In lieu of to use the Spectacular Catch (SPC) rating to determine if  Madden 23 coins a defensive player is able to play a jump catch or 180-catch while not in front of the QB, we're now using a combination of Jump (JMP) as well as Agility (AGI) ratings. In the event that a defender is to be able to throw a high ball or catch the ball through his back, they must attain at least a 75-rating in Jump and an 80-rating for Agility.

This will reduce the instances where the defender is unable to play the ball when in the correct position. This will not have any negative impact on offensive players, and can be applied to every game style and levels.A bug was fixed that prevented an animation to catch on defenders controlled by the user when pressing the play Ball button prior to when the release of the pass.

NOTE: If you hold any catch or play-receiver buttons before the ball is in the air, players who are on defense will receive an animation that matches the input button. This could be interpreted as the result of an Early Ball Hawk penalty that reduces the chance of catching however we are making improvements to this logic in the near future for a title update.

As we begin to begin a fresh season in Madden NFL We're all beginning to become our own when it comes to different strategies that we're employing in comparison to prior seasons. Today, we have asked our OS staff to describe what they've noticed and are doing this year that's different from previous seasons.

My entire life has been a"run-first" player in Madden and never was it so satisfying. The Madden 23 ltds quicksell  anticipation of waiting for holes to open and then exploding through the line to gain 5-6 yards, has never been as satisfying. Along with the brand new offensive line game the real-player motion (RPM) permits cutting that is more fluid, stronger arms, and spins that have never been seen before. The run game is certainly more challenging than in previous seasons but a constant effort on it will lead to lasting success.