johns dline manual

68
1 DEFENSIVE LINEMEN The most physically demanding position in football. Talent is not the issue (many talented defensive linemen haven't reached their full potential because of lack of paying the price). The issue is: Attitude towards work, towards practice, hustle and playing hard. Knowledge - gaining every edge. Know your job, study, prepare and know yourself. Play with technique (skill development) - daily work habits towards ingraining your skills. FINISH EVERYTHING! Finish every Pass Rush, Never give in! These points take NO TALENT! It takes an attitude towards being the very best player you can be. We must first work to make our habits. Then our habits will make us. Tedious repetitions of the simplest movements! PRIDE/CONDITIONING We have a lot of men with great pride. Your pride will not allow you to quit or get beaten. Conditioning will always allow your pride to always surface. Conditioning will keep you in every game. CONSISTENCY IS A MUST! Every day, no matter if the weather is hot or cold. No matter if we are ahead or behind. No matter if we are in pain or not. It doesn't matter - we must be the same consistent person every single day. If it were easy every talented lineman would be a great lineman. Hold yourself to a higher standard - BE MORE THAN OTHER PEOPLE EXPECT OF YOU!

Upload: michael-johns

Post on 18-Jul-2015

101 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Johns DLine Manual

1

DEFENSIVE LINEMEN

The most physically demanding position in football. Talent is not the issue (many talented

defensive linemen haven't reached their full potential because of lack of paying the price). The issue is:

• Attitude towards work, towards practice, hustle and playing hard.

• Knowledge - gaining every edge. Know your job, study, prepare and know

yourself.

• Play with technique (skill development) - daily work habits towards ingraining your

skills.

• FINISH EVERYTHING! Finish every Pass Rush, Never give in!

These points take NO TALENT! It takes an attitude towards being the very best player

you can be.

• We must first work to make our habits. Then our habits will make us.

• Tedious repetitions of the simplest movements!

PRIDE/CONDITIONING

We have a lot of men with great pride. Your pride will not allow you to quit or get beaten. Conditioning will always allow your pride to always surface. Conditioning will keep you in every game.

CONSISTENCY IS A MUST! Every day, no matter if the weather is hot or cold. No matter if we are ahead or behind. No matter if we are in pain or not. It doesn't matter - we must be the same consistent person every single day.

If it were easy every talented lineman would be a great lineman.

Hold yourself to a higher standard - BE MORE THAN OTHER PEOPLE EXPECT OF

YOU!

Page 2: Johns DLine Manual

2

COMMON ERRORS - DEFENSIVE LINEMEN

1. Lack of TOTAL EFFORT - Trying to save yourself for the fourth quarter. By that time it doesn't matter.

2. Guessing - Not playing what you see because YOU THINK they are going to do something different. Don't make s _____ t up!

3. Trying to get the QB before defeating the pass blocker. Plan your rush, Rush your

plan.

4. Trying to make a tackle or big play without fi rst defeating the primary blocker.

Hands, shed, tackle.

5. Giving up when you are picked up by a second blocker. Stay alive - FINISH. Tight

Bags!

6. Giving up when YOU THINK the play is over and not going to the whistle blows. FINISH every play to the pile.

7. Not being prepared for a quick count. ("BALL'S ready - WE'RE ready.")

8. Not PUNISHING a ball carrier. With our size and strength we should hit the

ballcarrier hard enought to either separate him from the ball or make him very slow in getting up, This makes a great deal of difference in some ball carriers by the

fourth quarter.

9. NEVER appear bedraggled, out of shape or dragging your body on or off the field. NEVER breathe life into your opponent!

10. DLineman CODE: ATTITUDE!

• HARD

• MAX SPEED

• KNOWLEDGE

• FINISH

** NOTE: NONE OF THE ABOVE TAKES ANY TALENT!

Page 3: Johns DLine Manual

3

Meeting Room

Structure:

1) Will have meeting Itinerary posted or on the board before players get in. 2) Will always be prepared with appropriate handouts or notes

3) Will encourage players to participate in every aspect of the meeting

4) Will provide multiple methods to present information to different types of

players

5) Will inform players of anything new expected of them or any changes in the

defense. 6) Will make sure all questions have been answered before the defensive

linemen leave the meeting room.

Meeting Room Rules

1) THE DL WILL BE ON TIME: Dressed, Taped and Ready

2) The DL will be prepared with anything they were instructed to bring to the

meeting (e.g. Playbook)

3) The DL will be attentive with eyes on what is being presented

4) When asked a question, asking a question, or simply commenting the DL will

be clear, speak up and will not mumble in order for the whole group to hear

them. COMMUNICATION WILL BEGIN IN THE MEETING ROOM AND CONTINUE

ONTO THE FIELD! 5) We will respect everybody in the room and anything they have to say.

Page 4: Johns DLine Manual

4

GET OFFS AND STARTS

1. Alignment: Crowd the Ball.

A. Align on the Front Tip of the football (If a credit card can fit between your mask and the ball - tighten up.)

B. "Ball's Ready - You are Ready."

C. Does Center tilt ball up? If so, crowd the ball more. Know if the ball is flat or not. (Shotgun).

D. Do not align on opponent. They will vary their depth and cheat deep. Find the ball. E. Ignore Lines! We will never practice on a line. (The ball is only on a line 8-12 times per game!) This will force you to concentrate.

F. Green Ball. Zero in. Make yourself study it!

2. Stance.

A. Tight, Narrow, Bunched - sprinter's stance. B. Tail up high. Nose down. C. Up hand on up knee. Push Down! D. Down hand out and clawing grass.

E. Eyes up, peripheral everything. F. "Hair Trigger" - Hold your breath...Tick, Tick, Tick - EXPLODE!!

3. Stimulus.

A. Movement, any movement - YOU'RE GONE!! B. Ball, that's easiest. When it starts to move. C. String tied from tip of ball to your nose. (Or????)

D. Movement down the line. An opponent? - or your teammate?

E. The QB's foot - Seat - or eyes?

F. The Tackle's outside knee?

G. Game plan - Coach's responsibility to find what moves first.

4. Response. A. Throw your body. B. Lead with Nose, Head, Shoulders.

C. Lean. East German Downhill training. D. Fall out of your stance. Off a Cliff. Mat get offs. E. 45 Degree angle or less.

F. Push down on knee of up hand. G. Claw, pull grass with down hand. H. Big, big step. Reach out... back foot replaces down hand.

Page 5: Johns DLine Manual

5

GET OFFS AND STARTS

5. Cadence and Rhythm.

A. Do not Listen....movement, not sound. B. Know their cadence. We will drill it.

C. Do they have a set pattern. D. With motion….. do they go on two?

E. Audible’s….. do they go on two?

Page 6: Johns DLine Manual

6

STIMULUS RESPONSE

Reaction and Movement

The biggest single factor in movement or reaction is the initiation of the act: the

stimulus. The majority of the speed requirements in sports are the stimulus - response. (The sprinter responding to the stimulus of the gun is a very simple stimulus). "The speed of

a player is his ability to generate high velocity (power) and his ability to make his physical response quickly after receiving a signal or stimuli."

As seen in the application to a live play in a football game, it is possible for an athlete to receive many stimuli at once.

A track athletes' reaction to a starting pistol will probably be slower during a fireworks

display. Instead of focusing all his attentions on the starter's pistol, he is actually

distinguishing the difference in the fireworks and the pistol and then he reacts. In comparison, the response to a signal light suffers on a sunny, glary day. It has been proven that the response is best when the stimulus is strong and different from the surroundings.

The reaction time is dependant on the stimulus itself.

Reaction time tests are plentiful, but it is important to remember the various

problems and differences that may exist in each test. There are (5) different factors that may change the outcome of any reaction time test and also the response to any stimuli: 1) Fatigue

2) Motivation 3) Practice 4) Types of Stimuli 5) Number of Stimuli

Fatigue can change the reaction time of anyone, being tested or not. A tired athlete does not respond and perform as well as when he is rested.

Motivation, being positive or negative, can change a response. Punishment,

reward, pride or desire can motivate ones interest in performance.

Conclusion:

1) The stronger the stimuli produced the better the reaction times.

2) All reaction times are improved through practice. 3) The stimuli which are harder to identify can be improved upon the most

by repetition. 4) Any type of response can be taught to react to any of these stimuli.

Page 7: Johns DLine Manual

7

TERMS THAT APPLY

1. Get Off One of the biggest factors to our success will be

our abi li ty to react quickly to movement (Find what moves first) Generate speed and power

upfield is a must!

2. Credit Card Alignment Getting tight alignment to the ball without being off-sides. We're so tight the only thing you can

get between you and the ball is a credit card.

