How important is Sprinting & Quickness for a LB who specializes in blitzing? Is Snap Reaction more important?
Forum > FAQ's, Player Guides and Game Help > Edge Rushers
Xavori
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Well, last season for rookies it worked really well as the O-line would let you go unblocked a lot. And at sophomore and above, blitzing go way down in effectiveness anyway.
This season, the o-lines are actually blocking blitzing backers which means you need to actually be able to get off blocks so you need all kinds of skills including all of those you mentioned. It's a tricksier proposition now.
This season, the o-lines are actually blocking blitzing backers which means you need to actually be able to get off blocks so you need all kinds of skills including all of those you mentioned. It's a tricksier proposition now.
dcarbo
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I'm pretty sure an outside blitz will work in Sophomore season. It's true that the G's can swing out and pick up a blitzing edge rusher, but the communication between G & T can result in many possibilities, especially when there are 5 men rushing.
In order for the outside rush to be effective the LB has to get to the QB before the play clock hits 40, and to get a sack they usually need to get there in something less than that.
So the question is, what is the relative importance of Sprinting, Quickness and Snap Reaction? How high do they have to be in order to achieve that kind of result, and is one of them more important than the other two?
In order for the outside rush to be effective the LB has to get to the QB before the play clock hits 40, and to get a sack they usually need to get there in something less than that.
So the question is, what is the relative importance of Sprinting, Quickness and Snap Reaction? How high do they have to be in order to achieve that kind of result, and is one of them more important than the other two?
Laggo
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I'm pretty sure footwork is more important than quickness for what you're trying to achieve
imo footwork is the cause of stuff like http://glb2.warriorgeneral.com/game/replay/41917/627919 where the blocker just turns in place and watches the DE get around
sprinting i think is the most effective way to make it better though, just due to the nature of sacks being getting form Point A to Point B. Snap reaction I think has a minimal effect (how cheap it is seems like a good hint).
imo footwork is the cause of stuff like http://glb2.warriorgeneral.com/game/replay/41917/627919 where the blocker just turns in place and watches the DE get around
sprinting i think is the most effective way to make it better though, just due to the nature of sacks being getting form Point A to Point B. Snap reaction I think has a minimal effect (how cheap it is seems like a good hint).
Achelon
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Pursuit
Blitz aware
Break block
Tackling grip
Tackling tech
Pass rush power
Pass rush tech
Footwork
Sprinting
Balance
Conditioning
Quickness
Snap reaction
You need all these to over 35 to get a great pass rusher.
Blitz aware
Break block
Tackling grip
Tackling tech
Pass rush power
Pass rush tech
Footwork
Sprinting
Balance
Conditioning
Quickness
Snap reaction
You need all these to over 35 to get a great pass rusher.
Originally posted by Narasimha
Pursuit
Blitz aware
Break block
Tackling grip
Tackling tech
Pass rush power
Pass rush tech
Footwork
Sprinting
Balance
Conditioning
Quickness
Snap reaction
You need all these to over 35 to get a great pass rusher.
I dont think your wrong but that is not totally true..
Pursuit
Blitz aware
Break block
Tackling grip
Tackling tech
Pass rush power
Pass rush tech
Footwork
Sprinting
Balance
Conditioning
Quickness
Snap reaction
You need all these to over 35 to get a great pass rusher.
I dont think your wrong but that is not totally true..
Xavori
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Originally posted by Narasimha
Pursuit
Blitz aware
Break block
Tackling grip
Tackling tech
Pass rush power
Pass rush tech
Footwork
Sprinting
Balance
Conditioning
Quickness
Snap reaction
You need all these to over 35 to get a great pass rusher.
I'm pretty sure you don't need tackling grip on a pass rusher.
However, it's still useful to get in case you have to play a team with "Tampa" or anything to do with alcoholic beverages or the effects of such drinks in their name.
Pursuit
Blitz aware
Break block
Tackling grip
Tackling tech
Pass rush power
Pass rush tech
Footwork
Sprinting
Balance
Conditioning
Quickness
Snap reaction
You need all these to over 35 to get a great pass rusher.
