Here is information as to what type of in-game icons there are, and what they are used for.
Player Ring – The ring that surrounds a player that is being controlled by a user. The color of the inner circle within the ring is dictated by which controller is being used for that player.
Controller 1 = Blue
Controller 2 = Red
Controller 3 = Green
Controller 4 = Yellow
Stamina Meter – Located on the bottom half of the Player Ring, this indicator shows a user how much stamina they have left for the current play. This is depleted at various rates through moving, sprinting, or performing open field moves with a player. As stamina decreases, the ring will begin turning red from right to left, signifying how much energy the player has left for that play. When stamina is completely gone, the meter will pulse.
Pre-Play Motion Icon – If an offensive player selects a player other than the quarterback during pre-play, the direction(s) that highlighted player can be motioned will appear on either side of the player as an arrow.
Receiver Icons – Icons above any player that a user is able to throw the ball to. The icon will be a button on the controller that represents what a user has to press when throwing to that player. Also, the icon will appear unfilled until the receiver is ready to catch the pass.
Intended Receiver Ring – Green ring that appears under a receiver that the user has selected to throw the ball to. The ring will shrink as the ball gets closer to the receiver.
Catch Type– When a user or the AI chooses a specific type of catch, the name of the mechanic, along with the button associated with it, will appear above the player.
Catch Point Icon – When a pass is thrown to a receiver, the landing spot of the ball at its current trajectory is shown as an orange crosshair on the field. The icon shrinks as the ball approaches the spot on the field.
Block and Release Read Key – When a receiver is in a block and release route, the defender who is the deciding factor for whether the receiver goes on his route or stays in the backfield to block will have a diamond shaped icon with the letter “C” above them.
Block and Release Play-Art – When a receiver is in a block and release route, his route will appear in purple in the Play Call Screen and Coach Cam.
Ball Carrier Move Icons – When the auto-moves are turned on for user controlled ball carriers, the name of the move performed and the button or analog input tied to the move will appear above the player
Ball Carrier Path Feedback – Light blue path in front of the ball carrier that show what direction the user is currently running.
Rollout Play-Art – For any play where the QB will enter rollout locomotion automatically, a green arrow will appear behind the QB in the direction he’ll turn at the snap.
Receiver Play-Art – Any time a receiver is running a standard route, his assignment will show in yellow in the Play Call Screen and Coach Cam.
Primary Receiver Indicator – Any receiver running a route that is considered the primary option on a given pass play will have his route shown in red at the Play Call Screen and in Coach Cam.
Auto-Motion indicator – Receivers with an assignment to motion automatically before the snap will be shown in light blue at the Play Call Screen and in Coach Cam.
Blocking Play-Art – For players in a blocking assignment, a grey line with a rectangle on the end will show in the Play Call Screen and in Coach Cam. This art will be going up on run plays, and backwards on pass plays.
Run Play Art – Run plays will include the running back’s intended path shown as a red arrow. Receivers will have their standard yellow line showing their path but will have the rectangle as the end indicating a block assignment.
Run Fit Icons – Seen when a user views their defensive run fits on a given play by holding the R analog left or right. The force and cutback player will have a diamond shaped icon overhead, with an F or C in the middle, respectively.
Run Fit Play-Art – A user can hold L or R on the right analog during pre-play to show their run fits for that play. The art will have a line going to the gap that player is responsible for with a rectangle on the end.
Force Player = Brown
Cutback = Light Red
Standard Blitzing defenders = Red
Defenders who aren’t blitzing but have a gap assignment = Orange
Kick Block Icons – Any defensive player during a field goal or punt scenario that is designated as able to block the kick. The icon is diamond shaped with a B in the middle and is hung above the player.
Read Key Icons – Shown whenever the user calls an option style play on offense. The defensive player serving as the read key for handing the ball off or keeping the ball with the QB will have a diamond shaped icon with the letter “R” above them. For option plays that involve possibly pitching the ball, the defensive read key will have a diamond shaped icon with the letter “P” overhead.
Defensive Block Shed Prompt – If a defensive user is engaged in a block during a running play, this prompt appear above the user to press A/X to attempt a move to get around the offensive blocker.
Pass Rush Prompt – If a defensive user is engaged in a block during a passing play, this prompt will appear above them to attempt a finesse (A/X) or power (X/Square) to get around the offensive blocker.
Pass Rush Feedback – When a defensive user on the defensive line is rushing the QB on a pass play and attempts a pass rush move, whether the move is successful or not is reflected with a green or red ripple through the Player Ring.
Jump the Snap Prompt – If a defensive user playing as a defensive linemen attempts to rush the QB without trying to anticipate when the ball will be snapped, an RT/R2 callout will appear above the user.
Jump the Snap Feedback – When a defensive user playing as a defensive linemen “Jumps the Snap”, the accuracy of their timing will be shown through a green or yellow ripple in the Player Ring, and text reading “perfect” or “late”.
Zone Play-Art – Any play where there are zone assignments, the type of zone will be shown at Play Call and in Coach Cam with a line of what direction they will be running to get to their spot on the field. The oval at the end of this art represents the area on the field they will be guarding. There is text in the middle of Curl to Flat, Hook Zone, and Flat Zone Art specifying what kind of that zone specifically the player is in. IE: A 3 Receiver Hook Zone will have “3 Rec Hook Zone” as the text in the middle of the art.
Curl to Flat = Purple
Hook Zones = Yellow
Flat Zones = Light Blue
Deep Zones = Dark Blue
Blitz Play-Art – Any defender with a blitz assignment will be indicated by a red arrow at the Play Call Screen and Coach Cam.