Madden 08 - Shotgun 5WR WR3 Quick Flat WR5 Slant Hook Concept
The Shotgun 5WR WR3 Quick Flat WR5 Slant Hook Concept is a play we like to use to beat bump-n-run man coverage. What we like about this play is we can get both receivers off the line of scrimmage without being jammed at the line. This allows us to throw a quick pass to beat the blitz if one is called.
Primary Patterns:
WR3 (Y) - Flat
WR5 (A) - Hook
Offensive Plays Used:

Defensive Play Used:

How the Concept Works on the Field:

Notice where the WR3 lines up by default. We want to move him in closer, so that he can avoid being jammed at the line of scrimmage.
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Look how close the CB3 is to the WR3. With a little motion, we can change that.

Before we do that, we want to hot route the WR2 on a drag.

We take control of the WR3 and ...

... motion him to the right. Notice the WR3 now lines up inside further on the left side near the LT.

The CB3 now lines up about 3 yards off the WR3.

Once the ball is snapped, the CB3 will pause for a split second. He will not be able jam the WR3.

We throw a quick bullet pass to the WR3 in the flat.

The CB3 won't be able to react fast enough and is a few steps behind.

We make the catch and take off up the field.

Another option we look to throw to is the WR5 running the hook. The key to him not getting jammed is what defender is covering him. As long as a LB or MLB is covering the WR5, he won't be jammed at the line of scrimmage.

Notice how the WR5 and WR4 are not jammed at the line of scrimmage. One might be tempted to make a throw to the WR4 is the flat. If the throw is made, there is a chance the ball can be picked off.

We like to stick to the safe throw and that's the WR5 running the hook.

We like to throw the ball to him before he hooks back.

We make the catch for a 10 yard pick up.
Key Points:
- The reason we hot route the WR1 on a drag is to pull the defender covering the WR2 in as far as we can before making the throw.
- When making the throw to the WR3, don't throw it too early or too late. If the ball is thrown early, chances are the defender covering WR2 will be quickly in position to make the tackle. If the ball is thrown late, the CB3 may break on the pass and pick it off. Spend some time in the lab with this play before running it live against a human. Timing is everything.
- The WR1 is another option to throw to. Be sure to read the "Shotgun 5WR WR1 Option Concept (in the full version of the guide) " for more info on how this route is effective to use against bump-n-run man coverage.
This strategy breakdown was taken from Kobra's Guide to the Run-N-Gun Playbook for Next Gen systems.
The Run-N-Gun guide contains 140 different play breakdowns including:
- Tips for defeating the 3 Man Pass Rush
- Exotic Stacked & Bunch Sets
- Tons of Bump-n-run beaters
- and much more!
To find out more, go to: http://www.maddentips.com/rng |
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