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Cover 4 Palms
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Re: Cover 4 Palms
It's basically a cover 2 that can convert to cover 4 or vice-versa.
Anthony White with the Madden team made a few videos explaining the coverage rules, check them out:
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Re: Cover 4 Palms
Quarters is an aggressive zone defense that converts to man based on route distribution and allows for 9 defenders to be involved in the run vs. 8 in single high coverages.
Cover-4 the two outside corners read the release of the two outside receivers #1. If #1 goes vertical, they convert to man. If #1 runs something underneath, the corners get to their deep 1/4... depending on formation and certain schemes, they'll drop to what's called the mid-point which is not quite deep 1/4.
Underneath, you've got the Mike backer playing the #3 receiver. That could be the back, could be the tight end, but he's going to typically play that middle hook area reading #3.
The outside backers/nickel back are quarter/flat. They're supposed to play anything the #2 receiver aggressively on any route underneath. Doesn't quite play out that way in Madden however. Haven't tested it extensively since the last patch, but before then, mesh and double digs would eat it up.
The two safeties read the release of the #2 receivers. If #2 goes vertical, they take him man to man. If #2 stays underneath, then they will look to help out the corners on the outside with #1. If #2 blocks, then they will scream downhill to fit the run. Unlike other coverages, BOTH safeties have run responsibilities.
It's really good against opponents that like to stretch the field vertically. Be careful though against the Post-Dig combo. Also known as Mills. It's pretty much a guaranteed TD every time because the safety will come down to take the dig and the post will be open right behind him.
PALMS - just think of it as the same setup as quarters only this time the two outside corners WON'T be reading the #1 receiver in front of them. In Palms they're going to be reading #2 -- the inside receiver. If #2 goes vertical or runs something underneath, then they will play #1 like normal. If #2 runs anything to the flat, they will jump that route and pass off the #1 receiver to the safety.
It's a good changeup if you're getting eaten up in the flats, especially out of bunch."A man can only be beaten in two ways: if he gives up, or if he dies."Comment
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Re: Cover 4 Palms
Thanks for thisQuarters is an aggressive zone defense that converts to man based on route distribution and allows for 9 defenders to be involved in the run vs. 8 in single high coverages.
Cover-4 the two outside corners read the release of the two outside receivers #1. If #1 goes vertical, they convert to man. If #1 runs something underneath, the corners get to their deep 1/4... depending on formation and certain schemes, they'll drop to what's called the mid-point which is not quite deep 1/4.
Underneath, you've got the Mike backer playing the #3 receiver. That could be the back, could be the tight end, but he's going to typically play that middle hook area reading #3.
The outside backers/nickel back are quarter/flat. They're supposed to play anything the #2 receiver aggressively on any route underneath. Doesn't quite play out that way in Madden however. Haven't tested it extensively since the last patch, but before then, mesh and double digs would eat it up.
The two safeties read the release of the #2 receivers. If #2 goes vertical, they take him man to man. If #2 stays underneath, then they will look to help out the corners on the outside with #1. If #2 blocks, then they will scream downhill to fit the run. Unlike other coverages, BOTH safeties have run responsibilities.
It's really good against opponents that like to stretch the field vertically. Be careful though against the Post-Dig combo. Also known as Mills. It's pretty much a guaranteed TD every time because the safety will come down to take the dig and the post will be open right behind him.
PALMS - just think of it as the same setup as quarters only this time the two outside corners WON'T be reading the #1 receiver in front of them. In Palms they're going to be reading #2 -- the inside receiver. If #2 goes vertical or runs something underneath, then they will play #1 like normal. If #2 runs anything to the flat, they will jump that route and pass off the #1 receiver to the safety.
It's a good changeup if you're getting eaten up in the flats, especially out of bunch.PSN: The_Mayor95Comment
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Re: Cover 4 Palms
Just want to add that when playing palms your quarter flat and inside deep quarter defenders will also pass off receivers when the offense runs concepts where they switch.
Getting defenders to pass off receivers who switch in this manner is pretty much *the* reason to use palms and why you mostly will want to play it against trips. It's also good against Bench concepts from tight 2x2 sets.
If you are going to play them I would highly recommend usering the 3-rec hook defender.Comment
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Re: Cover 4 Palms
As far as playing against the cpu, would it be considered wrong or taking advantage of the cpu to use these defenses primarily between the 20's?
I play a lot of zone, trying to incorporate a bend but don't break philisophy, but if I have a team backed up near their goal line or inside my 20, I get more aggressive with man coverage and zone blitz schemes.
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Re: Cover 4 Palms
Just wanted to add that NFL teams that play zone out of 2 high safety looks in the modern NFL will generally be some form of Cover 4. The fact that it can look so different from play to play depending on what the offense runs is a big advantage. You rarely see the old spot dropping Cover 2 (or Tampa 2) anymore.Comment
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Re: Cover 4 Palms
Nah, at least not thru my eyes. Nothing wrong with situational coaching. It's not like you're moving defenders around pre-snap to take advantage of CPU limitations.As far as playing against the cpu, would it be considered wrong or taking advantage of the cpu to use these defenses primarily between the 20's?