I'm pretty sure you don't need tackling grip on a pass rusher.
However, it's still useful to get in case you have to play a team with "Tampa" or anything to do with alcoholic beverages or the effects of such drinks in their name.
burn_209
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Originally posted by Laggo
I'm pretty sure footwork is more important than quickness for what you're trying to achieve
imo footwork is the cause of stuff like http://glb2.warriorgeneral.com/game/replay/41917/627919 where the blocker just turns in place and watches the DE get around
sprinting i think is the most effective way to make it better though, just due to the nature of sacks being getting form Point A to Point B. Snap reaction I think has a minimal effect (how cheap it is seems like a good hint).
Footwork is how fast you move for lateral and spinning motions. Like when a DB is back pedaling. The only way footwork comes into play is when spin move fires.
I'm pretty sure footwork is more important than quickness for what you're trying to achieve
imo footwork is the cause of stuff like http://glb2.warriorgeneral.com/game/replay/41917/627919 where the blocker just turns in place and watches the DE get around
sprinting i think is the most effective way to make it better though, just due to the nature of sacks being getting form Point A to Point B. Snap reaction I think has a minimal effect (how cheap it is seems like a good hint).
Footwork is how fast you move for lateral and spinning motions. Like when a DB is back pedaling. The only way footwork comes into play is when spin move fires.
Originally posted by burn_209
Footwork is how fast you move for lateral and spinning motions. Like when a DB is back pedaling. The only way footwork comes into play is when spin move fires.
Don't come in here and lie.
Footwork is in damn near everything when a player isn't running in a straight line
Footwork is how fast you move for lateral and spinning motions. Like when a DB is back pedaling. The only way footwork comes into play is when spin move fires.
Don't come in here and lie.
Footwork is in damn near everything when a player isn't running in a straight line
Galithor
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Originally posted by Jampy2.0
Don't come in here and lie.
Footwork is in damn near everything when a player isn't running in a straight line
or changing the direction of the straight line (quickness).
Don't come in here and lie.
Footwork is in damn near everything when a player isn't running in a straight line
or changing the direction of the straight line (quickness).
Phantom Cannon
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Originally posted by Jampy2.0
Footwork is in damn near everything when a player isn't running in a straight line
I don't agree. I think footwork helps side and backward movement, and spin/rotating in place (i.e. not necessarily a full 180 or 360). I don't really see how it benefits any other movement. Turning seems to be only influenced by quickness and a little by balance.
Footwork is in damn near everything when a player isn't running in a straight line
I don't agree. I think footwork helps side and backward movement, and spin/rotating in place (i.e. not necessarily a full 180 or 360). I don't really see how it benefits any other movement. Turning seems to be only influenced by quickness and a little by balance.
Originally posted by Phantom Cannon
I don't really see how it benefits any other movement
Because you don't know much.
Have you compared the visual movement of a 8footwork player with a 50 footwork player?
Have you compared the movement of a 20 footwork player with a 35 footwork player?
Have you watched the movement of players adjust and change as thy went from 8 footwork to 50?
If the answer is no, then you shouldn't be posting your opinions in FAQ. It's not cool to post speculation, because there are people who will read it and take it for what it is, instead of taking it with a grain of salt.
I don't really see how it benefits any other movement
Because you don't know much.
Have you compared the visual movement of a 8footwork player with a 50 footwork player?
Have you compared the movement of a 20 footwork player with a 35 footwork player?
Have you watched the movement of players adjust and change as thy went from 8 footwork to 50?
If the answer is no, then you shouldn't be posting your opinions in FAQ. It's not cool to post speculation, because there are people who will read it and take it for what it is, instead of taking it with a grain of salt.
Phantom Cannon
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Originally posted by Jampy2.0
Because you don't know much.
Have you compared the visual movement of a 8footwork player with a 50 footwork player?
Have you compared the movement of a 20 footwork player with a 35 footwork player?
Have you watched the movement of players adjust and change as thy went from 8 footwork to 50?
If the answer is no, then you shouldn't be posting your opinions in FAQ. It's not cool to post speculation, because there are people who will read it and take it for what it is, instead of taking it with a grain of salt.
First of all, almost everything posted on these forums is speculation. If you have a developer's guide with lines of code, equations, and hard facts in it, please share. Otherwise, it is deceptive of you to act like you're not speculating to some extent.
Second of all, yes I have compared multiple players in multiple positions across multiple plays across multiple games. I've looked at different attributes--footwork, quickness, and sprinting attributes among others. With those observations in mind, I stand by what I posted. Footwork absolutely helps movement abilities, but not everything that isn't a straight line.
To add onto what I said...if footwork is so valuable for all movements that aren't straight-line sprinting then why does adding to it do nothing to change 3-cone drill or shuttle times?
Because you don't know much.
Have you compared the visual movement of a 8footwork player with a 50 footwork player?
Have you compared the movement of a 20 footwork player with a 35 footwork player?
Have you watched the movement of players adjust and change as thy went from 8 footwork to 50?
If the answer is no, then you shouldn't be posting your opinions in FAQ. It's not cool to post speculation, because there are people who will read it and take it for what it is, instead of taking it with a grain of salt.
First of all, almost everything posted on these forums is speculation. If you have a developer's guide with lines of code, equations, and hard facts in it, please share. Otherwise, it is deceptive of you to act like you're not speculating to some extent.
Second of all, yes I have compared multiple players in multiple positions across multiple plays across multiple games. I've looked at different attributes--footwork, quickness, and sprinting attributes among others. With those observations in mind, I stand by what I posted. Footwork absolutely helps movement abilities, but not everything that isn't a straight line.
To add onto what I said...if footwork is so valuable for all movements that aren't straight-line sprinting then why does adding to it do nothing to change 3-cone drill or shuttle times?
Originally posted by Phantom Cannon
First of all, almost everything posted on these forums is speculation. If you have a developer's guide with lines of code, equations, and hard facts in it, please share.
Uh nope. There is no way coding of glb2 is far from the coding used in glb1, in fact, I bet a few pieces are the exact same, and I bet the RNG equations are p similar (of course with some variation since we have new attributes which all have unique effects... btw in glb1.. in 40 seasons bort has given away many lines of code and many equations, with "hard facts".
Originally posted by Phantom Cannon
To add onto what I said...if footwork is so valuable for all movements that aren't straight-line sprinting then why does adding to it do nothing to change 3-cone drill or shuttle times?
Because those are running in straight lines, and making precise turns. Quickness, sprinting, and balance. (In that order).
3 cone drill shows how quickly a player can turn, how well he can keep speed through the sharp turn, and how well he accelerates out of it.
Shuttle runs show how quickly a player accelerates from start to dead stop, turn, then re-acceleration.
Both of these drills are in straight lines except when one makes sharp turns (Atleast 90 degrees). Never does a person run outside a straight line (or atleast they should not) during 3cone, shuttle run, or the 40YD.
First of all, almost everything posted on these forums is speculation. If you have a developer's guide with lines of code, equations, and hard facts in it, please share.
Uh nope. There is no way coding of glb2 is far from the coding used in glb1, in fact, I bet a few pieces are the exact same, and I bet the RNG equations are p similar (of course with some variation since we have new attributes which all have unique effects... btw in glb1.. in 40 seasons bort has given away many lines of code and many equations, with "hard facts".
Originally posted by Phantom Cannon
To add onto what I said...if footwork is so valuable for all movements that aren't straight-line sprinting then why does adding to it do nothing to change 3-cone drill or shuttle times?
Because those are running in straight lines, and making precise turns. Quickness, sprinting, and balance. (In that order).
3 cone drill shows how quickly a player can turn, how well he can keep speed through the sharp turn, and how well he accelerates out of it.
Shuttle runs show how quickly a player accelerates from start to dead stop, turn, then re-acceleration.
Both of these drills are in straight lines except when one makes sharp turns (Atleast 90 degrees). Never does a person run outside a straight line (or atleast they should not) during 3cone, shuttle run, or the 40YD.
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