Raid
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Oofty
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I like it. I went with a high footwork Juke build, and I love all the replays of shaking safeties out of their jockstraps..
https://glb2.warriorgeneral.com/game/player/288708
Interested in comparing build notes? I've been really interested in trying for a Spin build, but I can't seem to make the point expenses work.
https://glb2.warriorgeneral.com/game/player/288708
Interested in comparing build notes? I've been really interested in trying for a Spin build, but I can't seem to make the point expenses work.
atlbruce
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Originally posted by Oofty
I like it. I went with a high footwork Juke build, and I love all the replays of shaking safeties out of their jockstraps.
Yeah, congratulations on that. The high footwork build you've been working on for many seasons now seems to be the new normal.
I like it. I went with a high footwork Juke build, and I love all the replays of shaking safeties out of their jockstraps.
Yeah, congratulations on that. The high footwork build you've been working on for many seasons now seems to be the new normal.

Oofty
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Hey, thanks! Breaking the meta is so much fun when you've got a really good team owner and coordinators, willing to experiment. There have been 5-6 iterations of it, with varying combinations of levels, including both superstars and non-superstars. It's been a good 10-12 seasons' worth of testing..
I'm in the process of trying to take the build to the next level: Running behind a superstar FB. I've even gone through and tried to figure out the ideal physicals for it, too, since the one big achilles heel of the footwork-heavy build is that it's prone to a decent number more TFLs if the lead blocker doesn't pick up the run blitz fast enough. It's why my back is currently leading the Orange League in both YPC (by nearly an entire yard..) and TFL rate. If I could cut the TFL rate even just in half, my back could probably manage about 8.5 yards per carry...
I just need to find a team willing to gamble some of the cap space to make it work. With possession receivers who can block, the sky's the limit. Whether running in space or not, the footwork means it doesn't really matter (and sprinting matters a LOT less).
I'm in the process of trying to take the build to the next level: Running behind a superstar FB. I've even gone through and tried to figure out the ideal physicals for it, too, since the one big achilles heel of the footwork-heavy build is that it's prone to a decent number more TFLs if the lead blocker doesn't pick up the run blitz fast enough. It's why my back is currently leading the Orange League in both YPC (by nearly an entire yard..) and TFL rate. If I could cut the TFL rate even just in half, my back could probably manage about 8.5 yards per carry...

I just need to find a team willing to gamble some of the cap space to make it work. With possession receivers who can block, the sky's the limit. Whether running in space or not, the footwork means it doesn't really matter (and sprinting matters a LOT less).
Edited by Oofty on Apr 24, 2019 06:33:15
Raid
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You know I've been building these high footwork backs for a long time now, chicken was my only real 'quickness first' build since I built a guy for kentucky back in season 14 or whatever.
I just don't get in on the good teams, only newbie owners take my jank off-brand builds
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I just don't get in on the good teams, only newbie owners take my jank off-brand builds
.Edited by Raid on Apr 25, 2019 02:09:03
Edited by Raid on Apr 25, 2019 02:01:28
Raid
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Originally posted by Oofty
I like it. I went with a high footwork Juke build, and I love all the replays of shaking safeties out of their jockstraps..
https://glb2.warriorgeneral.com/game/player/288708
Interested in comparing build notes? I've been really interested in trying for a Spin build, but I can't seem to make the point expenses work.
spin builds don't work, Edge Lord has spin, but this is by far and away the best time it's been useful - juke is just better in every way.
I had hope for spin, but it only effects one player at a time - and the amount of time spent pulling it off is not worth breaking the one player's ability to tackle you since it now opens the door for 2-3 more guys to do so.
Juke is done in a flash, spin is so slow it is painful and it is ALWAYS done with a huge amount of sideways movement where juke distance of side to side travel can be controlled with good footwork. If they made spin something you did while still moving forward or with a controllable direction of spin it'd be interesting - but as it is the move is self-sabotage 90% of the time it fires.
