Saturday, 25 June 2022

Film Review: How MSU Defends Power O

The main running game in Michigan is Power O. For the past half century , MSU has specialized in stopping professional assault attacks and thus stopping Power O from running. It got to the point where Stanford during the 2014 Rose Bowl rarely tried to make a more standard game. . In this post, we want to explore what is so effective against Power O execution.



Bases for 4 MSU coverage plan
Moscow State University - 4-3 more, Cover Team 4 . The configuration looks like this.

Speaking about how LB was supposed to play, Narduzi joked about how he played. Narduzi, as well as his teammates and the LB sub-athlete, did not have time to read. Instead, he had to take the key and go to the show with speed and fury. That's the main thinking here, although LB MSU isn't what I'd call lightweight and athletic.

The seven best ISUs form a wall. The whole purpose of the defense is to play everything backwards. "Use football", "force resignation" and "trust your teammates to unite". This means that no LB should leave the game. "The worst place on the football field is behind the ball." The DL will also push and break to form a pile of bodies in midfield to make it bounce. The rebound is where the next LBs land and where security measures need to be taken.

On the contrary, it is so difficult to carry out such an attempt against the Spartans as Force O.

Triangles DL
Let's start with the defensive line, that is, the D-line keys that help them get into position to complete the game at the point of attack.

Let's start with NT. 1-Tech will read from the outer low exhaust port, back to back (FB or Single Back) to the inner far exhaust port. Anyone who falls into this triangle needs to be read.


Why do it? Well, think of it like this:

1. If the middle and far OG are blocking and pulling the near OG, you know to push back to try and close the gaps for Force O.
2. If the nearest OG and the center group block and push the far OG, you know that you will have to fight the nearest OG to try and cut off Force O's oncoming run.
3. When OG's mid and near zones are locked down, you know you're sticking to the double and keeping your distance.

And you can go on and on. He clicks on reading RB and then takes into account all the possible concepts of hits and traps, allowing his NT to connect with his A-gap.

The same philosophy will work elsewhere.

3-Tech will read the center of the near shoulder, select the near far shoulder, and back to the RB. Anyone who enters this triangle should read it.



The 5-Tech DE will read the outside shoulder from middle old to the center outside shoulder, back to the RB, which lines up behind the QB. She now has a 5-Tech visual cue in front of her. Must withstand external influences on OT. If the OT attempts to reach him, he must keep his outside hand free and secure it. If OT is blocking, he should look for players who shoot or run/hit the screens. It will print until it reads, and then any blockers that attack it. More on this later.


Now 9-Tech DE will have almost the same triangle, only it goes to TE. Count the outer arm TE to the center of the far arm and back to RB. And everyone who enters his triangle needs a key.



Here is a short video about the journey, but it explains in detail.


LB keys
LB will have its own reading triangle. They are going to read PR between them and Belarus. For two OLBs, Money (SAM) and Star (SAA) with MSU protection, they will read AG when they are in the queue or read EMOL when they are at the front of the queue. . The third point of this triangle is football (essentially QB), and this is how they determine, along with the reaction of their first two keys (OL, then RB), their run or pass. Like DL, they read everyone they meet along the way. To draw players, add spaces and you have to take this into account to see them with your own eyes.


MIKE will make similar readings but will also be able to test OG on your peripherals. Again, if someone crosses your line of sight, you must follow them to fill in the extra space.

defensive power
Now let's take each player's responsibility to protect Power O.


9 characters
Again, pay attention to the triangular DL keys, this will be important. For 9-Tech DE, read from the outermost arm of the TE to the farthest arm of the center, back to the RB. The power of O comes to him.

The first visual clue he has is a TE blocking him. Right at the moment of pressing, DE will remain at LOS level, but his eyes should look inward and look for FB or OG approaching him. Once you find the blockers that are in your way, it's your job to collect them. If a blocker approaches you, you must attack him. If two blockers come over to your side, your goal is to disable them both. To do this, you will use the purl hand technique .

However, it is clear that he must deal with the first blocker first. To do this you are going to work on the LOS, take your outside hand and pierce it through the inside arm of the FB, bring it in to prevent it from falling or going through the FB area and a bunch of bodies in general.

The goal here is to be able to fight inside the FB and then also in the OG extraction, forcing the offender to use two blockers per defender. By occupying blocks, the defense can restore the numerical advantage over the game. In the worst case, you are forcing the OG shooter to gain depth, which slows down the RB, hoping that the OG will move away from it, allowing the defense to continue and end the game.

3 characters
In this game, 3-Tech will face a double team. Both the OT (disk drive) and OG sides of the game (rear drive) will try to combine all 3 technologies and get back to the LB behind. The task of Tech 3 is to crouch and tear the outside arm up and down. Breaking through the outside arm between two blockers, he remains skinny, exposing his shoulder, in front of the blocker who tries to block him, allowing him to look down into the defensive zone. Now moving harder, the combo unit must decide if they want to keep the combo or settle for not moving at the point of attack.

