FAQ/Strategy Guide by IceQueenZer0

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    FAQ/Strategy Guide by IceQueenZer0

    Version: 1.0 | Updated: 02/25/15 | Search Guide | Bookmark Guide

    MADDEN NFL '15

    INTRODUCTION

    I took a long break from Writing FAQs and I decided to make my little comeback by writing one for a game that I got addicted to recently and that game was Madden NFL '15. The one I'm FAQing is fo the Playstation 4 but you can also play it for the Playstation 3, Xbox 360 and the Xbox One. Everything seems to be the same for the most part but things are subject to change across platforms. One thing I did notice is that there are a few trophies that are different for the PS4 than they are for the PS3.

    DISCLAIMER

    Madden NFL '15 and all its contents are trademarks of EA Sports and the NFLPA and all copyrights belong to them. This FAQ/Strategy Guide belongs to Andrea "Azul Fria" Castillo aka Ice Queen Zero/Zer0 and cannot be posted or reproduced without given permission.

    Check out my other guides at http://www.gamefaqs.com/features/recognition/74803.html

    You can also check out some of my game vids at youtube.com/PurrfectTrio

    VERSION HISTORY

    v1.0: Pretty much explained the majority of the game. From here on out, it is all about adding on tidbits.

    v0.4: Worked on the MUT section and added some new sets to the MUT sets section. Worked on Connected Franchise Mode a little bit. Gonna explore the Owner Mode a little bit more.

    v0.3: Finished up Skills Trainer and added a blast list to call out rage quitters who can't take their ass whoopin' like a true professional.

    v0.2: Filled in some more of the Madden MUT set list and added a brief description on Set collection concerning stuff I won't list in it. I'll finish up Skills Trainer next update.

    v0.1: All you see here.

    WHAT'S NEW

    Here are a list of things that are new to Madden 15' from Madden '14 (known as Madden 25):

    Coach Stick
    The coach stick which you can view by holding R2 during the pre-snap process tells you how well teams match up in certain plays against the opponent. Green = advantage, Yellow = neutral, and Red = disadvantage. You can also check out your players fatigue, effectiveness at run blocking and effectiveness at pass blocking.

    Madden Ultimate Team
    MUT was actually introduced the previous year but it got improved.

    Coach Glass
    After each play you get to see what was the last play that both teams ran so the defense can get a chance to mount a better strategy.

    Skills Trainer
    New drills were added from the previous year including the all new Football Concept drills and Gauntlet.

    Madden Messenger
    Keeps you up to speed on various things. I personally use it for MUT related stuff.

    Social Sharing
    You get the option of sharing your Madden experience with your friends.

    CONTROLS

    The controls vary depending on what you are doing in the game. Click on a link to jump to certain mode.

    Main Menu

    L1|LB Page Left
    R1|RB Page Right
    /|YHelp
    ><|A Select
    ()|B Back
    R3|RS Check Messages
    D-pad or Left Analog Highlight Mini Modes
    Right AnalogScroll through Pages in Mini Modes

    Pre Game Menu

    Left Analog or D-pad left/rightPick a side (away/home) or setting
    Left Analog or D-pad up/downPick a team or adjust setting
    ()|BBack
    ><|A Confirm

    Pause Menu

    L1/LB Page Left
    R1/RB Page Right
    D-pad/Left AnalogCycle through options
    Right Analog left/rightLook at another page in an option with multiple pages
    ><|ASelect Option
    ()|B Go Back
    L2|LT/R2|RTPull down menu in some pause modes

    In game options

    Preplay Offense

    ><|A Snap Ball (hurry to line)
    ()|B Switch Player
    Hold ()|B + Left Analog left or right Motion Player
    []|X then R2Flip Play
    /|Y Hot Route
    L1|LB then Right Analog directionPass Protection
    R1|RB Fake Snap
    R2|RT Show Play Art
    L3|LS Player Lock
    R3|RS Show/Hide pre-play menu
    Right Analog downQuiet Crowd
    D-pad up/downZoom in/out gameplay camera

    Passing

    []|XThrow to receiver (1)
    []|X(tap)Lob to receiver (1)
    []|X(hold)Bullet Pass to receiver (1)
    ><|AThrow to receiver (2)
    ><|A (tap)Lob to receiver (2)
    ><|A (hold)Bullet Pass to receiver (2)
    ()|BThrow to receiver (3)
    ()|B (tap)Lob to receiver (3)
    ()|B (hold)Bullet Pass to receiver (3)
    /|YThrow to receiver (4)
    /|Y (tap)Lob to receiver (4)
    /|Y (hold)Bullet Pass to receiver (4)
    R1|RBThrow to receiver (5)
    R1|RB (tap)Lob to receiver (5)
    R1|RB (hold)Bullet Pass to receiver (5)
    L1|LBPump Fake
    L1|LB + PassPump Fake to specified receiver
    R2|RTCheck out of play action/Scramble
    R3|RSThrow ball away
    Right thumbstick + directionQB avoidance
    Left thumbstick + direction when throwingTotal control passing

    Ball Carrier

    There are also some right thumbstick combos but that's all monotonous. You are basically converting one move to another.

