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Jenks Shotgun Passing Game

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QB catch and throw from gun. 3 Step Route under center. Can't take a sack. 10/8/09 ... Easy way to take care of cheating inverts. Must be able to get outside the DE. ... – PowerPoint PPT presentation

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Title: Jenks Shotgun Passing Game


1
Jenks Shotgun Passing Game
  • Jay Wilkinson
  • Jenks High School
  • jay.wilkinson_at_jenksps.org
  • 918-299-4415 ext. 2399

2
Passing Game Topics
  • Quick Game
  • Roll Out
  • 5 Step
  • Play Action

3
Pass Protection
  • DROP BACK
  • First thing that you should do when designing a
    pass pattern.
  • Be able to protect with 5,6,7, 8.
  • Have multiple answers for blitz.

4
Pass Protection
  • ROLL OUT
  • Must be ready for two off the edge.

5
Quick Game
  • Mirrored Routes
  • Hitch
  • Fade
  • Slant, Slant Flat Dbl Slant
  • Non-Mirrored Routes
  • Stick

6
Quick Game
  • QB pre-read best side.
  • Always take 1 on 1.
  • QB catch and throw from gun.
  • 3 Step Route under center.
  • Cant take a sack.

7
Hitch
  • Easy Cover 3 throw when the corners are giving a
    lot of cushion.
  • Convert/check vs. press???
  • Great 3 x 1 single WR pass.

8
Hitch
9
Hitch
10
Fade
  • We throw this when they dont respect our WRs
    speed.
  • WR must give the QB room for the ball.

11
Fade
12
Fade
13
Slant
  • WRs must not run through open zones.
  • WRs and QB must stay away from Safeties.
  • Slant / Flat vs. Double Slant

14
Slant
15
Slant Flat (MOFC)
16
Double Slant (MOFO)
17
Stick
  • Good rubs vs. man coverage.
  • Use TB as the flat route from the backfield.
  • Good out built in backside with double Slant.

18
Stick
19
Stick
20
Stick
21
Roll - Out
  • Backside 1 runs post.
  • Backside 2 runs drag.
  • TE always blocks frontside or backside.

22
Roll - Out
  • Double Comeback, Comeback Flag
  • Smash, Inside Smash
  • Curl, Curl Wheel, Inside Curl
  • Flood

23
Double Comeback
  • Great 1st and 10 throw.
  • Easy read, Easy throw.

24
Double Comeback
25
Double Comeback
26
Comeback Flag
27
Smash
  • Easy roll-out read for QB.
  • Usually the hitch is wide open.

28
Smash
29
Smash
30
Inside Smash
31
Curl
  • QB must know down and distance and what we
    want/need.
  • Curl must find a window, but not get inside the
    QB.
  • Wheel route can be a home-run ball if they are
    jumping the curl.

32
Curl
33
Curl
34
Curl Wheel
35
Inside Curl
36
Flood
  • Must take a peak at the Fade to keep the CB
    honest.
  • Deep out must not be over the top of the Quick
    out.
  • Deep can settle in any window, but must not get
    inside the QB.

37
Flood
38
Flood
39
5 Step
  • Curl
  • Shallow
  • Flood

40
5 Step
  • QB reads very by play.
  • Catch and 3 step drop from gun.
  • QB must know where to go vs. pressure.

41
Curl
  • Great Cover 3 throw.
  • Curl must work back to the ball.
  • QB cant get in a hurry on the quick out.
  • Check/Convert vs. MOFO.

42
Curl
43
Curl
44
Shallow
  • Call if inside receivers are getting walled off.
  • Shallow route aims for the feet of the DL.

45
Shallow
46
Shallow
47
Flood
  • 4 -4 Cover 3 Teams that dont pull the string.
  • Deep out must not run into coverage.
  • QB must peak at fade.

48
Flood
49
Flood
50
Play-Action
  • Naked
  • Bluff

51
Naked
  • Easy way to take care of cheating inverts.
  • Must be able to get outside the DE.
  • Flat route cant get in a hurry.

52
Naked
53
Naked
54
Bluff
  • Call when deep safeties become tacklers.
  • Good way to hold wall players.
  • QB dips shoulders, not much of a mesh.
  • Quick game - Dip and Throw.
  • 5 Step - Dip, quick 3 and Throw.

55
Bluff
  • Slant
  • Four Vertical
  • Post
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