3-3-5 Man Pressure Recruiting Guide (CFB 27): Who to Recruit and Why
3-3-5 Man Pressure is a man coverage defense built to blitz. It leans odd, tite-spaced fronts at 47% of snaps.
The snap counts put two interior linemen, one edge, two sub linebackers, and five defensive backs on the field at starter share. Sub packages are the base defense here. The rest of the lineup rotates by package, which is why the board below runs deeper than eleven.
The strip below shows every formation the book calls, grouped the way the play-call screen groups them. Tap any bubble for the recruiting answer at that spot, then use the board for the full read.
The formations, grouped like the play-call screen
Tap a bubble for the recruiting answer at that spot. Snap shares under each formation are that call's slice of the book.
Under 5% of this book's snaps. It lives in the appendix line.
The sign plan
Counts cover positions at 5% of the book's snaps or more. Bodies per snap decides how many each group needs. Each card jumps to its group on the board.
The board, by position group
Edges Sign 4: 1 starter, 3 rotation Speed Rusher 4 spots
RLE1Edge 56.2%Starter Speed Rusher AccelerationFinesse MovesPower MovesBlock Shedding
57% of snaps ask for the even_4down RRE_RLE job, 43% ask for the odd_tite RRE_RLE job. Designated pass rushers in the sub-package fronts. The pair aligns outside in Nickel and Dime spacing and wins with get-off, because a four-man rush has to create pressure while everyone else covers. Contain duty against scrambling quarterbacks comes with the job. Rushes from width in the three-down sub fronts. Dime 3-2 and Nickel 3-3 Mint supply most of these snaps, so he attacks long edges with only one or two interior bodies beside him and has to win without much help. Twist games off his rush are part of the deal.
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower MovesBlock Shedding
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower Moves
RRE1Edge 44.4%Rotation Speed Rusher AccelerationFinesse MovesPower MovesBlock Shedding
72% of snaps ask for the even_4down RRE_RLE job, 28% ask for the odd_tite RRE_RLE job. Designated pass rushers in the sub-package fronts. The pair aligns outside in Nickel and Dime spacing and wins with get-off, because a four-man rush has to create pressure while everyone else covers. Contain duty against scrambling quarterbacks comes with the job. Rushes from width in the three-down sub fronts. Dime 3-2 and Nickel 3-3 Mint supply most of these snaps, so he attacks long edges with only one or two interior bodies beside him and has to win without much help. Twist games off his rush are part of the deal.
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower MovesBlock Shedding
Archetype Speed Rusher
Physical 6'2 to 6'5, 245 to 270. Get-off outranks everything else.
Attributes to scout AccelerationFinesse MovesPower Moves
LEDGE1Edge 20.2%Rotation Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
67% of snaps ask for the even_4down REDGE_LEDGE job, 33% ask for the bear_heavy REDGE_LEDGE job. First job is winning the edge as a rusher. Aligned wide in 4-down spacing, he attacks upfield at the snap and turns speed into pressure. He sets the edge on the way to the quarterback, not instead of it. Sets a hard edge in heavy fronts. Goal line and bear spacing ask him to close down blockers and force runs back into the pile. Rush matters only after the run is dead.
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Archetype Speed Rusher
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Attributes to scout Finesse MovesPower MovesAccelerationBlock Shedding
Archetype Pure Power
Physical 6'3 to 6'5, 260 to 285. Point-of-attack strength outranks burst.
Attributes to scout Block SheddingStrengthPower MovesFinesse Moves
REDGE1Edge 20.2%Rotation Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
67% of snaps ask for the even_4down REDGE_LEDGE job, 33% ask for the bear_heavy REDGE_LEDGE job. First job is winning the edge as a rusher. Aligned wide in 4-down spacing, he attacks upfield at the snap and turns speed into pressure. He sets the edge on the way to the quarterback, not instead of it. Sets a hard edge in heavy fronts. Goal line and bear spacing ask him to close down blockers and force runs back into the pile. Rush matters only after the run is dead.
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Archetype Speed Rusher
Physical 6'3 to 6'5, 240 to 265. First step over mass.
Attributes to scout Finesse MovesPower MovesAccelerationBlock Shedding
Archetype Pure Power
Physical 6'3 to 6'5, 260 to 285. Point-of-attack strength outranks burst.