    ><|A (tap)Stiff arm punch
    ><|A (hold)Stiff arm hold
    Hold L2|LB then hold ><|ACelebrate
    ()|B or rotate right thumbstick half circleSpin
    []|XDive/Slide if QB
    /|YHurdle
    L1|LBPitch ball
    R1|RB (tap)Switch ball hand
    R1|RB (hold)Protect ball
    L2|LTPrecision modifier
    L2|LT (tap)Stutter step
    hold L2|LT then spinPrecision spin
    hold L2|LT then divePrecision dive
    hold L2|LT then dive when behind blockerPrecision high dive
    hold L2|LT then hurdlePrecision hurdle
    R2|RTAcceleration burst
    R2|RT or L2|LTSpeed change
    Right thumbstick left/rightJuke
    Hold L2|LT then jukePrecision juke
    Hold L2|LT then juke behind line of scrimmagePrecision jump cut
    Right thumbstick downBack juke
    Hold L2|LT then back jukePrecision back juke
    Right thumbstick upTruck
    Hold L2|LT then truckPrecision truck
    Right thumbstick up while stumblingLunge for yards
    Right thumbstick back when stumblingStumble recovery

    Ball in air/Loose Ball

    L1|LB Auto play/Defense assist
    ()|B Switch player
    []|X Dive
    /|Y Catch
    /|Y (hold) Ball Hawk
    R1|RB Swat
    L2|LT Strafe
    R2|RT

    Acceleration Burst


    Preplay Defense

    ><|A Individual assignment
    ()|B Switch player
    hold ()|B then right thumbstick direction Select player
    []|X Audible menu
    /|Y Coverage audible
    L1|LB or D-pad right Defensive line audible
    R1|RB or D-pad left Linebacker audible
    L2|LT Defensive keys
    R2|RB (tap) Off the line
    R2|RB (hold) Show Play Art
    D-pad up Zoom in gameplay camera
    D-pad down Zoom out gameplay camera
    L3|LS Defensive player lock camera
    D-pad up when zoomed in Defensive camera
    R3|RS Show/Hide pre-play menu
    Right thumbstick upPump up crowd

    Defensive (Engaged)

    ><|APass rush finesse move
    ><|A again Disengage
    ()|B Switch player
    []|X Pass rush power move
    /|Y Hands up/Bat ball
    L1|LB Auto play/Defense assist

    Defensive (Pursuit)

    ><|A Conservative tackle
    Hold L2|LT then ><|A Precision breakdown tackle
    ()|B Switch player
    []|X Aggressive tackle/Dive tackle
    L1|LB Auto player/Defensive assist
    R1|RB Strip ball
    L2|LT Strafe
    R2|RT Acceleration burst
    Right thumbstick in direction of ball carrier Hit stick

    TEAMS

    There are 32 NFL teams but if you play the Owner in Franchise Mode you can relocate one and change its name.

    They are:

    NATIONAL FOOTBALL CONFERENCE


    NFC West
    Arizona Cardinals - Bruce Arians
    St. Louis Rams - Jeff Fisher
    Seattle Seahawks - Pete Carroll
    San Francisco 49ers - Jim Harbaugh (not anymore after this season)

    NFC East
    Dallas Cowboys - Jason Garrett
    Washington Redskins - Jon Gruden
    Philadelphia Eagles - Chip Kelly
    New York Giants - Tom Coughlin

    NFC North
    Chicago Bears - Marc Trestman (not anymore after this season)
    Green Bay Packers - Mike McCarthy
    Detroit Lions - Jim Caldwell
    Minnesota Vikings - Mike Zimmer

    NFC South
    Tampa Bay Buccaneers - Lovie Smith
    New Orleans Saints - N.O. Coach (It's really Sean Payton)
    Carolina Panthers - Ron Rivera
    Atlanta Falcons - Mike Smith (not anymore after this season)

    AMERICAN FOOTBALL CONFERENCE


    AFC West
    Denver Broncos - John Fox (not anymore after this season)
    San Diego Chargers
    Oakland Raiders - Dennis Allen (he got fired midseason)
    Kansas City Chiefs - Andy Reid

    AFC East
    New York Jets - Rex Ryan (not anymore after this season)
    New England Patriots - N. E. Coach (it's really Bill Belichick)
    Buffalo Bills - Doug Marrone (not anymore after this season)
    Baltimore Ravens - John Harbaugh

    AFC North
    Pittsburg Steelers - Mike Tomlin
    Cincinnati Bengals - Marvin Lewis
    Cleveland Browns - Mike Pettine
    Indianapolis Colts - Chuck Pagano

    AFC South
    Miami Dolphins - Joe Philbin
    Jacksonville Jaguars - Gus Bradley
    Houston Texans - Bill O'Brien
    Tennessee Titans - Ken Wisenhunt

    GAMEPLAY

    There are lot of this to cover from play formations to in game features

    Terminology

    For starters let's get some of the terminology out of the way:

    QB = Quarterback
    HB = Halfback aka Running Back aka Tailback
    FB = Fullback
    WR = Wide Receiver aka X or Z depending on receiver
    TE = Tight End aka Y receiver
    LT = Left Tackle
    LG = Left Guard
    RT = Right Tackle
    RG = Right Guard
    C = Center

    LE = Left End
    RE = Right End
    DT = Defensive Tackle aka Nose Tackle
    LOLB = Left Outside Linebacker
    ROLB = Right Outside Linebacker
    MLB =/= Major League Baseball, it = Middle Linebacker
    CB = Cornerback
    FS = Free Safety
    SS = Strong Safety

    P = Punter
    K = Kicker


    In the game you will see some of these stats come up especially on cards and when QBs step onto the field. You can always check the player's profile but if you are in the middle of a game here are stuff to remember and explanation on the not too obvious ones.

    POS = Position (Position they play as noted above)
    OVR = Overall Rating (How effective the player is in the game)
    SPD = Speed
    STR = Strength
    AGI = Agility
    ACC = Acceleration (how well they can speed up in certain situations)
    AWR = Awareness (how much attention the CPU controlled player pays)
    TRK = Trucking (how well the player runs over the opponent)
    ELU = Elusive (the ability to evade tackling and blocks)
    BCV = Ball Carrier Vision (how well the CPU controlled player can see ahead of him)
    SFA = Stiff Arm (effectiveness of the stiff arm when running with the ball)
    SPM = Spin Move (effectiveness of the spin move to make the defender fly by)
    JKM = Juke Move (effectiveness in tackle evasion)
    CAR = Carrying (can the runner hold onto the ball without fumbling on hit)
    CTH = Catch (the lower the number the more butterfingers the catcher has)
    RTE = Route Running
    CIT = Catch In Traffic (ability to catch the ball within a sea player and still hold onto the ball)
    SPC = Spectacular Catch (make a catch that seems nearly impossible to make)
    RLS = Release
    JMP = Jump (ability to jump for the ball to catch or deflect it)
    THP = Throw Power
    THA = Throw Accuracy
    SAC = Short Throw Accuracy
    MAC = Medium Throw Accuracy
    DAC = Deep Throw Accuracy
    RUN = Throw on the Run (when the QB or any other thrower is in motion, effectiveness of passing)
    PAC = Play Action which means faking the run to throw the ball (the number is the effectiveness)
    TAK = Tackle (can the tackler do so on the first attempt?)
    POW = Hit Power (how much does the defender lay the boom on the ball carrier)
    PMV = Power Moves
    FMV =/= Full Motion Video, it stands for Finesse Moves
    BSH = Block Shedding (how well defender gets around a block)
    PUR = Pursuit (ability to catch up to a runner)
    PRC = Play recognition (CPU player ability to see what play is going on and act accordingly)
    MCV = Man Coverage
    ZCV = Zone Coverage
    PRS = Press
    PBK = Pass Block aka Pocket Strength (ability to protect QB in the pocket)
    RBK = Run Block (protect the HB or FB on a run play)
    IBL = Impact Block (withstand taking a hit while blocking or being knocked flat on your back)
    KPW = Kick Power (how far can the kicker kick a field goal or punt)
    KAC = Kick Accuracy (how much is the kick on target)
    RET = Return (when returning kicks or turnovers, effectiveness on running it back)
    STA = Stamina (another way to say endurance)
    INJ = Injury (another way to say durability. Higher the number the less likely to get hurt)
    CAP = Cap Salary
    TOT = Total Contract Value
    BON = Signing Bonus
    YRL = Years Left on Contract


    When playing Madden Ultimate Team, some players have codes like GP, ZD, etc. They add to the teams' chemistry stength and some are self explanatory but those that aren't, I will explain.

    ZD = Zone Defense
    MD = Man Defense
    RS = Run Stuff (ability to stop the run)
    PR = Pass Rush
    GP = Ground & Pound (ability to run the ball in tight situations)
    SR = Speed Run
    LP = Long Pass
    SP = Short Pass

    SKILLS TRAINER

    Skills Trainer gives you the chance to work on your Offensive and Defensive Skills so you can get used to the game. A lot of drills have been added to the Skills Trainer including an all new Football Concepts mode and Gauntlet Mode.

    Basic Offense

    Pass Trajectories will let you fine-tune how much touch to put on the ball between lob and bullet passes. Lobs are as you expect, a higher traveling pass that floats down like a grenade for someone to catch but can easily be intercepted more. Bullet passes are low trajectory, straight & narrow passes that move fast but can easily be batted down and dropped. There is both a tutorial and drill.

    Bronze Goal - 5/10
    Silver Goal - 7/10
    Gold Goal - 9/10


    Acceleration Burst gives you a quick boost for a limited amount of time to help evade a pursuing Defender. What you do is press R2|RT at the right time to get away from the pursuer. There is both a tutorial and drill.

    Bronze Goal - 5/10
    Silver Goal - 7/10
    Gold Goal - 9/10


    Field Goal Kicking lets you learn how to kick based on field position and wind strength. There is a guide of red, yellow, and green to tell you where the ball might land. Hold away from the direction you want to kick it with the right thumbstick then push forward when the meter is where you want it to be to kick it. During the wind, the guide may move a little or a lot. Adjust the left thumbstick to guide the aim in place before kicking. You may even have to aim a little upward for the kick to make the long ones by pulling the right thumbstick down for straighter trajectory. If you see a circle above the uprights then the kick will make it if you aim it right. Bear in mind that in an actual game, the meter cone will be narrow or wide depending on how far you are and make you accuracy go up or down. The meter also moves faster or slower with difficulty mode chosen. There is both a tutorial and drill.

    Bronze - 6/10
    Silver - 8/10
    Gold - 9/10


    Punting lets you learn how to punt based on field In this tutorial and drill you are learning to land the ball into hot spots. In the game it don't matter unless you are trying to keep the ball away from the defender who is returning the ball since he is guaranteed yards if you are far from the end zone, If you want to do short punts then these may help you out here too. Punting is done the same way as field goal kicking. There is both a tutorial and drill.

    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10


    Oklahoma Offense tests your ballcarrier abilities by pitting you man vs man in a confined space. You must score a touchdown without stepping outside of the yellow line boundaries by getting past the defender. If you need a Going for Gold Trophy/Achievement on the PS3/Xbox 360 then this is the easiest one to get. All you got to do is get the ball and as you get close, press or hold the ><|A button to stiff arm the tackler. Pressing it punches and holding it will hold them at bay. This is drill only.


    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10

    Basic Defense

    New Tackling Mechanic lets you learn the proper technique of tackling along the new Strafe Assist, Conservative, and Aggressive tackling mechanics. You learn about Precision Breakdown Tackling {hold L2|LT then press ><|A}, Conservative tackling {><|A when in range} and aggressive tackling {[]|X when in range}. Rangeis considered a step or two away from the ballcarrier. There is tutorial and drill. the catch here is that you must make the tackle and not the CPU or the rep will be redone.

    Bronze - 6/12
    Silver - 8/12
    Gold - 10/12


    New Pass Rush Controls helps you learn the new Pass Rush mechanisms and how to sack the QB. Press R2|RT the moment the ball is hiked to make green ripples that indicate you did it right. You get a trophy/achievement the first time you do this in an actual game on the PS4/XB1. You learn the initial move which I'll explain next sentence and then block steering which consists of holding R2|RT while engaged to steer the offensive blocker into the QB. The initial move consists of finesse and power moves. Finesse moves shove the offensive lineman to the side. Power moves tosses him to the turf. Both allow you to reach the QB faster to sack him. There is a tutorial and drill. The drill requires a user made sack to get the gold.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    New Hit Stick - The Hit Stick tackle has been a staple since NFL '05 featuring big hits with a big risk. As before, you can do it by flicking the right thumbstick into the ballcarrier's direction for an aggressive tackle so you can use []|X when in range for the same effect. This comes in tutorial and drill.

    Bronze - 4/10
    Silver - 6/10
    Bronze - 8/10


    Ball Hawk is a defensive mechanic that can be used to manually go up and make an interception when a defender is moved into position. When the ball is in the air, press ()|B to select the closest defensive player and hold /|Y to intercept the pass. This comes in tutorial and drill.

    Bronze - 4/10
    Silver - 6/10
    Gold - 8/10


    Oklahoma Defense puts you up against the Running Back in a confined space with one goal of keeping the ballcarrier out of the end zone. You learn about block shedding. Press ><|A during the block to shed the block and tackle the ballcarrier. This is a drill only.

    Bronze - 6/10
    Silver - 7/10
    Gold - 9/10

    Football Concepts

    Attacking Cover 1 lets you learn how to recognize the Cover 1 Defense and how to attack it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession.

    Cover 1 is a Man-to-Man Defense that leaves one Safety playing Zone Coverage in the deep middle of the field. Before the snap, you can recognize that one safety in the deep middle of the field. The two Cornerbacks will also be alined around 7 or 8 yards off the line of scrimmage. Cover 1 uses an extra Defender to rush, play Zone or Spy the Quarterback.

    Crossing routes and similar type routes that call for receivers to run across the field are good options against Man Coverage. Cover 1 can also feature Cornerbacks who are in a Press position near the line of scrimmage. Double move pass routes are good routes to use to help receivers get separation from Man coverage Defenders. When a Receiver fakes a move to the inside and breaks to the outside, throw the pass. In this case, the pass used is the Post Corner.

    You learn about the Coach Stick during the drill. Coach Stick helps you find a matchup advantage against the Man Coverage of Cover 1. Hold R2|RT and use the right thumbstick to highlight a player.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Attacking Cover 2 lets you learn how to recognize the Cover 2 Defense and how to attack it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession.

    Cover 2 is a Zone defense with five Defenders playing Zone coverage underneath and two Safeties playing deep who are responsible for one half of the field. Before the snap, you can recognize Cover 2 by look for the two deep Safties and the 2 Cornerbacks at a five yard depth. The weak areas of Cover 2 are each side of the fireld between the Cornerbacks and Safeties and in the deep middle between the two Deep Safeties.

