msu special teams
TRANSCRIPT
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MSU SPECIALTEAMS
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TABLE OF CONTENTS
PAGE3 SCORE GOALS
5 COACHING ASSIGNMENTS6 KICK-OFF9 KICK RETURN
14 PUNT18 PUNT RETURN/BLOCK23 FIELD GOAL
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SPECIAL TEAMS
SCORE GOALS1. KICK-OFF RETURN AVERAGE START 40
YD. LINE2. KICK-OFF OPPONENT START INSIDE 20
3. PUNT COVERAGE AVERAGE >6 RETURN4. PUNT RETURN AVERAGE 10+ RETURN5. DOWN BALL INSIDE 10 YARD LINE6. BLOCK OR FORCE A BAD KICK7. 100% P.A.T.
8. 2 OF 3 FGS9. NO MENTAL ERRORS/PENALTIES10. 2 BIG PLAYS PER GAME (Blocked kick,
Return for Score, etc.)
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IMPORTANT KICKING GAME RULES
It is illegal to block an opponent below the waist. This applies to protection andfield goal protection, especially the wings, open field blocking or kickoff wedge-busters.
Punts and kickoffs may be run out of the end zone. A kick that is muffed into the end zone may be legally downed in the end zone for
a touchback because the momentum of the kick carried it into the end zone.
A kick that is fumbled into the end zone (returner first had possession of the ball),must be run out of the end zone or it is a safety. A returner cannot step back into the end zone after he has caught the ball in the
field of play or it would be a safety. A legal block at the LOS or in the open field must be made with the hands and
arms extended within the framework of the blockers body and also within theframework of the defenders body. It is illegal to push the defender from the side or in the back.
Excessive celebration and/or taunting of opponents is penalized as un-sportsmanlike conduct acts.
To down a punt, the covering man must stay with the ball until the whistle blows. Teams can try for two points after a touchdown with a run or pass from the 3 yard
line. If any attempt with the two point play results in a turnover, the other team canscore by returning the turnover.
Any missed field goal attempt (over 20-yard line) will result in the ball being turnedover to the other team at the spot of the previous snap.
Any missed field goal attempt (under 20-yard line) will result in the ball being turnedover to the other team at the 20-yard line.
All kickoffs must be made from the 35-yard line.
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COACHING
ASSIGNMENTSPUNTGunners-BLWings- ARR G&T- JML G&T- BLSnapper-MHPunter- JFPP- KJScout- CR
KICK RETURNKR- JFFBs- KJTEs- BLC- JMLG/LT- ARRG/RT- GZScout- CR
KICK OFF1&2- BL3&4- JF5&6- AR7&8- GZ9&10- JMK- KJScout- CR
PUNT RETURNKJJFGZCR
PAT/FGWings- ARL G/T/TE-JGR G/T/TE-BLHolder/K-MH
PAT/FG BLOCKDefense
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KICK OFFGOALS2. Stop opponent inside their 20 yard
line.3. Force a turnover.
ALIGNMENT
3 Alignment 3 yards from sidelineContain player, 7 yards behind main wall and fold in slightly
7 Alignment Bottom of numbersKeep returner inside right shoulder, make tackle
11 Alignment Split 2 & 4Keep returner inside right shoulder, make tackle
15 Alignment 2 yards outside hashKeep returner inside right shoulder, blow up back wedge, make
tackle
19 Alignment 2 yards inside hashKeep returner inside left shoulder, blow up back wedge, make
tackle
23 Alignment Middle of field
Keep returner inside left shoulder, make tackle
27 Alignment 2 yards inside hashKeep returner inside left shoulder, make tackle
31 Alignment 2 yards outside hashKeep returner inside left shoulder, make tackle
35 Alignment Split 8 & 10Plugger, trail front wall 8 yards in middle of coverage team
39 Alignment Top of numbersContain player, 7 yards behind main wall and fold in slightly
K Kick from left hash, kick ball straight to left, safety angling to near sideline
All positions Everyone is outside contain, avoid initial blockers and attack
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X
3, 4, 5, 6, 7, 8 Never brake, keep initial spacing until time to converge. Avoide first wave of blocks opposite the return set up and attack back wedge. Makeckle.9, 10 2 nd level defenders, never become even with returner or give up contain.
