For tackling, I'm pretty sure the tackle animation will be set based on the direction the opponent is tackled. Tackling from the front yields different animations than the side or back, so there are 3 possible directions that each have different tackles. If I freeze 8005BAF0, it will only do 1 specific tackle per direction (although each direction are different).
I was also playing around with the function that writes to 8005BAF0 today and it had some pretty funny results. The following is the code writing to that address:
80026B18 LUI V1, $41C6
80026B1C ORI V1, V1, $4E6D
80026B20 MULT V0, V1
80026B24 MFLO V0
80026B28 NOP
80026B2C LUI AT 0x8006
80026B30 SW V1, 0xBAF0 (AT)
If I NOP out 80026B18 - 80026B20, it did indeed force only 1 type of tackle (per direction of hitting), but the strange part was it also affected other parts of the gameplay. Anytime I tackled the computer, they would fumble. I also fumbled much more, but only once the computer had fumbled it away and I recovered. The other thing it did was have the computer always do onside kicks.
So I went back and looked at some stuff Zoinkity had mentioned in the past... well go figure, this is the "dice-rolling" function he had mentioned, which explains why modifying this will change the rate of random fumbling and what not.