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Old 11-13-2014, 01:47 PM   #2
JohnDoe8865
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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.
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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.
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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.
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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.
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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.
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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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