Tag Archives: Madden 25

TSG All-Time Power Rankings (Madden)

TSG is ultra competitive in everything we do, nothing is more competitive than our Madden Leagues. The GroupMe is constantly full of people telling each other they stink or they are better or their SB doesn’t count or they have an asterisk. Very few of the league members give each other props other than their own little click. So BoRaiders & Jesmonkey69 came up with an idea, put together a ballot of the top 24 active TSG Madden members and have an anonymous group vote to make up the top 12 or “Dirty Dozen” of all time in the TSG Madden Community. Without further ado here are the nominees & the TSG Dirty Dozen:

TOP12

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TSG Madden 25 CF (Xbox One) Year End Awards

From playing Madden 25 CF on the Xbox 360 for 2 seasons, then transitioning to the Xbox One for another 5 season, it has been one heck of a ride. From new members, to the returning of old ones, to the crowning of new champions, another awesome year is in the books for TSG. Without further ado here are the TSG Madden 25 CF (Xbox One) Year End Awards:

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#7 All-Time? ResistingFrame1 Makes His Bid For Being Top 5, After Winning His 3rd TSG Super Bowl

Whether it was the disrespect of not being voted into the Top 5 or maybe it was the possible match-up with Cincy, something lit a fire under Coach ResistingFrame1 in the playoffs despite only qualifying as a Wild Card. He tore threw the playoffs, beating Twon, then Jesmonkey, then Captain on his way to a convincing win in Super Bowl 5 of TSG Madden 25 CF (Xbox One) over the Buffalo Bills & Coach Cincy life. Whether through the air or on the ground this was one of his most dominating Super Bowl runs. This is Frame’s 2nd Super Bowl in Madden 25 on the Xbox One & his 3rd overall, proving the NFC South is a very dominant division. He may have officially cemented himself into the Top 5 of TSG All-Time Greats. Congratulations Frame on your 3rd Super Bowl Victory!

Frame m25 sb5

TSG Madden 25 (Xbox One) Season 5 MVP Is…..

After being a throw in for the trade that landed the Buffalo Bills, CB Tommie Campbell, QB Jake Locker revitalized his career in his 2nd year under Coach Cincy, earning the MVP & a run to the Super Bowl. Locker helped lead the Bills to the highest scoring offense in TSG, amassing 5,517 Passing Yards, 50 TD’s to only 20 INT’s with a 70% completion percentage. Putting up eye popping numbers wasn’t the only thing he did, he lead his team to the a 13-3 record, #1 Seed and a disappointing loss to the Tampa Bay Buccaneers in the Super Bowl. Congratulations on a once in a lifetime season & your 1st MVP.

JAKE LOCKER MVP FINISHED

TSG Madden 25 CF (Xbox One) Season 5 DPOY Is….

ROLB Brian Orakpo has officially put himself up there as one of the greatest Defensive Players of all time, also making a case for being the best LB of all time along side Lawrence Taylor. Having broken the sack record 2 years in a row, this season totaling an astonishing 31 Sacks. With this accomplishment this is the 5th season in a row (3rd straight for this player) a Washington Redskins OLB has become the leagues Defensive Player Of The Year, he had a dominate season leading the Redskins to a #2 Seed & the league’s #1 Defense!. In this season Orakpo totaled 82 tackles, 44 tackles for loss, 31 sacks & 3 forced fumbles. Congratulations on putting yourself in NFL History, among the all time greats.

ORAKPO DPOY 5

TSG Madden 25 CF Awards Voting

COACH OF THE YEAR

 

Blitzburg34d, Pittsburgh Steelers 3 AFC Championships, 4 AFC North Championships (8 Votes)

Jesmonkey69, Washington Redskins 1 SB Win, 1 NFC Championship, 4 NFC East Championships, 3 League MVPs (3 Votes)

ResistingFrame1, Tampa Bay Buccaneers 1 SB Win, 1 NFC Championship, 2 NFC South Championships

 

 

GM OF THE YEAR

Jesmonkey69, Washington Redskins Added: Blackmon, Kuechly, Jordan, Cobb, Barron, Team OVR Start 74, Finish 92 (7 Votes)

Tonic222, Philadelphia Eagles Added: Ngata, Revis, Sherman, Johnson Jr, Team OVR Start 82, Finish 88 (2 Votes)

Capt Save A OHH, New Orleans Saints Drew Brees Retired Season 1, Won SB with QB Skelton, Team OVR Start 88, Finish 91 (2 Votes)

 

WORST GM

KornNickel, Seattle Seahawks Lost: Wilson, Sherman, Lynch, Harvin, Irvin, 80 Mil+ Cap Penalties, 19 Mil Over Cap in 2017 (9 Votes)

don figures, Dallas Cowboys Lost: Bryant, Romo, Carr, Ware, Lee, Spencer, Austin, Murrary, Team full of bad free agents