5)

3. Two Way Go Where you can defeat a pull collision block 2-

ways depending on where the blocker puts his head. Backdoor (Water-ski) or cross his face.

6)

4. Fish Hooks A term used to describe poor angles to the

football.

7)

5. Pre Snap Not "tensed-up" but relaxed. Your mind should be free of all thoughts so you can react and explode

on the snap.

8)

6. To Be a Factor measurable contribution per play.

9)

7. Hat in Crack Run defense term to defensive lineman. Get off on movement and play your gap (Hat in a Crack).

10)

8. See a little...See a lot! Focus on your key. Tip of offensive lineman's

pad. If you focus on that only the play will expand and you will make your plays.

9. See a lot...See Nothing If you start seeing too much, peeking into the backfield

(Turkey necking) you will see nothing.

Page 8: Johns DLine Manual

8

BASIC ALIGNMENTS

A. HEAD UP – EVEN NUMBERS

STRONG END IN OVER AND DT’S

IN EVEN. NOSE IN BASE/30

B. OUTSIDE SHADE – SHADE, 3, 5, 9.

OPEN END, UNDER END

OR TACKLE. AND LIBERTY/

SPLIT

C. INSIDE SHADE – 2i,

7 TECH. NOSE VS. 2 BACKS

END IN FIELD OR VS. SECOND

TE IN OVER.

D. 2’ OUTSIDE - LOOSE 5.

OPEN END TO THE 3TECH. STRONG

END IN OVER VS. OPEN END.

BUCK IN UNDER

E. COCKED – ANGLED TO THE SHOULDER

OF THE CENTER. NOSE IN UNDER

C.P. – HEAVY DESIGNATES EYE-TO-EYE

ALIGNMENT. HEAVY 3, HEAVY 5

6 4 2 0 2 4 6

9 5 3 1 1 3 5 9

6i 2i 2i 6i

L5 L5

2,4, 6 0

SHADE,

1, 3, 5, 9

2I, 6i

Page 9: Johns DLine Manual

9

UNDER FRONT

POSITION ALIGNMENT KEY RESPONSIBILITY

END

5 Technique to the Mike Call

Outside shade Of the Tackle

Head of the Tackle Ball/ Movement

Run To: C-Gap Run Away: C-Gap Squeeze

to Backside

PASS: Rush! Work a Move. Get to QB. Don’t rush past QB.

BUCK

Loose 5/ 6 Tech.

Away from the Mike Call

Slightly Cocked

Outside shade of OT Or Head up on TE

Tackles Head or TE

Ball Movement

CP – Read as you get off. Can’t get hooked

Run To: C-Gap

Run Away: C-Gap shuffle to

squeeze Pass: Rush: Best outside

move. Rush at level of QB. Read 3t for natural game

NOSE

1 tech. or Shade to

the Mike Call Slightly Cocked on

Nose

Outside shade of OC

Centers head/ Ball

Movement CP – Penetrate and

Cut defense in half

Read as you go. Can’t run to you

Run To: A-Gap

Run Away: A-Gap Squeeze

Pass: Rush, Club on Shoulder. Work move. VS.

turn protection rush OG

TACKLE

3 Tech. Away from the Mike Call

Outside shade of the

Guard

Guard’s head/ Ball Movement

CP

1. Penetrate 2. Read as you get off

3.Get Knockem back

Run To: B-Gap

Run Away: B-Gap (squeeze)

Pass: 2 way Go!. L-5 Technique has possible

Natural Game.

END NOSE TACKLE BUCK

5T SHADE 3T LOOSE 5

Page 10: Johns DLine Manual

10

OVER FRONT

POSITION ALIGNMENT KEY RESPONSIBILITY

END

6 tech/loose 5 if TE to: 5 Tech if TE

away Outside shade

Of the Tackle Or head up on TE

Head of the Tackle

Ball/ Movement

Run To: C-Gap

Run Away: C-Gap Squeeze to Backside

PASS: Rush! Work a Move. Get to QB. Don’t

rush past QB.

BUCK

6 tech/loose 5 if TE to: 5 Tech if TE away

Outside shade of OT

Or Head up on TE

Tackles Head or TE Ball Movement

CP – Read as you get off. Can’t get

hooked

Run To: C-Gap Run Away: C-Gap shuffle to

squeeze

Pass: Rush: Best outside move. Rush at level of QB. Read 3t for natural game

NOSE

1 tech. or Shade

Away from the Over Call

Slightly Cocked on Center or 2i

Outside shade of OC

Centers head/

Guards head/ Ball Movement

CP – Penetrate and Cut defense in half

Read as you go. Can’t run to you

Run To: A-Gap

Run Away: A-Gap Squeeze

Pass: Rush, Club on Shoulder. Work move. VS.

turn protection rush OG

TACKLE

3 Tech to the Over

Call

Outside shade of the Guard

Guard’s head/ Ball

Movement

CP 1. Penetrate 2. Read as you get

off 3.Get Knockem back

Run To: B-Gap

Run Away: B-Gap

(squeeze) Pass: 2 way Go!. L-5

Technique has possible Natural Game.

Page 11: Johns DLine Manual

11

FIELD FRONT

POSITION ALIGNMENT KEY RESPONSIBILITY

END

5 Technique to the

Mike Call, to field Outside shade

Of the Tackle

Check Tear: Move to a 7tech

Head of the Tackle

Or TE if a 7tech Ball/ Movement

CP – check tear vs. TE Trips, echo call to

nose and align 7tech

Run To: C-Gap

Run Away: C-Gap Squeeze to Backside

PASS: Rush! Work a

Move. Get to QB. Don’t rush past QB.

BUCK

Loose 5/ 6 Tech. Away from the Mike

Call, to boundary Slightly Cocked

Outside shade of OT Or Head up on TE

Tackles Head or TE Ball Movement

CP – Read as you

get off. Can’t get hooked

Run To: C-Gap

Run Away: C-Gap shuffle to squeeze

Pass: Rush: Best outside move. Rush at level of QB. Read 3t for natural game

NOSE

1 tech. or Shade to

the Mike Call, to field

Check Tear - 2i Slightly Cocked on Nose

Outside shade of OC 2i – inside eye of OG

Centers head/ Ball

2i - Guard Movement

CP – Penetrate and Cut defense in half

Read as you go. Can’t run to you

Run To: A-Gap

Run Away: A-Gap Squeeze

Pass: Rush, Club on Shoulder. Work move. VS.

turn protection rush OG

TACKLE

3 Tech. Away from

the Mike Call, to boundary

Outside shade of the Guard

Guard’s head/ Ball

Movement

CP 1. Penetrate 2. Read as you get

off 3.Get Knockem back

Run To: B-Gap

Run Away: B-Gap

(squeeze) Pass: 2 way Go!. L-5

Technique has possible Natural Game.

Page 12: Johns DLine Manual

12

TAMPA FRONT

POSITION ALIGNMENT KEY RESPONSIBILITY

END

5 Technique away

from the MIKE Call Outside shade

Of the Tackle

Head of the Tackle

Or TE if a 7tech Ball/ Movement

CP – check tear vs. TE Trips, echo call to

nose and align 7tech

Run To: C-Gap

Run Away: C-Gap Squeeze to Backside

PASS: Rush! Work a

Move. Get to QB. Don’t rush past QB.

BUCK

9 Tech to the Mike

Call, to boundary Slightly Cocked

Outside shade on TE

Tackles Head or TE

Ball Movement CP – Read as you

get off. Can’t get hooked

Run To: C-Gap

Run Away: C-Gap shuffle to squeeze

Pass: Rush: Best outside move. Rush at level of QB.

Read 3t for natural game

NOSE

1 tech. or Shade away Mike Call,

Slightly Cocked on Nose

Outside shade of OC 2i – inside eye of OG

Centers head/ Ball 2i - Guard Movement

CP – Penetrate and Cut defense in half

Read as you go. Can’t run to you

Run To: A-Gap Run Away: A-Gap Squeeze

Pass: Rush, Club on

Shoulder. Work move. VS. turn protection rush OG

TACKLE

3 Tech. To the Mike

Call, to boundary

Outside shade of the Guard

Guard’s head/ Ball

Movement

CP 1. Penetrate 2. Read as you get

off 3.Get Knockem back

Run To: B-Gap

Run Away: B-Gap

(squeeze) Pass: 2 way Go!. L-5

Technique has possible Natural Game.

