4-3 Press Quarters Recruiting Guide (CFB 27): Who to Recruit and Why
4-3 Press Quarters is a two-high match defense. It lives in even, four-down fronts on 73% of its snaps.
The snap counts put two interior linemen, two edges, two sub linebackers, and five defensive backs on the field at starter share. Sub packages are the base defense here. Outside corners align in press, so Bump and Run tools lead the corner board.
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: 2 starter, 2 rotation Speed Rusher 4 spots
RLE1Edge 61.1%Starter Speed Rusher AccelerationFinesse MovesPower MovesBlock Shedding
77% of snaps ask for the even_4down RRE_RLE job, 23% 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. 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 61.1%Starter Speed Rusher AccelerationFinesse MovesPower MovesBlock Shedding
77% of snaps ask for the even_4down RRE_RLE job, 23% 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. 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 34.7%Rotation Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
72% of snaps ask for the even_4down REDGE_LEDGE job, 28% 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 34.7%Rotation Speed Rusher Finesse MovesPower MovesAccelerationBlock Shedding
72% of snaps ask for the even_4down REDGE_LEDGE job, 28% 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 rotation Bump and Run, Zone 4 spots
CB1Corner 95.8%Starter Bump and Runalt: Boundary Corner Zone CoveragePressMan Coverage
Matches #1 from a zone start. He plays with zone eyes until the route distribution declares, then locks the vertical like man. Route recognition beats raw speed at this spot, which widens the recruiting pool. He midpoints #1 and #2 until the picture resolves, and the extra grass punishes slow processing more than slow legs. Outside corners align in press inside a match shell, jamming the release to buy the safeties clean reads. Hands and patience at the line get recruited on purpose here.
Physical 6'0 plus with length preferred. Press tools outrank long speed.
CB1/CB2 are the outside pair; boundary vs field is alignment, the depth chart does not split them
CB2Corner 93.1%Starter Bump and Runalt: Boundary Corner Zone CoveragePressMan Coverage
Matches #1 from a zone start. He plays with zone eyes until the route distribution declares, then locks the vertical like man. Route recognition beats raw speed at this spot, which widens the recruiting pool. He midpoints #1 and #2 until the picture resolves, and the extra grass punishes slow processing more than slow legs. Outside corners align in press inside a match shell, jamming the release to buy the safeties clean reads. Hands and patience at the line get recruited on purpose here.
Physical 6'0 plus with length preferred. Press tools outrank long speed.
CB1/CB2 are the outside pair; boundary vs field is alignment, the depth chart does not split them
CB3Corner 61.1%Starter Zone Zone CoveragePressAwareness
Handles #2 in the match count. Seams and out-breakers from the slot are his to carry or pass off, and the pass-off decision is the skill. He funnels vertical stems to safety help and squeezes everything else. Pressing #2 disrupts the timing that match shells read, and a slot body who can jam without grabbing is rarer than an outside one. Keep the twitch requirement from the base slot rows and add press hands.
Physical 5'9 to 6'0, 185 to 200. Processing outranks length.
first slot body; CB_slot rows cover CB3 and CB4
CB4Corner 23.6%Rotation Zone Zone CoveragePressAwareness
Handles #2 in the match count. Seams and out-breakers from the slot are his to carry or pass off, and the pass-off decision is the skill. He funnels vertical stems to safety help and squeezes everything else. Pressing #2 disrupts the timing that match shells read, and a slot body who can jam without grabbing is rarer than an outside one. Keep the twitch requirement from the base slot rows and add press hands.
Physical 5'9 to 6'0, 185 to 200. Processing outranks length.
second slot body, on the field in dime sets
Interior DL Sign 4: 2 starter, 2 package Speed Rusher, Gap Specialist 4 spots
DT1Interior DL 98.6%Starter Speed Rusheralt: Power Rusher Finesse MovesPower MovesAccelerationBlock Shedding
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 6'2 to 6'5, 285 to 310. First-step quickness outranks bulk.
NT1Interior DL 84.7%Starter Gap Specialistalt: Pure Power Block SheddingStrength
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. 25% 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.
DT2Interior DL 8.3%Package Gap Specialist Block SheddingStrength
67% of snaps ask for the bear_heavy DT job, 33% ask for the odd_tite DT job. 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. 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 6'2 to 6'5, 300 to 330. Short-area power outranks any testing number.
Archetype Gap Specialist
Physical 6'2 to 6'5, 300 to 330. Short-area power outranks any testing number.