I play a lot of zone, trying to incorporate a bend but don't break philisophy, but if I have a team backed up near their goal line or inside my 20, I get more aggressive with man coverage and zone blitz schemes.
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Re: Cover 4 Palms
What is the best zone to call in a 3rd and 15 or longer where your only concern is not giving up a 1st down? I usually go with quarters but it seems like that might not be as safe as I thoughtComment
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Re: Cover 4 Palms
Base Calls would be Quarters vs 2x2, Palms vs open Trips, Cover 6 or Cover 3 Cloud vs. Trips sets where the #1 to the weakside is an in-line TE, and Cover 9 against bunches.
These are *not* hard and fast rules. They are, IMO, the best default options to keep yourself safe deep without giving up too much underneath and all of them can be played with anywhere from 5 to 9 men in the box. This allows you to match up with any offensive formation in the game.
Take Bunch for example. Cover 9 is great until they start hitting you with comebacks and out routes from their solo receiver. If you want to stay in this defense now you *must* press him and expose yourself vertically because that CB will be 1-on-1 on sideline routes.
If you can't safely press you can play Cover 6 (to bracket verticals - always change the cloud to a soft squat) or Cover 6 Invert (so the FS will muddle the read on anything out-breaking) instead.
Some formations like Gun Trips TE or good tight 2x2 sets (there's more than a few) are almost like 5 dimensional games of Rock, Paper, Scissors because you could either want to be in a certain defense on any given snap or also pay dearly for it.
Quick example - Against most tight 2x2 Quarters does an amazing job of locking up Bench all by itself - you get the luxury of playing the checkdown and spying the QB. The corner route gets bracketed.
If they run china or smash off that corner instead you're cooked because the safety is 1-on-1 with him and literally cannot line up in a good position to play it.Comment
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Re: Cover 4 Palms
Great examples of the fact that there's a coverage to combat a specific pass concept and a pass concept to defeat a specific coverage.Base Calls would be Quarters vs 2x2, Palms vs open Trips, Cover 6 or Cover 3 Cloud vs. Trips sets where the #1 to the weakside is an in-line TE, and Cover 9 against bunches.
These are *not* hard and fast rules. They are, IMO, the best default options to keep yourself safe deep without giving up too much underneath and all of them can be played with anywhere from 5 to 9 men in the box. This allows you to match up with any offensive formation in the game.
Take Bunch for example. Cover 9 is great until they start hitting you with comebacks and out routes from their solo receiver. If you want to stay in this defense now you *must* press him and expose yourself vertically because that CB will be 1-on-1 on sideline routes.
If you can't safely press you can play Cover 6 (to bracket verticals - always change the cloud to a soft squat) or Cover 6 Invert (so the FS will muddle the read on anything out-breaking) instead.
Some formations like Gun Trips TE or good tight 2x2 sets (there's more than a few) are almost like 5 dimensional games of Rock, Paper, Scissors because you could either want to be in a certain defense on any given snap or also pay dearly for it.
Quick example - Against most tight 2x2 Quarters does an amazing job of locking up Bench all by itself - you get the luxury of playing the checkdown and spying the QB. The corner route gets bracketed.
If they run china or smash off that corner instead you're cooked because the safety is 1-on-1 with him and literally cannot line up in a good position to play it.Comment
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Re: Cover 4 Palms
I will sometimes play a man zone combo coverage in this situation. I select Over Storm Brave, press my corners, but I make sure to play outside and over-the-top leverage. That way, no press animation takes place so I am not likely to give up streak routes. Then, I hot my linebackers into hook zones. This has been very effective for me, but vulnerable to deep comebacks.Comment
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Re: Cover 4 Palms
Thanks man, I don’t mean to hijack but what is cover 9? It looks just like cover 6 to meComment
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Re: Cover 4 Palms
Cover 6 puts the Tampa 2 to the strong side and Cover 9 puts it to the weak side. This lets me keep using auto flip and always know I'm going to have the coverage I want on the right side of the field without compromising run D.
Making use of this ability is another way to leverage these defenses and ensure you always have help over the top against the top end speed guys. You just call either Cover 6 or Cover 9 - whichever gets the Tampa 2 to their side of the field.Comment
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Re: Cover 4 Palms
All this is amazing information. I’ve been playing this exact way.. I’m a huge Tampa 2 fan being a Bears with Urlacher, Briggs, Lovie fan so I wanted to play a real T2 scheme but that’s borderline nonsense the way players and the computer abuse post routes.. I enjoy scheming and hybrid looks so this 2 High.. Cover 4,6,9 scheme is going to be my new thing. I was just really confused about the difference with Qtrs and Palms. I already knew QTRs but I never knew wat Palms did
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