Page 13: Johns DLine Manual

13

LIONUNDER: MIKE LEFT

END NOSE TACKLE BUCK5TECH SHADE 3TECH LOOSE 5

RAMUNDER: MIKE RIGHT

BUCK TACKLE NOSE ENDLOOSE 5 3 TECH SHADE 5 TECH

LION UNDER: 2 TEMIKE LEFT

END NOSE TACKLE BUCK5TECH SHADE 3TECH 6 TECH

RAM UNDER: NO TEMIKE RIGHT

BUCK TACKLE NOSE ENDLOOSE 5 3 TECH SHADE 5 TECH

OVER: RAMOVER Left

BUCK TACKLE NOSE END6TECH 3TECH 2i 5 TECH

OVER: RAMMike Right

BUCK NOSE TACKLE END5 TECH 2i 3 TECH 6 TECH

OVER: LION 2 TE’SOVER LEFT

END TACKLE NOSE BUCK6TECH 3TECH 2i 5 TECH

OVER: RAMMIKE RIGHT

BUCK NOSE TACKLE END5 TECH 2i 3 TECH LOOSE 5

POSITION NAMES AND ALIGNMENT BY FRONT

Page 14: Johns DLine Manual

14

POSITION NAMES AND ALIGNMENT BY FRONT

Page 15: Johns DLine Manual

15

LINE STUNTS

Blood Move: Anytime we cross the face of a blocker to the adjacent gap. Three ways to take a gap in all blood moves:

1. Your Body 2. His Body 3. Back Door PIRATE Align from under front: 3tech blood

move to the A gap. Outside player blood move to the B-Gap

- Do not change stance of alignment

-Nose: automatic twist vs. pass to contain

GUT

Nose: Align in a 2i. Execute a Half,

blood move to the B-gap. Tackle: Execute a Tag>Blood move to A-Gap

Buck: “Q”. Which is a Chase Technique.

End: If nose is up field turn into a natural game

ANGLE

Nose: Execute a Half vs. pass get to contain. Must keep going

Tackle: Execute a Tag Buck: Execute a Pirate

End: vs. Pass - Automatic twist> First seam to Contain.

Page 16: Johns DLine Manual

16

STUNTS CONTINUED

HALF

TAG

SLIP

Nose: Align in 2i. Blood move to

B gap.

Redirect based on the block of the Guard back to the zone.

Nose: Align in a 1 tech or a

shade. Blood move across the face of the Center

Run to the boundary must close off the opposite A gap

Tackle align in 3 technique. Blood move to the A gap

Redirect based on the block of the Guard back to the zone.

Nose scrape vs. any pass. To be inside pressure rusher.

Page 17: Johns DLine Manual

17

RUN RULES…DEFEND YOUR GAP

1. Play the Defense Called (Play your Gap)

A. Know your alignment and technique

B. Note Opponent’s stance. Weight and Split

C. Know Backfield Sets D. Get the Big Picture. See any and all movement around you

E. GET OFF! F. Execute your Charge

2. Reactions – No Guessing

A. Key head of the lineman you are on. Focus your eyes on him.

B. Stimulus Response C. High Hat, Low Hat – Get your hat in your Gap

D. Footwork E. Hands, Proper Placement. Lock out. (Shed) get off blocks.

3. Keys – Reactions

PLAY YOUR GAP. DO YOUR JOB….NO GUESSING – GET OFF

Page 18: Johns DLine Manual

18

BLOCKING PATTERNS FOR

NOSE TACKLE – 1 TECH

TACKLE – 3 TECH

OPEN AND CLOSED ENDS

5 TECH 6 TECH LOOSE 5

Page 19: Johns DLine Manual

19

NOSE TACKLE

3-point stance with inside foot back. Slightly cocked. Outside shade of Center - play as tight to him as

possible without being hooked. Key: Center's Head.

Run Responsibility: Run To: A-Gap.

Run Away: Squeeze Far-side A-Gap.

Close air to the key with inside step attacking the near shoulder of the Center (Should be

a Train Wreck). Get your Hat in the Crack. Get “knock’em” back on the Center. Lock-out and separate. Hold A-Gap and squeeze.

SCOOP BLOCK

Close air with first step attacking the near shoulder of the Center. Get your Hat in the

Crack. When you feel the Guard - get in the seam. Shoot upfield shoulder through. Make Guard push you into the play (Hold onto the Center as long as you can - this will pull you

into the gap).

C.P. - Cannot allow Center off on the LB. If you do - Your play!

1-Technique

Stance:

Alignment:

DRIVE BLOCK

Page 20: Johns DLine Manual

20

Close air with first step attacking the near shoulder of the Center (Train Wreck). Get your Hat in the Crack. When you feel the Guard, drop your outside hip and snap your hat

to the Guard. Work upfield and split the Double Team. Stay low.

WHAM BLOCK

Close air with first step attacking the near shoulder of the Center. Get your Hat in the

Crack. As the Center stalks or blocks back - look for Wham. Go to Spill Back with upfield shoulder.

DRAW BLOCK

Explode upfield with first step attacking the near shoulder of the Center. Get your Hat in

the Crack. High Hat = Pass! Club on shoulder, Swim or Rip. Feel the Center turn you out. Comeback the way you went in. Divert the course of the Back. Note the difference between the Draw and Pass set.

DOUBLE TEAM BLOCK

Page 21: Johns DLine Manual

21

Explode upfield with first step attacking the near shoulder of the Center. Get your Hat in

the Crack. High Hat = Pass! Rush, Rush, Rush. Club on shoulder, Swim or Rip. Work a

move into your lane. Get to the QB.

NOTE: Can get Turn Protection - Rush the Guard.

BACK BLOCK

Close air with first step attacking the near shoulder of the Center. Get your Hat in the Crack. If the Center goes flat away from you - play back to Guard's Down Block. Either

squeeze back into Guard or get upfield and knock off puller. Don't get driven off the LOS.

C.P. - Be aware of pre-snap splits, stances and weight. Especially the uncovered Guard.

HOOK BLOCK

Close air with first step attacking the near shoulder of the Center (Train Wreck). Get your

Hat in the Crack. Drive through the Center's head with hand shiver and push with onside

arm on shoulder. Flatten and keep leverage on block until the ball is declared inside or

outside.

NOTE: Understand the Fake Reach - Press back and make tackle.

DROPBACK PASS

Page 22: Johns DLine Manual

22

Close air with first step attacking the near shoulder of the Center. Get your Hat in the

Crack. See the Center run upfield and Guard coming on. Fight to stay in seam. Backdoor and flatten as you run through. Make Guard push you into play. Use backside arm to stay alive. Replace the Linebacker.

NOTE: Tug Block on U.T. = Nose Tackle over the top.

Zone Block on U.T. Get upfield - ball with cut back.

SCOOP (CENTER RELEASES OUTSIDE CYLINDER

Page 23: Johns DLine Manual

23

TACKLE

3-Technique

Stance: 3-point stance with inside foot back. Alignment: Slightly cocked. Outside shade of Guard. Key: Guard's Head.

Run Responsibility: Run To: B-Gap.

Run Away: Squeeze and release to A-Gap.

DRIVE BLOCK

Close air with first step attacking near shoulder of Guard (Should be Train Wreck). Get

your Hat in the Crack. Knock back the Guard. Get hands inside - lock out and separate. Hold B-Gap, squeeze down. Shed and escape.

HOOK BLOCK

Close air with first step attacking near shoulder of Guard (Should be Train Wreck). Get your Hat in the Crack. Flatten the Guard on the LOS and keep outside leverage. Shed

and escape. Create “Knock’em Back”.

Page 24: Johns DLine Manual

24

Close air with first step attacking near shoulder of Guard (Should be Train Wreck). Get your Hat in the Crack. Down Block = Trap! Redirect and close. Look for Trapping

Guard. If Trapper is coming - Spill outside with upfield shoulder.

FOLD BLOCK

Close air with first step attacking near shoulder of Guard (Should be Train Wreck). Get your Hat in the Crack. Go through the backdoor by lowering the inside shoulder and

flattening down the line. If Tackle is flat and you get stuck - lower outside shoulder and Spin across - or Crossface staying square.

NOTE: Grab the Puller (Water Ski).

SCOOP BLOCK

Close air with first step attacking near shoulder of Guard (Should be Train Wreck). Get

your Hat in the Crack. Drop inside shoulder to run through. Reach for hard inside

shoulder of the Guard. Plant outside foot and push off. Use outside hand to protect legs.

Don't get cut,

C.P. - Note pre-snap splits and stance. This is the #1 block vs. 3 technique. The tighter the Tackle gets to you - the tighter you get.

FLASH TRAP

Page 25: Johns DLine Manual

25

Close air with first step attacking near shoulder of Guard (Should be Train Wreck). Get

your Hat in the Crack. Squeeze Guard into A-Gap protecting the B-Gap. When there is no

threat to B-Gap - shed and escape.