    Flood pass concepts will get Receivers open in that space between the Cornerbacks and Safety. Smash pass concept creates a Hi-lo against the Cornerbacks in Cover 2. Vertical pass routes that slice down the middle of the field will also prove effective against Cover 2.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Attacking Cover 2 Man lets you learn how to recognize the Cover 2 Man Defense and how to attack it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession. Cover 2 Man is a Man-to-Man Defense that also includes two Defenders playing Zone coverage who split the field in half. Before the snap, you can recognize the Cover 2 Defense by identifying those two deep Defenders playing Zone. This is different than Cover 2 Zone, since the two Cornerbacks will be in a press position, close to the line of scrimmage.

    The Texas pass concept is good against man coverage since it helps create a matchup advantage for a Running Back against a Linebacker. Wait until the Running Back passes and get separation from the Linebacker covering him and throw the ball. Doubl move pass routes are good routes to use to help receivers get separation from Man coverage Defenders. After the Receiver takes a step to the outside and breaks to the inside, throw the pass.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Attacking Cover 3 lets you learn how to recognize the Cover 3 Defense and how to attack it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession. Cover 3 is a Zone defense with the three Defensive Backs playing deep who will split the field into thirds and four Defenders playing Zone coverage underneath. You can recognize Cover 3 before the snap by looking for a Safety that's usually found deep in the middle of the field. Also, the two Cornerbacks will be aligned 7 to 8 yards off the line of scrimmage.

    Attack Cover 3 by passing along the deep seams on each side of the field between the middle Safety and the two deep third Cornerbacks or passing in the area in the middle of the field between the two Hook Zone defenders but underneath the Free Safety. Verticals attack the two deep seams in the three deep coverage. Curl Flat pass concepts are good at getting Receivers open in the space between the Flat Defender and the outside Cornerbacks. When the Receiver running the Curl Route turns to face the inside, throw the ball. Combining Pivots with Dig Routes will allow receivers to get open in the empty space between two Hook Zone Defenders.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Attacking Cover 4 lets you learn how to recognize the Cover 4 Defense and how to attack it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession. Cover 4 aka Quarters Coverage is a Zone defense with four deep Defensive Backs playing Zone and three underneath Zone Defenders. You can recognize Cover 4 before the snap by recognizing the two Safeties playing deep and the 2 Cornerbacks playing deep coverage.

    The best areas to attack this coverage is the Curl to Flat and Hook Zone areas that are between the three underneath Zone Defenders and the deep area behind the two Safeties. The Stick Pass Concept will force the outside underneath Zone Defender to make a decision on who to defend. The Drive concept creates a Hi-lo stretch against the inside Linebackers in Cover 4. Dig/Post Combo is effective when the Safeties are occupied by the Inside Receiver, it allows the outside Receiver to get open over the top.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Attacking Cover 6 lets you learn how to recognize the Cover 6 Defense and how to attack it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession. Combo is a Combo Zone Defense in which Cover 4 is played to one side of the field and Cover 2 is played to the other side. At the line, you can recognize the Cover 4 side by spotting a Cornerback playing off the line and the Safety on that same side playing deep. You can recognize the Cover 2 side of the field by noticing the Cornerback, 5 yards off the line, and the Safety on the same side playing deep.


    The best areas to attack the Cover 2 side is the area is the area between the deep half field Safety and the Cornerback in the Flat. On the Cover 4 side, Curl to Flat area is a weak spot of the coverage and the area behind the deep Safety. The Shallow Cross is a 3 level pass concept that creates a Hi-lo concept against the Safety and the underneath Defenders on the Cover 4 side. The Smash Pass Concept attacks the area that is between the deep Safety and the underneath Corner on the Cover 2 side.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Countering the blitz lets you learn to how to handle different Defensive Blitzes and what is effective against it. There is both a tutorial and drill. The drill is a series of making it into the endzone in one possession. An all-out Blitz aka Cover 0, is a Man-to-Man scheme that is designed to force the QB to quickly get rid of the football. The tricky part about Cover 0 is that it can look many different ways at the line, so it's better to wait until after the snap to identify the all-out Blitz. So after you drop back, the true indicator of an all-out Blitz will be if there is no Safety help.

    Quick Pass Concepts, such as Slants, are good against he Blitz because the QB is supposed to get rid of the football as soon as he finishes his dropback. Screen passes are good against the Blitz since they invite the rush up field. This allows for the big run after the catch opportunities for the targeted Receiver. Throw the Screen Pass shortly after the Offensive Line has disengaged or released the Defensive Line. There a no deep Safties in Cover 0, so a pass concept like Verticals can be a good option. Since Verticals take longer to develop and the Defense is bringing pressure, be mindful that you have a limited time to throw. Throw the pass as a Wide Receiver has a step on one of the Defensive Backs or you will get sacked.

    Bronze - 1/3
    Silver - 2/3
    Gold - 3/3


    Curl Flat Read Concept lets you learn when to throw to the Curl or Flat Route based on the Defensive key. There is both a tutorial and drill. The Curl Flat concept creates a 2 on 1 matchup against the Defensive Key where he can only choose to cover 1 receiver. Notice the Defender on the play with an R over him. He is usually the Defender aligned over the Flat Receiver. The Primary Receiver (red route) will be your first look but who to throw to depends on the reaction of the Defensive Key. When the Defensive Key covers the Curl Route on the play, throw to the Flat Receiver. As the Defensive Key takes the Flat Route, then then look to throw to the Curl Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Stick Read Concept lets you learn when to throw to the Stick or Flat Route based on the Defensive key. There is both a tutorial and drill. The Stick pass concept is a horizontal stretch concept that creates a 2 on 1 matchup against the key Defender. Notice the Defender keyed on the play. He is usually the Defender aligned over the Flat Receiver. The Primary Receiver (red route) will be your first look but who to throw to depends on the reaction of the Defensive Key. When the Defensive Key covers the Tight End, throw to the Flat Receiver. As the Defensive Key takes the Flat Route, then then look to throw to the Stick Receiver (Tight End).

