Agility, Elusiveness, Spin/Juke

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  • mavfan21
    MVP
    • Jul 2007
    • 1842

    #1

    Agility, Elusiveness, Spin/Juke

    I'm just curious if anyone has seen a good explanation of how they work together in-game?

    I was told by the devs on twitter this weekend that Elusiveness assists in breaking tackles and works in combination with Spin/Juke.

    So what does Agility do. Is Agility just how quickly a player reacts to stick movement?

    I am guessing that a high Agility means the player will change direction quicker?
    Don't look back too long and don't look too far ahead.
  • Sheik
    Rookie
    • May 2004
    • 253

    #2
    Re: Agility, Elusiveness, Spin/Juke

    Originally posted by mavfan21
    I'm just curious if anyone has seen a good explanation of how they work together in-game?

    I was told by the devs on twitter this weekend that Elusiveness assists in breaking tackles and works in combination with Spin/Juke.

    So what does Agility do. Is Agility just how quickly a player reacts to stick movement?

    I am guessing that a high Agility means the player will change direction quicker?
    As I understand it, you are correct about agility.
    Changes of direction can be a &*#*$ with players with low agility.
    VOL T VOL.....................
    Anymore questions?

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    • Hooe
      Hall Of Fame
      • Aug 2002
      • 21554

      #3
      Re: Agility, Elusiveness, Spin/Juke

      As I understand it, but don't take this as canon:

      Agility - a player's ability to change direction of movement, typically with the left thumb stick. Possibly also influences the possible range of motion for the steerable ballcarrier special moves.

      Elusiveness - a player's general ability to trigger a fake-out animation by a defender when using a spin / juke / acceleration burst / high-step / etc.

      Spin Move / Juke Move - modifiers for faking out defenders in combination with Elusiveness, and also a player's ability to break a tackle with one of these moves if contacted (as opposed to faking out the defender and avoiding contact).

      Pursuit - a defender's ability to react to a ball carrier's movement and take the shortest possible path to the ball, as to make a tackle.

      Comment

      • jmik58
        Staff Writer
        • Jan 2008
        • 2401

        #4
        Re: Agility, Elusiveness, Spin/Juke

        Originally posted by mavfan21
        I'm just curious if anyone has seen a good explanation of how they work together in-game?

        I was told by the devs on twitter this weekend that Elusiveness assists in breaking tackles and works in combination with Spin/Juke.

        So what does Agility do. Is Agility just how quickly a player reacts to stick movement?

        I am guessing that a high Agility means the player will change direction quicker?
        Agility = Ability to maintain speed when changing direction. Changing direction can be running a route, pursuing a ball-carrier, juking, spinning, or just manually veering with the left stick. This is a very underrated attribute IMO.

        Spin/Juke = The higher the rating, the more advanced animation and outcome that are available for that player.

        Elusiveness = Based on the in-game description next to player attributes when improving players through XP, I interpret this as a "tackle avoidance" attribute. I see elusiveness as an attribute that has an impact on whether a tackle animation is triggered or not. This can be during a special move or when just running through the hole and subsequent arm tackles. I've noticed that guys with higher elusiveness ratings tend to bust through arm tackles as opposed to getting suction-tackled at the line.

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