DOUBLE TEAM BLOCK

Close air with first step attacking the near shoulder of the Guard (Train Wreck). Get your

Hat in the Crack. When you feel Tackle, drop your outside hip and snap your hat to the Tackle and work upfield and split the double team. Stay Low.

PULL AND REACH BLOCK

Note the OT cheated down - his split and stance. Tighten down to outside eye of the guard. Get off on ball or movement. Close air with first step attacking the near shoulder of the Guard (No Crack to get Hat in). Ricochet off the Tackle and flatten with Guard. Use

outside hand to protect your legs. Don't get cut.

CUTOFF BLOCK

Page 26: Johns DLine Manual

26

Close air with first step attacking the near shoulder of the Center. Get your Hat in the Crack. Pull - Think fold by Center. Go to run through. Drop inside shoulder and flatten

down the line - backdoor.

C.P. - Note Pre-snap stances and splits. Guard is light, Center is Heavy...think Pull.

PULL BLOCK (CENTER FLAT)

Close air with first step attacking near shoulder of Guard. Get your Hat in the Crack. Pull - Think Center Fold. Feel Center's block. Drop inside shoulder and cross face -Center staying square.

INFLUENCE TRAP BLOCK

Close air with first step attacking the near shoulder of the Guard. Get your Hat in the

Crack. High Hat = Pass! Keep rushing. Guard release outside...Trap! Close down inside and squeeze the Trapper.

PULL BLOCK

Page 27: Johns DLine Manual

27

Close air with first step attacking the near shoulder of the Guard. Get your Hat in the

Crack. Squeeze the block of the Guard. When you see the flash of OT pull - cross the face of the Guard.

NOTE: Feel the Flash of the OT pulling.

WHAM BLOCK

Close air with first step attacking near shoulder of Guard. Get your Hat in the Crack. May

read as Hook or Turnout at first. But eventually Down = Trap! Redirect and close. Spill back with upfield shoulder.

DRAW BLOCK

Explode upfield with first step attacking near shoulder of Guard. Get your Hat in the Crack. High Hat = Pass! Keep rushing. Feel the Guard turn you out. Go back out the way you

came in. Retrace your steps. Divert the Back's course. Squeeze the Guard and feel the

Draw set. Close the Run Lane.

COUNTER OT BLOCK

Page 28: Johns DLine Manual

28

Explode upfield with first step attacking near shoulder of Guard. Get your Hat in the Crack.

High Hat = Pass! Rush, Rush, Rush. Work a move - stay in your lane. 3T has a 2-way go. Get to the QB! This is why you are here. Inside-outside rush move. 6-Technique End

has a possible Natural Game.

SPRINT OUT PASS

Explode upfield with first step attacking near shoulder of Guard. Get your Hat in the Crack. Work a pass rush move and get into your lane. Keep coming and don't let the QB set up.

DROPBACK PASS

Page 29: Johns DLine Manual

29

CLOSED END

3-point stance with inside foot back. Slightly cocked. Outside shade of Tackle. Get as tight as possible

without being hooked.

Key: Tackle's Head. Run Responsibility: Run To: C-Gap.

Run Away: Squeeze and release to B-Gap.

DRIVE BLOCK

Close air with first step attacking near shoulder of Tackle (Train Wreck). Get your Hat in Crack. Get hands inside, Lock out and Separate. Hold C-Gap. Squeeze down -shed and

escape.

HOOK BLOCK

Close air with first step attacking near shoulder of Tackle (Train Wreck). Get your Hat in

Crack. Flatten the Tackle on the LOS and keep outside leverage. Shed and Escape. Work the Hook Block upfield. Ball cannot cross our face.

HOOK BLOCK (OUTSIDE CYLINDER)

Close air with first step attacking near shoulder of Tackle (Train Wreck). Get your Hat in

Crack. If Tackle is too flat - drop outside shoulder and wheel backdoor. Flatten and

pursue. You must replace the Linebacker.

5-Technique

Stance:

Alignment:

Page 30: Johns DLine Manual

30

Close air with first step attacking near shoulder of Tackle (Train Wreck). Get your Hat in

Crack. When you feel pressure from the TE - drop your outside hip and snap your hat to

the TE. Work to get upfield. Stay low.

DOWN BLOCK (TRAP)

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Down Block = Trap. Redirect and close. Look for trapping Guard. If Trapper is coming

spill outside with upfield shoulder.

SCOOP BLOCK

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Down. When you feel the TE get into the seam shoot upfield arm/shoulder through.

Make TE push you into the play. (Hold onto Tackle as long as you can). This will pull you into gap.

C.P. Cannot allow Tackle off on LBer. If so-your play.

DOUBLE TEAM BLOCK

Page 31: Johns DLine Manual

31

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Shoot hands inside. Lock out and separate. Squeeze down and condense B-Gap. When

there is no threat to C-Gap - Shed and escape.

SCOOP

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack. If Tackle is too flat, push off outside foot, drop inside shoulder and wheel backdoor. Flatten

and pursue. You must replace Linebacker.

U-BLOCK

Close air with first step attacking the near shoulder of Tackle. Get your Hat in the Crack.

Down but Tackle is pulling. Push off your inside foot and drop outside shoulder and wheel backdoor. If you get stuck or TE is too flat, Cross Face out or Club By. Flatten and

pursue.

CUTOFF BLOCK

Page 32: Johns DLine Manual

32

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Down. Down Block = Trap. Redirect and close. Look for Trapping Guard. If Guard

has a deep course this means the Bill Block. Get upfield and take on Back with outside shoulder and get underneath.

C.P. - Key is Guard's course. Flat is Trap, Deep is Stick. If in doubt - Play Trap.

BLUFF POWER BLOCK

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Down. Down Block = Trap. Redirect and close. Look for Trapping Guard. If the Trapper is

coming - ignore Back - close and squeeze with inside shoulder. Do not let Back influence you.

C.P. Key is Guard course.

NOTE: Tackle goes down - I go down.

STICK BLOCK

Page 33: Johns DLine Manual

33

Close air with first step attacking near shoulder of Tackle. Get your Hat in the Crack.

Down. Down Block = Trap. Feel down block of the TE. Plant inside foot and try to penetrate. Fight not to get washed down. See the backside Pullers and try to knock one off. Flash of Guard.

PULL BLOCK

Note cheated down TE. His split and stance. Tighten down to outside eye of the Tackle. Get off on Ball and Movement. Close air on first step attacking near shoulder of Tackle

(No Crack to get Hat in), ricochet off TE and flatten with Tackle. Use outside hand to protect legs. Don't get cut.

EXTRA BLOCK (BY BACK OR TE)

Close air with first step attacking near shoulder of Tackle. Tackle pulls, Plant outside foot and close. Rip and come under Back (or TE). Cannot be cut-off or forced upfield.

You still have C-Gap. C.P. - Use your Hands!!

POWER - O

Page 34: Johns DLine Manual

34

Explode upfield with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Down. High Hat = Pass! Keep rushing. Feel Tackle or Push By. Come back out

the way you came in. Divert the Back's course. Know and read the difference between Pass and Draw set. Squeeze the B-Gap. Feel the Set.

DROPBACK PASS

Explode upfield with first step attacking near shoulder of Tackle. Get your Hat in the Crack. Down. High Hat = Pass! Rush, Rush, Rush, Rush. Work a move. Stay in your

lane. Get to the QB. This is why you're here. Rush at the level of the QB.

SPRINT OUT

Explode upfield with first step attacking near shoulder of Tackle. Get your Hat in Crack. Work a pass rush move upfield and get into your lane. Keep coming and don't let QB set up.

DRAW BLOCK

Page 35: Johns DLine Manual

35

LOOSE 5

Loose 5-Technique

Stance:

Alignment:

Key:

Run Responsibility:

3-point stance

Slightly cocked. One yard outside Tackle.

Tackle's Head. Run To: C-Gap.

Run Away: Squeeze and release to B-Gap.

Close air with first step attacking near shoulder of Tackle (Train Wreck). Plant inside foot and ricochet off. Widen and give ground. Work outside and up. Keep outside arm free. Can never be hooked from Loose-5.

HOOK BLOCK

Close air with first step attacking near shoulder of Tackle (Train Wreck). Plant outside foot and close down. Get “Knock’em Back” - Lock out and Separate. Squeeze down and

condense B-Gap. When there is no threat to C-Gap - Shed and Escape.

DRIVE BLOCK

Page 36: Johns DLine Manual

36

CUTOFF BLOCK

Close air with first step attacking the Near shoulder of Tackle. Plant outside foot and close down. Get hands inside - Lockout and separate. Squeeze down and condense B-Gap. When there is no threat to C-Gap - Shed and Escape.

