Informal Glossary of Common Maneuvers
Posted: Sat Oct 24, 2009 3:01 pm
OK, so we're working on placements and defenses in other threads. And in those same threads we've covered jargon for movement and maneuvers a little bit. What I'd like to do here is establish a vocabulary for common techniques in the game, and to codify what already exists so we have a minimum of miscommunication by building a glossary of BB jargon. If you take issue with a term, have at it: I want this to be a community effort. This top post will be edited frequently.
Marking
Mark: To hinder a player's movement by putting a TZ on the player ("man-coverage").
Edge-Mark: To mark a player on the diagonal. This exerts TZs on two of the marked player's seven remaining liberties.
Square-Mark: To mark a player on the horizontal or vertical. This exerts TZs on four of the marked player's seven remaining liberties.
Front: To square-mark a player in an effort to keep him from going forward.
Double-Mark: To mark a player with two players.
Triple-Mark: To cover a marked opponent with at least three players, including markers.
Mob: To lock a player by marking him with three or more players.
Free-Mark: To double-mark so that the player who would be blocked will get an assist unless actively pulled off.
Wall-Off: To double-mark a player so that the marking players exert a tackle zone on each other.
Bracket: To double-mark a player on the diagonal. A bracket may be "square" or "edge": a square bracket forms a straight line in front of the opponent, and an edge bracket covers opposite edges, as per the diagram.
Bookend: To square-mark a player on opposite sides.
Fence Off: To square-mark a player on one side and edge-mark him on another.
Covering
Cover:To hinder a player's movement by interposing TZs between the player and his likely route ("zone-coverage").
Wall: To cover a route with players who exert TZs on each other.
Screen: Two players positioned within two squares of each other. From weakest to strongest, the screens are called oblique, edge, and square.
Fence: Two players positioned within one square of each other. May be edge, oblique or square.
Picket: A player who covers a route that would be open if he were pushed out of position.
Free Picket: A picket who can be blitzed, but cannot be hit with a Block action.
Lynchpin: A picket whose route only opens if the player is knocked down.
Hedge: To cover the ball or the ball-carrier from would-be sackers.
Seal: To prevent a player from taking the desired Move or special action.
Lock: To put tackle zones, your players, or immobile players on all an opponent's liberties.
Lockdown: To prevent a player from taking any action (other than standing up and exerting a zone) without taking an unreasonable risk or an unaffordable Blitz action.
Note the difference between "lock" and "lockdown". Locking a player down means different things to different guys. Bookending a player locks him, and if you bookend or otherwise lock a prone Human Lineman, you've locked him down. But the only way to lock down a Wardancer is to stun him. Locking him just makes his job a little harder. Wanna lock down a Mummy? Knock him down and don't follow. He'll stand up, but if you're prone a square away, MA3 is a better blitz-deterrent than if you marked him with a Bloodthirster. Different strokes for different folks, as they say.
Blocking
Square Block: A block against a square-marked opponent.
Edge Block: A block against an edge-marked opponent.
Chain-Block: To block a player so as to set up another block after the push.
Chain-Push: To block a player so as to cause him to push another player.
Chain-Scatter: To push a player onto the ball.
Ball-Push: Synonymous with chain-scatter.
Crowd-Push: To push a player out-of-bounds.
Crowd-Surf: Synonymous with crowd-push; also just called "surfing".
The Ball
Carrier: The player holding the ball. A receiver is not a carrier until the catch is successful.
Sack: To cause an opposing carrier to drop the ball by means of blocking or marking.
Jam: To mark a would-be receiver or interceptor.
Drop: To fail a catch attempt.
Pass-Defense: As noun, a failed pass (at any stage, for any reason) that would have been successful were there no coverage, including all interceptions, and all fumbles, drops and incomplete inaccurates caused by TZ penalties. It does not include passes that failed because they were longer than they needed to be in order to avoid interceptions or to throw to open receivers.
Bobble: To fail a pick-up attempt.
Pressing: Marking the ball.
Pressuring: Marking or covering an opposing carrier.
Pressure: Pressing and Pressuring, collectively. Pressure can be called the same way as other types of coverage; there is "bookend pressure" and the ball can be "locked".
Hawk: To attempt to pick up the ball after a sack.
Hook: To attempt to pick up the ball in an enemy tackle zone.
Triple-Hook: To attempt to pick up the ball in three enemy TZs.
Team Management
Marking
Mark: To hinder a player's movement by putting a TZ on the player ("man-coverage").
Edge-Mark: To mark a player on the diagonal. This exerts TZs on two of the marked player's seven remaining liberties.
Square-Mark: To mark a player on the horizontal or vertical. This exerts TZs on four of the marked player's seven remaining liberties.
Front: To square-mark a player in an effort to keep him from going forward.
