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Week 4 of Gamestop’s Madden Monday shows us one of the reported 85 innovations or feature additions to Madden NFL 09. In this week’s edition, the ability to return missed field goals is demonstrated. This particular play gained attention on Sept. 30 2002 when Chris McAllister of the Baltimore Ravens returned a 57 yard FG attempt (by Broncos kicker Jason Elam) 107 yards. In the past few seasons that record has been surpassed a few times. Both Nathan Vasher and Devin Hester of the Bears broke the 107 yard mark my returning missed kicks 108 yards. Last year, Antonio Cromartie eclipsed that mark by returning a Ryan Longwell 57 yard attempt 109 yards.

This is a nice addition to the game primarily because this is a realistic addition, unlike the weapons feature. This can and has actually happened in real life. It also adds a strategic decision that was not there before. Now before lining up for that 59 yard field goal, you may want to reconsider your decision if you happen to see Devin Hester standing back in the end zone.

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1. (Optional) Sub in your best run blockers on the left side of your kick return team.

2. Make sure you have your best returner in. Overall rating is meaningless. Important stats are speed and acceleration. Whoever is fastest should be your kick returner. If there is a tie use acceleration as a separator.

3. Select Return Left

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This is a concept I use in many of my money plays. It allows you to get 2 or 3, I have a play or two with 4, unbumpable rotues in one play.

It works best when you have a compression set. What you should try to do is get routes that cross the unbumpable. If they unbumpable is headed inside and being run by an outside receiver, you should try to get an inside receiver running an outside route. He will then, most of the time, become unbumpable as well. It works almost 100% of the time in compression sets to get you more unbumps in one play.

If you have a nice idea but can’t get it into a compression set, don’t panic cuz you can still get the same effect on many plays.

1. Put a Split Backs 3 WR play in your audibles
2. Call Weak I WR Option
3. Audible to the Split Backs 3 WR Play
4. Form Shift to 4WR Flex
5. Make it a play action
6. Form shift back to Split Backs 3 WR
7. Cancel the play action to steal the routes
8. Form shift back to 4 WR Flex
9. Send WR#1 on a streak
10. Motion WR#1 past to the left and then back to the right, just as he passes the TE, going back to his original positon, call hike.

WR#1 is now running an unbumpable streak. If you like this play itself, you can hit him on the streak by taking a 2 step drop and throwing a bullet with pass lead up.

Run a sweep to the wide side of the field, for example lets say your going to the right side. Start out sprinting and push the black button (R2 on PS2?) to change hands with the ball. Now when your getting close to the defender let go of turbo and tap the spin button while aiming to the right side. You will get that reverse spin animation that gets you past your defender. Also if there is a blocker and a defender, instead of having to cut left a bit to set up the block just give them this reverse spin. Lab it up and see if it works for ya. I’d imagine this works best with guys with high agility. I use LT so it may not work for every RB.

The Hit Stick has been in Madden for a few years now, but it only allowed the user in control of the defender to make bone crushing high hits. In Madden 08, EA has given us Hit Stick 2.0.  What is Hit Stick 2.0?  Hit Stick 2.0 allows the user to not only tackle the ball carrier high, but also tackle the ball carrier with a cut (low) tackle.

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Once the ball is snapped, if you’re controlling the D-Line, you can hit up on the right analog stick and the D-Linemen will disengage from his block instantly. Now, you will also commit to the pass when doing this, so I would recommend trying it only in passing situations. If you have good stick, you can commit to the run first, and then hit up on the right analog stick on the D-linemen will disengage immediately as well.
To utilize this, call some kind of  Defense on 3rd and long and leave only 1 linemen rushing. Control him, break as many blocks as needed, and apply the manual pressure. I, while breaking 3-4 blocks on the play, have sacked a QB with 1 rusher in only a couple seconds using this method

The 0-1-2 System

The 0-1-2 System is used to teach quarterbacks on all levels how to read pass coverage structure. This same system can also be applied to Madden. By using this system, we are able to read the coverage based on the number of safeties playing the deep middle of the field.