DOWN BLOCK (TRAP)

Close air with first step attacking near shoulder of Tackle. Down Block = Trap! Redirect and close. Look for Trapping Guard. If Trapper is coming - Corkscrew with upfield

shoulder. Make the ball Spill.

LEAD BLOCK

Close air with first step attacking near shoulder of Tackle. Down Block = Trap! Redirect and close. This hits quick. Corkscrew with upfield shoulder. Make the ball Spill.

Page 37: Johns DLine Manual

37

DOWN BLOCK

Close air with first step attacking near shoulder of Tackle. Tackle blocks down on 3tech so

you are on air. Shuffle with shoulder square to LOS. Look for anything coming. Cutback, Boot, Reverse in that order, then pursue at ball depth.

Close air with first step attacking near shoulder of Tackle. Tackle seals on 3T. so you are on air, squeeze to hip of OT on LOS. Look inside and take on TE with outside shoulder and get underneath. Don't get cutoff. You've got C-Gap on cutback. Use your

hands.

DRAW BLOCK

Explode upfield with first step attacking near shoulder of Tackle. High Hat = Pass! Keep rushing. Feel Tackle Club or Push you by. Go out the same way you came in. React by retracing your steps. Divert the Back's course. Once you feel the Draw - squeeze the

Run Lane. Must feel Draw sets.

EXTRA BLOCK (TE MOTION)

Page 38: Johns DLine Manual

38

DROPBACK PASS

Explode upfield with first step attacking near shoulder of Tackle. High Hat = Pass! Rush, Rush, Rush, Rush. Work a move and get into your lane. Get to the QB. This is why

you're here.

Page 39: Johns DLine Manual

39

6-TECH

6-Technique

Stance:

Alignment:

Key:

Run

Responsibility:

2-point stance with feet even. Head up on TE.

TEs Head. Run To: C-Gap. Power thru TE Block.

Run Away: Squeeze to inside.

Mirror with first step attacking head of TE. Explode hands inside. Fingers up. Lock out and Separate. Power him back upfield. Hold C-Gap. But, always shed to make play. Knock him back.

EASY BLOCK (ARC RELEASE)

Mirror with first step attacking Head of TE. If TE releases look inside and read Tackle's

block. Close on any block coming from the inside. Squeeze with upfield shoulder. If Pass, rush the passer.

SCOOP BLOCK

Mirror with first step attacking Head of TE. When you feel the Tackle get into the Seam. Shoot upfield arm / shoulder thru. Make Tackle push you into the play (Hold the TE as long as you can). This will pull you into the Gap.

C.P. - Cannot allow TE off on Linebacker. If so, Your Play! Knock the TE into the

backfield if he stays on.

DRIVE BLOCK

Page 40: Johns DLine Manual

40

BASE BLOCK

Mirror with first step attacking Head of TE. Push through inside shoulder and hold point. Should never get knocked off LOS. Hold Point and Squeeze.

DRAW BLOCK

Mirror with first step attacking inside shoulder of TE. High Hat = Pass! Rush. Close gap between you and OT as quickly as possible. Work outside move and get up field. If you

see or feel Draw go back out the way you came in. Retrace your steps. Divert the Back's course.

DROPBACK PASS

Mirror with first step attacking inside shoulder of TE. High Hat = Pass! Rush, Rush, Rush, Rush. Work a move. Rush at the level of the QB. If doubled - take on blockers

one at a time. Get to the QB.

NOTE: Tackle pass blocks - feel for a Natural Game with the U.T. Never end up behind the QB.

Page 41: Johns DLine Manual

41

Mirror with first step attacking inside shoulder of TE. When you feel the Tackle -drop your inside hip and turn your shoulder to the Tackle and work upfield and split the Double

Team. Stay low.

HOOK BLOCK

Mirror with first step attacking head of TE. Play inside-out through the TE. Do not cross his face until the ball is committed outside. Hold C-Gap. NOTE: Knock the TE back.

Knock off Pullers

HOOK BLOCK (OUTSIDE CYLINDER)

Mirror with first step attacking inside shoulder of TE. Gain ground and step to push

through his inside shoulder but come backdoor and flatten. You must make play on all Run Throughs,

DOUBLE TEAM BLOCK

Page 42: Johns DLine Manual

42

Mirror with first step attacking head of TE. With hands inside and fingers up Lock Out and

Separate. Shed and make play. If TE cuts you off, put his body down LOS. NOTE: Never take easy route - Go through the TE.

CUT OFF BLOCK

Page 43: Johns DLine Manual

43

OVERLAPPING LINEMAN

The key to our Run Front is defeating the Down Blocks (Angles). Any Rushmen who encounters a Down Block must get vertical to create penetration (This eliminates the

cutback). The next adjacent Lineman feels the Overlap while first defeating his initial key. *Overlap's can also be used in Zone Blocking (Tags).

TUG BLOCK

WIPE BLOCK

U-BLOCK

Page 44: Johns DLine Manual

44

"0" Men Pass Rush Guidelines

The Tackle Set Line

The tackle-set line runs from the L.O.S. through the outside of the offensive

tackle to a depth of approximately 8 yards. It is approximately a 70° angle to

the L.O.S.

Anytime the offensive tackle is forced across this line, the "Inside" is exposed

and vulnerable. The target is four yards off of outside foot of OT.

"0" Man Target/ (1 yard)

• Break Point

TACKLE SET LINE PRINCIPLE

1. Get off on ball, charging upfield and make contact with outside hand. First significant

touch wins majority of pass pro’s.

2. A "Race" move is the "0" mans starting point, make the O.T. take it away. You are a better athlete than the offensive lineman.

3. Watch O.T. while in "Race" if "O.T.". crosses tackle- set line, club and come inside. Read OT's movement. The O.T. cannot be right. If he comes out, club and go inside. If

he stays in race. If he beats you to the spot he cheated.

QB

X

Page 45: Johns DLine Manual

45

DEFENSIVE LINEMAN

PASS RUSH PHILOSOPHY

1. Most Important Maneuver on Defense! We will rush the passer more than any other single thing on defense. A. Every Pass attempt.... Multiply by 4!

B. On a Winning Team, More Pass.

2. React to Keys

A. Stop the Run on the way to the passer.

B. Penetration Kills the Running Game. C. Never Surprised by a Pass

D. No such thing as Play Action. E. Execute your charge.

3. Pass Rush Attitude

A. Play with Self-Confidence. Don't be afraid to make a mistake. Cut

Loose and make a play. Frenzy.

B. Your sack will come. But, you don't know when.

C. Realize you may beat your man clean...and not get your sack. D. Realize it is a numbers and percentage game. E. Realize Pressures, Holding calls, Grounding and Interceptions mean

it's only a

matter of time.

4. Stimulus and Getting Off A. Ideally, get a knee jerk reaction. B. Be ready to recognize stimulus - "See a Little - See a lot!"

C. See the big picture around you.

5. Response and Reaction. A. Go, Connected with string. B. Moving Target, Make him miss.

C. One-on-One basketball. D. Try that move. E. "New Shoes."

F. Under/Over every play.

G. Hands and Feet. H. Hips.

6. Defensive Lineman Attitude

A. Hustle reel. All you got.

B. Nasty reel. It's your job. C. Homework and Study.

D. Pre-game reads and Tips. E. In Game reads and Tips. F. Post Game reports.

Page 46: Johns DLine Manual

46

7. Game Package (In the Greatest Sack)

A. Delayed, looks like a Race. B. Delayed and Grab.

C. 2,3,4 Man deals. D. Calls, Dummy Call.

E. Execute.

8. Evaluation

A. Grade sheet and tabulations. Factor Grades! B. SACK Film library. C. Self Tapes. D. Study Tapes (Other defensive linemen).

Page 47: Johns DLine Manual

47

PASS RUSH PHILOSOPHY

"You can only Block Yourself

1. STIMULUS - RESPONSE - Movement / Ball - Get Off!

a. Response can be taught. Stimuli is the key! We must be able to

focus on movement/ ball. Rep after rep, Day after day, under all conditions.

2. PASS RUSH ATTITUDE

a. We, as a DLine man will rush the passer more than any other

maneuver we will perform all year. We must and will be successful at this skill. We will spend a great deal of practice time developing our skills.

b. Pass Rush First. React to the run.

c. Self Confidence, not as afraid to make a mistake as to make a big play. Go for the big play. You cannot be half pregnant.

3. BASIC PRINCIPLES

a. Get Off.

