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Jenks Shotgun Passing Game

Jenks Shotgun Passing Game. Jay Wilkinson Jenks High School jay.wilkinson@jenksps.org 918-299-4415 ext. 2399. Passing Game Topics. Quick Game Roll – Out 5 Step Play – Action. Pass Protection. DROP BACK First thing that you should do when designing a pass pattern.

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Jenks Shotgun Passing Game

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  1. Jenks Shotgun Passing Game Jay Wilkinson Jenks High School jay.wilkinson@jenksps.org 918-299-4415 ext. 2399

  2. Passing Game Topics • Quick Game • Roll – Out • 5 Step • Play – Action Jenks Trojans

  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. Jenks Trojans

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

  5. Quick Game Mirrored Routes • Hitch • Fade • Slant, Slant Flat – Dbl Slant Non-Mirrored Routes • Stick Jenks Trojans

  6. Quick Game • QB pre-read best side. • Always take 1 on 1. • QB catch and throw from gun. • 3 Step Route under center. • Can’t take a sack. Jenks Trojans

  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. Jenks Trojans

  8. Hitch Jenks Trojans

  9. Hitch Jenks Trojans

  10. Fade • We throw this when they don’t respect our WR’s speed. • WR must give the QB room for the ball. Jenks Trojans

  11. Fade Jenks Trojans

  12. Fade Jenks Trojans

  13. Slant WR’s must not run through open zones. • WR’s and QB must stay away from Safeties. • Slant / Flat vs. Double Slant Jenks Trojans

  14. Slant Jenks Trojans

  15. Slant Flat (MOFC) Jenks Trojans

  16. Double Slant (MOFO) Jenks Trojans

  17. Stick • Good rubs vs. man coverage. • Use TB as the flat route from the backfield. • Good out built in backside with double Slant. Jenks Trojans

  18. Stick Jenks Trojans

  19. Stick Jenks Trojans

  20. Stick Jenks Trojans

  21. Roll - Out • Backside #1 runs post. • Backside #2 runs drag. • TE always blocks frontside or backside. Jenks Trojans

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

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

  24. Double Comeback Jenks Trojans

  25. Double Comeback Jenks Trojans

  26. Comeback Flag Jenks Trojans

  27. Smash • Easy roll-out read for QB. • Usually the hitch is wide open. Jenks Trojans

  28. Smash Jenks Trojans

  29. Smash Jenks Trojans

  30. Inside Smash Jenks Trojans

  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. Jenks Trojans

  32. Curl Jenks Trojans

  33. Curl Jenks Trojans

  34. Curl Wheel Jenks Trojans

  35. Inside Curl Jenks Trojans

  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. Jenks Trojans

  37. Flood Jenks Trojans

  38. Flood Jenks Trojans

  39. 5 Step • Curl • Shallow • Flood Jenks Trojans

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

  41. Curl • Great Cover 3 throw. • Curl must work back to the ball. • QB can’t get in a hurry on the quick out. • Check/Convert vs. MOFO. Jenks Trojans

  42. Curl Jenks Trojans

  43. Curl Jenks Trojans

  44. Shallow • Call if inside receivers are getting walled off. • Shallow route aims for the feet of the DL. Jenks Trojans

  45. Shallow Jenks Trojans

  46. Shallow Jenks Trojans

  47. Flood • 4 -4 Cover 3 Teams that don’t pull the string. • Deep out must not run into coverage. • QB must peak at fade. Jenks Trojans

  48. Flood Jenks Trojans

  49. Flood Jenks Trojans

  50. Play-Action • Naked • Bluff Jenks Trojans

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