfield
looking to tackle the #4. We will run under him. We will also snap directly to the #3 back
and run Spinner 31 trap.
14.Rocket 21 trap: from the Jetformation send the 1 in rocket
motion. The 2 back is not
reading the play but must use
the set, show, snap and sell to
open the A gap cutback lane
we are trying to take
advantage of.
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15.23 counter is a designed totake advantage of the
reactive MIKE on the 1 back
action. With 23 counter we
will snap to the 2 back and
he is going to let the 1 cross
his face and take two moving
steps getting on his outside
hip, then plant the outside
foot and arrow behind his
guard. To dress it up and
give the defense more to
digest we will run this with a
fake 143 counter being rununder and the 2 back will use
the 4 as a lead blocker. Also,
run from Double formation
aligning the #3 back 1x1 over
the left offensive tackle in
base or the left end in
unbalanced, which should
move the outside linebacker.#3 blocking back must take
care to identify 1st
linebacker
inside depending on the
formation he is in.
16.Buck 23 Counter Buck 23 isthe same way to double the
defensive tackle and kick out
the defensive end/OLB. The 1
and 2 back must take great
care to endure a great and
proper mesh.
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17.Double 23 Counter G willmove the 3 back to a 1x1
left wing position. He is
now FBI and the backside
guard will be kicking out
the first player beyond
the B gap.
18.143 counter. This playrequires a handoff from
the 1back. A 5 technique
getting too far upfield
combined with a MLB
chasing the #1 back sets up for positive yardage. The #3 back will be the FBI blocker andthe backside guard will
kick out first defender
past the B gap. IF need
too, cheat the left end
out a few yards and see if
the OLB will move out
some as well. If we need
an additional blocker wewill tag the play lead
and the #2 back will
shuffle left with the 1
before aiming at the
outside leg of the left guard and looking for outside uglies.
19.Flash 143 counter: Flashis the spin series without
the 4 back going in
motion. HE must cheat
back 1 yard on the Flash in
order to have the correct
angle of attack to the left
leg of the left guard.
Again, this will be run
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from Double formation as
well
20.Double Flash 143 counterG By placing the 3 back in
double he has a better
angle on the linebacker and
the pulling guard will now
G block and kick out first
man beyond the B gap.
21.Rocket 143 Counter. Tocatch linebackers flowing
too quickly to the jet
motion we will run Rocket
143 power. Here the 1back will catch, show,
snap, and sell as normal
but now will take step back
to the #4 back who will
take the inside handoff
and follow his guard. Since
it is a counter, the #3 back
will kick the first player
beyond the B gap. #2
guard will pull
22.Laser Larry 247 Sweep The 4 back must trust his speed and get to the edge. The 1 backwill crack back inside and the #3 back will lead out to the corner. Uncovered lineman
must reach and overtake
the defender above
them. Covered must
reach rip and run to the
second level.
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