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Smash Read Concept lets you learn the Smash Pass concept, which teaches you to look for the Hitch or the Corner Route based on the movement of the Defensive key. There is both a tutorial and drill.The Smash Concept is a vertical pass concept that creates a Hi-Lo stretch against an underneath Defender, who is usually a Cornerback. The Smash Concept consists of a Wide Receiver running a Hitch Route and another Wide Receiver running a Corner Route. Notice the Defender keyed on the play. He is usually the Defender aligned over the Outside Receiver. The action of the Defensive Key determines who to throw the ball to. When the Defensive Key covers the Corner Route on the play, throw to the Hitch Route Receiver. As the Defensive Key covers the Hitch Route, look to throw to the Corner Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Verticals Read Concept lets yo learn to throw to either the outside or inside Wide Receivers based on the Defensive Coverage with the Verticals Pass Concept. There is both a tutorial and drill. Verical is botha a vertical and horizontal stretch pass concept that is made up of four Vertical Go Routes that are spaced evenly across the field. Against three Deep Zone Coverage in Cover 3, the two inside Vertical Routes can get open down the field. Notice the Defender Keyed on the play (he Free Safety alone in the back). The two inside Vertical Routes can create a 2 on 1 matchup. Based on the Defensive Key's, throw to the Inside Receiver you think you can get the ball to. Against Cover 2 the two outside Vertical Routes can get open in the deep area of the field between the Corner and Safety. The two inside Vertical routes are also both viable options in the middle of the field. Refer to the COverage Recognition Drill for additional info on attacking Cover 2.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Slant Flats Concept lets you learn Slant Flat Pass Concept, which teaches you to look for the Flat or the Slant based on the Defensive key. There is both a tutorial and drill. The Slant Flat pass is a concept that involves a three-step drop so you'll want to quickly get the ball to the Receiver on the move. Notice the key defender on the play (any Outside LB). He is usually the Defender aligned over the Flat receiver. This concepts creates a 2 on 1 matcup against the Key Defender where he can only choose to cover 1 receiver. As the key Defender takes the Flat Route, look to throw to the Slant Route. When the Key defender takes the Slant Route, throw to the Flat Receiver.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Flood Read Concept lets you learn the Flood Pass Concept, which floods one side of the field with a Deep, Intermediate, and Short passing routes. There is both a tutorial and drill. The Flood Pass Concept is a three level vertical stretch concept that is made up of a deep, intermediate, and short pass route that floods one side of the field with Receivers. This concept is a progression read and the first Receiver(Wide Out) in the progression is the receiver running the deep go Route. The deep Go Route can be a good option against Man-to-Man coverage like Cover 1 or Cover 2 Man, but the main factor is how well the receiver matches up against the Defensive Key. Against two deep Zone Coverage the deep Go Route can get open in the area between the deep Safety and the underneath Cornerback.

    As the Coverage takes away the Deep Go Route and the Flat Route, then look to throw the Deep Out Route. If the Coverage takes away the deep Go and the Out Route or if the Defense Blitzes, look to throw the Flat Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Levels Pass Concept teaches you to look for the Underneath Route then the Dig based on Route Progression. There is both a tutorial and drill. The Levels concept is a vertical pass concept that creates a Hi-Lo stretch against the underneath Defenders, which are usually the Linebackers. Notice the Defender keyed on the play (middle LB). He is usually lined up over the Inside Receiver running the Dig Route. If the Defensive Key takes the Dig Route on the play, look to throw to one of the Receivers running the underneath Crossing Routes. As the Key Defender takes the underneath Crossing Route, then look to throw to the Dig Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Drive Pass Concept teaches you to look for the Drive Route then the Dig based on Route Progression. There is both a tutorial and drill. The Drive concept is a Progression Read Concept that features a Primary Receiver running a Drive and another Receiver running a Dig Route going in the same direction. The Primary Receiver (red route), running the Drive Dout, will be the first look on the play. If the Drive Route is open, the best time to throw to him will be as soon as he crosses the other side of the Center.

