Here's a video of Texas vs Texas (A+ rated defense) where I threw virtually nothing but 4 verts and a comeback route. The first video shows Cover 2 Sink and Cover 3 and the second video shows Cover 1.
http://www.media.ncaaplaybook.com/4v2a3.mp4 - on this one the Texas Orange is throwing against Cover 2 Sink and Texas White is throwing against Cover 3.
http://www.media.ncaaplaybook.com/4vc1.mp4 - in this video both teams are throwing against Cover 1.
All total I went 18/26 and 5 TDs against one of the best defenses in the game, most of the incompletions were a result of throwing 4 verts inside the +20, which is why I switched to the comeback route.
After this, out of curiosity I went in and deleted the tuner file as others were seeing better games after doing such, however this resulted in zero change. So I then went into an exhibition game versus Virginia Tech (A+ Defense) this time letting the CPU pick the plays, again no difference in outcome.
The problem is the middle is wide open versus Cover 2, the hook curl defenders aren't walling off #2 and preventing them from entering the hash area, the corners aren't sinking fast enough to cutoff the 9 route and because the safety is aligned out of position he is unable to effect the throw, finally the hook defender isn't gaining depth fast enough and as soon as #3 releases he stops his drop, this wouldn't be a problem if the hook/curl defenders were walling #2.
In Cover 3, the Curl/Flat defenders aren't carrying the seam leaving it wide open which results in an easy throw all you need to do is throw away from the safety rotation. Versus Cover 1, the corner isn't playing a high shoulder technique and gets stuck in a trail position far too often, time the pass and put some loft under it to the outside shoulder of the receiver and you'll complete more times than not.
The only two coverage's that seem to have an effect on 4 verts are Cover 2 Man and Quarters, I'm sure y'all can see the problems there - Texas's QB isn't that great, however he is having great success throwing the ball, imagine doing this with a prolific running QB like the one from Ohio State. This is what we are going to see online. So now as a defensive play caller you have to pick your poison, give up a gain via ground or air, sure you can bring pressure, but are you able to get there in time - this is why I tested with Cover 1, 2 and 3. Versus a man blitz your throwing over the top to #1, you can see in the video that's not a problem, versus zone blitz you're seeing a 3 under/3 deep with the SCIF player not carrying the seam, throw to #2 away from safety rotation or your seeing a 4 under/2 deep coverage with free access to the middle of the field - you're now gambling that the person on the other end can't read it quick enough, however with 15 minutes of practice you can accurately guess the defensive coverage pre-snap as against a balanced formation nothing is disguised. In cover 2 zone or man, the corners are up and the slot defenders are 3-ish yards off the LOS with a 2 deep shell - read #2 to #3 or run. Versus Cover 3 and 1 the slot defenders are up on the LOS, corners are 7 yards off and you've either got a one high look or the safeties are staggered and deeper than 10 yards off the LOS, read #2 away from safety rotation to #1. Versus Cover 4, you get a Cover 3 look underneath with a two deep shell and the safeties are aligned at 9ish yards off the LOS, wait for everyone to drop and either drop it off to the back or run. Once your opponent see's his plan of attack isn't working they'll either bring pressure or play 2 Man, the comeback route absolutely destroys man coverage or if you have a fast QB run with the ball and if they bring pressure see above. If the pressure starts to bother you, throw screens - or you're likely seeing pressure with press man, hot route your receiver to a fade route, in testing it's un-bumpable. I haven't seen it held up at the LOS yet and 9/10 times the WR has instantly gotten past the DB and is wide open.
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