Madden NFL 13

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Release Date: August 28, 2012

Advanced Defense

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Advanced Defense

Playing defense isn't easy. There's certainly ways to cop out of it, we're not going to pretend like there's not, but understanding just what's happening on defense will make your life a lot easier when the going gets tough. Many people dread playing defense in Madden because, unlike when playing offense, few things are really explained to you. It's a more hands-off variety of the game, where all you can see in-game are your various coverage areas. Knowing your team's defensive playbook is vital, as is knowing how to counter certain plays and formations.

Don't worry, we got you covered. We're not going to suggest to you "do this for this play," because you really have to take so many things into account. For instance, there's no guarantee that a team on 3rd and 20 will throw the ball. It depends on so many factors. But we will show you to follow some trends, and do certain things that will likely make your defense more successful. Other than that, playing defense is largely a by-feel endeavor. The more you play defense and become comfortable with your team's playbook, the better your defense's so-called "anti-production" will be.

What First?

Most times, a running play will be employed on first down situations, though this is hardly always the case. Many players of Madden will employ the 4-3 formation almost exclusively because of the fact that it covers both the run and the pass. This isn't necessarily a bad idea, though it can be easily exploited, which is why you need to know when the opposing team on offense might be attempting to flip the script a little bit on you to exploit your formations. However, if you're expecting the run or don't know what to expect, especially on first down, blitzing with the 4-3 formation isn't a bad idea at all.

Changing It Up

Dime and Nickel formations are designed primarily for pass coverage, though there are viable ways to stop the run with both formations as well. Familiarizing yourself with your playbook is a sure way to know off the top of your head what formation and/or play will fit into certain situations. If it's 3rd and 20, for instance, running a Dime play is a pretty sure shot since you know they're probably gonna pass. On the other hand, if it's 2nd and Goal, stack your players on the goal line with a goal line formation, which is your best protection against the run.

Suggested Formation

Yes, we suggest the 4-3, and we suggest blitzing on every play, too. This isn't a realistic approach to football and would get torn apart in real life by real teams and real coaches, but the CPU teams and coaches don't think like their human counterparts. They can adjust to your play calling and predict what you're going to do, but 4-3 coverages are so effective against both offensive options, especially the pass, that it's probably going to be your main workhorse on the defensive side of the ball. As far as the blitz is concerned, blitzing constantly puts a sort of perpetual stress on the offensive line and especially on the opposing team's quarterback, forcing him to rush to make a throw. Additionally, if they choose to run the ball, there's a chance that blitzing corners, for instance, can take the back down for a loss of yards. It's all a risk, though, because 4-3 blitzes will dedicate your defense to a certain course of action that, in certain circumstances, can be used against you for gigantic gains. It's more a formation of momentum, so you need to learn to use the momentum in your favor.


Blitzing is fun and should be done often. If you're playing a skilled CPU or human opponent, blitzing doesn't make much sense on every play since they can adjust accordingly. But if you're an average Madden player playing through a franchise or against a friend, throwing a blitz on every play doesn't hurt, as long as you have the pass and other run options properly covered to the best of your ability as well. Remember, it's better to be safe than sorry in football. Blitzing is a risk, so make sure it's a calculated risk. Don't call a 4-3 blitz on your own five yard line when the other team can run the rock right up the middle into the end zone. Call them to ensure that they don't get to that point to begin with. Putting the other team in constant pressure situations will only make your life that much easier.

Inherent In-Game Variables

No matter how hard a developer tries, football games won't play exactly like their real life counterparts. This is actually a positive thing since, in regular modes of gameplay, you can literally switch between any player on the defensive side of the ball. This is Madden's inherent in-game variable, because it allows you to get firsthand, controlled coverage of literally anyone on the field. You can throw a tackle with a defensive linemen or prevent a wide receiver from making a reception with your cornerback... and you can do that on the same play. Make sure to toggle between your players and get the most out of your defense - otherwise, the defense can be highly computer-controlled... and wouldn't you rather praise your successes and blame your failures on yourself than the CPU?

Interceptions and Fumbles

The fun part of playing defense is completely flipping the script on your opponent with game-breaking defensive plays that will put your team back on the offensive side of the ball. Remember that you have full control over stripping balls from your opponent's clutches, or scooping a ball from midair right before it strikes the receivers hands. While these things happen randomly and automatically at times, by controlling these players in said situations, you can catalyze events that would make them happen more often. And naturally, that benefits you and your team. Interceptions are more straight-forward in that once you intercept a ball, you simply want to run towards the other endzone, hopefully scoring, but at least getting some positive yardage for your offense to work with. Controlling a fumbled ball is a horse of a different color, since you must first gain control of the ball before you can do anything with it. In most cases, it's more conducive to your cause to simply jump on the ball, downing it and securing possession for your team, rather than trying to pick up the oddly-shaped ball, gaining possession, and going some extra yards. Of course, the situations will differ as they come at you, but this is a general rule. Interceptions will almost always net you some positive yards. Fumbles will simply give you possession. Don't push it!

Line Shifting

Before the ball is snapped, you can shift your DL and LBs. After pressing the appropriate button to select the line or LBs, hitting left or right on the left stick makes that group slide a few steps that direction. Hitting up makes them spread out, and hitting down tightens them up. If you see a weakness in the offensive line, or you see a strength of the offense that you need to block, shifting your lines may make the difference between a 20-yard gain and a 5-yard loss.

You basically want to look for a situation in which the offense has more WRs on one side than the other. You'll want to shift your LBs to the side that has more WRs to cover them better, for example. Shifting them won’t make up for calling a terrible play, but it could be just enough to make a difference.

One of your most common shifts should be spreading out the defensive line. This makes you more vulnerable to runs up the middle, but it better prevents the quarterback from scrambling. In late-game situations when passes are nearly guaranteed, spread the line and see the results!

Defensive Back Coverage

Before the snap, you can perform a coverage audible to tell your secondary where to go and how tightly they should cover the WRs. Bump & Run coverage tells your men to jam the receivers at the line and stick with them closer than jockstraps as they run down the field. This prevents quick passes, and increases the likelihood of an interception. Also, should the WR actually get the ball, he should be planted soon after it. However, if the offense is using their WRs creatively, with odd cuts and the like, your CBs will get burned easily.

If you use a lax coverage, your men will hang about five to seven yards away from the line of scrimmage. That way, they can read and react a little better, which more or less defeats the weird cuts the offense may try, and prevents receivers from gaining too many yards in the event they do grab a pass. But, that leaves you open to short passes, quick passes, and absolutely BURNS you with runs. Lax coverage is safest late in the game when the opponent is severely behind, or if it’s 3rd down with a good 10 or more yards to go.

Creatively using Line Shifting and special Defensive Coverage, especially together, gives your defenses a bit of a flavor that the offense may not expect. Mix it up to keep them guessing.

Preventing a Touchdown

Sometimes, towards the end of the game, all you'll want to do is prevent a touchdown. If there's only time for one more play, for example, and you're ahead, running a standard defense is not necessary. Definitely put your defensive players in a lax coverage. You should also manually take one player back deep, and have him be the last line of defense

There are a few plays in the Dime formation that will automatically do all this for you, all of which have the word "Prevent" in them. Usually, this will cause only your defensive line to stay close to the play, while literally everyone else -- the LBs, the CBs, and the safeties -- will just retreat and go as deeply as they can. If you know this will be the last play of the game, combining a prevent play with lax coverage will put you in the best position to counter any sort of Hail Mary the opponent is thinking about trying.

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