Cover 0, 1, 2, 3, 4 and Tampa 2, side by side
Every pass play starts with one question: what coverage is the defense playing? Here are the six base coverages diagrammed against the same formation, with what each one takes away and what it leaves open.
The fastest way to identify a coverage is to count the deep safeties before the snap. Zero deep usually means Cover 0. One deep points to Cover 1 or Cover 3. Two deep points to Cover 2, Cover 4 or Tampa 2.
Then watch the corners. Corners squatting in the flats suggest Cover 2. Corners bailing to deep thirds suggest Cover 3. Corners staying on their man point to man coverage.
All six are drawn against the same 2x2 formation from a nickel defense, so you can compare them directly. Offense is at the bottom; the defense is shown in its pre-snap spots.
Every eligible receiver is covered man-to-man and nobody plays deep. The defense sends six or more rushers to get home before the ball comes out.
Strength: Maximum pressure and tight coverage at the line.
Weakness: One missed tackle or one lost rep is a touchdown. There is no safety behind anyone.
Beat it with: Hot routes, quick slants, quick outs and screens. Get the ball out fast.
Man coverage underneath with a single free safety in the deep middle. A linebacker often takes the running back or plays a robber in the middle.
Strength: Tight man coverage with help over the top, plus an extra rusher or robber.
Weakness: Crossing routes and rubs are hard to cover in man, and one safety can't help both sidelines.
Beat it with: Mesh, crossers, pick or rub routes, and double moves on the outside.
Two safeties split the deep field in halves. Corners squat in the flats and three linebackers or a nickel take the curl and hook zones.
Strength: Strong against short outside throws, with corners sitting on the flats.
Weakness: The deep middle between the safeties, the seams, and the deep sideline behind the corner.
Beat it with: Smash (hitch plus corner), four verticals up the seams, and a post splitting the safeties.
Two corners and the free safety each take a deep third. Four defenders cover the curl-flat and hook-curl zones underneath.
Strength: Keeps everything in front and puts an extra defender near the box against the run.
Weakness: The flats and seams when four receivers attack vertically, and horizontal stretches of the curl-flat defender.
Beat it with: Flood (three levels to one side), Curl-Flat, Four Verticals and Levels.
Corners and safeties each take a deep quarter. Safeties read the slot receiver and can fly down to help against the run.
Strength: Excellent against deep vertical routes and gives safeties a fast run fit.
Weakness: Thin underneath, especially the flats and quick outs.
Beat it with: Quick outs, flats, curl-flat and underneath crossers.
It starts as Cover 2, but the middle linebacker sprints to the deep middle to close the hole between the safeties.
Strength: Covers Cover 2's biggest weakness, the deep middle.
Weakness: The seams outside the Mike, the deep sideline, and a thinner underneath with only four droppers.
Beat it with: Seams, Smash, deep outs and flood concepts.
These are base diagrams. Real coverages add pattern-matching rules, disguises and adjustments by formation, and every staff teaches its own details. References: 360Player, Cover 2, 3 & 4; Viqtory Sports, Tampa 2; Big Blue View, Cover 1; Throw Deep Publishing, Cover 0.
| Deep defenders | Underneath | Main weakness | |
|---|---|---|---|
| Cover 0 | 0 | All man | No deep help |
| Cover 1 | 1 (free safety) | Man + robber or rusher | Crossers and rubs |
| Cover 2 | 2 (halves) | 5 zones | Deep middle and seams |
| Cover 3 | 3 (thirds) | 4 zones | Flats and seams |
| Cover 4 | 4 (quarters) | 3 zones | Flats and quick outs |
| Tampa 2 | 3 (halves + Mike) | 4 zones | Seams outside the Mike |
Diagrams teach the idea. Film proves it. ProPlayVision lets you draw these same zones on real game film.
Stop the clip when the ball is snapped and the safeties show their depth.
Drop hook, flat, curl-flat and deep zones on the field with the coverage tools. The perspective engine sets them on the turf.
Lock a spotlight on the safety or the flat defender and play the rep so players see where he goes.
Add the QB's vision cone and the open receiver so the lesson ends with the answer.
Cover 2 has two deep safeties splitting the field in halves and five underneath defenders. Cover 3 has three deep defenders (two corners and a safety) splitting it in thirds and four underneath.
Cover 1 is man coverage underneath with one free safety playing the deep middle. It's often called man-free.
Routes that attack the deep middle and the seams, like four verticals or a post between the safeties, and the Smash concept against the corner.
Yes. Madden uses the same coverage families, including Cover 0, 1, 2, 3, 4 and Tampa 2. See the Madden telestrator for breaking them down on gameplay.
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