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Detailed Breakdown of Rush in EA Sports FC25!
Detailed Breakdown of Rush in EA Sports FC25!

Detailed Breakdown of Rush in EA Sports FC25!

07.09 .2024
Rush is a fresh take on 5v5 football, incorporating communication tools and using the controls and gameplay found in standard 11v11 matches. Teams comprising five players battle it out on a drastically scaled-down football pitch, where new match types and regulations enhance the game's excitement. We're delighted to offer you a comprehensive look at Rush – a revolutionary way to enjoy football. Its rapid player motion, in-game communication features, and...

Rush is a fresh take on 5v5 football, incorporating communication tools and using the controls and gameplay found in standard 11v11 matches. Teams comprising five players battle it out on a drastically scaled-down football pitch, where new match types and regulations enhance the game's excitement. We're delighted to offer you a comprehensive look at Rush – a revolutionary way to enjoy football. Its rapid player motion, in-game communication features, and smooth integration with Football Ultimate Team™, Clubs, career mode, and quick matches fundamentally alter how we perceive and engage with football in EA SPORTS FC™.

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EA SPORTS FC™: 5 vs. 5 Game

Join your teammates for exhilarating 5v5 football with smaller teams in Rush. Create your ideal team of 5 players in Rush within Ultimate Team™, challenge the world in Rush Clubs, and lead the growth of young talents in coach career, competing in Rush tournaments.

Rush in Football Ultimate Team™

Pick your favorite player and band together with friends for electrifying 5v5 matches with consistent player control. Utilize earned Rush rewards to upgrade your 11v11 lineups too.

Rush in Clubs

Bring together a squad of friends and bring your club experience to life on the Rush field.

Every win contributes to your club's victory count and advances your personal Rush ranking, drawing you closer to coveted seasonal prizes.

Rush in Career Mode

Directly influence the development of your academy players throughout the season by participating in Rush 5v5 tournaments with your team.


Getting Started

Team Composition and Goalkeepers

In Clubs and Football Ultimate Team™, every Rush team consists of 5 players: 4 field players controlled by users and 1 goalkeeper controlled by AI. If a player disconnects after the start of the game, the AI will take over their player to avoid interruptions.

While goalkeepers are controlled by the AI, the captain can still perform actions such as coming out of the goal (Y/triangle) or moving the goalkeeper (RS/R3). In online games, both teams' goalkeepers will have identical height, attributes, and playing styles to create fair conditions. In Rush Quick Matches and Rush Coach Career, players will control the entire team.

Race to the Ball

At the beginning of each Rush match, players participate in a race to get to the ball. At opposite ends of the field near the center line are two ball launchers. At the start of each game, one of these launchers fires a ball at random speed and height, adding an element of surprise. This innovative approach eliminates the need to pre-set positions and creates a thrilling scramble for initial possession of the ball.

In Rush, the traditional concept of fixed positions is replaced by a more team-oriented approach, encouraging players to switch roles during the game and promoting strategic thinking and teamwork. After a pause in play, players position themselves on the field based on their most recent locations on the pitch, emphasizing the importance of deliberate positioning and continuous communication within the team. In Rush, we aim to foster player interaction—every player has the chance to contribute to the game by performing various roles during a match, whether it be tackling, assisting goals, or scoring.

Game Modes

Rush in Clubs and Football Ultimate Team

In Rush in Clubs, you can compete alongside fellow club members or against other individual players to rise through the Rush rankings, enhance your club’s global leaderboard standing, and earn seasonal rewards for both yourself and your club participants. Whether you’re playing alone or with club members, winning and contributing to your club's victory total necessitates team coordination.

In Football Ultimate Team Rush, this mode complements the competitive spirit of Rivals and Champs. Up to four players can pick players from their clubs to form their ultimate dream team. You can also play with friends in special events, increase interactions, and receive bonuses for completing challenges.

Earn Rush Points in Rush Football Ultimate Team by fulfilling lineup requirements and completing matches. These points contribute towards weekly objectives that award you with prizes. When creating a lineup, you may accomplish extra block tasks frequently requiring cooperation with your teammates. Completing these tasks earns you Rush points, multipliers, and bonus points for goals or victories.

Learn more about Rush in Clubs and Football Ultimate Team in our detailed reviews.

Rush in Coach Career and Quick Matches

Quick matches also offer their own version of Rush where you can select any team from the quick match leagues.

And in the Coach Career mode, you gain a fresh approach to managing your club's youth academy. For the first time, you’ll be able to organize 5v5 matches with your juniors and exert greater control over their growth. Both modes revolutionize the gaming experience whether you’re confronting a friend in a casual match or cultivating future stars for your team.

Discover more about Rush in Coach Career in the August Detailed Review of the Career Mode.