I wanted to see how far I could push spin, it's not far enough - they need to buff the skill or remove it because it is not worth taking AT ALL with juke around.
Like, even if you have 90 footwork and 10 quickness juke is 1000x better.
I like it. I went with a high footwork Juke build, and I love all the replays of shaking safeties out of their jockstraps..
https://glb2.warriorgeneral.com/game/player/288708
Interested in comparing build notes? I've been really interested in trying for a Spin build, but I can't seem to make the point expenses work.
spin builds don't work, Edge Lord has spin, but this is by far and away the best time it's been useful - juke is just better in every way.
I had hope for spin, but it only effects one player at a time - and the amount of time spent pulling it off is not worth breaking the one player's ability to tackle you since it now opens the door for 2-3 more guys to do so.
Juke is done in a flash, spin is so slow it is painful and it is ALWAYS done with a huge amount of sideways movement where juke distance of side to side travel can be controlled with good footwork. If they made spin something you did while still moving forward or with a controllable direction of spin it'd be interesting - but as it is the move is self-sabotage 90% of the time it fires.
I wanted to see how far I could push spin, it's not far enough - they need to buff the skill or remove it because it is not worth taking AT ALL with juke around.
Like, even if you have 90 footwork and 10 quickness juke is 1000x better.
Edited by Raid on Apr 25, 2019 16:54:34
Edited by Raid on Apr 25, 2019 16:53:09
Oofty
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Originally posted by Raid
I had hope for spin, but it only effects one player at a time - and the amount of time spent pulling it off is not worth breaking the one player's ability to tackle you since it now opens the door for 2-3 more guys to do so.
Juke is done in a flash, spin is so slow it is painful and it is ALWAYS done with a huge amount of sideways movement where juke distance of side to side travel can be controlled with good footwork.
At least among DEs, higher footwork doesn't just add to the number of times Spin Cycle fires, but it also seems to make the spin faster and within a tighter radius. And balance definitely seems to have an effect on how quickly the rate of acceleration happens after the spin. I'd be curious about a slower-than-meta RB combining Spin **and** Sure-footed... and maybe, just maybe, First Step or Surge? I know First Step seems silly, but I wonder about whether it could go off in some of the Spin situations.
From what I remember, in playing around with Spin builds in pickup some 15-20 seasons ago, Carry Awareness seemed to have a relatively big effect on those failed spins--and to be fair, low awareness Juke builds can have that problem, too, but it's just less obvious when it fails.
Originally posted by Raid
Like, even if you have 90 footwork and 10 quickness juke is 1000x better.
I can tell you that, on the whole, my HB's 85 Footwork seems MUCH more important to his success than even his 78 Elusive Running. Having such high Footwork and Awareness, while tactics are on elusive, my back doesn't get into NEARLY as many situations where he'd actually even NEED Juke than probably any other elusive build ever made. Some of it's positioning when weaving in and out of defenders, but possibly even more importantly is that it makes gold Sure-Footed go off sometimes as many as 2-3x in a single play. Alone, Footwork isn't nearly as effective as it is when combined with decent enough balance (I went with 60, but I want to experiment with it a bit in the future). If caps weren't an issue, I actually might prefer 95 Footwork/70 Elusive Running over what I've currently got in 85 Footwork/78 Elusive Running. Wish cap allowed for more Awareness, too.
Shoot! You know, I'm actually kind of curious to try a build that's almost purely physical + super-high awareness now. Damn these superstar restrictions...
I had hope for spin, but it only effects one player at a time - and the amount of time spent pulling it off is not worth breaking the one player's ability to tackle you since it now opens the door for 2-3 more guys to do so.
Juke is done in a flash, spin is so slow it is painful and it is ALWAYS done with a huge amount of sideways movement where juke distance of side to side travel can be controlled with good footwork.
