Curious what you guys think
I run a full vanguard O line and it’s pretty fun.
LT - Roaf
LG - Faneca
C - Stephenson
RG - Golden Ticket Nelson
RT - Dierdoff
I have Vanguard, All Day, Nasty Streak on all of them and post up on the legends.
Just won another Super Bowl with this group and I ran for over 300 yards averaged 21.5 ypc and only attempted 6 passes scored over 40 points this group does not play around they bulldoze the opposition into the dirt!
LT Faneca
LG Nelson (combine boost)
C Stephenson
RG Long (combine boost)
RT Roaf
This lineup got me 10 - 0 in Gauntlet and 2x 20-0 in Champs.
LT - Roaf
LG - Faneca
C - Mays
RG - Nelson
RT - Dan
Yanda replaces Faneca, allowing Nelson to play in postion.
Non debatable abilities: Secure + All Day + Natural Talent
Minimum: Post Up on Guard and Center
Squeeze in Lifeguard + Omniscient + Linchpin
Dwight debate…
- Light in the pants. Weight matters imo
- 1 ap Vanguard. With majority of the player base in 3 man fronts, the center isn’t taking advantage of his ability and getting a head of steam to the second level because their blocking the DT. Even in 4 man fronts, Center Guard Double Teams, doesn’t allow the ability to function. How many runs in the game have the center pulling to the edge.
Bauer93 said:I have Vanguard, All Day, Nasty Streak on all of them and post up on the legends.
Just won another Super Bowl with this group and I ran for over 300 yards averaged 21.5 ypc and only attempted 6 passes scored over 40 points this group does not play around they bulldoze the opposition into the dirt!
LT Faneca
LG Nelson (combine boost)
C Stephenson
RG Long (combine boost)
RT Roaf
If they have Vang, they dont need NS if you didnt know.
LT - Roaf
LG - Faneca
C - Mays (if you don’t care about Vanguard on C)
RG - Nelson
RT - Dierdorf
GGerz said:This lineup got me 10 - 0 in Gauntlet and 2x 20-0 in Champs.
LT - Roaf
LG - Faneca
C - Mays
RG - Nelson
RT - Dan
Yanda replaces Faneca, allowing Nelson to play in postion.
Non debatable abilities: Secure + All Day + Natural Talent
Minimum: Post Up on Guard and Center
Squeeze in Lifeguard + Omniscient + Linchpin
Dwight debate…
- Light in the pants. Weight matters imo
- 1 ap Vanguard. With majority of the player base in 3 man fronts, the center isn’t taking advantage of his ability and getting a head of steam to the second level because their blocking the DT. Even in 4 man fronts, Center Guard Double Teams, doesn’t allow the ability to function. How many runs in the game have the center pulling to the edge.
Weight does matter, but the advantage of having a vanguard center outweighs that. My Dwight has 226 pancakes currently.
On stretch plays the Dline will turn and start running towards the edge and the Oline will usually get a blind side pancake right away. This happens pretty frequently against 3 man fronts.
Here is my crazy line I’ve been using. Actually works. Zero sacks in the last 10 games.
LT - Roaf
LG - Nelson GT - Faneca was too inconsistent
C - Don’t laugh Patrick Paul - Slow but is working better at Center than Stephenson.
RG - Mike Munchack had him since April never given up a sack.
Kyle Long as Backup
RT - Dan. D
kaotikords said:If they have Vang, they dont need NS if you didnt know.
What does vanguard do more than nasty streak?
dougk said:What does vanguard do more than nasty streak?
Vanguard does everything Nasty Streak does, so I think, game mechanic-wise, it's redundant to have Nasty Streak because Vanguard covers all of those bases and DL. Idk if there is a multiplier or extra boost if you have both, though
I’m just curious because pretty much all OL get NS where they might not have Vanguard. It reads like NS works like vanguard but only applies to Linemen or a FB:
“Nasty Streak is the best ability to use on lineman if you are a runner.”
“Blockers with this ability will frequently attempt and win impact blocks against linebackers and defensive backs when playing as a lineman or fullback.”
And vanguard applies to any offensive position.
Appreciate all of you guys letting me know, I’m new to madden so I don’t understand all of the abilities 100% yet but I’m trying to learn. From what I’ve seen if you vanguard is a must at this point in madden.
Primetime27 said:Weight does matter, but the advantage of having a vanguard center outweighs that. My Dwight has 226 pancakes currently.
On stretch plays the Dline will turn and start running towards the edge and the Oline will usually get a blind side pancake right away. This happens pretty frequently against 3 man fronts.
Dwight Stephenson has 2,138 Pancakes for me
Not only is he the best C he’s one of the best linemen in the entire game.
And his sack to downs played ratio is 0.004
ELITE
dougk said:What does vanguard do more than nasty streak?
Its everyone.
NS: Blockers with this ability will frequently attempt and win impact blocks against linebackers and defensive backs when playing as a lineman or fullback.
Van: When they enter the zone, they are nearly guaranteed dominant impact block wins.
ElFacheroDelEste said:Appreciate all of you guys letting me know, I’m new to madden so I don’t understand all of the abilities 100% yet but I’m trying to learn. From what I’ve seen if you vanguard is a must at this point in madden.
Yeah abilities are tricky to know what stacks and doesnt and EA doesnt give us values or tell us exactly what they do. We've figured out almost all of them and the counters but theres no real way to confirm.
Shout out @Lildrift56 [https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/](https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/)
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions