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My sophomore run stuffing CB has 56 footwork, 62 break run block and silver shed block yet he doesn't seem to get off his block as often as he should. Many times when shed block fires he releases but then gets sucked back into a block. I figured footwork would allow him to get around the blocker after breaking loose.

Is it quickness?
Edited by Galactic Empire on Jun 29, 2015 18:30:11
 
Kayoh
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1. your run stuffing CBs have a combined 57 reverse pancakes to only having been pancaked a collective 7 times.
2. CBs don't generally get around blockers due to angles. With DEs on pitch plays and the such, they can get to the side of the OT rather than being right in front of them when the block engages, then when they break a block they can move around them better. With CBs you can break a block and move side to side a bit but the angles on outside running plays generally dictates that the WR is going to re-engage fairly easily.
 
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Hmmm...so CBs should go for reverse pancakes (hold ground) rather than quickness/footwork to get around the blockers? I have literally invested 0 SPs into Hold Ground yet they are pancaking WRs like crazy. Good thing about investing in quickness/footwork is those skills can be used in the passing game as well.
Edited by Galactic Empire on Jun 29, 2015 19:47:57
 
Kayoh
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Originally posted by Galactic Empire
Hmmm...so CBs should go for reverse pancakes (hold ground) rather than quickness/footwork to get around the blockers? I have literally invested 0 SPs into Hold Ground yet they are pancaking WRs like crazy. Good thing about investing in quickness/footwork is those skills can be used in the passing game as well.

hold ground doesn't really help much with revcakes tbh. If you'd put a bot with 40 BRB and 80 HG on the field in a rotation with a bot with 80 BRB and 40 HG, the one with lower HG would most likely still end up with more revcakes.
 
Merik
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Originally posted by Kayoh

hold ground doesn't really help much with revcakes tbh. If you'd put a bot with 40 BRB and 80 HG on the field in a rotation with a bot with 80 BRB and 40 HG, the one with lower HG would most likely still end up with more revcakes.


hmm i'll take the 40 brb and 80 hold ground then, if you leave him
 
Cuivienen
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Revcakes are great because otherwise when your dot breaks a block, they will just get blocked by the same blocker in a tick or two.
 
Galithor
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Shed Block has it's detractors, but you can definitely get away from an active blocker better with it golded for more stuns.
 
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Ah...good point. Stun probably helps alot.
 
Time Trial
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Hold ground prevents you from being pushed back 8 yards when your blocker fires Get Low, but it doesn't really help you get out of the block... it just seems to determine how far you get pushed back when the blocker is winning. Balance may also factor.

Break Run Block helps you to win the counter-block roll, but I don't know whether that alone is enough to revcake... or if it just leads to a balance check when you break the block.
 
Kayoh
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Originally posted by Time Trial
Hold ground prevents you from being pushed back 8 yards when your blocker fires Get Low, but it doesn't really help you get out of the block... it just seems to determine how far you get pushed back when the blocker is winning. Balance may also factor.

Break Run Block helps you to win the counter-block roll, but I don't know whether that alone is enough to revcake... or if it just leads to a balance check when you break the block.

I mean, Hub isn't in Vet playing against the tippy top teams but we are in Pro. None of our DEs has more than 50 hold ground. None of them has been pancaked more than 10 times all season.
 
Absolut Zero
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I think Hold Ground is incredibly useful in short yardage situations. Both of those skills you want pretty damn high on d-lineman.

As for run stuffing corners, it's useful, but don't go crazy about it.
 
CPatricoo68
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To add to the pile, Hold ground has been much more useful in line situations. Outside in the open I wouldnt be too worried about it. Also dont get too hard on yourself if the CB gets caught up and dowsnt make the tackle. He could win his interaction and push him back far enough that the HB has to make extra movements around letting safties come over. *cough*unless its a 4 4. He might force the runner inside. If the WR is getting displaced then the CB is helping the play since successful outside runs usually require the runner to get outside in an open path.
 
Kayoh
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Originally posted by Absolut Zero
I think Hold Ground is incredibly useful in short yardage situations. Both of those skills you want pretty damn high on d-lineman.

As for run stuffing corners, it's useful, but don't go crazy about it.

I mean yeah, HG can be useful for making middle overload more effective on 3rd and 1 when the other team just can't gain a yard.
 
Merik
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Originally posted by Time Trial
Hold ground prevents you from being pushed back 8 yards when your blocker fires Get Low, but it doesn't really help you get out of the block... it just seems to determine how far you get pushed back when the blocker is winning. Balance may also factor.

Break Run Block helps you to win the counter-block roll, but I don't know whether that alone is enough to revcake... or if it just leads to a balance check when you break the block.


if you read hold ground's description it says it helps at pancaking opponent
 
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Originally posted by Merik
if you read hold ground's description it says it helps at pancaking opponent


Exactly. Hold ground does Rev pancakes.
 
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