Rules

Field Size and Markings

The dimensions of the Rush field are 63.7 meters by 46.6 meters, constituting 41.5% of a standard football pitch. The smaller, more "square" field encourages forward passes and ensures proper width to prevent the field from feeling too narrow.

The penalty area and central circle are proportionately larger than those on a typical field, enabling conventional football to be played on a smaller surface. Additionally, two dashed lines mark a third of the field on either side and help determine offside. The goal size remains identical to that in 11v11 matches—no adjustment is necessary when shooting.

Moreover, players can shoot at the opposing team's goal from anywhere behind the offside line on their half of the field. Shots taken inside the defending team’s offside line lead to clearances.

A Rush match lasts continuously for 7 minutes without halves or breaks. When the ball leaves the field of play, the timer stops counting.

The winner is decided by the team that scores more goals when the timer reaches zero. If there is a tie at the end of regulation time, an additional period of 2 minutes and 20 seconds is added, using the golden goal rule, followed by a penalty shootout if needed.

If the whistle blows after a shot, the play continues until the moment ends – a save by the goalkeeper, the ball leaving the field, a block or interception by a defender, or a goal, adding excitement to the final seconds of the game. If a penalty is awarded in the last seconds, the match time is extended for its execution. During this added time, the player cannot make a pass or lose the ball – otherwise, the game will end.

In Rush, modified offside rules apply. Offside is considered relative to the new dotted lines marking a third of the field on each side. Once a player enters the attacking third, the normal offside rules kick in. These lines act similarly to the center line in regular 11 vs. 11 matches and identify the zones where offside occurs. These changes increase the dynamics of the match, prevent players from gathering in different areas of the field and reduce stoppages, retaining the strategic depth of the game.

There are no red cards in Rush. Players committing serious violations or a last-ditch foul get a blue card and are sent off for 1 minute. The punishment timer under the offending player's name pauses during game stoppages and decreases by 15 seconds for each goal scored in the minority. If the duration of the punishment exceeds the main match time, it continues into extra time. After the timer ends, the player can return to the field – during the game or on a set piece. Each team must have at least two players on the field at any given time. If three players receive blue cards after two dismissals, the team loses.

Two yellow cards equal a blue card, leading to the yellow cards being cleared. Goalkeepers cannot receive yellow or blue cards.

To ensure fair play in Rush, the delayed foul rule is applied, issuing a card to a player at the end of the episode, especially in cases of a 1-on-1 situation. These rules encourage exciting, fair, and dynamic football.

Substitutions, Endurance and Injuries

In Rush, there are no substitutions. This implies that players don't need to concern themselves with injuries or fatigue since only short-term endurance is taken into consideration during matches. This streamlined approach to managing players enables them to focus on the game without interruption. Furthermore, there aren't any substitutions in offline modes like quick matches and career coach mode. Of course, players can still make adjustments to their starting lineups prior to the beginning of the match.

Set Pieces

Set pieces have been made easier and faster. During throw-ins, free kicks, or corners, the match resumes promptly to sustain the rhythm of the game. Throw-ins and free kicks are carried out by the closest player to the ball, while free kicks and penalties are executed by the player who was fouled. During set pieces, players assume positions on the field according to their most recent positions. Following a goal, players reposition themselves based on the position they predominantly held during the match, such as on the left or right flank.

Free Kicks

All set pieces in Rush are regarded as free kicks which forbid direct shots on goal and necessitate passing. To preserve the game's momentum, the camera angle doesn't alter during the performance of free kicks.

Corners

The corner taker can determine the direction of the corner with a marker on the pitch. With a powerful stroke, the ball will travel lower and faster, whereas with a weaker one, it will ascend higher and slower. Naturally, the corner can also be played out with a low pass. Similar to free kicks, corners are taken from the standard camera perspective.

Penalty Shootouts and Penalty Series

The penalty series in Rush mirrors the thrill and intensity of 11v11 matches. For infractions within the penalty area during play, a penalty is granted, providing the fouled player with an opportunity to confront the goalkeeper one-on-one. If no goals are scored in extra time, the game proceeds to a penalty series where both teams alternately take penalties. Each penalty is allocated 10 seconds. Just the player and the goalie engage in the penalty kick during the post-match series, while the remainder of the team observes.

Communication Opportunities

Celebrating Together

New celebration options enable players to join in the celebration of a goal by simply running over to the scorer. Celebrations will be brief—the aim is to underscore the joy of scoring without impeding the flow of Rush games. If you prefer to celebrate alone, you can refrain from approaching other teammates and pick your preferred solo celebration. We hope these celebrations will make goals even more exhilarating.

Quick chat and tactical queries

In all online modes of Rush with fixed player control, a quick chat functionality will be implemented. This allows players to send quick messages, enhancing team communication and camaraderie. By using direction buttons, players can send brief messages such as “Well done!”, “Thanks”, “Sorry” or “Bad luck” to their teammates. We believe that the quick chat feature will help players express emotions efficiently during crucial moments of the match, whether acknowledging accurate goal passes or commiserating over missed scoring chances. Remote players can also use messages and reactions.

