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Stopping the Run

Updated Aug 23, 20267 min readrun-defense4-3-even-6-1heavy-frontsblock-sheddinggap-controlgap-shootinggap-integrityheat-seeker

The frame: fronts and shedding, not stunts

The stunt logic was rewritten in the Aug 6-7 title update, and the first post-patch verdicts wrote stunts off against the run entirely. Both halves of that verdict have since been challenged on the patched game: BLT has shown a working El Paso contain macro against outside runs, and Civil (Aug 20) reasserts Texas 4-man against inside runs — see the stunts section below for the dispute. Either way, stunts alone are no longer the run answer; fronts and shedding are. See Patch Tracker for the full change list.

What stops the run now:

  1. A heavy front. The consensus #1 defensive formation is the 4-3 Even 6-1; the tier list runs 4-3 Even 6-1 → 3-3 Cub → Dollar/Dime 3-2. The full 6-1 macro suite lives in Defensive Macros.
  2. Real linebackers at LB. Safeties subbed in at linebacker get gashed — the old speed-package habit costs you shed after shed.
  3. Shed ratings. Power-move and finesse-move ratings now contribute to block shedding, so run-stuffing beef with real pass-rush moves is your run defense. Set Gap Integrity to Aggressive so they actually use it.
  4. Your user, gap-shooting from depth (below).
The rest is for members
02Settings first (once, in the main menu)03The golden rule: stop mugging gaps04Gap-shooting with your user (inside runs, any formation)05The shell behind the front06Stunts vs the run: contested on both fronts07Vs Gun Power I / toss-heavy formations08Related
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