FC 25 Rush Mode Guide
**Introduction to Rush Mode**
Rush Mode is an exciting new addition to FC 25, bringing a fresh and dynamic approach to gameplay. Here's everything you need to know about this mode, from team composition and gameplay mechanics to rules and strategies.
**Team Composition and Goalkeepers**
In Rush Mode, each team consists of 5 players: 4 player-controlled players and 1 AI-controlled goalkeeper. If a player disconnects during the game, the AI will take over to ensure uninterrupted play. The AI goalkeeper can be directed by the captain to perform actions like attacking (Y/Triangle) or moving (RS/R3). To maintain fairness, goalkeepers on both sides have identical attributes and abilities. In Kick-off and Manager Career Rush modes, players have control over the entire team.
**Gameplay Mechanics**
**Ball Fight**
Each Rush game begins with a ball fight, where ball launchers at both ends of the halfway line randomly launch the ball with varying power and height, adding an element of unpredictability.
**Flexible Positioning**
Rush Mode abandons traditional fixed player roles, encouraging flexible and team-oriented gameplay. Players can switch roles and positions dynamically, emphasizing strategic thinking and teamwork. When the game pauses, players return to their most recent positions. The mode's goal is to foster coordination and ensure that all players can contribute meaningfully, whether through steals, assists, or goals.
**Game Modes**
**Little Man Club Mode and UT Mode**
- **Little Man Club Mode:** Team up with club members or other individual players to climb the club rankings.
- **UT Mode:** Bring a player from your team and join up to three friends. Participate in special events, build chemistry, and earn bonuses by completing challenges.
**Career Mode and Kick-off**
- **Kick-off:** Select any team to play in Rush mode.
- **Career Mode:** Engage with youth training through Rush matches, playing 5v5 games with young players, giving you more control over player development.
**Rules and Regulations**
**Field Dimensions and Lines**
The Rush field is approximately 63.7m x 46.6m, about 41.5% of a traditional football field. The smaller, more square shape encourages lateral passing while maintaining width to avoid a cramped feel. The penalty area and center circle are relatively large, and two dotted lines mark the offside rule's beginning. Players can shoot at the opponent's goal from beyond their own defensive offside line; otherwise, it's considered a clearance.
**Game Time and Winning Conditions**
Rush games feature a continuous 7-minute countdown with no half-time break. The clock stops when the ball goes out of bounds. The team with the most goals at 0:00 wins. If tied, the game proceeds to a 2:20 goal shootout or a penalty shootout if still tied. The final whistle rule ensures play continues until the current attack ends if a shot is in flight when the clock hits 0:00. Penalties awarded in the final seconds extend the game briefly to ensure a fair shot.
**Offside**
Offside is determined by players' positions relative to new dotted lines, one-third the field's length on each side. Once crossed, normal offside rules apply, enhancing game flow and reducing field congestion while maintaining strategic depth.
**Blue Cards and Offensive Advantage**
Rush Mode replaces red cards with blue cards. Players committing serious fouls or preventing goal-scoring opportunities are sent off for 1 minute. The blue card timer pauses when the ball is out of play and decreases by 15 seconds per goal conceded. If the timer exceeds remaining match time, it continues in extra time. Players can re-enter after the timer expires. Teams must have at least two players on the field, with a third blue card resulting in a loss. Two yellow cards accumulate to a blue card. Goalkeepers are exempt from yellow or blue cards. Carding is delayed during offensive advantages.
**Substitutions, Stamina, and Injuries**
There are no substitutions in Rush Mode. Players don't need to worry about injuries or long-term stamina, only short-term stamina during matches.
**Set-pieces**
Set-pieces are streamlined for efficiency. Throw-ins, corner kicks, and free kicks resume quickly. The closest player takes throw-ins and corners, while fouled players take free kicks and penalties. Set-piece positions are based on the last field position, and players reposition after goals based on their primary area during play.
**Indirect Free Kicks**
All free kicks in Rush Mode are indirect, requiring a pass to a teammate. They are taken from the regular game view for speed.
**Corner Kicks**
Players can adjust the aim of corner kicks with an aiming cursor. Stronger kicks result in lower, faster trajectories, while weaker kicks are higher and slower. Ground passes are also an option. Corner kicks are taken from the regular game view.
**1-on-1 Penalty Kicks and Penalty Shootouts**
During regular time, penalties are awarded for fouls in the penalty area, offering a one-on-one chance with the goalkeeper. Tied games after overtime go to penalty shootouts, with each player having 10 seconds to shoot. Only the penalty taker and goalkeeper participate, with other players watching.
**Conclusion**
Rush Mode in FC 25 offers a fast-paced, team-oriented experience that breaks from traditional football norms. By promoting flexibility, strategy, and teamwork, it provides a fresh and engaging way to enjoy the game. Dive into Rush Mode and experience the thrill of this innovative gameplay!
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