Clock management is the most important aspect of driving game winning in the NFL and Madden 22. Knowing when to quickly make a play or tackle can mean the difference between winning and losing, especially when you’ve run out of time. So how do you hit the ball in? Madden 22, what does it do and when should you run a dummy spike instead?
Why hit the ball?
You’ve seen QB do it time and time again on TV. The clock is ticking down at the end of the game, and the attacker needs to drive down the field to win the game. However, the clock continues to run when the ball carrier is settled within the limit. If the offense has timed out, they will waste vital seconds calling a play and running to the line of the script. This is why you will see players running out of bounds or catching passes on the sideline. QB’s other option is to cross the ball, considered an incomplete pass, to stop the clock. While poking the ball will get them down, these situations are fourth territory anyway.
When you find yourself on a winning streak in the game Madden 22, hit the ball after being handled within the limit to stop the clock and breathe between plays. Stopping the clock allows you to choose a new playstyle or lineup without worrying about wasting time.
Poke the ball in Madden 22, hold Circle button (PlayStation) or NS (Xbox) after you have settled within the limit. This accelerates the foul to the boundary of the scenario and QB will shoot the ball as you capture it.
To run a fake spike Madden 22, you can choose it from Choose to play menu under the clock management formation. However, this method is not ideal as it wastes time at the end of the game. Instead, keep Point to run one real spike and then be able to hear a fake spike the same way you might hear it in any other play.
You will have a few options for fake spike plays. However, changing to a fake spike is a dead gift. Why? Because QB signals to WRs that he is calling a false spike and they will correct themselves on the line. Unless your opponents aren’t paying attention, they’ll see the fake spike coming. You’re also only given three receivers on a dummy spike, and you can’t route them.
Spike vs. hurry up
When should you choose to poke the ball over another run? (This assumes you’ve run out of time.) For starters, always hit the ball after hitting a big end of the field stroke that ends in limit. You should also hit the ball after completing the first catch and finishing within the limit. Because it’s four-way territory, you’ll want to reset the attack with a new formation and new personnel. Running infractions quickly will exhaust your players and lead to mistakes, clumsiness and dismissals.
However, if a play ends in the limit and doesn’t lead to the first down, take the offense faster and throw another pass. Basically, hit the ball down first while the clock is running. If not, call a play. Recognizing football situations is one of many Tips and tricks you should keep in your arsenal.
If you insist on increasing the false beat, do so after you have established the rhythm. Perhaps forge it on the third spike and take a shot towards the end zone, knocking the defense off guard.