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Madden NFL 15 Attributes Explained

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Old 11-13-2014, 01:29 PM   #1
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Madden NFL 15 Attributes Explained


EA Sports has posted a blog detailing the attributes that help make up the overall rating of each player in Madden NFL 15.

While the article is MUT related, it basically carries over to all other modes. Some of it might be old to some of you, but there are quite a few things you might learn from it as well. Below are some of them explained, but click here to view them all.

Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.

Release (RLS) – Determines the receiver’s ability to beat Press coverage.

Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.

Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.

Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.

Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.

Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.
Platform: Xbox 360 / PS3 / PS4 / Xbox One
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Old 11-13-2014, 01:47 PM   #2
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Post Re: Madden 15 Ratings Article

This is some really good stuff, as far as explanations of what the ratings are supposed to do!

May have been common knowledge to hardcore slider makers or roster editors, but I learned something reading it. Sure, some are common sense but clarification from EA is always welcome.

Quote:
First of all, every player has Height (HT). This really does make a difference during gameplay. Taller receivers can jump to grab a pass out of the air, and taller defenders are more likely to swat down passes or block kicks.
Quote:
BASIC ATTRIBUTES

Speed (SPD) – How fast a player runs after fully accelerating.

Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.

Agility (AGI) – How well the player cuts when running, responding to the Left Stick more quickly.

Acceleration (ACC) – How quickly a player achieves his full speed.

Awareness (AWR) – Reacting to the other players on the field, both teammates and opponents.

Jumping (JMP) – How high a player jumps.

Stamina (STA) – How quickly a player gets tired and requires substitution.

Injury (INJ) – How often a player will be injured.
Quote:
RUSHING ATTRIBUTES

These are the primary focus for running backs, but they’re also important for receivers after the catch and scrambling quarterbacks.

Trucking (TRK) – How well a runner knocks down a defender’s tackle attempt.

Elusiveness (ELS) – How well the runner jukes, makes spin moves, and breaks tackles.

Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.

Stiff Arm (SFA) – Effectiveness of the runner’s stiff arm move.

Spin Move (SPM) – Effectiveness of the runner’s spin move.

Juke Move (JKM) – Effectiveness of the runner’s juke move.

Carrying (CAR) – The runner’s ability to hold onto the ball and decrease the chance of fumbles.
Quote:
RECEIVING ATTRIBUTES

Once the ball is in the air, these are the attributes that help determine whether a catch is made. They are important for any receiver, including wide receivers, tight ends, and running backs.

Catching (CTH) – How well the receiver catches the ball while moving in the open field.

Catch in Traffic (CIT) – How well the receiver catches the ball with a defender near him.

Route Running (RTE) – Creates more separation for the receiver against Man Coverage.

Spectacular Catch (SPC) – How often the receiver makes sideline, one-handed, or jumping catches.

Release (RLS) – Determines the receiver’s ability to beat Press coverage.
Quote:
THROWING ATTRIBUTES

These are almost always used by quarterbacks, but the occasional halfback pass or fake kick play will use the attributes of that throwing player instead. They sometimes determine the chance of actually making the throw attempt in addition to the accuracy of that throw.

Throw Power (THP) – Determines maximum throwing distance and the speed of the ball in flight.

Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD) – Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.

Pro Tip: Throw Accuracy (THA) is important only in games that are simulated. ????

Throw on the Run (TOR) – How well the passer throws the ball when moving outside of the pocket.

Play Action (PAC) – How well the thrower’s fake handoff baits the defender into playing the run.
Quote:
OFFENSIVE LINE ATTRIBUTES

Every offensive player that blocks on a play will use some of these attributes. In addition to offensive linemen, this includes tight ends, fullbacks, or even wide receivers.

Run Block (RBK) – How well the blocker engages the defender and holds his block for a run play.

Pass Block (PBK) – How well the blocker holds his block when protecting for a pass play.

Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.
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Old 11-13-2014, 01:52 PM   #3
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Re: Madden 15 Ratings Article

Quote:
DEFENSIVE ATTRIBUTES

While some of these attributes are more important to linemen than linebackers or defensive backs, all of these attributes are valued for defending players.

Tackle (TAK) – Determines success at making a tackle. Compared with Stiff Arm and Trucking.

Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.

Power Move (PWM) – Using strength to defeat the offensive line. Compared with Pass Block.

Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.

Block Shedding (BKS) – Ability to get off a block, allowing pursuit of the ball carrier or success versus run block double teams.

Pursuit (PUR) – Ability to catch up to the ball carrier, when unblocked or when his block is shed.

Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.

Man Coverage (MCV) – Ability and tackle skill chance when man to man coverage is called. Compared with Route Running. Also knockout chance of a tackle versus Catch in Traffic.

Zone Coverage (ZCV) – Ability and tackle skill chance when zone coverage is called. Also knockout chance of a tackle versus Catch in Traffic.

Press (PRS) – Ability to harass the receiver at the line of scrimmage when press coverage is called. Compared to Release.
Quote:
SPECIAL TEAM ATTRIBUTES

These attributes are only used during field goal attempts or punts.

Kick Power (KPW) – Determines the maximum distance the player can kick or punt.

Kick Accuracy (KAC) – How easy it is to kick (affects the speed of the kick meter).

Kick Return (KR) – Enhances breaking tackles and elusiveness for kick and punt returners.
Very interesting to get the clarification, atleast for me, on specific ratings interactions..
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Old 11-13-2014, 02:07 PM   #4
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Re: Madden 15 Ratings Article

The Str rating was new knowledge to me. There have been theories out there but, I didn't know it boosted blocking, defensive line moves, and even THP for QB's.

Other things were new as far as EA actually confirming it.
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Old 11-13-2014, 02:09 PM   #5
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Re: Madden 15 Ratings Article

Great info, thanks Charter! Now if we can get an explanation of sliders....
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Old 11-13-2014, 02:16 PM   #6
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Re: Madden 15 Ratings Article

I'm happy that they explained THA is only for simulation. Some users on here were certain it effected user games.
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Old 11-13-2014, 05:53 PM   #7
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Re: Madden 15 Ratings Article

Learned quite a bit on a few of those attributes. Nice find Charter, tagged it for the homepage.
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Old 11-13-2014, 07:53 PM   #8
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Re: Madden NFL 15 Attributes Explained

I'm glad they confirm what I thought about Pur. Some thought it was the pursuit angles but, in my testing I noticed it made guys go faster to the ball carrier.

Good to see some things get cleared up


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