Additionally, players without the ball can request specific game actions from their teammates. Using action-specific buttons, they can give commands like “Pass”, “Cross”, “Through pass” or “Shoot”. Messages like “Run”, “Come closer” or “Pressure” are also transmitted via corresponding buttons. Players controlled by AI will also react to these requests. Through quick chat and tactical requests, we aim to offer players more communication options and increased control over AI-controlled players.

System Indication

Based on feedback following internal testing, an indication system has been integrated into the game to simplify tactical interactions in Rush. Specifically designed for modes with fixed control of a single player, the indicators enable players without the ball to signal their intentions using the right joystick. These visual cues replicate directed runs and appear as fading arrows pointing toward the direction the player is moving.

For clarity, the color of the arrows corresponds to the color indicator of the player (red, blue, etc.). Players can use this system to designate run directions or desired reception areas. They can activate or deactivate the indication system under Game Settings > Visual Details. The indication system offers a direct method of communicating tactical decisions in real-time and is intended to improve team coordination and strategic performance within the game.

Training Center Rush

A new chapter devoted to Rush will be added to the Training Center menu, allowing you to engage deeply with the Rush experience while mastering strategies and mechanics at your own speed. We believe that the Training Center will support you in starting out in Rush, whether you are a novice or a seasoned EA SPORTS FC player.

Here’s what’s featured in this chapter:

  • Rush Practice Match: Play a full Rush match with fixed control of a single player. You’ll manage a randomly chosen player from your preferred team against their archrival in the game. By default, the match includes training elements such as a movement indicator, button hints, an offside indicator, and an augmented reality coach to assist you. The practice match is designed as a challenge to refine your abilities and advance.
  • Rush Lessons: Complete four new lessons focusing on distinctive aspects and opportunities in Rush matches, including blue cards, offsides in Rush, penalties, and corners.

Cameras in Rush

Four specialized camera angles tailored for the Rush mode will be introduced, highlighting the unique conditions of playing on a smaller field. For those who favor a close-up view comparable to watching a live match, the standard Rush television camera provides a horizontal view that draws you closer to the action on the football pitch. The Rush Tactical Camera offers a broader horizontal angle, ideally suited for players with a tactical mindset. Additionally, two new overhead views will be available: the “Rush – Professional” camera offers a perspective similar to third-person view and is perfect for high-speed play, whereas the “Rush – Goal View” camera caters to players who desire a comprehensive field view. During the game, you can press the (View button on Xbox || Touchpad on PlayStation || Minus button on Nintendo) to shift the camera angle from the ball to your player, ensuring you never lose sight of him.

Augmented Reality Coach

The augmented reality coach supports players in making optimal tactical choices and selecting positions during Rush matches in real time. Intended primarily for newcomers, this feature presents visual cues visible solely to the player, concealed from other team members. By default, the augmented reality coach is active on Beginner and Novice difficulty settings and inactive on Amateur setting. It can be toggled on in the 'Visual Details' menu. The coach assists in four domains: attack guidance is signified by a blue circle, defense guidance by an orange circle, risk of counterattack by orange arrows, and alerts about defensive gaps by an orange rectangle. These indicators aid in improving understanding and strategy.

Match Evaluation

The match evaluation system in Rush underscores the significance of teamwork and strategic play. Now, a player’s match rating depends more significantly on contributions to team play, such as decisive goal assists and recovering the ball, rather than just individual actions. The match evaluation system fosters team efforts and a tactical approach to every game, rewarding actions that benefit the entire team’s success.

Thank you for reading our ‘Field Notes’ review of EA SPORTS FC 25! We look forward to seeing you try out Rush and hope to see you in the game soon.


Conclusion on EA SPORTS FC 25 —Detailed description of the Rush guide:

EA Sports FC 25 introduces exciting new features and improvements to the popular Rush mode. The Quick Chat functionality enables players to quickly communicate with their teammates, enhancing team cohesion and response times. Tactical Requests allow non-ball carriers to issue commands directly to their teammates, facilitating more coordinated plays. An Indicator System simplifies tactical interactions, especially for single-player-controlled games, by visually displaying players' intentions and movements.The Training Center adds a dedicated Rush chapter, providing tutorials and practice matches to familiarize players with the unique dynamics of Rush. New camera perspectives have been designed specifically for Rush, offering different viewpoints to suit various playstyles. The AR Coach provides real-time guidance, helping players make better tactical decisions and position themselves effectively.Match evaluations now place greater emphasis on team contributions, recognizing both individual achievements and collective success. These changes reflect EA Sports' commitment to enhancing the Rush experience and further deepening the strategic and social elements of the game.

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