User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Pass rushing moves (SAs) - Bull Rush, Hump Move, Swim/Rip/Grab.
Link
 
I feel that our players needs more skill moves, and for pass rushers we only have spin cycle, tunnel vision isn't really a move, and it doesn't serve bull rush purpose, it servers more the "speed rush move", and this can make PRP relevant to pass rushing in this game.

BULL RUSH

The player bull rushes his pass blocking, pushing him back to the direction of the QB.

Ability type: Active
Powered by: Pass rush power
Activation condition: In a one-on-one pass block interaction.
Activation chance: up to 50%
While active: Opposing pass blocker is pushed back and loses "X" balance.
After effects: -"X" energy

*Observations:

-A constant pushing back, nothing like get low.
-Leverage can be activated (small indirect buff)
-Other pass rush moves can be immediatly after bull rush is done, so a small delay after the proc, 1 or 2 seconds.
-Should the pushing distance be based on pass rush power versus blocker pass block power? But it can't be constant, it needs variability even with the same pass rusher against the same blocker. Nevertheless it needs a minimum and maximum distance.

--------------------------------------------------------------------------------------------------

HUMP MOVE - The Reggie White move (we have the dwight freeney, so why not?)

The player uses his inside hand with a powerfull move to push the opossing blocker to the side, gaining a lane to rush the QB.

Ability type: Active
Powered by: Pass rush power
Activation condition: Running at least 50% of max speed (less if inviable)
Activation chance: up to 30%
While active: Opposing pass blocker is pushed aside, losing "X" balance, it passes a balance check, if he fails he is pancaked.
After effects: -"X" balance, -"X" morale if failed.

-Low activation chance because its a very rare move and difficult to pull off.

--------------------------------------------------------------------------------------------------

RIP MOVE / SWIM MOVE / GRAB MOVE...

Not gonna describe deeply, kinda complicated, and they are different techniques for the same purpose, beat the blocker, creating a small lane to rush, the rip move is better against tall blockers, the swim against smaller, in grab the rusher grabs the inside arm to push the blocker aside, and so on...creating different skills for those would be too costly, so all these small passs rushing moves should be implemented in one SA, a small quick move to gain advantage over the blocker, not as impactifull as a spin, bull rush or hump move, more frequent but less effective.

Ability type: Active
Powered by: Pass rush technique
Activation condition: In (or winning) a one-on-one pass block interaction.
Activation chance: up to 60%
While active: Opposing blocker is briefly stunned.
After effects: -"X" balance.

Edit: Activation chance from 50 to 60%
Edited by McLovinCowboys on May 15, 2018 01:24:59
 
Link
 
Originally posted by McLovinCowboys


--------------------------------------------------------------------------------------------------

RIP MOVE / SWIM MOVE / GRAB MOVE...




Translation: A kind of Shed Block for pass rushing
Edited by McLovinCowboys on May 15, 2018 01:23:44
 
bhall43
offline
Link
 
yaaaaaaassss
 
bhall43
offline
Link
 
more SA's. more SA's!
 


You are not logged in. Please log in if you want to post a reply.