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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