Still the route that cuts has alot to do with these. Its a slippery slop when the route is not right for the type of WR
Forum > FAQ's, Player Guides and Newbie Help > Critique Speed WR VA's
Originally posted by Pena_FIN
But that avoid knocked loose bonus is huge.
I agree because MOST speed builds do NOT address, nearly as much, strength and carrying which help avoid KL's so it's a fine benefit for catching passes in traffic.
But that avoid knocked loose bonus is huge.
I agree because MOST speed builds do NOT address, nearly as much, strength and carrying which help avoid KL's so it's a fine benefit for catching passes in traffic.
Backes-to-Backes
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Kicking thoughts
Kickoff Team
OU1/OU6- Strong DT's or D-linemen. They face Strong O-linemen who pancake well
OU3/OU4- Backup CB's/Gunners
OU2/OU5- SS/FS. Faster the better here.
IN1/IN4- One side should have LB and the other a gunner. Stops can be used here.
IN2/IN3- LB's, should be somewhat strong and decently fast.
Kickoff Return
OU1/OU4- Strongest O-linemen here
FWB- Any remaining O-lineman.
OU2/OU3- Someone strong to get a pancake but fast enough to catch the gunners. Power TE/WR, or Blocking FB/TE
BW1- fastest offensive player that can block. rFB is preffered or a fast WR/TE/HB. (Must be fastest BW to prevent criss-crossing between the back wedge blockers)
BW2- Decently fast, hopefully around or just a bit slower than the KR.
BW3- Someone who is fast, and can block. bFB, bTE are all good choices. (in older teams)
FWB- Any remaining o-linemen.
Punt Team
LT/RT- Fast D-linemen or HH FS/SS or a fast LB with strength.
LG/RG- Strong D-lineman who won't get pancaked but is decently fast. Combo DT/DE works well here.
SE1/SE2- One side LB's and the other with a safety/fast defender. LB just incase someone strong is matched up. SS on the other incase the other team doesn't use strong dots as a matchup.
SB1/SB2-FS/SS/FastCB.
PP-the fastest defender on the team
Punt Return
SE1/SE2-Strength and speed is needed here. Strength to get a pancake in before the ball is punted, and speed incase the pancake doesn't work out.
ER1/ER2-Power TE/WR. Someone fast with strength. STOPS work as well.
DL1/DL4- someone fast with more power than ER1/2.
DL2/DL3- Someone to eat D-linemen and perhaps get pancakes.
PP1/PP2- Fast dots. rFB, bTE, etc.
*Wherever fast and strength is needed, STOPS go in even if not mentioned.
Kickoff Team
OU1/OU6- Strong DT's or D-linemen. They face Strong O-linemen who pancake well
OU3/OU4- Backup CB's/Gunners
OU2/OU5- SS/FS. Faster the better here.
IN1/IN4- One side should have LB and the other a gunner. Stops can be used here.
IN2/IN3- LB's, should be somewhat strong and decently fast.
Kickoff Return
OU1/OU4- Strongest O-linemen here
FWB- Any remaining O-lineman.
OU2/OU3- Someone strong to get a pancake but fast enough to catch the gunners. Power TE/WR, or Blocking FB/TE
BW1- fastest offensive player that can block. rFB is preffered or a fast WR/TE/HB. (Must be fastest BW to prevent criss-crossing between the back wedge blockers)
BW2- Decently fast, hopefully around or just a bit slower than the KR.
BW3- Someone who is fast, and can block. bFB, bTE are all good choices. (in older teams)
FWB- Any remaining o-linemen.
Punt Team
LT/RT- Fast D-linemen or HH FS/SS or a fast LB with strength.
LG/RG- Strong D-lineman who won't get pancaked but is decently fast. Combo DT/DE works well here.
SE1/SE2- One side LB's and the other with a safety/fast defender. LB just incase someone strong is matched up. SS on the other incase the other team doesn't use strong dots as a matchup.
SB1/SB2-FS/SS/FastCB.
PP-the fastest defender on the team
Punt Return
SE1/SE2-Strength and speed is needed here. Strength to get a pancake in before the ball is punted, and speed incase the pancake doesn't work out.
ER1/ER2-Power TE/WR. Someone fast with strength. STOPS work as well.
DL1/DL4- someone fast with more power than ER1/2.
DL2/DL3- Someone to eat D-linemen and perhaps get pancakes.
PP1/PP2- Fast dots. rFB, bTE, etc.
*Wherever fast and strength is needed, STOPS go in even if not mentioned.
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