Attributes to scout Block SheddingStrengthPower MovesFinesse Moves
Corners Sign 4: 3 starter, 1 package Bump and Run, Zone 4 spots
CB1Corner 94.9%Starter Bump and Runalt: Boundary Corner Man CoveragePressSpeed
Lives on an island in press with a blitz behind him. He wins at the line with his hands and stays in phase without safety help, because the help went to the rush. Field alignment stretches his help even thinner than the boundary's, so cushion control and recovery speed decide downs.
Physical Length and recovery speed. 6'0 plus preferred with press tools.
CB1/CB2 are the outside pair; boundary vs field is alignment, the depth chart does not split them
CB2Corner 91.6%Starter Bump and Runalt: Boundary Corner Man CoveragePressSpeed
Lives on an island in press with a blitz behind him. He wins at the line with his hands and stays in phase without safety help, because the help went to the rush. Field alignment stretches his help even thinner than the boundary's, so cushion control and recovery speed decide downs.
Physical Length and recovery speed. 6'0 plus preferred with press tools.
CB1/CB2 are the outside pair; boundary vs field is alignment, the depth chart does not split them
CB3Corner 56.2%Starter Zonealt: Boundary Corner Man CoverageTackle
Covers the slot on blitz downs, often to the pressure side. Hot throws come out fast and inside, so he plays tight leverage and tackles the catch immediately. No help exists behind him once the safety rotates toward the rush.
Physical 5'9 to 6'0, 180 to 195. Quickness outranks length.
first slot body; CB_slot rows cover CB3 and CB4
CB4Corner 12.4%Package Zonealt: Boundary Corner Man CoverageTackle
Covers the slot on blitz downs, often to the pressure side. Hot throws come out fast and inside, so he plays tight leverage and tackles the catch immediately. No help exists behind him once the safety rotates toward the rush.
Physical 5'9 to 6'0, 180 to 195. Quickness outranks length.
second slot body, on the field in dime sets
Interior DL Sign 4: 2 starter, 1 rotation, 1 package Pure Power, Gap Specialist 4 spots
DT1Interior DL 98.3%Starter Pure Poweralt: Power Rusher Block SheddingStrengthPower MovesFinesse Moves
47% of snaps ask for the odd_tite DT job, 46% ask for the even_4down DT job. Plays the long end spots of the odd fronts, from a 4i on the tackle's inside shoulder in tite spacing to a head-up or outside 5-technique in base 3-4 looks. He two-gaps with length and keeps the B-gap closed so runs spill to the edge players. Rush production comes from push and hands rather than speed. Penetrates as the 3-technique. He lines up on the guard's outside shoulder and wins the B-gap with his first step, turning run downs into losses behind the line. On passing downs he supplies the interior rush that keeps quarterbacks off their spot. 21% of his snaps come from mugged formations. Protections point extra attention at the mugged threats, which leaves the nose and tackle in more one-on-one blocks they are expected to win.
Physical 6'3 to 6'6, 285 to 315. Arm length outranks burst.
Archetype Pure Power (alt: Power Rusher)
Physical 6'3 to 6'6, 285 to 315. Arm length outranks burst.
Attributes to scout Block SheddingStrengthPower MovesFinesse Moves
Archetype Speed Rusher (alt: Power Rusher)
Physical 6'2 to 6'5, 285 to 310. First-step quickness outranks bulk.
Attributes to scout Finesse MovesPower MovesAccelerationBlock Shedding
NT1Interior DL 86.0%Starter Gap Specialistalt: Pure Power Block SheddingStrength
53% of snaps ask for the even_4down NT job, 39% ask for the odd_tite NT job. Anchors the front as the shade nose. He controls the A-gap against interior runs and holds his ground against double teams so the MIKE can flow. Pocket push on late downs is a bonus on top of the run-down anchor. Two-gaps the center in tite spacing. He absorbs double teams without giving ground and closes both A-gaps so the linebackers can run. There is no help coming, so mass and leverage are the job. 24% of his snaps come from mugged formations. Protections point extra attention at the mugged threats, which leaves the nose and tackle in more one-on-one blocks they are expected to win.
Physical 6'1 to 6'4, 300 to 330. Anchor strength outranks height.