Code: Select all
Marking
Square Mark Edge Mark Front (offense starts at top)
- - x - - - x - - - - - - - -
- - o - - - - o - - - - o - -
- - - - - - - - - - - - x - -
Triple-Mark: To cover a marked opponent with at least three players, including markers.
Code: Select all
Three of the many possible triple-marks
Bracket Triple Square Triple Fence Triple
- x - - - - - - x - - - - x -
- - o - x x o - - - - x o - -
- x - - - - - - - - - - - - -
- - - - - - - x - - - - x - -
Code: Select all
Two sample Mobs
- x x - - - - x - -
- - o - - - - o x -
- - x - - - x - - -
Code: Select all
Sample free-mark A against player 1.
- - - - -
- B - C -
2 - 1 A -
- - - - -
Code: Select all
Walling Off
Square Wall Edge Wall
- x x - - - - x - -
- - o - - - - o x -
- - - - - - - - - -
Code: Select all
Bracketing
Square Bracket Edge Bracket
- x - x - - x - - -
- - o - - - - o - -
- - - - - - - - x -
Fence Off: To square-mark a player on one side and edge-mark him on another.
Code: Select all
Bookends and Fences
Bookend Fence
- - x - - - x - - -
- - o - - - - o x -
- - x - - - - - - -
Cover:To hinder a player's movement by interposing TZs between the player and his likely route ("zone-coverage").
Wall: To cover a route with players who exert TZs on each other.
Code: Select all
Walls
Square Wall Edge Wall
- - - - - - - x - -
- x x - - - - - x -
- - - - - - - - - -
Code: Select all
Screens
Oblique Screen Edge Screen Square Screen Not a Screen
- x - - - - x - - - - - x - - x - - - -
- - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - -
- - - x - - - x - - - - x - - - - - x -
Code: Select all
Fences
Oblique Fence Edge Fence Square Fence
- x - - - - x - - - - - x - -
- - - - - - - - - - - - - - -
- - - x - - - x - - - - x - -
Free Picket: A picket who can be blitzed, but cannot be hit with a Block action.
Lynchpin: A picket whose route only opens if the player is knocked down.
Hedge: To cover the ball or the ball-carrier from would-be sackers.
Seal: To prevent a player from taking the desired Move or special action.
Lock: To put tackle zones, your players, or immobile players on all an opponent's liberties.
Lockdown: To prevent a player from taking any action (other than standing up and exerting a zone) without taking an unreasonable risk or an unaffordable Blitz action.
Note the difference between "lock" and "lockdown". Locking a player down means different things to different guys. Bookending a player locks him, and if you bookend or otherwise lock a prone Human Lineman, you've locked him down. But the only way to lock down a Wardancer is to stun him. Locking him just makes his job a little harder. Wanna lock down a Mummy? Knock him down and don't follow. He'll stand up, but if you're prone a square away, MA3 is a better blitz-deterrent than if you marked him with a Bloodthirster. Different strokes for different folks, as they say.
Blocking
Square Block: A block against a square-marked opponent.
Edge Block: A block against an edge-marked opponent.
Code: Select all
Square vs. Edge-Blocking
A=Attacker, 1=Defender.
Square Block Edge Block
- - A - - - A - - -
- - 1 - - - - 1 - -
- - - - - - - - - -
Chain-Push: To block a player so as to cause him to push another player.
Code: Select all
Chain-Block vs. Chain-Push.
A=Attacker, 1=Defender. Letters are Attackers.
Chain Block Chain Push Both
- - - - - - - - 2 - - - - 2 - -
- A 1 B - - A 1 B - - A 1 B - -
- - - - - - - - C - - - - C - 3
Ball-Push: Synonymous with chain-scatter.
Crowd-Push: To push a player out-of-bounds.
Crowd-Surf: Synonymous with crowd-push; also just called "surfing".
The Ball
Carrier: The player holding the ball. A receiver is not a carrier until the catch is successful.
Sack: To cause an opposing carrier to drop the ball by means of blocking or marking.
Jam: To mark a would-be receiver or interceptor.
Drop: To fail a catch attempt.
Pass-Defense: As noun, a failed pass (at any stage, for any reason) that would have been successful were there no coverage, including all interceptions, and all fumbles, drops and incomplete inaccurates caused by TZ penalties. It does not include passes that failed because they were longer than they needed to be in order to avoid interceptions or to throw to open receivers.
Bobble: To fail a pick-up attempt.
Pressing: Marking the ball.
Pressuring: Marking or covering an opposing carrier.
Pressure: Pressing and Pressuring, collectively. Pressure can be called the same way as other types of coverage; there is "bookend pressure" and the ball can be "locked".
Hawk: To attempt to pick up the ball after a sack.
Hook: To attempt to pick up the ball in an enemy tackle zone.
Triple-Hook: To attempt to pick up the ball in three enemy TZs.
Team Management