Match all the jewels in jewels blitz 4. The game has more than 100 levels where you have to make combinations of 3 or more to clear the entire board. The game starts easily and becomes increasingly difficult. You have 5 lives that you can refill every time. You can't have more than 5 lives. You can also save coins, with these coins you can purchase additional boosters that will help you further in the game. Combine 4 or more jewels for special surprises. You can get 3 stars per level. You can pick up a gift every day.Jewels Blitz 4, a tile-matching game with a match-3 requirement, offers players a chance to explore Central America and elements of the Maya culture by helping a princess named Maya search for and locate the lost treasures of her people. This main story plays out level-by-level along a road in the jungle across hundreds of levels. To progress through the game, a player must match three or more gemstones to reveal lost or secret powers and overcome a wide variety of challenges and obstacles along the mapped route. They also earn gold coins as bonuses and gifts and achievement awards and receive special gifts throughout the game play.The "blitz" part of the name refers to the final clearing of the board of jewels per level and special moves like Temple Blast that break seals on bombs and takes out multiple rows of jewels at the same time. The game offers other unique moves as well, including an option for the player to use a jewel swapping booster to change the position of two jewels anywhere on the game board and a color wheel supergem that destroys all jewels of the same type chosen by the player. The gave also supplies the player with a special surprise if they match more than three jewels at a time.Jewels Blitz 4 isn't a game for someone looking for a passive experience. Although the blast move can repeatedly clear the board automatically toward the end of a level, depending on how the jewels refill the board as it destroys some jewels, the game becomes more difficult as the player continues along on their quest through each level. The player initially receives five lives and must take care to not use them up. Otherwise, they must pay with their saved coins to continue to play or use some moves or wait until they fail the level and try again. They also receive extra lives along the road from prize boxes, earn coins by watching videos or activating a prize wheel and unlock boosters as achievements.
The the 4-4 defense is a balanced defense that features 4 defensive linemen (2-defensive tackles (T) and 2- defensive ends (E)). The back seven include four linebackers and three defensive backs (SS is a hybrid/monster type player). You can play a variety of different coverages behind these blitz packages. These 4-4 defense blitz packages are drawn up with the defenders playing man to man behind the blitz. These blitzes play cover 1 or cover 0 ( no safety) behind the blitz. However, you can absolutely play zone coverage with these 4-4 defense blitz packages. Cover 3 behind these blitz packages works very well and will help prevent any big plays. Below are some excellent 4-4 defense blitz packages.
It is recommend that you blitz only one major muscle group during a given 4 week period. I have made a couple exceptions. See the schedule listed below. If you enjoy this style of training, consider rotating your specialization periods in the following manner:
The ubiquitous 4-2-5 Defense term used for a two linebacker blitz is Bullets. Bullets gets its name association from the B in lineBackers. Don't try to think about it too hard. The Bullets call has a surprisingly broad array of flavors that lead to six pass rushers and five pass defenders. The Bullets varieties specify the gaps that the linebackers blitz through, and notifies the defensive line how to adjust their pass rush accordingly. We're focusing on the pass for now, but the blitz pass rush lanes translate to run gap responsibilities. We should also note there is precious little defensive line stunting paired with Bullets blitzing. There isn't time, space, or much of a need for defensive linemen to cross each other, as the six man rush creates enough opportunities for five offensive linemen to make bad choices.
The Bullets zone coverage looks something like the above diagram. The weaknesses are obvious and multiple between the both flats and the space that the Mike and Will vacate. There are 4-2-5 rules and calls available for defensive ends or outside blitzing linebackers to peel and cover any running backs coming out of the backfield on their side, but UCLA doesn't appear to use this approach often (or maybe opposing running backs simply stay in to block most of the time). In general, the front six single mindedly rush hard while the back five are trusted to not get beat deep badly. The plan in all cases is to aim for negative plays through diverse amped up pressure, just keep everything in front, and rally.
