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Madden NFL 17 News Post



EA has changed up a lot of how the running mechanics work in Madden NFL 17. There is now more depth and more to recognize with this year's game, and some players have moves others don't.

The first thing you need to realize is that you need to run to your player's strengths.

For instance, a big bruiser of a running back won't be as effective with the juke and spin vs. the truck and stuff arm. Making sure you are playing to your back's strength's will ensure you a bit more success when you go to your special moves.

Another thing to keep in mind is that some backs are not going to be good as others in performing moves. A player with higher special moves ratings will perform much higher quality moves versus those with lower ratings. Thus, it does pay to invest some of your salary cap space (or your actual salary if we're talking MUT) to a better back this time around.

Each move you use does take up some stamina so that's something else to keep in mind.

There are also modifiers for ball carriers which will have different effects upon the game:
  • Standard (No Modifiers) - What it sounds like, standard moves.
  • Speed (RT/R2) - Shorter and quicker moves, they don't move your ball carrier off their current path.
  • Precision (LT/L2) - Longer and more deliberate moves which can be used to successfully fake out a number of players.
  • Steerable (RT/R2 + LT/L2) - These moves allow you steer your special moves with the left stick. These moves influence defender pursuit angles. Only works with Truck, Spin, Juke, Back Juke.
Utility Moves

These moves consist of the 'other' moves which aren't steerable and give you the ability to do a few different items.
  • Ball Carrier Give-Up LT+RT / L2+ R2 + Square/X
  • Celebration Run LT+RT / L2+ R2 + A/X
  • QB Slide Tap X/Square or LT+RT / L2+ R2 + Square/X

What else are you finding out about the running moves in Madden NFL 17? Share your findings and tips you've found to be working!


Video: Zfarls on YouTube


Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 16 - View All
Member Comments
# 1 Find_the_Door @ 08/26/16 02:26 PM
Wasn't there an advanced list of combo moves in years past, why'd they remove that?
 
# 2 Datninja619 @ 08/26/16 02:28 PM
I skipped the tutorial for the new running mechanics. Thanks for this quick over view hahaha. I didn't know how to do the steerable moves

Sent from my SAMSUNG-SM-G935A using Tapatalk
 
# 3 Datninja619 @ 08/26/16 02:30 PM
Quote:
Originally Posted by Find_the_Door
Wasn't there an advanced list of combo moves in years past, why'd they remove that?
You mean like the double juke and back juke?
If so you can still do that stuff. The modifiers just give you more control on it.

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# 4 Find_the_Door @ 08/26/16 02:53 PM
Quote:
Originally Posted by Datninja619
You mean like the double juke and back juke?
If so you can still do that stuff. The modifiers just give you more control on it.

Sent from my SAMSUNG-SM-G935A using Tapatalk
No in a recent release they actually showed the stick inputs for all the moves in a manual, those are absent now. I believe it was Madden 25?
 
# 5 fireguy1717 @ 08/26/16 02:54 PM
I'm about halfway through my first season in CFM and I can confirm that the ratings for certain moves have a direct effect on how the ball carrier performs those moves and how the defenders react to them. I must say that I really enjoy this change! It makes playing with each player a unique experience and really rewards you for knowing a players strengths/weaknesses.
 
# 6 BLACKjersey53 @ 08/26/16 02:55 PM
Pretty sure the diving can be modified as well. I've noticed if I'm not holding LT/RT, the ball carrier does a higher dive with his arms reached out in front. LT/Dive does an over the top dive great for goal line situations, and RT does more of an aggressive, low to the ground dive. Of course, all of that changes if you're close enough to the Endzone to trigger some freaky 360 backflip dive like previous Maddens.
 
# 7 fireguy1717 @ 08/26/16 02:59 PM
Quote:
Originally Posted by BLACKjersey53
Pretty sure the diving can be modified as well. I've noticed if I'm not holding LT/RT, the ball carrier does a higher dive with his arms reached out in front. LT/Dive does an over the top dive great for goal line situations, and RT does more of an aggressive, low to the ground dive. Of course, all of that changes if you're close enough to the Endzone to trigger some freaky 360 backflip dive like previous Maddens.
That's correct.

I had a recent experience where I tossed it out to my TE and broke for the end zone. At about the three-yard line I had a safety come over and attempt to tackle me. I held RT/Square and my TE did a contextual dive for the pylon, reaching as far as he could to try to break the plane. He knocked the pylon over with the ball but not before his left knee hit out of bounds. Ref marked him down at the one-yard line. Very cool to see!
 
# 8 feeq14 @ 08/26/16 03:22 PM
you can see the broken nature of pursuit in this video. I discussed it briefly in my own video here, but the logic on pursuit angles and swarming tackling is waaaaaay to easily affected by these jukes.

At about 43 seconds you can see #55 be "faked out" by the juke while running behind AP. The problem is that he completely diverts his pursuit angle from it's original course and aside from looking unrealistic, it's just dumb and makes for too many long runs.

At worst he should have over run AP who was suddenly not in the same spot he was to begin with. More than likely he is close enough to try to chase him down and make the tackle.

I have a worse version of this in my video on this thread.

http://www.operationsports.com/forum...ards-away.html

Please fix it EA
 
# 9 Dj_MyTime @ 08/26/16 04:14 PM
Quote:
Originally Posted by Find_the_Door
Wasn't there an advanced list of combo moves in years past, why'd they remove that?
Google Madden 17 Manual to get the pdf, all the combos are listed inside.
 

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