Attributes to scout Block SheddingStrength
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
DT3Interior DL 5.6%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 package Coverage Specialist, Hybrid 3 spots
FS1Safety 98.6%Starter Coverage Specialist Zone CoverageAwarenessTackle
Reads #2 from depth on his half. Match rules make him a two-way player: vertical by #2 is his to carry, anything under it frees him to rob or fit. Once his key blocks, he arrives in the run fit like an extra backer.
Physical 6'0 to 6'2, 195 to 210. Read speed outranks range.
SS1Safety 98.6%Starter Coverage Specialistalt: Hybrid Zone CoverageAwarenessTackle
Mirrors the FS job to his side. Match shells make the safeties interchangeable readers, so both need the same eyes and the same trigger. Whichever one offenses find slower becomes the target, which sets the floor for both spots.
Physical 6'0 to 6'2, 195 to 210. Read speed outranks range.
SS2Safety 12.5%Package Hybridalt: Box Specialist Zone CoverageAwareness
Applies when the third safety is on the field. He apexes #2 as the overhang in three-safety match looks, walling inside releases and expanding late to the flat. The wall matters most, because seams behind a soft apex break match rules. 22% 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. Two-plane movement outranks size.
third safety; on the field in 3-3-5 3 High, 4-2-5 Over G
Sub LBs Sign 2: 2 starter Lurker 2 spots
SUBLB1Sub LB 70.8%Starter Lurker Man CoverageZone CoverageAccelerationHit Power
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. Coverage demand runs highest here: nearly three quarters of shell-match snaps are sub personnel. 29% 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.
No blitz attribute exists on the scouting panel. Blitz maps to Acceleration and Hit Power here.
SUBLB2Sub LB 61.1%Starter Lurker Man CoverageZone CoverageAccelerationHit Power
77% of snaps ask for the even_4down SUBLB job, 23% 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. Coverage demand runs highest here: nearly three quarters of shell-match snaps are sub personnel. 34% 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 3 spots
MIKE1Off-ball LB 27.8%Rotation Signal Calleralt: Thumper Man CoverageZone CoverageTacklePlay RecognitionAwareness
55% of snaps ask for the even_4down MIKE job, 35% ask for the bear_heavy MIKE job. 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. Hits lead blockers behind a loaded line. The front eats the linemen and he meets fullbacks and pullers in the hole, keeping his fits square in short yardage. Coverage asks are minimal here. When it stays on the field the backers become the underneath matchers, taking final #3 and holding the middle hook against layered routes.
Physical 6'0 to 6'3, 230 to 250. Instincts outrank straight-line speed.
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
Archetype Thumper
Physical 6'0 to 6'3, 240 to 260. Thump outranks range.
Attributes to scout TackleHit Power
WILL1Off-ball LB 27.8%Rotation Signal Calleralt: Lurker Man CoverageZone CoverageSpeedPursuit
55% of snaps ask for the even_4down WILL job, 35% ask for the bear_heavy WILL job. 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. Fits downhill from the weak side of heavy fronts. He fills fast and takes on climb blocks without giving ground to finish runs at the line. Backside screens are the only pass work that finds him. When it stays on the field the backers become the underneath matchers, taking final #3 and holding the middle hook against layered routes.
Physical 6'0 to 6'2, 225 to 240. Closing speed outranks size.
Archetype Signal Caller (alt: Lurker)
Physical 6'0 to 6'2, 225 to 240. Closing speed outranks size.
Attributes to scout SpeedPursuit
Archetype Thumper
Physical 6'0 to 6'3, 235 to 255. Thump outranks range.
Attributes to scout TackleHit Power
SAM1Off-ball LB 22.2%Rotation Signal Caller Man CoverageZone CoverageHit PowerStrengthTackle
Plays the strong side over tight ends. He sets the edge against the run when the play comes at him and walls the tight end in coverage when it does not. Most of his snaps in this cluster come from the 4-3 family, so he lives near the line and in traffic. When it stays on the field the backers become the underneath matchers, taking final #3 and holding the middle hook against layered routes.
Physical 6'2 to 6'4, 235 to 255. Play strength at the point outranks range.
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 (2.78%), 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 213 charted plays of 216 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 4-3 Press Quarters ranks for the concepts you actually call in the CFB 27 Playbook Finder.
Coverage chalk talk that matches this style: how to run Quarters, how to run Palms and every match coverage term.