At least among DEs, higher footwork doesn't just add to the number of times Spin Cycle fires, but it also seems to make the spin faster and within a tighter radius. And balance definitely seems to have an effect on how quickly the rate of acceleration happens after the spin. I'd be curious about a slower-than-meta RB combining Spin **and** Sure-footed... and maybe, just maybe, First Step or Surge? I know First Step seems silly, but I wonder about whether it could go off in some of the Spin situations.

From what I remember, in playing around with Spin builds in pickup some 15-20 seasons ago, Carry Awareness seemed to have a relatively big effect on those failed spins--and to be fair, low awareness Juke builds can have that problem, too, but it's just less obvious when it fails.
Originally posted by Raid
Like, even if you have 90 footwork and 10 quickness juke is 1000x better.
I can tell you that, on the whole, my HB's 85 Footwork seems MUCH more important to his success than even his 78 Elusive Running. Having such high Footwork and Awareness, while tactics are on elusive, my back doesn't get into NEARLY as many situations where he'd actually even NEED Juke than probably any other elusive build ever made. Some of it's positioning when weaving in and out of defenders, but possibly even more importantly is that it makes gold Sure-Footed go off sometimes as many as 2-3x in a single play. Alone, Footwork isn't nearly as effective as it is when combined with decent enough balance (I went with 60, but I want to experiment with it a bit in the future). If caps weren't an issue, I actually might prefer 95 Footwork/70 Elusive Running over what I've currently got in 85 Footwork/78 Elusive Running. Wish cap allowed for more Awareness, too.
Shoot! You know, I'm actually kind of curious to try a build that's almost purely physical + super-high awareness now. Damn these superstar restrictions...

Raid
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With surefooted and high footwork I’d not go over 50 balance to be honest, surefooted fires so often and the benefit from when you don’t vs the cost of balance...
Also spin is just as slow with 50 footwork as it is with 80.
I need to return to 95 awareness on my builds though, 75 isn’t as potent.
Also spin is just as slow with 50 footwork as it is with 80.
I need to return to 95 awareness on my builds though, 75 isn’t as potent.
Edited by Raid on Apr 26, 2019 16:19:24
Raid
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Originally posted by Bretto007
Are we convinced footwork is more important than quickness on an elusive back?
Depends, the two have drastically different play styles. If your blocking is already good, yes it is much better at throwing off large numbers of players at once with your movement. On a one-on-one basis quickness is more effective. So if blocking is decent to good footwork can pay dividends, but if you are being caught in the backfield quickness is better at getting you away from the tackle.
Quickness is more important running up the gut as well, where footwork helps you adjust more on off tackle and outside runs. Then again, quickness also allows those ‘fast upfield cut’ counters to someone who shades too much over and out when pursuit takes them to the edge.
Footwork helps you lose less speed when changing direction if the change is less than 90°, quickness takes over on cuts sharper than that.
Juke benefits from both though, footwork helps control it and quickness makes it more violent/effective.
Are we convinced footwork is more important than quickness on an elusive back?
Depends, the two have drastically different play styles. If your blocking is already good, yes it is much better at throwing off large numbers of players at once with your movement. On a one-on-one basis quickness is more effective. So if blocking is decent to good footwork can pay dividends, but if you are being caught in the backfield quickness is better at getting you away from the tackle.
Quickness is more important running up the gut as well, where footwork helps you adjust more on off tackle and outside runs. Then again, quickness also allows those ‘fast upfield cut’ counters to someone who shades too much over and out when pursuit takes them to the edge.
Footwork helps you lose less speed when changing direction if the change is less than 90°, quickness takes over on cuts sharper than that.
Juke benefits from both though, footwork helps control it and quickness makes it more violent/effective.
Bretto007
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This is interesting as I've noticed success on Elusive backs on my teams including this player https://glb2.warriorgeneral.com/game/player/268616 with really low Footwork. The thing seems to be that Juke is powered by the Elusive running skill so the aim is to get that skill into the 90s
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