K1 2 3 4 5 6 7 8 9 10
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MUST ON-SIDE KICK1 Anticipate ball hopping up and/or getting through front receiving line.
Keep ball in play by guarding sideline.
2,3 Anticipate ball hopping up and/or getting through front receiving line.Be alert to recover high ball.
4,5,6Go Directly to ball, expect ricochet off any of the front linesmen.
7,8 Follow path of the ball, expect ricochet off any of the front linesmen.
19 Go behind front row of receiving team and expect high ball, containreverse.
21 Peel behind kicking team to ensure ball has been recovered or tacklebreak-
away player with ball.
1K
2 3 4 5 6 7 8 9 10
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K.O. RETURNGOALS2. Average start at 30 yard line.3. Score a Touchdown.4. Never let the ball hit the ground.
AlignmentTackles 12 yards from the ball between sideline and hash, turned slightly
inwardGuards 12 yards from the ball on the hashCenter 12 yards from the ball in the middle of the field (never in direct
kick pathEnds 35 yard line between sideline and hashFullbacks 20 ard line on hash
T TG GC
E E
FF
R R
12 YARDSFROM BALL
35 YARD LINE
20 YARD LINE
GOAL LINE
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MIDDLE RETURN
Front five see the ball off the tee, moving with the kicker.LT=L3, LG=L4, C=R5, RG=R4, RT=R3Get inside leverage and drive man out of hash area. If he tries to cross face then stay
locked up and drive him across the middle to the other side.
Back wedge is set 12 yards in front of the ball. LFB sets the wedge. Ends look to Peelout to possible coverage men getting behind the wedge from the outside.
Returners give a GO call after catching the ball to the back wedge to let them know toadvance up field and look for a block.
Fullbacks make a Short call if the kick is at the 20 yard line or shorter, make the catch,protect the ball, and run straight up field. If you have to move back dont make the call.
T TG GC
E E
FF
R R
12 YARDSFROM BALL
35 YARD LINE
20 YARD LINE
GOAL LINE
R5L1 L2 L3 L4 R1 R4 R3 R2 R1
L3 L4 R5 R4 R3
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Double Wedge Bounce Right (or Left)
E E
F F
R R
1 2 3 4 5 K 5 4 3 2
= Block L3G = Block L4= Block R5G = Block R4
= Block R3E = Wedge to OS HashE = Wedge to OS HashB = Wedge to OS HashB = Wedge to OS Hash
R = Return to OS HashR = Return to OS Hash
T TG G
L3 L4R5
R4R3
C
Middle Wedge Bounce Right Or Left starts like MiddleWedge then bounces with an aiming point inside of #3 andoutside the hash mark. Front line has the same blockingassignments but are now trying to drop and seal their manaway from the direction called instead of to the sideline.Right End and off return man are still the Peel men on eachside. Returner starts upfield before bouncing to right or
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HANDS TEAMSecure the ball and protect the person who recovers!
Front line Align on the +46 (Offensive personnel, 11)
Back line Align on the -49, form a triangle with the front lineplayers
Returner Align on the 20 and watch for pooch, fair catch the ball or
X H A Y Z
DB DB DB DB
R
FS
K
46 yd line
9 yd line
- Front and back line players slide to overload.
- Reminder You may catch the ball before it goes10 yards, the opposing team has to letthe ball go 10 yards before they can touch it.
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PUNTLIGNMENT RULES:s & Ts- 6 inch split (LG no split if Center cant move left)ngs- Upfield foot 5 yards from L.O.S. Inside foot directly behind tackles outside foot.nners- Ball in middle=Top of numbers, ball on hash=5 yards from sideline/2 yds outside hash.nter- 15 yards from L.O.S.
- 5 yards from L.O.S., never back up.
ANCET/W- Inside foot up with a heel/toe stagger. Feet shoulder width apart to widen edge.
Hands on thighs, weight on inside foot.1 st step- L G/T/W- 7 Oclock
R G/T/W- 5 Oclock2nd step-Shuffle back for depth, Build a wall and stay tight. Settle and block man.
