Whilethe stage itself has never been brought back as a standalone stage, it appears as one of the transformations in Flat Zone X, a mixture between Flat Zone and Flat Zone 2 (from Super Smash Bros. Brawl) in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate.
Flat Zone is a small stage. In the middle of the stage there are numerous lines that characters can jump on. The lines will fade out and reappear while the characters battle. On the far right of the screen, characters can stand on the roof of the house. Characters will appears as 2-D images on the screen, and make a beeping noise whenever they walk. When the game is paused, rather than zoom in on one character, the camera zooms out to show the entire Game & Watch device being played on. The layout is heavily based on the Game & Watch game Helmet.
From 1980 to 1991, Nintendo produced handheld electronic games called Game & Watch, and there would be one game for each model of a Game & Watch. Game & Watch games use an LCD screen, the same type as an ordinary calculator, which means characters and other moving objects can only move to pre-determined locations on the screen and everything appears flat. Whenever objects moved, a beeping sound can be heard. In this stage, the fighters and stage elements on the screen are all flat, and beeping sounds are heard when walking on the stage.
This stage is based on the Game & Watch game Helmet, in which the goal is to try to get from the building on the left to the building on the right without get hit by falling tools. In this stage, falling tools occasionally appear with the only safe spot being under the middle platforms and inside the buildings. The Game & Watch casing surrounding the screen also has the exact same buttons as Helmet.
This stage also contains elements from other Game & Watch games, such as: the character from Manhole filling in spaces between platforms, which is in reference to the goal of the game being to fill in manholes with manhole covers so that pedestrians don't fall in; and the character from Oil Panic spilling oil, which is in reference to him spilling oil on customers at a gas station if he misses the oil bucket below.
Flat Zone is listed as a banned stage in tournaments in both the singles and doubles sets; this is largely due to the small size, which allows for very simple KOs because of closer blast-lines. Along with this, the falling tools can cause one-hit kills, and are difficult to avoid due to their falling speed.
You almost certainly want Mid Zone KO, especially on SUBLBs and Slot corners. In a perfect world, you'd have Peanut Tillman -- who gets both Flat + Mid Zone KOs for 0AP. This is what truly sets Fred Warner apart as the only LB in the entire game that gets both Mid Zone + LurkArtist for 0AP. Mid Zone covers a LOT of area on the field, it's more grass than Flat zone. I typically find that almost all of the most annoying routes opponents run will be directly countered by Mid Zone KOs. It activates a TON.
Thanks, I obviously missed OP's comment about using 6-1, but the principles remain the same. We match abilities to areas of grass on the field, at least that's how I approach my squad and roster building. Perfect LBs (or Slot corners) would have both Mid and Flat Zone KO, but not a single one of those exists in the entire game, to the best of my ability, so Peanut Tillman remains THE gold standard, IMO.
Thanks!! You don't think Flat would be better for a Cover 2 scheme though? I feel like Mid would be better for my slot in a Cover 4 scheme. I'm still learning about zone coverages btw so sorry if a dumb question...
I run all match out of BNOG, got mid and deep out on my safeties, deep out and flat on my outside cbs, and mid zone on my slot and sublbs who play flats and stuff. Also I run as many pick artists as possible.
I like mid zone better on my slot because he will knock out matched angle routes where you could be beaten by a step, whereas I find I'm ok giving 3 yards on a RB flat route. I also like mid zone better against people who like a lot of drive and post slant combos, as well if you play against trips sets and the slot has to match a corner route he will KO it if it was between 10-15 yards which normally where the most popular corner routes end up. Flat zone on my outside CB's prevents quick slants and outs, like if people want to spam bench combos from tight the cbs usually are able to knock them out.
Wish I could help. I run mostly man.....but I will say I'd rather give up a pass to the flats than one 15 yards downfield where the receiver could keep on running up the sideline if he has a step. make the O dink and dunk and grind
The diagram above breaks the field down into zone areas. Each area of the field is broken down into areas of responsibility. You will always have two areas of responsibility for your coverages, an underneath coverage which extends fifteen yards deep from the line of scrimmage and deep coverage that takes you fifteen yards or deeper.
When playing underneath flat coverage a defender needs not get any closer to the sideline than 6 yards, this becomes his landmark for breaking down on a receiver in his area and that area is termed the Flat area of responsibility. When in any type of deep coverage the secondary defender needs not get any closer than 9 yards to the sideline, this becomes his landmark.
The reason for 6 yards in underneath coverage is because it is considered that area when the ball is thrown the defender can still react to the break on the ball. The depth of 9 yards on deep coverage is different because the ball is in the air longer thus, giving the deep defender longer to recover and break on the ball.
Jerry Campbell has over 30 years of high school and college coaching experience. He has experience as a head coach, offensive coordinator, and various position coaches. He has written numerous football coaching articles in various publications, is the author of over 30 books on coaching football, and has produced 12 coaching video series. Additionally, he is a nationally sought after speaker on the coaching clinic circuit.
KRAELO here (aka Agent K)! Welcome back to another installment of Madden 20's Gridiron Notes. For those that are new to Gridiron Notes, Gridiron Notes is where we keep you up to date with the latest Madden 20 news. Our goal with this series is to provide you with deeper insight into our game and update you when we have new and relevant information to share about Madden 20.
We have been hearing a lot of community conversation around Zone Coverage and we wanted to bring back an old article with some updates that talks about how Zone Coverages work in general and how they work in Madden.
Zone coverage is fundamental to pass coverage in the NFL and in Madden NFL 20 there are many options for players to stop opposing offenses. With so many options it can be overwhelming as to what each does and how to use each play properly. In this article we will explain each zone in the game so you can spend more time adjusting and winning games!
Flat zone assignment primarily used in Cover 2 type defenses by the outside cornerbacks. The Cloud Flat player is responsible for protecting the outside deep and short areas of Cover 2. His priority is to protect against deep outside routes first and rally to short outside routes second.
Flat zone assignment primarily used in Cover 2 type defenses by the outside cornerbacks. The Hard Flat player is responsible for protecting the outside short areas of Cover 2. His priority is to protect against short outside routes first.
Zone assignment primarily used by the outside edge players in Cover 3 type defenses. The Curl Flat player is responsible for protecting the outside intermediate and short areas of Cover 3. His priority is to protect against the deeper outside routes first and rally to short outside routes second.
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