0 (zero) coverage means there is no safety playing the deep middle of the field.  This coverage fits in the zero coverage family. With no safeties playing the deep middle, we anticipate some type of blitz being called. There are only a handful of Cover 0 defenses in Madden where there is no blitz being called such as Double Wide and Double Slot. Those two defenses are Cover 0 defenses, but without the blitz.

1 (one) coverage means that there is a safety playing the deep middle of the field.  This is known as man free coverage. This coverage fits in the one safety family. Much like the 0 coverage family, there is a good chance that some type of blitz is called. Cover 1 and Cover 3 both fall is this category.

2 (two) coverage means that there are two safeties playing the deep halves. There are two types of this type of coverage, man (Cover 2 Man ) and zone (Cover 2) . Cover 2 Man coverage is most used among Madden players because the pass coverage is solid all over the field. Quarters (Cover 4) or a mixture of Cover 2 and Quarters coverages also fall into this category.

Being able to pre-read the pass coverage before the ball is snapped is very important. By knowing what the pass coverage is before the snap, we have a better idea of where the ball needs to go and can make the proper adjustments to maximize the success of the play being called. We also can audible to another play if we don’t feel comfortable with the original play called based on our pre-snap coverage reads.  Being able to pre-read the pass coverage before the snap is only half the battle, we still need to be able to read the pass coverages after the ball is snapped. By watching what the safeties do as soon as the ball is snapped, we can get better a idea of what type of pass coverage is called.

Zero Safeties Coverage Family

During our pre-snap reads or after the ball is snapped, if we see no safeties playing the deep middle of the field, we anticipate that Cover 0 coverage has been called. As we have already stated before, where we see Cover 0 coverage, we expect some type of blitz being called, unless our opponent gives us a reason to think otherwise. Most Cover 0 blitz schemes send more than 2 extra pass rushers.

One Safety Coverage Family

If we see one safety move up and one stay stationary before the ball is snapped, it normally tells us the defense is playing some type of Cover 1 (Man Free) coverage. If zone coverage is called, one safety will rotate over the middle, it’s Cover 3. The coverages may look alike, since the safety plays over the top. However, the underneath pass coverage is different. If the defenders follow the receivers, then it’s man coverage. If the defenders drop straight  back, play the flats, or buzz out, then it’s zone coverage. There are several Cover 1 man defenses that bring at least 1 extra pass rusher. Most of the zone blitz concepts implement some type of Cover 3 coverage. Cover 3 is the most used zone coverage in Madden.

Two-Safeties Coverage Family

Of the coverage coverage families, the Two-Safety Coverage family is the most used. Both safeties split out wide and cover the deep halves of the field. The pass coverage underneath is either man or zone coverage. Most players in Madden, use man coverage underneath as their base defense. 4-3 Normal 2 Man Under, and Quarter Normal 2 Man Under QB Spy are two examples of the Cover 2 Man Coverage.  The reason Cover 2 Zone is not used much is because of the lack of pass rush.

Cover 4 also falls under the Two-Safeties Coverage Family. Instead of the safeties splitting out wide like they would in Cover 2, they cover 1/4 of the field between the hashes and between the yardage numbers. The two outside corners drop back and coverage is between the yardage numbers and the side line.

Establish the Run.

It is very important to establish the running game early. Controls clock and ball, and less vulnerable to a turnover if your a newb. Fumbling will happen though. Use the A button (for XBOX) to stiff arm when your opponent is user controlling the direct defender. If they are a “cpu lover” and are letting the Computer control the nearest tackler, then go ahead and use a truck stick for big backs and highlight stick if they are fast RB’s. Starting off the game with a good running game will open up for Play Action and PA will be easier to execute.

KEY RUNNING PLAYS - FB DIVE, HB SLAM, HB STRETCH

Passing Game.

Just as important as Running, obviously. But you don’t need to pass too much if you can run all over your opponent. However there are good players online and everywhere else that may happen to shut down your run. This happens to everyone at some point so you will need to pass to win. Passing is not throwing. Passing is an art form, Reading the defense and reacting all while the rush is coming is no easy task. You must learn to recognize what the Defenders are doing when they are dropping back and what routes your receivers are running, find the open man, and drop a precision pass in between the numbers. Yeah ok, but How do I do that?? Passing has much depth to it and it will take time to perfect.

