Madden 25 Thresholds Explained
In Madden, rating thresholds are used to gate certain animations and mechanics.
These thresholds establish certain rating ranges that affect how players perform in specific aspects of the game.
Ultimately the value of a single rating point does not always scale linearly, or even fully against the actual game play graph of the rating, due to these thresholds.
For example, an offensive lineman with 84 AWR only see's a slight increase in traditional blocking logic going up to 85 AWR.
However, 85 AWR will also enable enhanced targeting mechanic at 25% chance (chance scales to 100% @ 99), which is far more valuable then the miniscule percentile increase in blocking logic a single rating point provides.
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Speed
Speed: 65 (Defense)(Fakeout/Breakout Reaction Anims)
Speed: 71 (Pass Blockers/Pass Rushers) (Start of Improved Speed, scales to 99) [SOFT THRESHOLD]
Speed: 80 (Offense) (Allows Better Trucking Animations On Agile Players, 15% Faster Truck Anims On Bruiser)
Awareness
Awareness: 60 (Pass Target) (Improved catch ability, scales to 99) [SOFT THRESHOLD]
Awareness: 70 (Backfield) (Enables Enhanced Preplay Targeting, chance scales up to 99 AWR)
Awareness: 85 (Lineman) (Enables Enhanced Preplay Targeting, chance scales up to 99 AWR)
HitPower
HitPower: 75 (Improved Hitstick)
HitPower: 80 (Medium Hitter, 0% base lunge chance)
HitPower: 90 (Big Hitter)
Tackle
Tackle: 90 (Enhanced Fumble Strip, CPU Fumbles, Enables Gated Anim)
Stregnth
Stregnth: 66 (Dline) (Enables Reach Tackle Chance Mod, scales to 99) [SOFT THRESHOLD]
Play Action Rating
Play Action Rating: 90 (Enables Better PA Anim/Alters Calculations)
Beat Press
Beat Press T2: 75 (Improved Release)
Beat Press: 90 (Enables Better Beat Press Anim/Alters Calculations)
Pass Blocking
Pass Blocking: 80 (Enables Superwin)
Pass Blocking: 85 (Prevent Superwin)
Pass Blocking: 87 (Elite Blocker)
Pass Blocking: 89 (Enables Negating Outside Contain Bonus, Prevents SuperLoss On ChipBlock)
Pass Blocking: 90 (Elite Canned Blocker)
Run Blocking
Run Blocking: 80 (Enables Superwin)
Run Blocking: 85 (Prevent Superwin)
Run Blocking: 87 (Elite Blocker)
Run Blocking: 89 (Enables Negating Outside Contain Bonus, Prevents SuperLoss On ChipBlock)
Run Blocking: 90 (Elite Canned Blocker)
Carry
Carry: 65 (Enable Break Hitstick)
Power Move
Power Move: 60 (Max 2 rush move attempts)
Power Move: 70 (Enables Gated Power Anim, Enables Attempts When Moves Depleted, max 3 rush move attempts)
Power Move: 80 (Ensure Enhanced PR mechanics, max 4 rush move attempts)
Power Move: 90 (Enables Gated Anim/Altered Calc, max 5 rush move attempts)
Finesse Move
Finesse Move: 60 (Max 2 rush move attempts)
Finesse Move: 70 (Enables Move Attempts When Moves Depleted, max 3 rush move attempts)
Finesse Move: 80 (Ensure Enhanced PR mechanics, max 4 rush move attempts)
Finesse Move: 90 (Enables Gated Anim/Altered Calc, max 5 rush move attempts)
Press
Press: 85 (Disabled Press Stack Interactions)
Press: 90 (Enables Gated Press Anim/Alters Calculations)
Man Coverage
Man Coverage: 90 (Enables Better Cut Reactions/Alters Calculations)
Player Weight
Player Weight: 190 (Enables falls foward anims)
Player Weight: 300 (T4 Bonus)
Player Weight: 350 (Max weight used in rbk engage calculation)
Accuracy Rating
Short Accuracy Rating: 85 (Prevents "random" inacc, enables improved skillbasedpassing which scales up to 95) [SOFT THRESHOLD, doesn't give perfect accuracy post m19)
Medium Accuracy Rating: 85 (Prevents "random" inacc) [SOFT THRESHOLD, doesn't give perfect accuracy post m19, enables improved skillbasedpassing which scales up to 95)
Deep Accuracy Rating: 85 (Prevents "random" inacc) [SOFT THRESHOLD, doesn't give perfect accuracy post m19, enables improved skillbasedpassing which scales up to 95)
Weight Diffrence
Weight Diffrence: 20 (Enables Power Break Tackle)
Kick Accuracy
Kick Accuracy: 94 (Maximum chance for accurate kick, but not maximum kick accuracy, acc scales to 99)
Stiff Arm
Stiff Arm T2: 65 (Enables Gated Stiff Arm Anims)
Stiff Arm T3: 79 (Enables Gated Stiff Arm Anims)
Stiff Arm T4: 90 (Enables Gated Stiff Arm Anims)
Spin Move
Spin Move T2: 65 (Enables Gated Spin Arm Anims)
Spin Move T3: 78 (Enables Gated Spin Arm Anims)
Spin Move T4: 90 (Enables Gated Spin Arm Anims)
Trucking
Trucking T2: 65 (Enables Gated Trucking Anims)
Trucking T3: 78 (Enables Gated Trucking Anims)
Trucking T4: 90 (Enables Gated Trucking Anims)
Juke Move
Juke Move T2: 65 (Enables Gated Juke Anims)
Juke Move T3: 78 (Enables Gated Juke Anims)
Juke Move T4: 90 (Enables Gated Juke Anims)
Hurdle
Hurdle T2: 65 (Enables Gated Hurdle Anims)
Hurdle T3: 78 (Enables Gated Hurdle Anims)
Hurdle T4: 90 (Enables Gated Hurdle Anims)
Zone Coverage
Zone Coverage: 40 (Enables break on throw)
Zone Coverage T2 (Flat, Curl, Hook, Deep): 65 (Enables Gated Zone Anim/Alters Calculations)
Zone Coverage T3 (Flat, Curl, Hook, Deep): 70 (Enables Gated Zone Anim/Alters Calculations)
Zone Coverage T4 (Flat, Curl, Hook, Deep): 75 (Enables Gated Zone Anim/Alters Calculations)
Zone Coverage T5 (Flat, Curl, Hook, Deep): 80 (Enables Gated Zone Anim/Alters Calculations, Faster Break On Ball Timers)
Zone Coverage T6 (Hook, Deep): 85 (Enables Gated Zone Anim/Alters Calculations)
Zone Coverage T7 (Hook, Deep, General): 90 (Enables Gated Zone Anim/Alters Calculations)
Route Run
Short Route Run T2: 75 (Improved RR)
Short Route Run T3: 90 (Improved RR)
Medium Route Run T2: 75 (Improved RR)
Medium Route Run T3: 90 (Improved RR)
Deep Route Run T2: 75 (Improved RR)
Deep Route Run T3: 90 (Improved RR)
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