    If the Drive Route is covered, then throw to the TE running the Dig Route. If both the Drive and the Dig are both covered, then look to throw to the Checdown opton with the Running Back.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Shallow Cross Concept lets you learn the Shallow Pass Concept which teaches you to look for the Crossing Route then the Dig based on Route Progression. There is both a tutorial and drill. The Shallow Cross is a Progression Read Concept that features a Primary Receiver running a Shallow Cross Route and another Receiver running a Dig Route in the opposite direction. The Primary receiver (red route), running the Crossing Route,will be your first look on the play. If the Crossing Route is open, the best time to throwto him will be as soon as he crosses the other side of the Center. If the Cross is covered, throw to the Dig Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Spot Pass Concept teaches you to throw the Flat, Corner, or Spot Route based on Progression. There is both a tutorial and drill. The Spot Pass concept is a Progression Read that can vertically and horizontally attack a defense. The concept is made up of a Corner Route, Flat Route, and a Spot Route which is also known as a Snag Route in some Offenses. The Primary receiver (red route), running the Spot Route, will be your first look on the play. He will stand still before running. The Flat Route being the second read, is a good option against the Blitz and Man-to-Man Coverage. The final read on the play is the Corner Route. If the Spot and the Flat Rote are taken away from the Defense, throw to the Corner Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Spacing Pass Concept teaches you to throw to the Spot, Flat, or Hitch Route based on Progression. There is both a tutorial and drill. The Spacing Concept, as its name would imply, is a concept that horizontally spaces Receivers across the field. The Concept is made up of a Hitch Route, Spot Route, and a Flat Route to the three Receiver side.The Primary receiver (red route), running the Hitch Route, will be your first look on the play. TheFlat Route being the second read, is a good option against the Blitz and Man-to-Man Coverage. The final read on the play is the Corner Route. If the Spot and the Flat Rote are taken away from the Defense, throw to the Spot Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7


    Dagger Pass Concept teaches you to look for the Dig then the Underneath Crossing Route based on Route Progression. There is both a tutorial and drill. Dagger is a Progression Read Concept that features a Receiver running an Underneath Crossing Route and another Receiver running a Dig Route in the opposite direction. The Key to the Dagger Concept is the Inside Receiver running the Vertical Route who clears out the middle of the field. Keep in mind that you can take a shot deep and throw to that Receiver if the Defense is playing tight coverage with minimal Safety help. The Primary Receiver (red route), running the Dig Route, will be the first look on the play. It is also known as the Deep In. If the Dig Route is covered, look to throw to the underneath Crossing Route.

    Bronze - 4/7
    Silver - 5/7
    Gold - 7/7

    Advanced Offense

    The new Pass Protection Adjustments lets you adjust your Offensive Line to block pressure that may be coming at you. There is a tutorial and a drill. Pass protection adjustments are called during pre-play at the line of scrimmage. They are used to adjust your offensive line in pass protection to block pressure you think may be coming at you. Press L1|LB during pre-play. You will get these four options using the Right Stick.

    MAX PROTECT
    SLIDE LEFT SLIDE RIGHT
    PINCH

    SLIDE adjustments can be used if you see a defender to the outside formation who you think may be blitzing. Look for preplay movement or an overload of players on the left or right side of the line.

    Use the PINCH adjustment if you want your offensive line to protect the inside gaps of your formation. This is especially effective when the Defense is overloading pressure up the middle.

    MAX PROTECT sacrifices options in the passing game by forcing the Tight Ends and Running Backs to block. MAX PROTECT can be used when the Offense is completely outnumbered against the number of Defenders that may be blitzing. Look for an overload of Defenders from all directions.


    Bronze - 6/10
    Silver - 7/10
    Gold - 8/10


    Precision Modifier combined with Acceleration Burst or Ballcarrier Skill Moves is an advanced way of evading Defenders. There are a lot of moves that you may have learned from previous Maddens. This is a drill only. It involves quick evasions. Hold L2|LT and use the following techniques:

    JUKE: Right Stick Left or Right
    SPIN: ()|B
    ACCEL BURST: R2|RT
    TRUCK: Right Stick Up
    CELEBRATION: ><|A
    HURDLE: / | Y
    DIVE: []|X

    Bronze - 6/12
    Silver - 8/10
    Gold - 11/12


    Total Control Passing will let you try out variations of pass lead control while throwing the ball. This is a tutorial and a drill. Use the Left Stick when throwing to guide the receiver into the direction of the pass. Up will be an overtop pass. Down will be a low pass. Left or Right will be a more directional pass.

    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10


    User Catching will test your stick skills by requiring you to take control of the Receiver, moving him into position, and manually making the catch. This is a tutorial and a drill. Press ()|B when the ball is airball to switch to the intended receiver then hold / | Y to make the reception.

    Bronze - 4/10
    Silver - 6/10
    Gold - 8/10


    Master the Option by learning to read the defensive keys. Make the right decision whether to give or hold on to the ball. This is both a tutorial and a drill. When the Dive Read Defender takes the Quarterback, hand the ball off to the Running Back by holding the ><|B button. When the Dive Read Defender attacks the Running Back, run the ball with the Quarterback past the line of scrimmage. When the Pitch Key Defender attacks the Quarterback, pitch the ball to the Running Back by pressing the L1|LB button. When the Pitch Key Defender attacks the Running back, run the ball with the Quarterback past the line of scrimmage.

    There is a hint that I noticed. Keep your eyes on the keyed defender. If you see him stutter step to a halt, he is going after the Quarterback. If he keeps going, he goes after the Running Back.