Short Passing Game.

If you are getting blitzed up the middle a lot, then dump off passes to the running back with HB SCREENS or plays with the RB running out in the flats. Getting the ball out to your Running back in space will give you a good opportunity to user juke your opponent and pick up some extra yards. WR SCREENS are good, but beware of the Defender being to close, a pick six could ruin your game. WR SCREEN is a good play to have in your audibles if you see the Corners backed up far, at the end of 2 quarter maybe he is dropping everyone back. If you have fast number wide receiver, he could break a tackle and be gone.

Medium Passing Game.

Basically every play that is not The Bomb or other 30 yard pass. SLANTS and CURLS are great for picking up 3rd and 7. You must throw these passes high to the receiver so only they can jump up and grab them.

Deep Passing Game.

Bomb, the Deep Attack. Throw some bombs if you can get 1 on 1 coverage. Push up on the analog to throw it higher and more in front of the receiver. Change to the receiver right before the ball gets there and Press and hold Y for a Possession catch. This is will help you bring the ball in to the receiver and so he holds onto it. I can not tell you how to throw the bomb, you must go to practice mode or keep throwing on your friends and Practice user catching. User catching is the key to getting the bomb. PA Bomb can help you get space from the CB but it’s better to count on your User Catching ability.

DC Glitch Counter

When you think you might get DC’d, come out for the kick off and immediately audible into the other formation. IE. Come out in on-sides kick then audible into a regular kick. The glitch only works while the ball is being zoomed in on, so if you disrupt the camera by calling an audible all that will happen is your opponent will waste his timeout.

The Safety then DC on Free Kick DC Glitch

After the cheater gets his safety, right as the punt screen comes up start jamming on the start button. This stops the DC about 85% of the time.

WR DBL Pass

Call Dime Normal CB Strike 2 deep. Just take the CB that is blitzing on the side of the DBL pass out of bounds and 5-10 yards back, he will blow up the play every time. You don’t lose over the top coverage this way, I suggest you play your FS and cover deep threats.

Motion flats glitches

Manually playmaker your DE to cover the flats, but let them get away with it a couple times first so that you get a pick off the play.

Audible glitch to mess up man coverage assignments

Just wait until they flip the play, then call Bump and Run (Y + Down on the left stick) and you should see your assignments auto-correct themselves. Alternately reset your coverage (sometimes doesn’t happen fast enough).

Pause Glitch

This one is a tricky one, if you score and the opponent intentionally goes 3 and out then punts, make SURE you get a first down on your next play. If you do
not, when they offer friendly quit wait a minimum of 15 seconds or until the timer appears before you decline.

Onsides kick glitch

If you still don’t know how to beat the one that bounces off your TE’s feet, just take control of him and move him to the side quickly. DO NOT try to recover it, you won’t be able to unless it misses your man.

If they are doing the 1 bounce tactic rush to the ball, this one there is no secret way to stop it you just need to be quick on the sticks and hold Y + RB.

Stutter Post/Skinny Post routes (Not really a glitch but the WR always gets open)

Play man coverage and shade your safeties to the middle of the field. I strongly suggest you manually cover this route, and have a QB spy just in case they try to Vick you.

Post Flags route (WR Corner Routes) (Not a glitch but annoying at times)

This is deadly against Moss, Chad, and T.O. I play Man coverage, put my DE in a contain zone, and control the safety over the top. You must have a contain route to stop this play effectively, it is better if it’s a LB but you will leave yourself open to the short routes.

WR FK Screen

Manually cover the route or put a defender in a flats zone, nothing consistently stops this other than manually covering it.

Option run

This isn’t used widely due to laterals being dropped, etc but it can be pretty hard to stop because the AI never guards the RB. I suggest putting your CB in a flats zone, keep your safety deep, and pass commit. I control my OLB on the strong side and manually cover the RB while sending the rest in on a blitz to hit the QB.

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