COVER 0
I am going to assume that if you see cover 0, they are playing press and sending 7. That means you have about 1.5 seconds to get rid of the ball. You won’t be able to throw crossing routes. The goal should be to get the ball out to your guys and let them run after the catch.
Here are my favorite routes vs. Cover 0:
Ace Brown – The fade and the quick out are both great options.
Ace Red – If your guys can get off the jam, there is big play potential on the slant route.
Ace Yellow – I love the 6 yard corner route to the slot receiver.
Ace Orange – The natural crossing action of the arrow and the slant is great against press.
Ace Verticals – Pick your best match up and trust your guy to win.
Trips Black – The fade and the arrow route are both good options. The stick route can be good if you have a physical Y that can create space and post up.
The other way I would attack cover 0 is to get into trips and isolate various guys that you think have a match up advantage. Throw slants and fades all night and turn the game into a 1 on 1 drill. You only need to complete 1 out of 3 to keep the chains moving. You have to like those odds
One note here: Cover 0 is usually a down and distance adjustment for the defense. If you aren’t sure when they are going to be in Cover 0, one option is to use a dummy snap count, assess the defense and signal in a new play from the sideline if the defense does line up in 0.
PRESS COVER 1
Much like cover 0, the majority of open grass is over the top of the defense. But, because they can only bring 6 defenders, you will be able to pick up the blitz and have 3-3.5 seconds to deliver the ball. This opens up your entire playbook.
Here’s how I attack Press Cover 1:
All Cover 0 routes are in. If it worked against Cover 0, it is still a good call against Press Cover 1. The only difference is ball placement, especially on vertical routes. The other major difference is the advantage created by trips. The safety will most likely cheat to the trips side and you will have a 1 on 1 match up on the backside. Because you have protection, you can run anything you want to that 1 on 1 side.
Here’s what else I like against Press Cover 1:
Ace Orange Wheels – If the safety jumps the slant you have a 1 on 1 matchup with your slot on a backer running up the sideline. Throw it like a fade over the outside shoulder.
Ace Black – I love the RB out the backfield. The stick route creates a natural pick on the ILB trying to get out to the flat.
Ace Mesh – Crossing routes are great vs. Press.
Ace Levels (all variations) – Again, crossing routes kill Man Coverage. I especially like Z and X levels because the CB has to run all the way across the field to stay with the shallow cross.
Trips Right Mesh Z Post H Wheel – This is probably my favorite route against Press cover 1. First of all, the mesh creates a natural pick and either your Y or your X will get open on the rub. Second, the safety will stay home and cover the post and the wheel should be wide open up the sideline. Call this play at least 5 times against Cover 1.
Trips Right Black X Post (or insert your favorite route…curl, comeback, dig, whatever!) – Make the defense declare. If they play 3 on 3 on the trips side and the safety stays in the middle, throw Black all the way down the field. If the safety cheats to the trips side, call 1 on 1 routes to your X. Remember, you can mix up who lines up at X. Keep your guys fresh and let everyone exploit the match up.
Ace H Option – If your H can shake their OLB, you should have the option route all night. But, the big plays on this route will come to your Y on the crossing route. If the safety jumps the Y, the X should be open on the post over the top.