1. Alignment - tight to the ball as possible (credit card). 2. Stance - Weight forward, Hair Trigger.

3. Ball's Ready - You're ready.

4. HANDS AND FEET

a. We're connected to the ball with a string. Hands and Feet are moving

together coordinated movement.

b. We're a moving target, make the blocker miss. c. One-on-one basketball. Beat him to the bucket. If he takes it away,

counter move.

d. All pass rush moves finish with an over (swim) or under (rip) move.

Finish your moves.

e. Hands vs. Guns. (Knock them down or to the side).

f. Keep coming, always moving upfield - you only have 3 seconds. g. Someone, somewhere is going to do a Hat Trick. Why not you?

5. GAMES

a. Quick vs. Run.

b. Delay - Make our Games look like a race rush!

Page 48: Johns DLine Manual

48

DEFENSIVE LINEMAN PASS RUSH PRINCIPLES

(Most important maneuver on defense. We will rush the passer more than any other single thing on defense. Never Surprised by a Pass!)

1. Remember - you are a big league pitcher. Not just a thrower. Each pitch compliments the next one.

2. Pre-determine your move (Have a plan). It will aid your quickness. Believe in it. Mix things up but don't be too cute.

3. Don't tip yourself. Study your stance, steps and body lean. Crowd the ball.

4. Get off on the ball or movement. Find what moves first. Get the rhythm.

5. Never align or attack head on. Attack 1 / 2 man, one side or the other, land marks, runway.

6. Work your move close to the blocker-know his set. Is he short or deep?

7. Close the distance between you and the blocker as quickly as possible.

8. Use your hands on all moves - must always have Over / Under and a check.

9. Same hand-same foot....on all slaps swims, rips (Puppet).

10. Turn your numbers, make yourself small. Give it and take it away.

Torque.

11. Understand - they cannot block you ........ you can only block yourself!!!

Make them move and make them work.

12. Be sudden and brisk with your hands. Not lethargic!! Razor not a sledge hammer. Rifle in a clock tower. Sting and go.

13. Sell all fakes - never as good as you think (Double them). Hat, hand and foot. Coffee House.

14. Keep weight, feet and upper body going forward. Get penetration. Advance -Don't Dance!

15. Use one move, then one counter. Never give in. (Rip, Re-Rip) (Rip, Hump).

16. Use power rush two or three times a game. One arm is longer than

two. T's Stutter, E's = outside foot.

Page 49: Johns DLine Manual

49

17. Use quick moves vs. short set. Inside move is fastest route to QB.

18. Spin or Club-back if deeper than ball. Keep coming. 19. Crawl, Roll, Kick or Chung Lee if tripped, tackled or held. It's never over!

20. We're just waiting for them to make one mistake! Then the QB is ours! (Prison Break-Big Play).

21. Never jump or leave feet, run thru the QB. Use his body as a cushion to break your fall. Land on him. Stay on his upfield shoulder.

22. Know the QB's escape route and mechanisms. You may have to rake,

gator, pin or reel in.

23. All QB's "Run at own risk." Cheetah! Finish off a cripple.

24. Find QB on all interceptions. He wouldn't be ready. But, do not go Helmet to Helmet.

Page 50: Johns DLine Manual

50

PASS RUSH TECHNIQUES

1. MENTAL APPROACH

"Pressure on the Passer." This exemplifies the spirit and aggressiveness of a strong defensive team. The pressure must come from both the rush Tackles

and Ends and a move aggressive hell-bent attitude when blitz ing the entire

unit. To be the best pass rusher you can be you must develop a fanatical desire to get to the passer - always applying pressure and never relaxing or

letting up.

We must now work and concentrate - both as individuals and as a unit - to become respected and feared by our opponents through our actions and desire to annihilate the passer. Achieving this goal calls for the improvement of

individual skills on pass rush technique, and equally important we must

strive to completely eliminate missed assignments and mental errors. (Such as Rush Lanes - Never give up two consecutive Rush Lanes).

2. BASIC PRINCIPLES OF RUSHING THE PASSER (GET VERTICAL)

A. Get Off- The single most important factor which will determine a

successful Pass Rush is the Get Off. By utilizing our Get Off we want to beat the

Offensive Lineman out of his stance. Don't allow him to get set up. From the moment

of movement we'll close on the Offensive Lineman as quickly as possible.

B. Target - Proper body angle, getting our shoulder level down. You

must have a pre-snap plan to where you want to go on the blocker. Make the blocker believe he has to defend a certain area, because of

your great Get Off.

C. Plan - You must have a plan to execute when you get to the target

area. Know what you want to do to the blocker.

1. Always go to your strength first. What do you do best? What

is your best move for your ability?

2. What have you done before? Can you make the blocker

anticipate one move when you are actually going to execute another mover?

3. Know your opponent! What type of set does he have? a. Short Setter - Who'll take you on right at the LOS?

b. Deep Setter - Gets quick depth away from you. c. Lunger - Very aggressive pass blocker who wants to stone you. d. What are his strengths and weaknesses?

Page 51: Johns DLine Manual

51

3. "HANDS" AS AN EFFECTIVE TOOL IN PASS RUSH

After the Get Offs this may be the next most important phase of Pass Rush -

the strategic use and placement of your hands. The Rules allow the Offensive

Linemen to freely use their hands - we must counter this by gaining an

advantage by using our hands. Hand "quickness" is essential. To improve this

quickness is vital to our success. While "working to keep our pad level down we

must lead with our hands, for placement, slap or lift.

A. Offensive Blocker's Hand Placement and our Counter.

1. Gun aimed at your breastplates - we want to block these

punches from outside-in while rotating our wrist in. We want to

pin the blocker's arm in so it will allow us to execute our swim

technique.

2. Knife where the blocker's hands are shot in your throat region or

higher. Will grab the high sticker from underneath in an upward lift

with thumbs in. Make sure we squeeze his arms as we lift. This

will allow us easier access to our arm rip.

4. FOUR BASIC TECHNIQUES OF PASS RUSH

A. Swim

Using a hard forward angle, attack the blocker and control his shoulder

pads with your hands. Once you get control of the blocker jerk his

outside shoulder down with your outside hand. Then step through to

the outside with your inside leg. Now, take your inside arm and swim it

over the shoulder of the pass blocker which will now clear you of him. If

his hands are extended, slap to pin his arm to the inside to use the swim

technique on him. Your swim move should drive right over the top of his

shoulder pad. Finish the move with your swim arm on his back to help

you escape.

B. Arm Rip

Using good body angle sprint to the outside or inside of the Offensive

blocker. Try to shoot your hips past his hips. Once you have created

this position (with good body angle) use and arm rip with your inside

arm. The arm rip is used in an upward thrust. Note: The arm and inside

leg should be working simultaneously. The arm should keep working

upwards and eyes should be looking upwards while driving the feet to

the QB. To finish the move off drive the inside elbow into the back of

the Offensive Lineman to get free. Also, use your off hand to help you

escape. Once you engage the blocker kick your feet out to keep

pressure and create leverage on the blocker to collapse the pocket.

Page 52: Johns DLine Manual

52

C. Spin Move (Ice Pick)

This is an excellent counter move off of an arm rip. The move must come off pressure of the Offensive Lineman. Once you feel the

Offensive Lineman's weight is over committed to your arm rip. This is when you want to spin.

COACHING POINT: Make sure there is pressure. You must lean into the

blocker hard with your shoulder. Once you feel him over commit pivot on your inside foot while leaning into the blocker. Whip your outside arm

around back. Your outside foot must drive all the way around - and point your fist. Burst, Good body angle is a must. Also, you must gain ground on

your spin. Never stay in place!

D. Dent Move (Dent and Hoop)

This is a race rush move all the way. Sprint upfield taking a half-man

advantage on the blocker. When we get to the move area (you must know your opponent) take your inside arm and Tomahawk the Offensive

Lineman's outside hand. Once you have done this - rip and hoop. If you miss the hand - rip and hoop. Note: Never slow down to make the move.

The above technique can be used in different combinations to help us move effectively to get a good pass rush. Every step we take should be toward the QB. Note: All rush moves have a chance to be successful if

there is great get off. No rush move works - no matter how they are executed - with get off. Always finish with and over or under move.

Page 53: Johns DLine Manual

53

DEFENSIVE LINEMAN BASIC PASS RUSH MOVES

1. CLUB AND RIP (UNDER)

2. CLUB AND SWIM

3. DOUBLE SLAP

4. CLUB RIP AND SPIN

5. JAB OLE

6. RACE

7. RACE AND DENT

“I” Men may execute on LOS. “O” Men usually in 3rd or 4th step. CP- Arm that rips must be tied to the foot on the same side.

