Nasty Football
How to Win Football

原理を理解して、
試合を組み立てる。
Know the principles.
Build the game.

何が勝敗を分けるのかを先に押さえ、相手を読み、ゲームプランを 3 つに絞って、試合の流れに落とし込む。その順番を 1 ページにまとめました。Start with what decides games, read the opponent, cut the game plan to three priorities, then lay it out across the game. This page walks through that order.

01 / Principles

勝敗は 5 つの要素で説明できるFive factors explain who wins

1

Explosiveness

一発で大きく進む Play を出し、相手には出させない。Create big plays and deny them.

2

Efficiency

毎 Play、次の Down が楽になる距離を取る(Success Rate)。Stay ahead of the chains on every play (success rate).

3

Field Position

Drive をどこから始めるか。Kicking と Turnover で決まる。Where drives start. Decided by the kicking game and turnovers.

4

Finishing Drives

敵陣深くまで進んだ Drive を、得点で終える。Turn trips deep into their territory into points.

5

Turnovers

Ball を失わず、奪う。Protect the ball and take it away.

Bill Connelly が提唱した Five Factors に基づきます。Based on the Five Factors proposed by Bill Connelly.

差を作る手段は 3 つThree ways to create an edge

数Numbers

Box や Pass Rush で、相手より 1 人多い場所を作る。Get one more than they have, in the box or in the rush.

角度Leverage

正面から押し合わず、有利な角度で当たる。Win with angles, not head-on collisions.

情報Information

相手より先に知り、相手を迷わせる。スカウティングと Motion はこのためにある。Know first and make them hesitate. That is what scouting and motion are for.

この 3 つは本ページでの整理です。These three are this page's own framing.

02 / Scouting → Game Plan

相手を読み、3 つに絞るRead the opponent and pick three

スカウティングは、5 つの要素のどこで差が付くかを探す作業です。守備側と攻撃側で見るものが違うので、分けて整理しました。動画は各 1 分半ほどです。Scouting is the search for where the five factors will tilt. Defense and offense look at different things, so they are split below. Each video runs about a minute and a half.

FOR DEFENSE / OF SCOUTING → DF GAME PLAN

相手 OF を読む。次の 1 Play を、どこまで絞れるか。Read their offense. How far can you narrow the next play?

動画の文言は日本語のみです。The video text is in Japanese only.

  1. 1

    材料は Playlist。1 行 = 1 PlayStart from the playlist: one row, one play

    時系列のままでは傾向が見えません。Personnel や隊形などの条件でまとめ直します。Tendencies do not show in game order. Regroup the rows by personnel, formation and other conditions.

  2. 2

    Personnel → 隊形の順に絞るNarrow by personnel, then formation

    全体では五分でも、隊形まで絞ると偏りが出ます。傾向は Play 数と R:P をセットで書きます。Run 傾向の隊形は、Pass の中身(PAP / Roll / Screen)まで確認します。An even split overall can become lopsided once you reach the formation. Always write a tendency as play count plus R:P. For run-heavy formations, check what the passes are (PAP / roll / screen).

  3. 3

    「傾向」と呼ぶ基準を先に決めるFix the threshold for a "tendency" first

    5 Play 以上で 65% 以上、または 3 Play 以上で 75% 以上を「傾向あり」とします。3 Play 未満は参考扱いにして色を付けません。Call it a tendency at 65%+ on five or more plays, or 75%+ on three or more. Under three plays is reference only and gets no highlight.

  4. 4

    シチュエーション別に見るCut by situation

    Down & Distance、Field Position、Hash の順に切ります。Key Player が出ているときと出ていないときの差も見ます。Cut by down and distance, then field position, then hash. Also compare plays with and without the key player on the field.

  5. 5

    ゲームプランは、止めるものを 3 つ決めるGame plan: pick three things to stop

    全部を止めようとしません。3 つに絞ると、Call Sheet と練習 Script で確かめられます。Do not try to stop everything. Three priorities are few enough to test on the call sheet and in the practice script.

絞り込みの例Narrowing example

全体All plays
70 Play | R:P 34 : 36
12 Personnel
10 Play | R:P 6 : 4
Near Bunch
6 Play | R:P 5 : 1 Run 傾向Run
Double Wing
4 Play | R:P 1 : 3 Pass 傾向Pass

オレンジ = Run、青 = Pass。数値は説明用の例です。Orange = run, blue = pass. Numbers are illustrative.

ゲームプランの例Game plan example

相手 OF の得意What the offense does best
守備の答えDefensive answer
1
12 Personnel・Near Bunch の Wide ZoneWide Zone from 12 personnel Near Bunch6 Play 中 Run が 55 runs in 6 plays
Front を隊形の強い側へずらすShift the front to the strengthBox を 1 人増やして Run を止めるAdd one to the box to stop the run
2
3rd Long の MeshMesh on 3rd and longPass 10 / 11、MtoM に強い Play10 passes in 11; a man-beater
MtoM をやめて Zone で守るPlay zone, not manUnder Zone の枚数を増やすAdd an underneath zone defender
3
Red Zone の QB RunQB run in the red zoneRun 7 のうち QB が持つ形QB carries among 7 runs
QB に Spy を 1 人付けるAssign a spy to the QBRush は 4men のままコンテインを徹底Rush four and keep contain
Scouting Report→ゲームプランGame Plan→Call Sheet→練習 ScriptPractice Script
FOR OFFENSE / DF SCOUTING → OF GAME PLAN

相手 DF を読む。スナップ前に、何がわかるか。Read their defense. What do you know before the snap?