Over the years we have spotted a few examples of pre-snap UCLA offensive linemen telegraphing their intent to pull across the back of the formation by lining up an obvious few feet behind their neighboring linemen (see Single Back Power #2 HERE, and GT Counters #6 and #7 HERE). This play shows the UCLA defensive line doing something similar, with an extremely conspicuous void over the Arizona center before the action. This was a Bullets A call for Bo Calvert at Mike and Caleb Johnson at Will, so the defensive line was rolling out the red carpet for the blitz lanes. There was something specific to UCLA's defensive game plan against Arizona that merited this alignment on all Bullets A calls. It likely either messed with Arizona pass protection rules, or helped the outside rushers get better upfield run contain. This weird void didn't manifest on Bullets A blitzes against other opponents.
UCLA showed the threat of a Will Outside (WO) solo blitz by Johnson before this snap. After the snap, six blockers picked up the six Bullets A rushers, while the Arizona quarterback knew he had to get the ball out fast. The quick hitch completion went in front of Boundary Corner Morrell Osling for six yards, where Osling was prioritizing his deep zone responsibility with eyes primarily on the outside receiver to his side.
This means the Mike is bound for the Boundary A gap, while the Will goes into the Field A gap. The first guy is always the Mike, with the Will crossing behind. This blitz aims to put the offense's center in a bind. The Mike nominally draws the center's complete attention while crossing his face, which ideally leaves the Will either free or accounted for by the running back.
The above end zone clip illustrates Bullets A Cross with the Mike (Calvert) crossing first and the Will (Leni Toailoa) curling in behind after. We can see how the defensive line aimed outward into B and C gaps after the snap, without a cartoonish pre-snap void around the center. The crossing action of the blitzers meant that the Oregon center completely ignored the Will; he was rightly focused on Osa Odighizuwa and never even saw Toailoa. Because of the slide protection to the offense's left, the Oregon right tackle (instead of the center) wound up saddled with both blitzing linebackers alone, and got caught in no man's land between the two. Odighizuwa also joined the pressure party by simply beating his blocker, because of course he did.
Our readers know that blitz-or-not, the quarterback should always hit the running back rail route out of the backfield on Boundary Mesh early and often when it's not immediately accounted for by the defense (something Dorian Thompson-Robinson needs to work on). The soft Bullets four deep zone left the entire core Boundary Mesh receiver progression (running back to shallow crosser to middle tight end) all pretty wide open. Boundary Mesh is a pretty advantageous play call for the offense against Bullets A Cross.
The game opening play of the Arizona contest featured a Bullet A Cross by UCLA, including that obvious-in-hindsight defensive line split that cleared the A gaps for the linebackers. The Arizona center did not correctly diagnose what UCLA was up to, and unwisely focused on a double team against Nose Odighizuwa. The center ignored both blitzing linebackers, and gave first-through Mike Calvert a free shot that ended Arizona quarterback Grant Gunnell's day before it started. Arizona was running a Four Verts concept (a very Noel Mazzone thing to call on a game-opening play) that UCLA's four deep Bullets zone devoured. The only choice for Arizona was the dump-off to the running back. We love how Striker Qwuantrezz Knight was at least ten yards off the line of scrimmage backpedaling against vertical routes when the camera panned away, but he still made contact with the running back two yards behind the line of scrimmage.
The end zone view of this Bullets A Cross against Stanford shows some pretty solid coordination by the Cardinal offensive line. The Stanford center had time to help the right tackle with Odighizuwa before switching over to handle Mike Kain Medrano. This allowed the running back to focus on Will Toailoa. Stanford had a lot of the UCLA blitz details sorted out late in the season.
The Stanford quarterback took a rushed throw to a contested receiver, and didn't have time to seek out two much more open shallow options due to the pressure. The blitz didn't get home, but it put the quarterback's internal clock into hurry up. This is why UCLA can tolerate the weaknesses of the four deep zone; two receivers were crazy open but it didn't matter.
Arizona ran a GT Counter RPO Screen throw against this UCLA Bullets A Cross. The Bullets in the A gap meant that End Mitchell Agude was bumped out to a C gap responsibility, instead of a typical B gap responsibility without an interior blitz. Agude was free to get aggressively vertical along the Field edge and was able to bat the ball down, in part because of the blitz. UCLA was playing Bullets-rare man defense on this one, and was ready to blow the screen up with the Striker, Field Corner, Field Safety, and Boundary Safety all on the case quickly. Raider Choe Bryant-Strother and Mike Calvert were also all over the potential GT Counter run hand-off. This play was never going anywhere for Arizona. 041b061a72