Playbooks

Breakdown

Cover 4 Palms is a zone defense out of the Nickel 2-4-5 personnel group designed to pattern match the boundary receivers while playing quarters coverage over the top. The two outside corners squeeze the flat routes with their palms leverage while the four deep defenders (both safeties and the remaining corners) drive vertically to wall off any vertical route from the number two receivers, and the two underneath defenders sink into the middle hook to rob crossers. This is a zone coverage built to beat vertical route combos and smash concepts, with the primary read being the corner reading the number two receiver's release: if number two goes vertical the corner bails and drops the flat to the safety, if number two runs a quick out or flat route the corner squats and jumps it.

Defensive Reads

Read the release of the number two receiver immediately after the snap since that determines whether the corner sinks to the flat or bails vertical. Watch for smash concepts where the outside receiver runs a hitch and the slot runs a corner route, since Palms is specifically designed to have the corner jump the hitch while the safety carries the corner route. This coverage is vulnerable to quick slants and shallow drag combos that attack the seam between the underneath defenders and the deep four, so user the middle linebacker to rob any crossing routes. Check safety depth pre-snap: if both safeties are showing deep at 10-12 yards, expect quarters coverage behind the corner's flat key, but if you see one safety creep down it may signal a rotation to Cover 3 or a blitz look. Blitz packages that bring extra pressure off the edge can expose this coverage's underneath defenders, so key linebacker depth and be ready to sim pressure if the offense shows max protect against this shell.

Usage Tips

Call this play on second and long or third and medium when you expect the offense to attack the flats or run smash concepts against your corners.

Pre-snap, identify if the offense is trailing a slot receiver or tight end to the boundary since that number two receiver dictates the corner's key read.

Use the flat/curl key on the corners to jump quick game throws like hitches and flats, then rely on the deep four to blanket any go routes or corner routes behind them.

Combine this call with Cover 4 Quarters or Cover 4 Drop Field in your play-calling sequence so the offense cannot key on your safety depth or corner leverage from snap to snap.

Avoid this call against heavy play-action rollout concepts since the underneath defenders can get sucked up on run fakes, leaving the flat exposed if the corner reads run instead of pass.

Other Plays in 2-4

Other plays in 2-4
PlayDiagramOpen
1 Double Slot
1 Double TE
1 Double Wr1
1 Double Wr2
Bracket Switch Willie
Buck Slant 3
Cover 1 Contain
Cover 1 Hole
Cover 1 Hole Press
Cover 1 LB Blitz
Cover 1 Robber
Cover 1 Robber Press
Cover 2 Hard Flat
Cover 2 Invert
Cover 2 Man
Cover 2 Roll
Cover 3 Buzz Mable
Cover 3 Cloud
Cover 3 Hard Flat
Cover 3 Match
Cover 3 Sky
Cover 4 Drop Field
Cover 4 Quarters
Cover 6
Cover 6 Willie
Cover 9 Show 2
Cross Sim 2
Dbl Safety Blitz
Double Bracket
Double Bracket Switch
Edge Blitz 0
Edge Blitz 3
Field Sim 3
FS Will Blitz 0
Nickel 2 Trap
Nickel Sim 2
Overload 3 Seam
Over Storm Brave
Show SS Sim 2
Silver Shoot Pinch
Sim Pressure 3
Tampa 2