Madden 101 (courtesy of TSO)

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  • MrBill
    Billy Brewer Sucks Penis
    • Feb 2009
    • 0

    Madden 101 (courtesy of TSO)

    Here's a good article on what Madden ratings mean within the actual game that was posted over at TraditionSports. Thought some of you guys might like to check it out-



    Madden 101: Ratings
    Discussion in 'Hard Knocks' started by BobJr, Today at 4:31 PM.

    I thought I would repost for some of you. This is not my information but information that I found through a Madden forum.

    QBs

    Here’s a list of a few things that AWARENESS (AWR) impacts:

    - Used in combination with physical ratings to determine pass trajectory.
    - Determines the decision made on option routes.
    - Determines QB’s reaction time when scrambling.
    - Determines QB’s recognition of threats in the pocket
    - Determines if a QB can throw a ball away.

    QB Accuracies impacts:

    - Short Accuracy (SAC) – rating is the accuracy percentage of the QB on throws under 20 yards.
    - Medium Accuracy (MAC) – rating is the accuracy percentage of the QB on throws of 20-40 yards.
    - Deep Accuracy (DAC) – rating is the accuracy percentage of the QB on throws greater than 40 yards.

    WRs

    ROUTE RUNNING (RTE) rating:

    In order to give the quarterback a big enough window to throw to, receivers must run precise routes with the correct depths and cuts so the quarterback knows exactly where he’ll be when he breaks. But more important is the separation a receiver can get on his defender. Here’s the breakdown of what the run-route rating does on the field:

    - Determines fake out chance when cutting against man coverage.
    - Determines the amount of time it takes the receiver to adjust to the ball in the air.
    - Determines the sharpness of cut moves in the routes.

    Catch in Traffic (CIT) rating:.

    - Used against hit power to determine the chance of a hit stick on a receiver.
    - Used against zone coverage and man coverage to determine the knock out chance when tackled during a catch.

    DL

    BLOCK SHEDDING (BKS) rating:

    · Determines the suddenness of engaged moves and combines with player strength.
    · Determines win/loss-chance of cut blocks in combination with physical ratings.
    · Determines the success of run-block double teams.
    · Determines a defender’s skill when rushing the passer without engaging a blocker.

    BKS is also used in the open-field. The rating is matched-up with the blocker’s impact-block rating to determine win or loss in any situation where both the defender and blocker are running.

    POWER MOVES – (PWM) ratings:

    · Determines win/loss/super-loss on power-move attempts, used vs. Pass Block rating
    · Determines defender’s skill in executing power moves.
    · Determines frequency and success of each move type (AI), used against finesse move rating
    · Determines how long it takes a defender to use a power move and disengage from a blocker
    · Determines chance of success of impact blockvs. pass rusher (impact block= both players are running). Used with the Finesse Move Rating vs. Pass Block Rating

    LBs

    FINESSE MOVES (FMV) ratings:

    - Finesse move-groups are: Spin, Swim, Hand Knock-Down, Speed Rush
    - Determines the chance a defender gets flattened by the blocker
    - Determines defenders skill vs. blocker’s skill for success of finesse moves
    - AI uses FMV vs. Power Move rating to determine which move-set is used
    - Determines the max time taken to perform successful finesse move

    FMV is also used in combination with power moves vs. pass block ratings to determine whether the defender or blocker has the advantage when matching animpact block.

    PURSUIT (PUR) ratings:

    - Determines amount of time it takes to change direction while chasing the ball carrier
    - Determines the chance for a hit stick when chasing the ball
    - Determines how quickly a player update his pursuit path relative to the ball carrier
    - Determines how quickly a player can break out of chasing the ball carrier

    Pursuit is used in combination with tackle and awareness ratings to determine the chance of committing a facemask penalty.

    DBs

    MAN COVERAGE (MCV) ratings:

    - Determines chance of fakeout, used vs. Route Run.
    - Determines the time it takes to cover a cut, used vs. Route Run.
    - Determines the reaction time when in man-coverage assignment.
    - Determines tackle skill chance when in man-coverage assignment, used with AWR.
    - Determines when a defender can break out of ‘play ball’ (when the ball is in the air).
    - Determines the knockout chance of a tackle during the catch, used vs. Catch in Traffic.

    MCV is also used to determine if a defender will bite and rush when his assigned player does a ‘block & release’ route.

    ZONE COVERAGE (ZCV) ratings:

    - Determines tackle skill chance when in zone, used AWR.
    - Determines accuracy of leverage on receivers when in zone.
    - Determines the time it takes for the DB to track the ball when in zone.
    - Determines knockout chance on a tackle during a catch, used vs. Catch in Traffic.

    PRS is used against WR’s release ratings to determine length and direction of the chuck.

    Also there is this video that this gentleman created that basically implies what to improve. Kudos to him.

  • HardHittnOzone
    KINGS DO KING THINGS
    • Feb 2014
    • 577

    #2
    This is very valuable information and gives a very good understanding in what the madden ratings mean and what counters them. The youtube video is good, but I wish he had mentioned what offensive/defensive scheme he is running. Prioritizing rating attributes changes significantly depending what you are trying to accomplish on defense (or offense; sorry I am a defensive guy) and what scheme you are running.
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