How To Play Better Defense In Madden NFL 21

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Today, we are going to talk about how to play better defense in Madden NFL 21.

I think I'll write a little guide / tip and tips about Madden NFL 21here from time to time. Once I was asked why I played this defense, why it worked, or someone had questions about my script. I promise myself, especially beginners, that I can get started. I try to write it so that everything is based on each other. If anyone has any requests or questions, please feel free to ask here and I will answer them. Today, we are going to talk about how to play better defense in Madden NFL 21. If you need cheap Madden NFL 21 coins to enhance your defense, utplay.com is the best place. 

 

Custom script

I often see some of your scripts calling through "coach advice. Whether it's offensive or defensive, this is far from the ideal choice for user games. Why- In attack, the action is often repeated, which allows you to predict- In defense, it is easier to be lured to deploy the wrong people.

 

To optimize playmaking, I suggest creating a custom script at all costs. Attack is like defense! It's not important to create your own script from scratch. You should choose a standard script that best suits you, then eliminate everything where you think it doesn't work, and add scripts that you feel comfortable with. In any case, you should build on the strengths of the team. A run heavy team has a lot of single guard / type I / strong / weak formation. A good guard here is a blessing!

 

Pass heavy team will naturally regard shotgun formation as a Trojan horse. Diversity is important here, empty teams are important, because it's hard for defense to hide the coverage of the five pass receivers on the line, and if it does it in some way, it has at least one free path. The most important thing about custom scripts is auditables. You should try to cover all personalities with four given options.

 

That is, for example:
Defense: X: human cover | Y: cover 2 | B: cover 3 | A: cover 4
Attack: X: inside line | Y: outside run | B: short pass | A: Medium / long pass

If you really don't have a plan, I will only play lightning in defense or cover in attack. Because if you don't plan, the enemy won't. As I said, if the opponent does something unexpected, it's important to be able to respond to all the personalities.

 

defence
Many people always ask themselves, "when do I call?"- The question should be, "when do I call anyway?" Area coverage is of course the most popular in defense, because to achieve perfect humanoid coverage, you need a well-equipped auxiliary equipment, which few people have. But let's start with defense, more accurately, with the people and formation.

  • 3-4 / 4-3 / 4-4 / 5-2: all heavy packets only appear when there are less than 2 receivers in the space, but they also make sense for 3 receivers shortly before the goal line.
  • Lower: the lower formation provides extra help on the weak side and is more effective against the interior.
    Excessive: excessive formation surpasses you in strength and helps against the outside
  • Bear: the bear team's task is to load the restricted area, which is particularly effective for internal running. External running can cause heavy tackle losses, but it also has great play
  • Nickel / big nickel: against the 3 receiver group, use big nickel if you expect to run earlier.
  • Dime: it makes sense to have four or more receivers, or if you're absolutely sure you'll pass.
  • Quarter / dollar, etc: when the opponent always has to throw something very deep.

 

If there are at least 3 passport recipients on one side, avoid formations showing extra pressure, such as empty, travel, Trey or bunch formations (double a gap, odd number, etc.), otherwise you will receive a receiver release activation free of charge.

 

You should never fight against any report of this formation

Tight: cover 1 / 2 - because corner routes are preferred here, cover 1 and 2 are not available.

 

Trips / Trey / bunch: cover 1, (cover 3) - cover 3 is always a means of trial and test, but cover 3 is weak in the passing concept that different areas are "submerged". Because the three passport recipients are on one side, the possibility of being "submerged" in the middle (horizontal concept) or outside (flood) is very high.

 

Empty: (cover 2) / (cover 3) - both kinds of covers are reasonable, but they also weaken when facing the open backcourt. Although cover 3 has the same explanation as above, it is well known that cover 2 is prone to corner / column / winning streak, which usually occurs in empty teams. If in doubt, cover 3 also applies.

 

The following is a brief overview of which coverage is particularly vulnerable and where:

Cover 1: crossing, corner, way out

Cover 2: post, corner, stretch routes

Cover 3: attack all routes of cover 3 from slot+ Crossing route

Cover 4: short passport concept + screen

 

What helps fight running games?

-A complete box!

If you have two high security formations (covering 2 / 4), there is one player missing in the box. If you have one high security formation (covering 1 / 3), there will be one extra player in the box. If you push the upper safety device down a little now, your box will usually overload and you have an advantage.Lightning doesn't necessarily help, and it can even bring big moves to opponents in case of doubt.

 

Why- When lightning occurs, one or more gaps are overloaded, opening other gaps, and there is no line guard / safety to protect them. If the opponent calls a running ball right through the gap, there will be a lot of green in front of him.So there's no real race to stop running. You can stop running with the right formation and gap control.

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