“I” Men may execute on LOS. “O” men usually in 3rd or 4th step. CP – Arm that goes over (swims) is tied to the foot on the same side

“I” men may execute on LOS. “O” Men usually in 3rd or 4th step. Slap on side opposite you are ending up”

I” Men may execute on LOS. “O” Men usually in 3rd

or 4th step. Drive your “Rip” into the blockers arm pit. Feel Pressure and throw opposite fist (ICE PICK). Spin on Arm Rip and shoulder. Do Not Spin too Soon.

Better suited for “I” Men. May execute on LOS. Execute same as double slap, but without first contact. Flash Fake.

Better move for “O” Men. An outside upfield club with an over or under move – speed, target and lean are vital.

Better move for “O” Men. An outside upfield slap of

hand with our inside hand where speed, target, and lean are vital. Speed and target can be used to get blocker to over commit to the outside rush. We can

now counter back to the inside. CP – Tackle Set Line

Better rush for “O” Men. – “I” men must execute

LOS. Work fakes quickly (still only have 3 seconds). Most blockers cannot react 3-times but must be sold in first or second fakes. Especially the second fake. CP – always finish with an over or under

Good for “I” or “O” Men. Counter move off a rip. CP – Create movement with rip and lean. Bring rip arm out or rip. Club with it – Using the blockers momentum to aid rush. Good move to stay at the level of the QB with.

“I” men may execute on LOS. “O” Men usually on third step. Rusher changes speed (“O”) or Stalls. “I” men before move – get the blocker to lunge.

8. OUT IN OUT

9. HUMP MOVE

10. DEAD MAN RUSH

Page 54: Johns DLine Manual

54

MOVE

1. Club/Rip

Same Hand, Same Foot

Hi Rip to Sky Duck Under

2. Club/Swim

Hammer To the Anvil

3. Jab/O le

Put it in, Take it Out

Corkscrew / Tornado

4. Stutter / Slap Swim

Stutter / Slap Rip

Stomp Grapes and Bob, Shake

German Shepherd Mesmerize

5. Fake 1-way, Go other (Bite and Go)

Hat, Hand, Foot Wave Flag

Look Him Off - Coffee House

6. Dent / Hoop

7. Dent/Ice Pick

Hi Guy Ice Pick

8. Speed Rush

Dip and Rip

9. Race and Club (Mann)

1,3,5

2,4,6

10. Chop / Slap / Swim

C hop/S lap/R ip

11. Wax on. Wax off (2 Hands)

Mr. Mvagi (2 Hands)

Sweep (2 Hands)

12. Bull Rush

Stutter Bull - Tackles

Outside Plant

COUNTER

Rip / ReRip (Take it Out) Rip / Swim

(Take it Out) Rip / Spin (Not till you see

Fist) Rip / Hump (Sling) (Take it Out)

Swim / Rip (Gravity) Swim /

Spin (Elbow Check)

Double Slap (Soft)

(Long 1 Winds Up)

Swim / Rip (Make Him Lunge) Rip / Swim

Double / Slap (Soft and Hard) Dead Man

(Down Shift)

Bore and spirn

Reverse Spin (Double)

Bore and Spin

Out - In - Out (By Alignment)

Bull

1 Arm

*Try on a New Pair of Shoes.

Slap/Rip

Rip/Swim

Page 55: Johns DLine Manual

55

PASS RUSH GAMES

1. Philosophy of Pass Rush Games

a. Pass rush games are designed as a change-up for our one-on-one pass rush moves. Well-executed games not only get sacks, but wi ll also keep the

offensive line off balance.

Pass Rush games are designed to:

1. Foul up blocking assignments.

2. Force a Zone Team to go Man (delay and grab games). 3. Can force a Man team to go Zone - quick games. 4. Turn delay games into quick game - Q-call. Now we can disrupt blocking

patterns. 5. Disguise by calls and dummy calls. 6. Take advantage of a strong or weak opponent.

7. Camouflage our speed rush. Fake games. 8. Set up speed moves. 9. Confuse, disorganize, and worry offensive line.

a.. Games can be delayed or run quick. The key to all good games is the

second Man. The scraper must convince his opponent that he is running a one-on-one pass rush move. The scraper must always try to maintain eye contact with his

offensive man. Then, always run your game as tight as possible. Anticipate the width of the pocket collapsing. Always run our games on the offensive side of the ball.

Note: Penetration - get to his back!

Timing, execution, cleverness and creative planning will allow us to develop the Conference best game package.

Definitions:

1. Games: Pass rush "Stunt" run on a 3-step delay.

2. Q Games: Stunts executed quickly. Used to pick and confuse man

blocking. Must get to your gap when used as run stunt. Also

run with / grab or Freddy.

3. Fake: Games - run off second step with head fake. Use with "tables"

call.

4. Built-lns: Automatic games / stunts used in blitz or dog. (PIRATE / STICK).

5. Read Games: "If Pass Shows" turns into a game (PIRATE/STICK).

Page 56: Johns DLine Manual

56

SPLIT

Position Alignment KEY RESPONSIBILITY

END

L-5. 1 Yard outside of Tackle. Straight Up.

TE = L-9. Hand on Foot.

TE / Tackle's Head / Ball.

Whatever moves first.

All out Rush Mode. Give Freedom for D-Line to run special games for the opponent. Based on Game Plan, Coaching Points and Protections.

BUCK

L-5. 1 Yard outside of Tackle. Straight Up.

TE = L-9. Hand on Foot.

TE / Tackle's Head / Ball.

Whatever moves first.

All out Rush Mode. Give Freedom for D-Line to run special games for the opponent. Based on Game Plan, Coaching Points and Protections.

TACKLE

3-Alignment.

Straight up. Outside

shoulder of Guard

Guard's Head / Ball. Whatever moves first.

All out Rush Mode. Give Freedom for D-Line to run special games for the opponent. Based on Game Plan, Coaching Points and Protections.

NOSE

3-Alignment.

Straight up. Outside shoulder of

Guard

Guard's Head / Ball. Whatever moves first.

All out Rush Mode. Give Freedom for D-Line to run special games for the opponent. Based on Game Plan, Coaching Points and Protections.

Page 57: Johns DLine Manual

57

SPLIT CALLS

1. The huddle call will be Split and then the coverage. Split to the DLINE puts us in an all out Rush Mode

• Our thought process when we get a Split call is 1st - know what personnel is in the game. Check the personnel cards on the sideline. Once we know the personnel,

now we find out the deployment of the offensive personnel within that group (Trips, Near, Far, Gun S/W, etc.)

• Each personnel group and deployment of personnel will give us certain clues to the opponent's protection. (Where the Center is sliding etc).

• It is our job to stay on top of all the details and subtleties of the protection. (Film study).

• Each of our rush games can be called with a code work. Example = Knife, Ringo /Lucky or the use of hand signals (working in silence).

• Our fronts in Split Calls start with our Base Front. Tackles in Double 3-techniques and the Ends out wide. Put yourself in position to execute your rush. Example =Vs. a TE and you are running a You - Align outside of the TE. If you are

running and Me you want to put yourself inside of the TE for better timing.

• Another front we use is a BACK front. This will tell the U.T. to match-up on the offset back, or in I go left for turn protection. Understand the clue's the offense gives

you.

2. Communication: Starts with becoming a good listener. NO-M.E.We must and will

all be on the same page.

Other clues include Down and Distance and Red Zone. Be on top of your details.

People will do certain things in specific areas of the field. Be tuned

in.

Page 58: Johns DLine Manual

58

Games Key Points and Concepts:

• Understand that they can't block you - Only YOU can block you.

Pass Rush Concepts and Coaching Points!

1. You Game: Talking to the 3Tech. He is the penetrator. End is the scraper.

3Tech must drive to the back of the Tackle and Contain through the B-gap. End comes under on either 3rd step if outside hand is down, 4 th step if inside hand

down. If OC turns to the You Game, the End must make him miss.

2. Natural game: talking to the Defensive End on all outside rush. If your tackle is ahead of you - fall back under him like a You (except it is a Natural. Don't look for

it, let it happen naturally.

3. Level of QB - Never end up behind the QB. Work a counter move back to the level. We eliminate a pass rusher when he's behind the QB!

3 4

Page 59: Johns DLine Manual

59

4. ME/KNIFE Game: End LE: 1, 2, Plant drive to the back of the guard - get vertical.

RE: Right Handed Stance, 1 Step, plant and drive.

Eye contact: Tackles engage (sell, sell, sell) wait for penetration - pick, then loop to contain.

POA inside foot of Offensive Tackle - use as a landmark to run a tight game (Looper)

eye contact.

5. Twist Game: Wide Tom - talking to the 3-Technique. He's the penetrator. NT. is

the Scraper. The game is based off of the alignment of the back.

• We like to run it out of a Jet front. Jet tells the NT. (2i Alignment).