動画の文言は日本語のみです。The video text is in Japanese only.

  1. 1

    見る順番を決めて、毎回同じ順で見るFix the order and use it every week

    Front → Coverage → Blitz → シチュエーション別 → 弱点 → Play サイクル。相手が変わっても順番を変えず、比べられる形で残します。Front, coverage, blitz, situations, weaknesses, play cycle. Keep the order the same for every opponent so the reports can be compared.

  2. 2

    Front は 3 Technique の位置で見分けるIdentify the front by the 3-technique

    3 Technique が TE 側なら OVER、逆側なら UNDER。どの隊形・どの Down で Front が変わるかまで見ると、Run を当てる Gap が決まります。A 3-technique to the TE side is OVER; away from it is UNDER. Track which formations and downs change the front, and you know which gap to run at.

  3. 3

    Coverage は SF の枚数と動きで見分けるRead coverage from the safeties

    プレスナップの形(1 High / 2 High)と、スナップ後の形を分けて記録します。SF がローテーションする方向に傾向が出ます。Record the pre-snap shell (1 high / 2 high) and the post-snap coverage separately. The tendency shows in which way the safeties rotate.

  4. 4

    Blitz は「いつ」「どこから」で整理するSort blitzes by when and from where

    Down 別の Blitz 率と、Field 側 / Boundary 側のどちらから来るかを見ます。Blitz の裏の Coverage までセットで記録します。Look at blitz rate by down and whether it comes from the field or the boundary. Record the coverage behind each blitz with it.

  5. 5

    弱点は Coverage ごとに決まっている。Play サイクルも見るEach coverage has a known weakness; check the play cycle too

    Cover 3 は Seam と Flat、Cover 1 は Rub と Crossing、Cover 2 は Deep Middle と Sideline の Hole。Call の並びの癖から、次の Call を 1 つ前の Call で読みます。Cover 3 gives up the seam and flat, Cover 1 the rub and crossers, Cover 2 the deep middle and sideline hole. Habits in the call sequence let you read the next call from the last one.

  6. 6

    ゲームプランは、攻める場所を 3 つ決めるGame plan: pick three places to attack

    全部を攻めようとしません。3 つに絞ると、Call Sheet の Call が迷いません。Do not try to attack everything. With three targets the calls on the sheet stay clear.

Coverage ごとの弱点Weakness by coverage

Coverage空く場所Open area当てる PlayPlays to call
Cover 3Seam / Flat4 Verticals / Flood
Cover 1 (MtoM)Rub / CrossingMesh / Bunch
Cover 2Deep Middle / Sideline HoleSmash / Post

ゲームプランの例Game plan example

相手 DF の弱点Where the defense is weak
攻撃の答えOffensive answer
1
Cover 3 の SeamThe seam vs Cover 3Coverage の 46% が Cover 3 系46% of coverages are Cover 3
4 Verticals と Flood4 Verticals and Flood1st & 10 の PAP で Deep ShotDeep shot off PAP on 1st and 10
2
3rd Long の BlitzBlitz on 3rd and longBlitz 率 47%、Field 側 Ni から47% blitz rate, from the field nickel
ブリッツには対策プレーで即答Answer the blitz right awayHot と Screen を Call Sheet の先頭にHot and screen at the top of the sheet
3
Blitz の次は Cover 1Cover 1 follows a blitzPlay サイクルで 3 回中 3 回3 of 3 in the play cycle
Rub と Crossing を用意Have rub and crossers readyMesh を Blitz の次の Play に置くCall Mesh on the play after a blitz
Scouting Report→ゲームプランGame Plan→Call Sheet→練習 ScriptPractice Script
03 / Build the Game

3 つの優先順位を、試合の流れに置くPlace your three priorities across the game

  1. 1

    Opening Script 最初の 10〜15 PlayFirst 10–15 plays

    得点を狙いながら情報を取りに行きます。隊形と Motion を見せて、相手の Adjust を確かめます。Score, and gather information while you do. Show formations and motions to see how they adjust.

    Information
  2. 2

    修正Adjust 相手の答えを見てからAfter you see their answer

    スカウティングで決めた 3 つのうち、効いているものに寄せます。止められたら、用意しておいた次の一手に切り替えます。Lean on whichever of your three priorities is working. When they stop one, go to the counter you prepared.

    Efficiency / Explosiveness
  3. 3

    シチュエーションSituations 3rd Down / Red Zone / 2 Minute

    別枠で Call を用意します。Drive が続くか、得点で終わるかはここで決まります。Prepare these calls separately. This is where drives are extended and finished.

    Finishing Drives
  4. 4

    Finish リードした終盤Late with a lead

    時計と Field Position を使います。Ball を失わない Call を選びます。Use the clock and field position. Call plays that keep the ball safe.

    Turnovers / Field Position
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