How will Rush 5v5 work in FC25?

Rush is a brand-new 5v5 gameplay experience designed for fast-paced, small-sided matches. It aims to provide a social football experience while maintaining the core gameplay mechanics of an 11v11 match.
Rush is integrated across multiple game modes: Football Ultimate Team, Clubs, Career Mode, and Kick-Off.
Football Ultimate Team
Players can team up with friends, each bringing a Player Item to build a 5-a-side squad. Earn Rush Points by completing squad build requirements and matches. Points contribute to weekly objectives, offering rewards. Players can compete in events, build team synergy, and complete challenges for bonuses.

Clubs
Players team up with club mates or solo players to climb the Clubs Rush player ranks and improve their club’s standing on the global leaderboard. Each win contributes a Victory Point to the club’s progression, enhancing individual Rush rank and seasonal rewards.

Career Mode
Players can engage with Youth Academy development through 5v5 Rush tournaments, providing more control over young prospects’ growth.

Kick-Off
Kick Off allows players to choose any team from available leagues for casual 5v5 matches, offering a fresh perspective on gameplay.
5v5 Format & Team Composition
5v5 Format
Each team consists of five players, including four user-controlled outfield players and one AI goalkeeper. The match is played on a smaller pitch, roughly 41.5% the size of a traditional 11v11 pitch, measuring approximately 63.7 by 46.6 meters. This smaller field size encourages lateral passing and dynamic play, making the game faster and more engaging.

When looking at the pitch, there are noticeable dotted lines marking each third for offside rules. Despite the smaller pitch, the goals remain the same size as those in 11v11 matches.
Team Composition
In Clubs and Ultimate Team, the goalkeeper is AI-controlled. If a player disconnects, the AI takes over for the disconnected player. The team captain can perform goalkeeper actions such as rushing and moving the goalkeeper. To maintain fairness, AI goalkeepers on both sides have identical heights, attributes, and playstyles.
Traditional fixed roles are set aside, allowing players to self-organize and switch roles as needed. Players are repositioned based on their last location when play stops.
Rules and Regulations
Race to Ball: At the start of each match, one of two ball launchers randomly propels the ball into play, adding unpredictability and excitement.
Offside Rules: Applies only in the attacking third of the pitch, marked by dotted lines at one-third pitch length.
He is an example of a play that is Not Offside:
He is an example of a play that is Offside:
Match Length: Matches are a single continuous 7-minute period with no half-times. Additionally, the clock pauses while the ball is out of play.
Buzzer Beater: Ensures that if a shot is in flight as the clock hits 0’, the game continues until the play concludes.
Tied Games: Ties are resolved by a 2:20min Golden Goal Extra Time, followed by 1-on-1 Penalty Shootouts if needed.
Blue Cards: Replace red cards; players who commit serious fouls are side-lined for 1 minute. Two yellow cards result in a blue card. The timer decreases by 15 seconds for each goal conceded.
Substitutions/Injuries:
There are no substations or injuries, this focuses on short-term stamina management instead of long term management and as a result this keeps gameplay flowing without interruptions
Set Pieces
Set pieces have been streamlined for efficiency and simplicity. Whether it’s a throw-in, corner kick, or free kick, play resumes quickly to keep the game running. The player closest to the ball when it goes out of play will take throw-ins and corner kicks, while free kicks and penalty kicks will be taken by the player who suffered the foul.
Free Kicks
Free kicks in Rush are always indirect, which means that shooting directly at the goal is not allowed and passing to a teammate is required
Corner Kicks
There is no corner kick camera like in 11v11; players will use the gameplay camera and have an aiming reticule on the ground to direct the corners.
1-on-1 Penalty Kicks and Shootouts
In Rush Penalty Shootouts, players from both sides alternate taking 1-on-1 penalty kicks, with each player having 10 seconds to take their shot. During shootouts, only the kick taker and the goalkeeper are involved in the play, while other players spectate. This penalty mechanic is also used for penalties awarded for fouls inside the box.
Social Features
Two-Player Celebrations: Players can engage in celebrations with teammates after scoring by running into them. These celebrations are brief to maintain game flow.
Quick Chat and Tactical Requests: Enables simple communication with teammates using directional buttons for messages like “Nice,” “Thanks,” “Sorry,” and “Unlucky,” as well as tactical commands like “Pass,” “Cross,” “Through,” or “Shoot.”

Ping System: Allows players to signal their intentions to teammates using visual arrows. This system is designed to improve strategy and teamwork by offering direct communication methods.
Additional Features:
Rush Training Centre: Includes a training match and four lessons on unique Rush features (Blue Cards, Rush Offside rules, 1-on-1 Penalty Kicks, and Corner Kicks). It helps players learn and practice Rush gameplay.

Rush Cameras: Four new camera angles—Rush Broadcast, Rush Tactical, Rush Pro, and Rush End to End—cater to different viewing preferences, providing either a close-up or broader view of the action..

AR Coach: Offers real-time visual guidance to improve decision-making and positioning. It includes hints for offensive support, defensive support, counterattack threats, and defensive gaps, primarily for beginner and amateur players.