Archetype Gap Specialist (alt: Pure Power)
Physical 6'1 to 6'4, 300 to 330. Anchor strength outranks height.
Attributes to scout Block SheddingStrength
Archetype Pure Power
Physical 6'1 to 6'4, 320 to 350. Anchor against doubles outranks every measurable.
Attributes to scout StrengthBlock Shedding
DT2Interior DL 40.5%Rotation Pure Poweralt: Power Rusher Block SheddingStrengthPower MovesFinesse Moves
Plays the long end spots of the odd fronts, from a 4i on the tackle's inside shoulder in tite spacing to a head-up or outside 5-technique in base 3-4 looks. He two-gaps with length and keeps the B-gap closed so runs spill to the edge players. Rush production comes from push and hands rather than speed.
Physical 6'3 to 6'6, 285 to 315. Arm length outranks burst.
DT3Interior DL 6.7%Package Gap Specialist Block SheddingStrength
Covers the guards in bear looks and multiplies in goal line fronts, where DT3 and RDT tokens add extra interior bodies. Every rep is a single block in a phone booth, so he has to win fast with power because there is no space to recover.
Physical 6'2 to 6'5, 300 to 330. Short-area power outranks any testing number.
Safeties Sign 3: 2 starter, 1 rotation Coverage Specialist, Hybrid 3 spots
FS1Safety 98.3%Starter Coverage Specialist Zone CoverageSpeedAwareness
Plays the deep middle behind five and six man pressures. He is often the only deep defender, so alignment disguise before the snap and range after it carry the call. When the pressure wins fast he cleans up scrambles.
Physical 6'0 to 6'2, 190 to 205. Range outranks hitting.
SS1Safety 98.3%Starter Hybridalt: Coverage Specialist Man CoverageAccelerationTackle
Blitzes or replaces the blitzer. These books send him off the edge and through interior gaps, and when he stays back he inherits a tight end with no help behind him. Downhill juice plus man chops is a rare pair, which is why this body is hard to sign.
Physical 6'0 to 6'3, 200 to 215. Trigger outranks coverage polish.
No blitz attribute exists on the DB scouting panel. Blitz maps to Acceleration and Tackle here.
SS2Safety 35.4%Rotation Hybridalt: Box Specialist Man CoverageAccelerationTackle
Applies when the third safety is on the field. A fifth of man-pressure snaps carry the third safety, and he is the disguise piece: he shows blitz from the overhang and either comes or takes the slot man late. The show has to look identical both ways. 14% of his snaps come from three_high formations, where the deep-third variant applies. In these alignments SS2 plays a true deep third, so the ask shifts from overhang force to top-down coverage: stay over #2 and #3 verticals and arrive late against the run.
Physical 5'11 to 6'2, 195 to 215. Doing two jobs at one speed is the trait.
third safety; on the field in 3-3-5 3 High, 3-3-5 Odd Ghost, 3-3-5 Over Flex, 3-3-5 Split, 3-3-5 Stack
No blitz attribute exists on the DB scouting panel. Blitz maps to Acceleration and Tackle here.
Sub LBs Sign 2: 2 starter Lurker 2 spots
SUBLB1Sub LB 56.2%Starter Lurker AccelerationHit PowerMan CoverageZone Coverage
57% of snaps ask for the even_4down SUBLB job, 43% ask for the odd_tite SUBLB job. Holds the second level of the sub packages that carry most snaps. The job is coverage first, matching backs and tight ends underneath, with a late rush added when the assignment stays in to block. Sub fronts field both SUBLB tokens together, so this is a sign-two position. Covers from the middle of light boxes. Dime 3-2 alone supplies over half of these snaps, so he protects the middle hole and carries verticals from #3 with little help around him. Space tackling is the floor requirement. Blitz demand leads here. 36% of his snaps come from mugged formations. Walked into an A-gap before the snap, he either arrives with the rush or bails into coverage after showing it, and the bail is the hard part. Short-area burst plus coverage recovery is the trait pair that survives the assignment.