Rio the king638, Detroit Lions No Depth, Cap Issues (2 Votes)

 

 

NEWCOMER

 

x7x Jay Killa x7x, Tennessee TitansStarted out with depleted team 3 seasons in, made some trades to make a playoff push (2 Votes)

shakazulu8010, Jacksonville Jaguars – Multiple playoff runs, playoff win (5 Votes)

ORIG1NAL HAWK, New York Jets – Joined team 2 seasons in, although already a playoff team had lack of talent, made 2 playoff runs (4 Votes)

 

MOST IMPROVED

Ruegur, St. Louis Rams 2 time QB Of Year, 1 Playoff Appearance, 1 NFC West Division Title (10 Votes)

Pogi, Green Bay Packers Went years without wins, Averaged at least 3 wins a season on M25 (1 Vote)

 

biggest dissapointment

Rio the king638, Detroit Lions – Weak division, never above .500 despite talent on offense (5 Votes)

Caloric Joker, New York Giants – One 9-7 season, below .500 rest of M25, said would dominate division (2 Votes)

oh no not DD, Houston Texans – 1 playoff run despite talented team (4 Votes)

SPORTSMAN

 

Pogi, Green Bay Packers Loses Yet Rarely Complains, Highly active on GroupMe (4 Votes)

The Real Law, Atlanta Falcons Gets His Games In, Never Gives Up, Rarely Complains, Always Tries To Win, knows what you’re doing, active on GroupMe (1 Vote)

Orig1nal Hawk, New York Jets – Never complains after loss, never gives up, provides up to date Madden info, tries to get games in, active on GroupMe (6 Votes)

 

You may only vote once per award. If you are up for a particular award you MAY NOT VOTE FOR YOURSELF for that award. Please vote in the comment section.

 

The Washington Redskins & Coach Jesmonkey69 Win Their 2nd TSG Super Bowl

Just one season ago, the Washington Redskins, lead by MVP RGIII & DPOY Brian Orakpo seemed poised to make a Super Bowl run boasting the #1 Offense & Defense but ended up falling short to the Saints in the 2nd Round of  playoffs. This season although having lesser rankings & no 1st Round Bye ended up making a run in the playoffs & winning 4 straight to capture the teams 4th SB win & Coach Jesmonkey69’s 2nd SB win lead by DPOY Ryan Kerrigan, against Coach Blitzburgh 34D. Congratulations to the Washington Redskins & their fans for capturing the title!

REDSKINSCHAMP

TSG Madden 25 CF (Xbox One) Season 2 DPOY Is….

For the 2nd season in a row, a Washington Redskins OLB has become the leagues Defensive Player Of The Year, with LOLB Ryan Kerrigan picking up the honors. He had a dominate season leading the Redskins to a Super Bowl victory manning one scary defense! In this season Kerrigan totaled 55 tackles, 26 tackles for loss, 15 sacks, 1 forced fumble, 1 INT & 2 pass deflections. Congratulations on such an admirable season.

RYAN KERRIGAN

TSG Madden 25 CF (Xbox One) Season 1 DPOY Is…….

It was a tight race, when it was all said and done only one player truly deserved Defensive Player Of The Year, ROLB, Brian Orakpo of the Washington Redskins. Totaling stats of 58 tackles, 24 tackles for loss, 12 sacks, 3 forced fumbles, 1 INT & 1 pass deflection, Orakpo helped lead the #1 defense in TSG this season, although coming up short & losing in the 2nd Round to the New Orleans Saints, the Redskins had a stellar year boasting not only the DPOY but also the league MVP.

BRIAN ORAKPO

Madden 25 Guide To Player Ratings, Attributes & Traits

This is a subject I think many people have confusion over because EA Sports doesn’t always put it in the game manual what each aspect of a player’s ratings does, and even if they did – who reads the game manual? For instance, play recognition might seem like an obvious attribute but what does it really do on the field in the game? This guide will explain all of that so read on! Make sure you check out our Madden 25 offense guides and Madden 25 defense guides as well!
Let’s look at the actual player ratings/attributes first.

