If you're good at blitzing, don't abandon the blitz just because the game is almost over. This is where you'll need to know your team as well. You'll want to use Nickel, Dime, and Quarter formations so you have more cornerbacks on the field. They'll still look to score, but they won't be too energetic about it.Īssuming the game is close, the offense will be trying passing plays almost exclusively. That is, if they're down by at least 17 points, they'll not bother with timeouts or proper clock management. If you're playing Franchise or otherwise against the AI, they may behave like real-life teams if they're getting blown out. Offense generally is easier than defense, so you'll have to be on your game when you're on defense. The NFL, both in real life and in Madden, is a scoring league. If you're leading but on defense, you're not in an especially safe place if the game is close. The clock will automatically stop at the 2-minute warning, so you can safely burn off those precious seconds while the defense can't do anything about it. If there is between 2:01 and 2:39 left to play in the half and the clock is running, don't bother calling a play. If motion is involved or you don't know exactly how the play will work, you may want to snap the ball with 4 or 5 seconds left to remove the chance of a delay of game. If you know the play well and it's a simple run, you can wait until the play clock is down to 1 or 2 seconds. Keep your eye on the play clock at the top of the screen. Regardless of what play you call, you'll want to wait as long as possible before snapping the ball. This will make you run much slower, so don't hold the button until you know you're about to be tackled. If you are personally controlling the ball carrier, you can hold R1/RB to cover up the ball and significantly reduce the chance of fumbling. You can take your time when changing these options quickly because the play clock and game clock will freeze while in the Coaching Adjustments menu. In that menu, you can set the ball carrier and receivers to be “conservative.” This means they'll protect the ball and run slower, but their risk of fumbling is significantly reduced (though not eliminated). The very bottom option is labeled Coaching Adjustments. From the playcalling screen, back out to the “main” menu. If the game is especially tight, you can use coaching adjustments to decrease the chance of a fumble. In a close game if you're leading, it's often better to run the clock and punt than risk stopping the clock with a questionable deep pass. Look for open receivers even if you have to take a loss on the play. However, because throwing an incomplete pass will stop the clock and make your job harder, you'll want to be sure you can complete it. If it's 3rd and 5 or more, or if you just want to mix up your playcalling, you may want to give a pass a try. The problem with calling nothing but running plays is that the defense will expect it. Whatever you do, do not run out of bounds. That way you have plenty of grass between yourself and the sideline. For example, if you're on the left hash mark, run right if you're on the right hash mark, run left. If you have a speedy runningback, you can call plays to the left or right, but try to run to the open side of the field to give yourself more room. Running up the middle is “safe” but you usually won't get too many yards out of it. The basic strategy is to call nothing but running plays. Your goal here is to burn as much time as possible to force the defense into a position of no chance to come back. This is the best position to be in: you control the ball and the clock. The proper way to manage the clock at the end of the game will depend on whether you're on offense or defense, and whether you're leading or trailing in score.
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