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageAccelerationHit Power
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageTackle
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
SUBLB2Sub LB 56.2%Starter Lurker AccelerationHit PowerMan CoverageZone Coverage
57% of snaps ask for the even_4down SUBLB job, 43% ask for the odd_tite SUBLB job. Holds the second level of the sub packages that carry most snaps. The job is coverage first, matching backs and tight ends underneath, with a late rush added when the assignment stays in to block. Sub fronts field both SUBLB tokens together, so this is a sign-two position. Covers from the middle of light boxes. Dime 3-2 alone supplies over half of these snaps, so he protects the middle hole and carries verticals from #3 with little help around him. Space tackling is the floor requirement. Blitz demand leads here. 36% of his snaps come from mugged formations. Walked into an A-gap before the snap, he either arrives with the rush or bails into coverage after showing it, and the bail is the hard part. Short-area burst plus coverage recovery is the trait pair that survives the assignment.
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageAccelerationHit Power
Archetype Lurker
Physical 6'0 to 6'3, 220 to 240. Coverage movement outranks bulk.
Attributes to scout Man CoverageZone CoverageTackle
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
Off-ball LBs Sign 3: 3 rotation Signal Caller, Lurker 3 spots
MIKE1Off-ball LB 42.1%Rotation Signal Calleralt: Thumper TackleAccelerationHit PowerPursuitZone CoveragePlay Recognition
52% of snaps ask for the odd_tite MIKE job, 32% ask for the even_4down MIKE job. Runs free behind the trio. The front's job is to keep him unblocked, and his job is to make that matter, flowing tackle to tackle and finishing in the open field. On pass downs he owns the middle hook and carries #3 up the seam when the call asks. Runs the middle of the base defense. He triggers downhill between the tackles against the run and drops to the hook zones on pass downs. Base backers rush or match man with the pressure behind them.
Physical 6'0 to 6'3, 235 to 255. Diagnose-and-go outranks size.
Archetype Signal Caller (alt: Thumper)
Physical 6'0 to 6'3, 235 to 255. Diagnose-and-go outranks size.
Attributes to scout TacklePursuitZone CoveragePlay Recognition
Archetype Signal Caller (alt: Thumper)
Physical 6'0 to 6'3, 230 to 250. Instincts outrank straight-line speed.
Attributes to scout TacklePlay RecognitionAwarenessZone Coverage
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
WILL1Off-ball LB 42.1%Rotation Signal Calleralt: Lurker SpeedAccelerationHit PowerPursuit
52% of snaps ask for the odd_tite WILL job, 32% ask for the even_4down WILL job. Scrapes behind a front built to keep him clean. He presses the line when the trio holds and falls back over the top when it slants, and his tackles come at full speed in pursuit. Flat and hook drops fill the pass downs. Chases from the weak side. Protected from most direct blocks, he flows fast to the ball and cleans up what the front spills. In coverage he carries backs to the flat and closes on checkdowns. Base backers rush or match man with the pressure behind them.
Physical 6'0 to 6'2, 225 to 245. Closing speed outranks size.
Archetype Signal Caller (alt: Lurker)
Physical 6'0 to 6'2, 225 to 245. Closing speed outranks size.
Attributes to scout SpeedPursuit
Archetype Signal Caller (alt: Lurker)
Physical 6'0 to 6'2, 225 to 240. Closing speed outranks size.
Attributes to scout SpeedPursuit
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
SAM1Off-ball LB 21.9%Rotation Lurkeralt: Signal Caller SpeedAccelerationHit PowerMan CoverageZone Coverage
Plays overhang in the stack fronts. Aligned off the edge in 3-3-5 looks, he splits the difference between box and slot, and he forces runs from width while handling flat coverage or edge blitz duty by call. Base backers rush or match man with the pressure behind them.
Physical 6'1 to 6'3, 225 to 245. Space tackling outranks bulk.
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
Open a row for the full job and the notes behind it. The text is on the page either way, so find-in-page still works.
Below the cutoff
RDT1, 6 snaps (3.37%), ignore tier per schema thresholds.
Prevent 3 Deep: 3 plays could not be mapped to a formation, so they sit outside the counts.
Built from 175 charted plays of 178 in the book. The football is verified against named coaching sources, and the attribute targets are verified against the in-game scouting screens.
Keep reading
See where 3-3-5 Man Pressure ranks for the concepts you actually call in the CFB 27 Playbook Finder.
Coverage chalk talk that matches this style: how match and man coverage work, the Box check against bunch and the Bingo check.