  • Overall Rating (OVR) – This is the overall rating of the player. It is based on a formula that weights certain attributes more heavily depending on the position of the player. QB Throw Power and Accuracy is more important for a QB than a DE so the overall rating is unaffected if you raise a DE’s Throw Power. In Connected Careers Mode (CCM), this rating will be affected by your team’s scheme and which scheme your players prefer to play in. A 3-4 DE will have a lower OVR rating in a 4-3 scheme.
  • Strength Rating (STR) – This rating has a direct effect on several player specific abilities below. Higher strength players tend to block better (RBK, PBK), shed blocks better (BSH), use power moves better (PMV), catch in traffic better (CIT), throw harder with (THP), and truck better (TRK). Higher strength players just tend to perform better all around.
  • Agility Rating (AGI) – This rating determines how well a player can “cut”. More agile players will respond to your moments on the left control stick easier and faster.
  • Speed Rating (SPD) – This rating determines the maximum a player can run after fully accelerating
  • Acceleration Rating (ACC) – This rating determines how fast the player will achieve full speed rating
  • Stamina (STA) – This rating determines how fast a player will get tired and need to be subbed out
  • Awareness (AWR) – This rating has a huge effect on the players overall rating. There are multiple aspects of the game this rating improves: Blockers will set-up and react to blocking lanes better, wide receivers will look for the ball faster on routes, defenders react to the ball faster in the air for zone and man coverage, defensive lineman will react to the run and slip screens faster.
  • Jumping (JMP) – Determines how high a player can jump
  • Injury (INJ) – Determines how often a player will be injured
  • Toughness (TGH) – Determines how long a players injury will last

QB Specific

  • Throw Power (THP) – This rating determines the maximum throwing distance of the player along with the speed the ball is thrown (such as a bullet pass).
  • Throw Accuracy (THA) – A composite rating of the SAC, MAC, DAC. This specific rating is similar to the overall rating for accuracy – it doesn’t actually mean anything. EA Sports Game Changer @shopmaster clarified THA rating for us. “THA is only relevant when a game is simmed. If your game is simmed, your QB will take on THA not the SAC, MAC, or DAC.” – shopmaster
  • Short Throw Accuracy (STA) – How accurately the player throws short passes (under 20 yards)
  • Medium Throw Accuracy (MAC) – How accurately the player throws medium passes (20-40 yards)
  • Deep Throw Accuracy (DAC) – How accurately the player throws deep passes (over 40 yards)
  • Throw on the Run (RUN) – How well a player throws the ball when moving outside of the pocket or on roll out plays
  • Play Action (PAC) – How well the player’s play action baits the defender into playing the run (makes them move up towards the line of scrimmage).

Ball Carrier Specific

  • Trucking (TRK) – How effective the truck move is against a tackle attempt
  • Elusiveness (ELU) – How well the runner can juke and use spin moves. Also improves the runners ability to break tackles.
  • Ball Carrier Vision (BCV) – This rating determines how well a player can navigate in between blocks. Higher BCV players will shift back and forth to weave through blockers naturally.
  • Stiff Arm (SFA) – The effectiveness of the player’s stiff arm precision move.
  • Spin Move (SPM) – The effectiveness of the player’s spin move.
  • Juke Move (JKM) – The effectiveness of the player’s juke move.
  • Carrying (CAR) – How well the player holds onto the ball. Lower rating increases chances of fumbles.

Receiver Specific

  • Catching (CTH) – How well a player can catch the ball in the open field
  • Catch in traffic (CIT) – How well a player can catch the ball with a defender near him
  • Route Running (RTE) – How well a receiver can run routes. Higher route runners can create more separation on routes against man coverage.
  • Spectacular Catch (SPC) – This rating determines how often a player will trigger sideline catches, one handed catches, or jumping catches with crazy animations.
  • Release (RLS) – Determines the player’s ability to beat press coverage

Defender Specific

  • Tackle (TAK) – Determines how successful the player is at making a tackle. Lower tackle ratings means the player is more likely to be stiff armed or trucked over.
  • Hit Power (POW) – How hard a defender tackles. Higher hit power results in more fumbles and injuries.
  • Power Moves (PMV) – The players ability for using strength to over power the offensive line. Increases ability to use bull rush move player trait. Determines win/loss/super-loss on power-move attempts, used vs. Pass Block rating
  • Finesse Moves (FMV) – The players ability to use swim move and spin move player traits against the offensive line. Finesse move-groups are: Spin, Swim, Hand Knock-Down, Speed Rush. Determines the max time taken to perform successful finesse move.
  • Block Shedding (BSH) – The players ability to get off their blocks. When the offensive engages in a block, how fast the player will be able to get free to pursue the ball carrier. Also determines the success versus run-block double teams and win/loss chance versus cut blocks in combination with physical rating.
  • Pursuit (PUR) – If a player is unblocked or sheds a block, this rating determines the ability of the defender to catch up to the ball carrier. This rating is basically closing speed and is separate from regular speed rating, but a high speed, high pursuit player can bring the fast blitzes.
  • Play Recognition (PRC) – The rating determines how well a defender reacts to the run or pass as well as how well they defend specific routes. In addition, a lower PRC player will tend to bite on play action more often. High play recognition defensive lineman (80+) will react to the slip screen more consistently.
  • Man coverage (MCV) – How well the player will cover the offensive player when man to man coverage is called. 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. Source: EA Website
  • Zone coverage (ZCV) – How well the player will cover the field in their respective zone, when zone coverage is called.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. Source: EA Website
  • Press (PRS) – How well the defender will “press” the WR at the line of scrimmage when press coverage is called. Higher PRS rating will cause the WR to have a longer delay when starting their routes. Higher RLS players will beat PRS attempts more often.

