fwiw... I've always held the superstition that fake% doesn't fire for Jukes while running a route.
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https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=4829505&page=4#44683746Originally posted by Bort
Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes
(which can be mitigated by vision checks and superior vision skill) increase the delay time imparted.
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=5065409&page=1#471552603. There is a different kind of "fake" caused by a quick enough change in direction, that does not require an SA. The defender will tend to overrun his target from not reacting quickly enough, being carried on by momentum.
"Avoid fake" does not help avoid this, but vision, agility, and superior vision skill do.
https://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3938152&page=2#35046016Originally posted by Bort
Man coverage delay is entirely based on vision and super vision. Successful super vision checks even let you have a delay of zero ticks.
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It seems like it would screw up the math if coverage dots don't get the benefit of AF%, but the route runners do get to add F%
I believe that Fake % is specifically for running with the ball, and the "newer" Catch Fake, which isn't powered by attributes at all.