DumCoach Youth Football Forum

Custom Systems => Coach Wilkins Systems ( Dumcoach ) => How to Order The Killer Bee Defense => Topic started by: DumCoach on November 13, 2012, 05:12:00 PM

Title: About the DC Killer Bee
Post by: DumCoach on November 13, 2012, 05:12:00 PM
The creation of the Killer Bee defense is owed in part to Brian Rosenthal, Darren Fish, Jack Gregory, and JJ Lawsen (for his TKO paper).  I was asking Rosenthal how to defend Spread with my DC Pro 4-3 and asking Fish how to defend the DW with a WT6.  They both gave me the exact same answer.  That is, both Spread and Double Wing are defended the same way.  Within two weeks I had created the Killer Bee with two of my own additions.

The KB is intended to give you the chance to beat better players with worse by interfering with their blocking and getting to the ball using pursuit angles regardless of what they're running.  It will also do something else few youth defenses do and that's READ system offenses.  "System" offenses are any offenses that can be either bought or found on a web site.  All SYSTEM offenses work on one of two principals- PULLING linemen or producing ANGLES or BOTH.  You can produce ANGLES with either blockers or receivers (You can cross two blockers or cross two receivers to create OPEN SPACE for the ball.).  The defense knows how to read both blockers and receivers to recognize the play and get where they need to be for either the INT or the tackle.  So this defense will defend run or pass regardless of formation.  You can defend SW, DW, "I", Spread or Pistol because the "D" can either follow pullers (easily done) or eliminate ANGLES (whether receivers or blockers). 

One of the reasons the defense works so well is that it's almost immune to being formationed by the offense to create SPACE.  Some formations like DW compress into a very small area.  Others like SPREAD expand to cover a large area and others, like "I" cover an area inbetween.  But the KB defense is not defending the formation.  It's defending the ANGLES created by the formation.  Defenders only move if the ANGLES move and they only move as far as the ANGLE moved.  Since it's very hard for an offense to move the off tackle or sweep angle, its very hard to move the defenders (About 70% of the players won't move at all and, of those that do move, only two are likely to move more than two yards.).  So the offensive formation usually becomes useless or even negative because, when the defense attacks the ANGLES it can exaggerate the offensive formation.  The KB will actually compress a DW even more or spread a SPREAD even more.  So what the offensive formation was trying to do to the defense, it actually ends up doing to itself.  Teams that try and change formations on the Killer Bee usually go from bad to worse.  The failure of the defense to MOVE often makes it look to scouters like you taught your kids this defense in 15 minutes and that's just how they line up no matter what.  So they'll try and cook up a formation in practice with an ANGLE that looks open only to find that it's covered and waste all that practice time.  The defense is also unrecognizable in spite of the fact that it was on national TV for over twenty years.  Again, it will look like something you drew up on a napkin during lunch.  Some will even look like they don't know how to line up.   

ANGLES are used to create OPEN SPACE - open space for runners - open space for receivers.  Deny the ANGLES and you deny them OPEN SPACE.  You never want to give a good running back or a good receiver OPEN SPACE because they will make use of it.  You will learn two things when a stud hits open space with the ball.  First, you'll learn why they made him the ball carrier and, second, you'll learn why 9 of your 11 defenders are not ball carriers for you.  Your 9 will not match up to their ONE.  So Killer Bee denies space by denying angles.  The next thing it does is bring three unblocked tacklers to a runner or three pass defenders to every two receivers.  So the runner runs into a crowd and the QB throws into a crowd.   And the crowd is pretty good.  The three unblocked run defenders are always your best three tacklers.  And the three pass defenders always includes one of your top two studs.  The offense gets all screwed up because they can't away from your numbers and talent advantage. 

Next, the three unblocked tacklers coming at their runner come two at once versus off tackle with the third behind or about one second apart versus sweep.  Each of the first two tacklers comes from a different side of the runner so that, if he cuts away from one he cuts into the other or , if he goes straight, he gets hit by both.  Versus sweep, they're timed up to hit one right after the other.  That's done so that, if the first one misses, he'll at least slow the runner down long enough for the second.  And, if he gets away from the second, then here comes the third.  And by the time he gets away from the third, a fourth is arriving.  So we slow down and then bury the runner with bodies.  And he never gets to make a move or use his speed.  We don't allow that. 

Your top three tacklers are kept unblocked by countering the offense's blocking rules such that the offensive line keeps stacking itself up whether they block "On" ("Hit somebody!"), GOD. GOOD GOD, SAB, GOL, TKO, "G", GDB, "Cross", Wedge, or Zone.  They just don't go anywhere.  I invented this system myself.

