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Forum > Position Talk > HB Club > How much Agility do you need to get Spin to fire on a semi-regular basis
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eholling
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75+
80+
85+
90+

Also, does Strength play a role at all since you're breaking a tackle? are there any other factors that to consider?

Trying to determine whether it's worth it to use AEQ to take spin to 10 because, at 6, I think it fired 2 or 3 times all last season.
 
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Everybody is saying that you have to have high strength.......


I will be finding out though come this season...... I have a CB that will have 49 strength and 9 in Spin, and we shall see how often it fires...


For my Elusive back where I only have 26 strength it fires maybe once a game or two games....
 
BuddyHorn
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Edited by BuddyHorn on Mar 26, 2010 13:02:35
 
lockdownneon
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I always hear carrying/agility/strength not necessarily in that order help spin fire.
 
Enders
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From what I understand, Agility helps it to activate then Break Tackle (strength, carrying, AEQ) stuff does the rest.

I'm not sure how much agility you actually need though.
 
Spark it up
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is spin considered a "Fake" move? or is that just headfake, and juke with the elusive abilities?
 
crawlins
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Originally posted by Spark it up
is spin considered a "Fake" move? or is that just headfake, and juke with the elusive abilities?


Spin is not a fake
 
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Originally posted by crawlins
Originally posted by Spark it up

is spin considered a "Fake" move? or is that just headfake, and juke with the elusive abilities?


Spin is not a fake


correct...........


Spin is a broken tackle chance.....
 
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This seems to work fine:

70+ Agilty
50+ Strength
60+ Carrying



DMP
 
RMiller517
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spin fires regardless of your agility. it fires based on how many points you have in it, and the amount of opportunities it gets to fire (which is why you'll see it fire more often if you run on power - because you make contact more often)

it modifies your break tackle ability, so with enough strength, agility, and carrying it will be more effective when it does fire.
 
minjit
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Originally posted by Dirty Mo Posse
This seems to work fine:

70+ Agilty
50+ Strength
60+ Carrying



DMP

This seems to work better:

80+ Agility
60+ Strength
70+ Carrying



Troll
 
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Originally posted by minjit
Originally posted by Dirty Mo Posse

This seems to work fine:

70+ Agilty
50+ Strength
60+ Carrying



DMP

This seems to work better:

80+ Agility
60+ Strength
70+ Carrying



Troll




DMP

 
Teehe
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My RB has

Near mid 70's natural strength
Mid 70's natural agility
70 natural carrying
5 in Spin

It would fire once...MAYBE twice a game in OPL. Suffice to say I think he needs 3 things to be more effective in the Spin category:

-More Spin SA
-Higher Agility
-Additional fake %

 
dviss1
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Originally posted by Teehe
My RB has

Near mid 70's natural strength
Mid 70's natural agility
70 natural carrying
5 in Spin

It would fire once...MAYBE twice a game in OPL. Suffice to say I think he needs 3 things to be more effective in the Spin category:

-More Spin SA
-Higher Agility
-Additional fake %



Since spin is a broken tackle, what will Fake Chance % do? I would say that an elusive back that wants to Spin should have Slippery VA and Break Tackle Chance AEQ. Also, for Power Backs, why is Spin a penalty SA? I would say it should be Juke instead. That makes no sense IMO.
Edited by dviss1 on Mar 28, 2010 11:08:44
 
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Originally posted by dviss1
Originally posted by Teehe

My RB has

Near mid 70's natural strength
Mid 70's natural agility
70 natural carrying
5 in Spin

It would fire once...MAYBE twice a game in OPL. Suffice to say I think he needs 3 things to be more effective in the Spin category:

-More Spin SA
-Higher Agility
-Additional fake %



Since spin is a broken tackle, what will Fake Chance % do? I would say that an elusive back that wants to Spin should have Slippery VA and Break Tackle Chance AEQ.



I know of a certain Elusive/Combo back that spins quite often who has NO AEQ and who swapped Slippery for Bruiser & SYM.



DMP
 
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