    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10


    The Triple Option will test your skills as a field general by requiring you to make the dive and pitch read on the same play. This is a tutorial and drill. For the first read, hand the ball off to the inside Running Back with the ><|A button. During the Keeper, run the ball with the Quarterback as the Dive Read attacks the inside Running Back. For the Pitch, keep the ball if the Running Back is targeted, then use L1|LB to pitch the ball.

    The Pitch Defender won't stop running but you can clearly see if he is going after you or the Pitch Receiver.

    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10


    The Midline Option combines the power running game with the option reads associated with the triple option. This is a tutorial and a drill. When the Dive Read Defender takes the Quarterback, hand the ball off to the Running Back by holding ><|A button. If he attacks the Running Back, keep the ball.

    As before, the Defender will stutter step to a halt momentarily if he is going after the Quarterback.

    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10


    The Inverted Veer Option puts a wrinkle on the Read Option by running bith the QB and RB at the defensive key. This is a tutorial and a drill. When the Dive Read Defender takes the Quarterback, hand the ball off to the Running Back by holding ><|A button. If he attacks the Running Back, keep the ball.

    However, the Defender won't stutter step to a halt. He will take a slow down and change direction if he going after the Quarterback.

    Bronze - 4/10
    Silver - 6/10
    Gold - 8/10

    Strategy

    "Backed up at the Goal Line" tests your Situational Offensive Playcalling and Execution against your End Zone. This is a drill only. You must get a first down in four plays. You start off with 1st and 10 then for Silver you need to convert from 1st and 15 then for the gold you need to convert from 1st and 20.

    Bronze - 3/6
    Silver - 5/6
    Gold - 6/6


    Red Zone Offense tests your Red Zone Offensive Playcalling and Execution. This is a drill only. Score a touchdown in four plays. You get pushed back each subsequent play. For the silver you can get the first down and reset but for the gold, you need the 2-point conversion.

    Bronze - 4/7
    Silver - 6/7
    Gold - 7/7


    Red Zone Defense tests your Red Zone Defensive Playcalling and Execution. Prevent the first down at all costs. After the first two, prevent the Touchdown. To get goal, prevent a Touchdown in four plays.

    Bronze - 4/7
    Silver - 6/7
    Gold - 7/7


    New Adjust Coverage lets you adjust your Defensive Coverage pre-play based on Offensive Matchups. Ths is a drill only. Use the / | Y buttom to bring up the type of defensive coverage. There are these options with the left indicating the left stick and right indicating the right stick.

    GIVE CUSHION OVERTOP
    SHOW BLITZ BASE ALIGN INSIDE OUTSIDE
    PRESS UNDERNEATH

    / | Y = Protect Sticks
    ><|B = Individual
    R1|RB = Man Align

    Bronze - 4/10
    Silver - 6/10
    Gold - 8/10


    Offensive Hot Routes lets you change the routes of your receivers at the line by using Offensive Hot Routes. This is a drill only. During the coursr of the game, you can pick any receiver who is eligible and tell him to change his route to fool the defense. Press the / | Y button then use the thumbstick to change his route

    STREAK FADE
    OUT IN ZIG SLANT
    CURL DRAG

    L2|LT = FLAT
    R2|RT = HITCH
    R1|RB = SMART ROUTE

    The thumbsticks reverse if you are on the right side of the field so IN and SLANT will be Left/Right Stick Left respectively and ZIG and SLANT will be Left/Right Stick Right respectively.

    Bronze - 8/15
    Silver - 10/15
    Gold - 12/15


    Defensive Individual Adjustments lets you learn how to change the assignments of your Defensive players. This is a drill only. Press ><|A before the snap to bring up an individual assignment then you get these options.

    DEEP ZONE MAN COVERAGE
    FLAT CURL TO FLAT QB SPY BLUFF BLITZ
    HOOK ZONE BLITZ


    The defensive keys are these: Press L2|LT before the snap then:

    SPREAD PASS
    SHIFT LEFT SHIFT RIGHT RUN LEFT RUN RIGHT
    PINCH RUN UP MIDDLE

    ><|A = Option RB
    []|X = Option QB
    R1|RB = QB Contain

    Bronze - 5/10
    Silver - 7/10
    Gold - 9/10


    Offensive Audibles lets you change the play at the line before the snap. This is a drill only but you know what to do here. Press []|X to audible and pick a play. In the drill pick the play told to you.

    Bronze - 5/8
    Silver - 6/8
    Gold - 7/8


    Defensive Audibles lets you change the Defensive setup to give your players a favorable advantage before the snap. This is a drill only but you know what to do here. Press []|X to audible and pick a play. In the drill pick the play told to you.

    Bronze - 5/8
    Silver - 6/8
    Gold - 7/8

    Gauntlet

    The gaunlet takes you through random tests and after every 4th level, you go to a boss level which are the only non-random exercises.

    Level 5: Hurricane field goal (aim the guide between the goal posts and kick)
    Level 10: Follow your entourage of blockers to the end zone and don't get tackled.
    Level 15: Get past all four defenders and score a touchdown.
    Level 20: Catch a pass within the hot spots
    Level 25: Score a touchdown while avoiding tacklers and getting through the media (PS4/XB1) or minefield (PS3/XB360). You get a trophy/achievement for beating this on PS4/XB1.