The three top tacklers also use landmarks on the field.  Once they get their READ they run to their landmark.  The landmarks have all been measured.  The unblocked defender will ALWAYS get to his landmark ahead of the ball carrier and the ball carrier is always running to his landmark (exception: Reverse - but reverse is double covered).  This produces both a pursuit angle and a shorter distance.  Film shows they work.  Again, I invented this system myself.

It's very hard to throw screen, short, or play action versus the KB.  You must throw DEEP and most youth QB's can't do that.  If they can, the KB has a pass rush call to reach a QB in about 2 seconds, with no blitz, and even if he's in shotgun.  This pass rush along with the system for following pulling linemen was developed by NFL coach Tom Landry and was the basis for the Dallas "Doomsday" defense. This defense was specifically designed to beat Vince Lombardi's Green Bay sweep (And the Killer Bee is very unfriendly to sweeps).  But Tom Landry was able to call a ferocious pass rush out it.  This defense produced 20 consecutive winning seasons, an NFL record.  It also produced front four names like Bob Lilly, Harvey Martin, Randy White, and Ed "too tall" Jones.  Pretty much anything they could do, you can do, and you will

The coverage is Zone and comes primarily from Jack Gregory's "6-3" with two additions that I added.  I changed the OLB play to match that of an NFL coach who produced a record number of INT's by an OLB so I thought that was worth copying.  I also went to "Cover 2" to better defend sweep and option plus I now have at least one extra pass defender (You can have up to 7 DB's back in pass coverage even with a play action pass and with no call.).  You can also go to Tom Landy's "Nickel" and "Prevent" calls. 

It's useful to know that I more or less copied Jack's zone rules (I thought his was a proven system) because it gives you an idea of how hard it is to teach.  Our manuals are about the same length although mine would be much shorter but I added defending entire youth playbooks that I found online to "demo" the defense against. For example, there's 31 pages donated to the DW although there's only about four instructions and two optional calls in that 31 pages (I'm just showing how all their plays shouldn't work.).  Basically, if you can teach Jack's you can teach mine.

It can be taught from age 7 to Middle School.  You teach only what the kids need to know to stop the offenses they'll face.  If you never see any pulling or passing, it will still counter blocking rules as well as sweep and reverse.  And, if they have no blocking rules ("Hit somebody!") you can still cover sweeps and reverse.  And, again, the less the other team can do, the less of KB manual you have to teach.  However, against these unorganized "daddy" coaches, you're bringing a howitzer to kill a fly.  This defense is really intended to beat a coach in your league that's been winning and you want to knock him off and you think you need a howitzer. 

As of this writing, 75% of all Killer Bee teams this year made their playoffs and 40% of all Killer Bee teams won their Super Bowl.  The defense is in it's second year. 

The defense is an even front and a member of the "4-3" family but no one you play will know that.  As mentioned, it's Zone and most opponents won't know that either.  It requires two fast tackling running back types and will handle two MPP's.  The rest of the kids to run can be found on any team.  It takes about 90 minutes to install by yourself but then you have to rep it and that will require stations and assistants.

You should film your games if run this "D".  This defense is extremely forgiving and you could have kids making mistakes all over the field, not know it, and still stop every play.  The reason it works even with mistakes is because the offense has never seen it before, has no idea what's going wrong, or how to fix it.  But you'll want to watch your film and fix the errors.  It will pay off by the time you reach the playoffs.     

This is also not a defense you hand the manual to an assistant and say "Install this".  You install it yourself.  If you're not going to install it yourself you shouldn't buy it.

The Killer Bee costs $50 and gets you the manual, an assistant's presentation, and access to the private forum. 

Please register for forum membership and contact me for details on how to purchase the Killer Bee defense and the installation DVD's.


Title: The DC Killer Bee
Post by: DumCoach on June 13, 2013, 02:47:48 PM
The DC "Killer Bee" was introduced in 2012 as an alternative to my popular DC46.  It is an even front defense with zone coverage and is intended to replace my DC Pro 4-3.  The defense uses two MPP's and two small, fast corners.  The defense is designed to attack opposing line split rules used by offenses like DW, SW, and Spread. The Zone is simple (Take whoever comes to you).  It destroys pulling offenses and can call a tremendous pass rush with no blitz.  Complexity to install is about the same as Jack Gregory's 6-3.    Of last year's poll respondents, 40% of all KB coaches played in their Super Bowl.
Title: Re: About the DC Killer Bee
Post by: jgg1970 on September 24, 2017, 02:51:44 PM
Once you face 5th and 6th grade offenses that love to spread and pass, especially in areas like mine that have become the norm, the KB is a must.

I was most worried about the run D. I was wrong.

4-0 in season so far, no close games.