Blocking Specific

  • Pass Block (PBK) – How well the blocker holds their blocks when protecting for a pass play.
  • Run Block (RBK) – How well the blocker engages the defense and holds their blocks when a run play is called.
  • Impact Block (IBL) – The ability of the blocker to pancake or knock the defender to the ground when making a block in the open field

Note: Run Block Strength and Footwork and Pass Block Strength and Footwork are still in the game but are no longer used. Only rating that matters is PBK, RBK, and IBL.

Kicking Specific

  • Kick Power (KPW) – The maximum distance a player can kick
  • Kick Accuracy (KAC) – How easy it is to make a kick (affects the speed of the kick meter)

Return Rating

The higher return rated players have a better ability to break tackles and are more elusive on kick and punt returns.

Phew! If you are still with me, we ain’t done yet!

Player Traits

On to the player traits. These traits are specific tendencies that a player might have in a game. Some of them might be good and some bad.

  • Tuck and Run – How often the QB will run with the ball (when CPU is controlling them)
  • Throw ball away – Determines if the QB is smart enough to throw the ball away instead of taking a sack
  • Sense pressure – Determines how fast the QB will tuck and run or throw ball away.
  • Forces Passes – Determines if the QB will try to throw the ball into tight coverage
  • Throw tight spiral – Determines if the QB throws the ball in a good spiral form
  • Fights for extra yards – How well a ball carrier will push through defenders or “fall forward” on a play
  • Covers the ball – How well a player will brace for hits
  • Makes sideline catches – Determines if a player will be able to make spectacular catches on the sidelines
  • Drops open passes – Determines if a player will drop a pass in the open field
  • Plays ball in the air – Determines how well a player will react to make an interception
  • Big Hitter – Determines if a player will make a force fumble hit
  • Utilizes Swim Move – Determines if a player can use a swim move (high FMW players)
  • Utilizes Spin Move – Determines if a player can use a spin move (high FMW players)
  • Utilizes Bull Rush – Determines if a player can bull rush (high PMW players)
  • Clutch – This trait will give players a boost to key attributes during the final minutes of the half or game
  • Consistency – According to EA Sports Game Changer (has direct access to devs so I believe him) @shopmaster (check him out at http://mymaddenpad.com ): ” Consistency determines how bad someone can play before cold. Meaning each player has 3 goals and depending on your consistency will determine if you can miss those goals and not be considered cold.”
  • High Motor – The defensive lineman will push harder to create pressure more consistently.

Special Player Ratings for Connected Franchise Mode (CFM)

There are six ratings that are special for the CFM. They do not have any affect on the performance of your players but can affect the profitability and fan support of your team. Here is the description of each rating, taken directly from the Madden NFL 25 manual.

 

  • Personality Rating – Helps determine how marketable the player is. The more marketable the player, the better chance he’ll have of becoming a top-10 selling jersey in the NFL, which of course means more money for the owner.
  • Physical Rating – Calculated from a player’s physical ratings, player type and position. For example, a WR’s physical rating would weigh heavier on speed, agility, jumping, and catching, whereas an offensive lineman is weighed on run, pass, and impact blocking
  • Intangible Rating – Calculated off of a player’s intangible ratings. Player type and position are also taken into consideration. For example, a QB’s intangible rating would be weighed heavier on short, medium, and deep accuracy while a defensive end is weighed on block shed-ding, power, and finesse moves.
  • Size Rating – Calculated from the height and weight of a player while also factoring in the position and player type of that individual. For example, a Power RB who is 6’0” and 247lbs would have a 99 size rating. But if he were a Speed HB, his size grade would be considerably lower
  • Production Rating – Calculated from the player’s season and career stats, position and age. It is important to understand that a rookie will enter with a production rating of zero. That will increase as he begins to produce on the field.
  • Durability Rating – Calculated from a player’s durability rating. Injury, stamina, and toughness are all factored in when determining the durability rating. The age and position of a player are taken into consideration as well.

 

Some have also asked about the “Change Predictability” Trait. I tried to find some answers on this and after searching the best I could find was a tweet from CFM designer Josh Looman. The question was originally asked by @OSUFL. It appears predictability trait helps determine if a player will retire or re-sign with their team. It has nothing to do with their in-game performance.
Capture
I think that about covers everything. Make sure you bookmark this page so you can come back if you are confused about something as you upgrade your players through Connected Careers!