OVERAGE:
nners, Center & PP Go to ball. 1ST
one there force returner to change direction.ckles Hash, if wall return you must be outside the wall towards the sideline.ards Uprightngs Numbersnter - Safety
C RGLG RTLT GG
LW RWPP
P
R
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PUNT PRO AND COVER RULES
The clock is stopped following a punt play. Return man cannot be touched if he signals fair catch, unless ball touches ground,
in his attempt to field it. This includes bobbling of ball. After signaling fair catch. Return man may not advance the ball once he catches it
or block opponent player. To down a ball you must have actual possession of it until the whistle blows. A block punt crossing the line of scrimmage is like no block at all. It can be
advanced by any member of the opposing team or downed. A blocked punt not crossing the LOS is a fumble and can be advanced by the
kicking team. However, we must recover it because the opponents team canadvance it also.
When covering a punt near your own end zone, you may catch a punt in the air if no opponent is making an effort to field the kick.
In order to down a punt inside the 5-yard line, you must have both feet in the fieldof play. You cannot down a kick at the 1-yard line standing in the end zone.
Once the ball is kicked, you are a defensive player and may use your handsaccordingly. Ends may use their hands on release.
Ball muffed by receiver cannot be advanced. If he has gained possession,however, a fumble can be advanced.
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vv v vv v vv
vv v vv v vv
PUNT PROTECTION RULES
We are a man protection scheme. Count from the outside in 1-4 to determine who to block.Wings #1Tackles #2Guards #3Center #4 from the leftPP #4 from the right
PP calls Green=Regular counting sequenceLouie=Overload left and PP takes #4 from left and Center
takes #5 from leftZebra=Zone blocking to both sidesRed=Fake punt
GREEN
1 2 3 4 1234
LOUIE
1 2 3 4 1235
Overload left= Louie
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vv v vv v vv
vv v vv v v
v
PUNT PROTCETION CONTINUED
1 2 3 4 1234
GREEN
1 2 3 4 123
4
PP = If less than 8 youmay free release. If less than 7, TheCenter is also free.Tell C by name he isfree. Joe, youre free.Green, Green, Set.
GREEN
vv v vv v v
v1 2 3 4 123
4
JOE, YOURE FREE. GREEN, GREEN, SET.
PP hasdefender off of the ball.
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PUNT INFORMATION
MELT: Alert team to slow down operation of snap and kick, also alerts gunnersand team to slow down, downing the ball in coverage.
ICE: Alert to team we will not snap the ball, but will look like we are and will letthe 25-second clock run out.
ICE T: Alert to team we will not snap the ball, but the PP will take a one-second time out so we dont lose field position. We will have a chance to seethe rush.
CALLS:1. Green (Punt)2. Red (Fake Run)3. Black (A gunner is uncovered)
The PP will make the call at the LOS and repeat.Green, Green, Set, the center waits one second and snaps.
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PUNT BLOCK/RETURN
PP
7321 64 5
R
8
CC
Corners Inside shade 5 yards off the ball and forcing outside release.1,8 Outside shade of Wing or 3 rd blocker to your side.2,7 Outside shade of T or 2 nd blocker to your side.4,5 Inside shade of G or 1 st blocker to your side.3,6 Inside shade of T or 2 nd blocker to your side.Returner 35 yards from ball or game plan alignment gauging wind and
If snap skips off ground or punter drops ball, there is no roughing kicker. If you get a piece of the punt, you may run into kicker. The return team may not block below the waist or make contact with the back of
opponent. A Punt that is partially blocked and crosses the line of scrimmage is treated like no
lock at all A Punt that is blocked and doesnt cross the line of scrimmage can be advanced by
the kicking team for a first down and is a live ball.
P
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MISSILE RETURN
PP
7321 64 5
R
8
CC
Corners Inside shade 5 yards off the ball and forcing outside release.1 Slam inside of W and force outside release and wall to sideline.2 Slam inside of T and force outside release and wall to sideline.3 Fight through and make sure of kick, wall PP to sideline he
chooses.4 Slam G and force outside release and wall to sideline.10 Slam G and force outside release and wall to sideline.12 Slam T and force outside release and wall to sideline.14 Slam W with inside rush and force outside release, wall to sideline.16 Release on snap watching for fake while getting depth. Double Gunner
with Corner keeping him from inside penetration.Return man Catch ball force miss of Center Sta strai ht u field.
Middle return requiring an inside slam and forced outside release by the defenders. Return man must make the Center miss and keep return straight up field. All blockers keep man on outside using their inside hip to wall them outside.