BOB: Nose Tackle goes first in a Jet alignment (2i)! Again based on the alignment of the back.

• Note: Only run a Tom game vs. a hard sliding center. Never vs. a Man

setter.

Page 60: Johns DLine Manual

60

6. Coffee House: Faking a game. Coffee House Exit - Tackle flashes head outside, End fakes the Exit then rush your lane. Sell, sell. End can Coffee House a Tex

game. Subtle head snap - look to the inside then edge rush. Can also do with a Tex game.

Page 61: Johns DLine Manual

61

TACKLING OFF OF PENETRATION

1. With our style of defense, pass rushing and penetrating type of upfield play, a lot of tackles will be coming off of redirection and movement. It's going to be more important than ever to grab, grab jersey and try to bring our feet as quickly as

possible.

a. Get as much body in front of the runner as possible.

b. Keep working your feet to get better leverage.

c. Always work an arm wrap. If the grab is all you can get, continue to work for

arm wrap.

2. Clean Up Tackling.

Punish the ball carrier! We must sprint. 100% effort on every snap to the ball. Never let up. Consistent effort. We want this type of effort to punish the ball carrier or QB and discourage them from wanting to continue to play.

a. When going in to clean up - always keep your head up and eyes open so

you don't clean up a teammate.

b. Always be alert to stripping the ball.

Page 62: Johns DLine Manual

62

DEFEINSIVE LINEMAN DRILL BOOK

GET OFF DRILLS

Purpose: To increase the reaction time for a Rushman reacting to a stimulus -

whatever moves first.

A. Proper Stance - Weight forward, narrow base.

B. Proper Technique - First step should replace your down hand. Down hand should

pull grass.

C. Work on your trained eye. Always work the same side.

D. Go on movement, not sound. The coach must bark out cadence to draw

off Rushman.

E. This is a high quality, high repetition drill. Done every day to start individual period.

*Coaches move - not players.

E T T E

Purpose: Progression drill for our get-off drills.

Once we've had get-offs, we progress to the mat drills then back to the get-off.

MAT DRILLS A. Needed - Mat for the players to fall on. Also the ball.

B. Emphasis - Get off, and working on getting a big first step, replace your hand.

C. C.P. - Keep your back foot stepping straight so you won't waste movement

by stepping out or under while replacing your hands. D. Keep pad level down and explode out of your stance with a lotof forward

lean. Fall out of your stance.

C

Page 63: Johns DLine Manual

63

LINE DRILL

Purpose: To teach get-off and rushing the passer while also teaching to redirect to the run

without Fish Hooks. REDIRECT AND BURST.

A. Types of reactions - High Hat = Pass, Low Hat = Run. Draw and Screen keys

can be added.

B. High repetition drill, with good quality.

C. This drill can be done with or without pads in the summer months to build skill

level.

POP UPS

Purpose: To work on our top four pass rush move everyday. By using Donkey Dicks we

can emphasize the club part of our move with explosive movements and speed.

Organization: Five Donkey Dicks set up with a 7-8 yard spacing in between, so that we

can Burst off each move. 1 Rushman at a time will run the Donkey Dicks. Have a finish to

the drill. After finishing last pop-up turn the corner to the next bag. Reduce your shoulder

and Burst to the bag.

Position Concepts: We will work on Club and Rip, Club Swim, Dent, Spin, and Double

Slap. When making our pass rush moves, hit the bag in the front side, not the back end.

C.P. Reach to make your moves, flip hips, details of rush moves.

Emphasis: Working your pass rush moves at full speed being technically sound.

Page 64: Johns DLine Manual

64

HOOPS

Purpose: To work on our body lean, turning a corner and reducing our inside shoulder

(constricting the passers pocket), while running full speed.

Organization: Two hoops used, one Rushman at a time, one Donkey Dick, Green ball used for movement.

MOVEMENT DRILL

Purpose: To teach various line movements and techniques (Spikes, Sticks Pirates).

A. Position Concepts:

1. Ball Key

2. Flat Step

3. Reaction to lineman, proper pursuit angle to the ball.

B. Organization:

1. Three Offensive Linemen - Center, Guard and Tackle vs. one

Defensive Lineman. Ball is needed by Center. Defensive Lineman

key the ball, not head.

2. Two drills can be run at one time - LT/RT working in two separate drills.

Page 65: Johns DLine Manual

65

BEND THE CORNER / TACKLE SET LINE DRILL

Purpose: For the outside Pass Rusher to get the feel of coming off the corner and

bend / collapsing the width of the pocket.

A. Organization - Need two Offensive blockers and a QB. One Defensive

Lineman goes at a time.

B. Position Concepts - *Get off the ball, good body angel by dipping the inside

shoulder. Lean into the blocker and bend the corner. This move should

come off the outside foot after the second step. Start your initial drive straight

upfield,

then turn the corner on the second step.

NOTE: Within this drill we can also create a situation for the Defensive End by

having the Offensive Tackle work upfield too far and allowing the Tackle to come

under to pressure theQB. (T.S.L.)

PASS RUSH PROGRESSION

Purpose: To start the Defensive Lineman in a very basic position and to

isolate the skills involved in pass rush. Between eight and ten repetitions can

be done quickly.

A. Position Concepts:

1. Grab and Swim: Secure the jersey, pull down and away.

2. Arm Rip: Be hip to hip with wide offensive blocks.

*Club Arms: With lead hand - Swim or Rip with trail arm.

NOTE: All players are on one knee. On command will work the upper body

parts of the various pass rush techniques. Every man works with a partner

and uses both arms. Second phase is to get both men standing up and

now making the same upper body moves while tying in their footwork.

Page 66: Johns DLine Manual

66

WRIST CONTROL DRILL

Purpose: To teach hand speed for pass rushing.

A. Gun Drill: Offensive man reaches from the hip like he is pulling a gun.

Defensive player either slaps hand down or inside. Quickness is the key along

with hand placement (Los Stick).

B. Knife Drill: Offensive man is high, defensive man takes the hand up and goes

to an under move.

C. Organization of Drill:

1. Offensive and Defensive men face each other. Offensive man starts the

drill on his movement. He can go with a knife or gun moving with either

hand, Defensive man must react.

2. High speed and repetition drill.

HARD SHOULDER DRILL:

Purpose: To Teach Defensive lineman to lockout and shed blocks..

A. Start engaged with Offensive Lineman in fit position.

B. Press hard shoulder of lineman and lock out. Hands above eyes and run your feet.

C. First 2 reps press offensive lineman and continue back into fit position. On the

third rep press the hard shoulder and rip off into your gap.

6 TECHNIQUE MIRROR DRILL

Purpose: To Teach outside players to Play 6 Technique on Tight End

A. Align in to point head up on Tight End.

B. When tight end steps, outside player steps to Mirror his movement with a short step.

C. Step and punch the hard shoulder of the Tight End and Knockem’ Back

Page 67: Johns DLine Manual

67

SLED PROGRESSION/WALL DRILL

Purpose: To teach defensive line to launch with face and hands and attack

offensive lineman

A. Start on knees and fire hands to sled

a. Strike with elbow in tight and thumbs up

b. Shoot with hands tight, they will spread out on impact

B. Stance and strike

a. Key ball and attack sled

b. Keep feet moving and proper pad level

CP: keep proper power angles at ankles, knees and hip.

C. Strike and disengage

a. Strike sled twice and on third strike disengage with a rip into primary gap

READ KEY DRILL - PULL RICOCHET DRILL (Key Work)

Purpose: While working on get-offs to rush the passer - this drill is used to redirect vs.

the run, and to react to blocking patterns. Key to the dri ll is get -off penetration, pass rush, redirect to the run.

A. Snap count is used for offense. Key drill - High/Low Hats.

B. Can also incorporate trap and pulls for 3 on 1 drill

Page 68: Johns DLine Manual

68

FOLD WATER SKI DRILL

Purpose: While working on get-offs (upfield pressure) this is another redirection drill.

This drill whill highlight grabbing a puller (water ski).

A. 3 on 1 - The puller can go either direction, the A collision block replacing

the puller. The Defensive Lineman has a two-way go. Guard puller.

HARD SHOULDER DRILL

Purpose: Teach 6 technique to disengage from Tight End to tackle the zone

going away.

A. Start 6 technique head up and engaged with TE. TE will fight to cut the defensive lineman off.

B. Defensive lineman must violently arm over into his gap and close air to the C gap.

C. Coach can also insert a running back to practice roll tackle down the line

CP – when defensive lineman make a roll tackle he must shoot his head across the ball carrier with the same leg, same shoulder. The ball must not

bleed out for a gain of more than 2 yards.

T