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Simple framework I use when choosing match coverages:
Cover 6 - Help on the weak side
Cover 3 - Help in the middle
Cover 9 - Help on the strong side
Cover 2 - Help on both sides (but weak against the run)
Cover 4 - Help in run support (but weak on both sides)
💰 These TE angled post routes are my most reliable Cover 3 beaters.
- Fade takes the boundary corner
- Wheel takes the field corner AND post safety
- Short post (ideally) takes the user
- Angled post open early over the middle or deep (TD)
You need some time in the pocket for the shot, but great when you need it.
Works against Sky, Skinny, and Skate.
They're pretty rare, but these single-puller counter plays are hidden gems.
They work like power, but the counter motion keeps the linebacker from following the puller.
Stunt resistant too.
Nice little 2-high beater to keep in your back pocket.
Stretch the safeties deep and wide. Then rip it over the top of the underneath zones or trailing man defenders.
Has anyone had success with DIY reverses? The only thing I can think of is as a counter to Tex stunts.
Otherwise the backside Edge blows it up.
01 Trap is always an underrated run. It's so quick-hitting and vertical that even quarters safeties struggle with it.
🏃 These motion lead outside zones are strong. Defense in this game just can't handle the quick change of strength.
Big play potential against single high. And one of the few runs that can work against 0.
Don't sleep on Mid Zone.
It has a nice lateral handoff angle without the outside zone blocking (and aggressive linebacker pursuit that comes with it).
These Peek RPOs are probably the most reliable ways of attacking single high. Cover 1, 3, 3 Match.
If I see that high safety, it's the first check I get into.
Defensive formations in this game will change for no reason at all 😂
Over fronts will turn into an under front for some plays. Small alignment shifts. DL alternates between stances.
Do you pick up on these small details when on offense? Or am I nuts for wanting things to be consistent?
The "Skate" check for trips is nice, but leaves a HUGE hole on the weak side.
Makes more sense when you drop 8.
Flood the zones and keep eyes on the QB scramble.
Matching Cover 2, 3, 6, and 9 stick tight to receivers but have no answer for mobile QBs.
Quarters is great because it always has two "zones" down low that can rally on the scramble.
Or you can user drop an 8th defender. Help over the middle of the field and keep eyes on the scramble.
If the QB can run, you now have a plan.
Loving this idea of "hot" Palms 🔥🖐️. Blitz the Quarter Flats and treat it like a match version of Cover 0.
A bit softer underneath, but better coverage on posts, corners.
Love when football fans talk about things like footwork and timing and playcalling. Great way to sound smart without the possibility of being checked 😄