If 3-Tech makes a good game, it can raise the tractor or at least increase the depth (slow down the run again or make it easier for everyone else). Worst case scenario, you need to stay alone and fight the OT unit, keeping the B space in charge and closing the C gap between your work and 9-tech work.

1 character
The NT will feel that the Center is blocking it, and will see that the OG is moving away from it. Once he sees this, he wants to stay in line with the VOC, but wants to go through the center block and leave his outside hand free.

If he struggles with a block in the post, he can return to the game, but this will increase the gap on the A side, potentially threatening the RB. By working to clear the screen, he closes the gap in the player, leaving the outside hand free to account for his A-space.

5 characters
The rear DE just clicks and bounces in play. When AG moves away from it, there is no gap B. Between him and NT they can both take place at the end of the part. This allows LB to complete the game.

Money (SAM)
Money LB Fix Tech 9. We discussed how inserting FB and extracting OG add additional security holes on the player's side. Tech 9 is trying to eliminate two players in the game in order to reduce the gaps that the defense on the player's side has to contend with. To do this, enter the block with FB feet. If there is space D outside TE, then the OG survey adds an additional space there, which we will call C2. In addition, FB hit blocking adds another gap on the player side outside of TE and outside of OG shooting, a gap we'll call D2.



With the wrong armament of the FB and the destruction of the attraction, GO Technology 9 can protect cracks C2 and D1. This leaves space D2 unoccupied. Therefore, this responsibility lies with LB money.

LB money flows through the OG side back to RB read. RB walks up to him and takes a step to read and then O.G. is about to cross his line of sight, which will give him the key he needs to attack. LB wants to move fast and straight. It will press the blade against the EMOL as hard as possible without leaving any gaps. This forces everyone back to the extra guards (oil pouring guards) and gives them leverage.

MICHAEL
MIKE will read the ball, and in his field of vision, he will see a pretty aha. At this point, you want to attack down and get to the point of attack. You want to get as close as possible to the TE to the point of attack.

Now sometimes tech 9 doesn't make a good play and chooses two blockers for one play. This is good. Let's say he raises FB. This reduces the D2 gap. The LB money will take care of the D3 gap. What remains is the space D1 and the space C, in which there are no bodies. But those gaps are filled with wrong 9-tech weapons and 3-tech gameplay. Thus, MIKE's filling will initially occupy the TE area, since he is simply trying to form a wall at the point of attack.

Star (SOL)
If the LB Star reads well, he may try to “shoot a hole” which will evacuate the throwing OG. There are only two locks in the back and getting behind OT and avoiding a shot from LB is very difficult. If you see your key right away, you can attack and track the game from behind and get TFL.

If you don't get the key right away, no problem. He will work overtime and work to fill the void in the A-side game.

what are you doing
Form a pile of bodies and a wall at the attack site. Express any gap by shaping it in a bottleneck, and never let the game develop or extra space become significant.


Resist the wrong hand
There are several ways to counter 9-Tech's wrong hand technique. First, he can make up for his FB after the game, thereby quickly pushing himself to the limit and keeping that gap large enough for the OG curve to pick up the game from the doubles team and hand over to LB, who is now forced to play head-to-head. inside fb.


Some teams go so far as to disable DE when he is fast charging because he can't handle the punch of his poor hand technique.

In addition to FB compensation, you can set up your schema to treat your FB as H-back. By that I mean that you are essentially using FB to unblock. Whether you're aligning the FB in wing position or just aiming for the DE's outer arm, flip it over and seal depending on placement and alignment. When you do this, you need to meet the DE as close to LOS as possible so that you can ride it in LOS. This allows the AG to get out of that unit by force without losing ground.


If you line up at the wing position, the added benefit is that you can also expand the DE if you use H-back and FB, FB can now find you before entering. But most of the time it will stay in the space between the fuel tank and the wing, and the center section will roll to the edge. CB is less of a threat to the success of the wrong hand.


Another thing you can try is the G lead pattern, or some kind of pin-and-pull pattern. This will give the same front view (TE and OT game blocks are down, FBs are down), but the goal is to get out as quickly as possible. So OG can be a block sealing DE inside and FB now acts as a BOSS block and goes directly to SS. Poor hand technique actually takes DE out of the game.


Or you can run G to try and get a short trap for DE before it can read the path.


Finally, you can influence Wham. I was talking about the rear NT trying to squeeze space out of the playing side A. The intruder can still pull the rear OG, he can still pull the front OG or OT. All of these traits are designed to affect defense, LB and DL. LB connect them to force O or lead G and move in that direction. DL also has an effect. An NT who is trying to increase what he thinks is gap on side A simply increases gap B. The punching block again adds gap B to the game, and an opportunity to attack becomes available.



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