Subscribe now to watch the full video.
The finesse wedge shots are short enough that you don't have a lot of time to adjust for a poor path. Typically, the biggest mistakes come from getting the body shallow (tilting back or standing up) and getting steep with the arms (too much wrist hinge or left forearm rotation). In order to build a good wedge game, you should emphasize being shallow with the arms so that you can have a good finesse wedge pivot.
Tags: Pitch, Chip, Drill, Intermediate
00:00:00,000 --> 00:00:05,000
This FNS wedge video is looking at steep and shallow arm movements.
00:00:05,000 --> 00:00:13,000
So with the FNS wedge section where the FNS wedge shots, I should say, you don't really have
00:00:13,000 --> 00:00:18,000
as much time to make big, powerful body adjustments the way you do in the full swing.
00:00:18,000 --> 00:00:24,000
So having a gentle blend of steep and shallows or having really good path is much more
00:00:24,000 --> 00:00:27,000
important for a wedge shot than it is for the full swing.
00:00:27,000 --> 00:00:35,000
The general tendency is we want our arm motions to be more shallow so that my body can be
00:00:35,000 --> 00:00:39,000
more steep and be kind of on top of the golf ball.
00:00:39,000 --> 00:00:45,000
So there are two common ways that your arms will tend to get steep and these can each cause
00:00:46,000 --> 00:00:51,000
major issues, feeling of the hips, contact issues, lots of problems around the shworking.
00:00:51,000 --> 00:01:01,000
The two ways are going to be either increasing my hinge like this or rotating to the left.
00:01:01,000 --> 00:01:06,000
So from here it would be increasing or narrowing kind of like this during transition kind of a
00:01:06,000 --> 00:01:12,000
lag move or rotating left with the arms too much.
00:01:13,000 --> 00:01:18,000
Because I do want them to rotate left but there's a big difference between that and
00:01:19,000 --> 00:01:25,000
that. They're both rotating left but you can see one of my checkpoints is with this alignment
00:01:25,000 --> 00:01:30,000
at impact you still want to be able to see this right form under the left if you're looking
00:01:30,000 --> 00:01:35,000
from a down-the-line camera angle. So having the arms rotate is going to tend to cause
00:01:35,000 --> 00:01:41,000
really diggy contact and kind of close the face and will typically cause a little bit of that
00:01:42,000 --> 00:01:51,000
flip move or path getting too far into out on the actual release. Where this is going to
00:01:51,000 --> 00:01:58,000
tend to cause a little bit too much of that load or high-to-low contact you can still hit
00:01:58,000 --> 00:02:03,000
pretty good shots that way. It just tends to have a little bit less margin of air.
00:02:04,000 --> 00:02:12,000
So the better pattern is having a rotation but having this alignment where that right form is a
00:02:12,000 --> 00:02:19,000
little bit underneath you can hear and see how that allows the bounce to hit compared to that
00:02:19,000 --> 00:02:24,000
if this gets a little bit too much on top. That's one of those death moves for the short game
00:02:24,000 --> 00:02:28,000
because you'll get that really diggy contact. In addition instead of kind of
00:02:29,000 --> 00:02:35,000
hinging and angling this way if you do the opposite if you actually let it kind of unhinged
00:02:36,000 --> 00:02:41,000
you'll tend to have a little bit more gentle release of the club and so you'll tend to have
00:02:41,000 --> 00:02:51,000
better distance control. So it ends up looking kind of the combination something like that where the
00:02:51,000 --> 00:02:56,000
club is just kind of bruising the ground using the natural bounce having all these good
00:02:57,000 --> 00:03:02,000
face-path impact alignments that we teach here in the finesse wedge section. Just know if you're
00:03:02,000 --> 00:03:10,000
struggling a lot with contact and your body pivot isn't kind of falling behind or standing up too much.
00:03:11,000 --> 00:03:16,000
If your body pivot's pretty stacked and on top of the golf ball then one of the few areas where you'll
00:03:16,000 --> 00:03:21,000
tend to see a lot of issues are going to be getting steep with those arms in transition that can
00:03:21,000 --> 00:03:28,000
set off whole cast gays of compensations that lead towards inconsistency.