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lh9jyl86aq8g's avatar
lh9jyl86aq8g
Seasoned Novice
2 months ago

Madden Sliders Explained

Min Player Speed Threshold - Higher values is king! Less separation but more animations. In real life, speedsters get locked up too.

Penalties (More important than Player/CPU skill)

0-50 = conservative / 50-100 = aggressive

Offside - DL block shed. Higher values = higher block shed success at the cost of penalty. Penalty not really noticeable til values hit the 90s.  Higher values = faster decision making from qb so probably affects pass rush too just haven’t noticed it.

False Start - OL ability to push DL back on run plays to open gap. Higher values = bigger running gap at the cost of penalty. Penalty not really noticeable til values hit the 90s.

Holding - Higher values = longer blocks at cost of penalty. Very important for good run blocking to prevent insta sheds. Higher values also puts pressure on qb causing miss throws even with QB Accuracy at 50.

Face Mask - Tackle aggression. Lower values = conservative tackle. Higher values = hit stick. More strip attempts at lower values. Face mask penalty is broken.

Defensive Pass Interference - Higher values = swat/pick. Lower values = play the receiver.

Illegal Block In The Back - Higher values = better blocking down field at the cost of penalty.

Roughing Passer - Lower values = power move success rate. Higher values = finesse move success rate. At 25, the pocket will collapse from bull rush and at 75, the game will probably end with 10 sacks. Higher values will pressure the qb causing miss throws even with QB Accuracy set at 50. Sensitive penalty, would leave at 50 so pass rushing outcome is determined on overall/skill rating.

Player/CPU

QB  Accuracy - Think of it as confidence. The lower you go, the less confident the qb is gonna be to throw in tight areas (unless qb has aggressive trait). Also more miss throws the lower you go.

Pass Blocking - Still testing but self-explanatory. Left mine at 50 to let ratings determine outcome.

WR Catching - Self-explanatory. Left mine at 50 to let ratings determine outcome.

Run Blocking - Self-explanatory. Left mine at 50 to let ratings determine outcome.

Ball Security - Higher values = better ball carrier vision. I used to play on 65 til the QB stopped sliding so right now the sweet spot is 64. High values = less fumbles (I think).

Pass Defense Reaction Time - This is how defense reacts in zone coverage. 20-41 defenders will leave their zone and overcommit to the route (zone is basically man and forces cpu offense to run since nobody is open). 42-77 and defense starts being less sticky and commit more to their zone as you go up in value(most times, they commit to the route even when not in match). 78-99 they commit more to their zone and are less sticky to receivers as you go up. The closer you are to 99, the more flat footed defenders get. Lower values = defenders pay more attention to receivers, react and adjust to their routes to be in better position to play the ball. Higher values = defenders pay more attention to the qb, commit more to their zone and have faster reaction/break to the pass. This slider affects both offense and defense. On offense, blockers have a higher awareness and will attempt the block instead of running pass defenders which heavily improves run game and screens. *All testing is done with Pass Coverage slider at 50*

Interception - Still testing. Kept at 50 for better chance at tip drills.

Pass Coverage - Still testing but left mine at 50 to let ratings determine outcome. Pretty sure this slider is based on ratings. From what I’ve noticed so far, this slider is a slider for Pass Defense Reaction Time. You can adjust how sticky defenders are to receivers in small increments.

Tackling - Sweet spot is 44 on All-Pro.

https://youtu.be/2vVzainL4xU?si=0Zge4u1DtIqza02q

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