P
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ROCKET/LASER
PP
7321 64 5
R
8
CC
Corners Inside shade 5 yards off the ball and forcing outside release.1 Sprint off of Wings outside shoulder and make sure ball is kicked. Get
to wall2 Sprint off of Ts outside shoulder and make sure ball is kicked. Get to
wall.3 Turn and follow 4, get outside of hash to set wall, attack.4 Turn and follow 5, get outside of hash to set wall, attack.10 Turn and get outside hash to set wall, run to return man, attack.12 Sprint to help Corner pin-ball the gunner, slow gunner down however possible.
14 Crush T inside and force inside release. Seal inside down field.
Sideline wall return. 3,4,5 are wall, 6 helps Corner to call side. 1,2 ensure ball is kicked and loop around to wall late. 7,8 force inside release of G and Wing and maintain contact sealing them inside. It is the return mans job to get to the wall by whatever means necessary. Backside Corner force outside release. Call side Corner force slowest release,
inside is okay if you can pin him inside without a free release.
P
Rocket is shown, 1-8 flip-flop if thecall is Laser to keep sameassignments.
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BOOM
PP
7321 64 5
R
8
CC
Corners Inside shade 5 yards off the ball and forcing outside release.1 Sprint off of wings outside shoulder to block point at 9 yards.2 Sprint off of wings inside shoulder to block point at 9 yards.3 Pin Tackle inside allowing for numbers advantage outside of you,
crucial.4 Sprint through A gap to block point.10 Sprint through A gap to block point.12 Pin Tackle inside allowing for numbers advantage outside of you, crucial.14 Sprint off of wings inside shoulder to block point at 9 yards.
16 Sprint off of wings outside shoulder to block point at 9 yards.
8 man block using 3 & 6 to pin Ts inside and allow for a numbers advantage on the wings. If no block then get into Missile return. Return man catch and get straight up field. Corners watch wings and gunners for possible fake still using Missile rules.
P
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BOOM TWIST
PP
7321 6
4
5
R
8
CC
Corners Inside shade 5 yards off the ball and forcing outside release.1 Sprint off of wings outside shoulder to block point at 9 yards.2 Sprint off of wings inside shoulder to block point at 9 yards.3 Pin Tackle inside allowing for numbers advantage outside of you,
crucial.4 Stack behind 5 and sprint through right A gap to block point.10 Head up on C, sprint though left A gap to block point.12 Pin Tackle inside allowing for numbers advantage outside of you, crucial.14 Sprint off of wings inside shoulder to block point at 9 yards.
16 Sprint off of wings outside shoulder to block point at 9 yards.
8 man block using 3 & 6 to pin Ts inside and allow for a numbers advantage on thewings.
4 & 5 have an inside twist to shake C/PP protection scheme. If no block then get into Missile return. Return man catch and get straight up field. Corners watch wings and gunners for possible fake still using Missile rules.
P
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FIELD GOAL
K
H
WTE T G
WTETG
FRONTLINE6 INCH SPLITSWIDE BASESTEP BEHIND INSIDE MAN AND GET BIG ON THE SNAPPUNCH INSIDE AND OUTDONT MOVE OUTSIDE LEG
WINGS45 DEGREE ANGLE
ARMS LENGTH AWAY FROM TESTEP INSIDE AND PUNCH INSIDENEVER LUNGE OUTSIDEDONT MOVE OUTSIDE LEG
HOLDERFRONT KNEE DOWN AT 7 YARDSGREEN, GREEN SET IS CADENCEFIRE ALERT EVERYONE TO FUBAR SITUATIONWILL GO FROM HUDDLE EACH TIME, COUNT 11 PLAYERS
KICKERMAKE FG
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FIRE
K
H
WTE T G
WTETG
FRONTLINESPRINT PROTECTION TO THE RIGHT SIDE.
LEFT TERUN TO MIDDLE OF GOAL POSTS AT BACK OF END ZONE.
RIGHT TERUN TO DEEP PYLON OR FLAG ROUTE IF MIDDLE OF FIELD.
LEFT WINGSPIN AROUND AND LOOK FOR LOOSE BALL.
RIGHT WINGRUN TO NEAR PYLON OR FIRST DOWN MARKER.
HOLDERYELL FIRE. SPRINT TO RIGHT AN D MAKE PLAY.BS TE AS LAST RESORT.
KICKERBLOCK FOR HOLDER