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blUFFiNG PlAy CAll
To bluff your playcalling during multiplayer games, hold the button that corresponds to
the play you wish to select. This secretly selects the appropriate play. Continue holding
the button while scrolling to other plays in order to bluff your opponent, and then exit
the playcalling screen by releasing the button.
hOw TO FliP PlAyS
To flip a play, press X and then pull ^.
hOw TO CAll AN AUDiblE
Press X and then the button that corresponds to the audible you wish to call. See more
audibles by pressing
X again and selecting an audible with A.
DEFENSE
AGAINST THE BALL CARRIER
Defensive Assist
A
Switch player
B
Dive
X
Strip ball
y
Strafe
w
Hit Stick
C
AGAINST THE RECEIVER
Defensive Assist
A (hold before the snap and throughout
the play)
Switch player
B
Hands up/bat ball
Y
RUSHING THE PASSER
Swim move
J/F
Bull Rush
H
PRE-PLAY DEFENSE
Choose a player to control
B/A (tap to change players one by one
or hold and move
L/press to scroll
through defenders)
Defensive adjustments
w
Show play art
^
Show/hide pre-play menu
h
Pump up crowd
D
Line shifts
s
Linebacker shifts
o
Hot Route
q
Coverage audible
m
hOw TO AUDiblE COvERAGE
Calling a coverage audible allows you to adjust specific aspects of your coverage at the
line of scrimmage. After calling a coverage audible, put your defensive backs into press or
loose coverage, show blitz, or shift your safeties.
bAll hAwK
Ball Hawk is the most effective way to attempt manually to intercept or swat the ball
away from the intended receiver. After the pass has been thrown, simply click on the
defensive player and hold Y for an aggressive attempt at an interception, or hold z
to try for a swat. Be warned, your defensive player is risking it by taking the most
aggressive path to the ball in the air. If you’re late getting to the spot and the receiver
comes away with the catch, he may have an open field in front of him!
hOw TO USE DEFENSivE hOT ROUTES
Defensive Hot Routes are great for making coverage decisions with pinpoint accuracy.
You can give individual players direction on the fly, instructing them to move to a
hook or flat zone, blitz, curl to flat, go into deep zone, switch to man coverage, or
QB spy/contain.
SPECiAl TEAmS
ON ThE KiCKiNG TEAm
Move H to start filling the kick meter. Move D while the indicator is at the top of the
gauge for maximum power. To achieve the perfect kick, make sure that C remains
centered while performing the motion.
ON ThE RETURN TEAm
The receiving team can call for a fair catch by pressing Y when the kick is in the air,
meaning that the line of scrimmage is at the point where the receiver catches the
incoming ball. If a fair catch is not signaled, than players proceed as normal.
SUPERSim
Supersim allows you to simulate any part of the current matchup at any time. This option
is available from the Pause Menu or from the Playcall screen. You may cancel Supersim at
anytime. In addition, you can watch the CPU play out the down by selecting WATCH PLAY.