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d8f206b17ac48ea0
Seasoned Newcomer
10 hours ago

Juke Move (Animation?) Mini-Rant

All kinds of wrong. Kills me every time i see it. My defender is 5 yards from the ball carrier taking a great angle and just flat out pulls up and takes a a coffee break.

To be clear here, my  issue isn't with my defender getting juked (1'm OK with that outcome).

It's the animation that's driving me crazy. My defense pulls up BEFORE the you can see ball carrier starts his juke move!  Every time I see it, I pull up instant replay and, yup, my defender's pull up animation is firing before the you can see the ball carrier juke.

The result is TERRIBLE it looks like my defenders took money from  gamblers and are purposely trying to throw the game, or at the very least that they're out there making "business decisions". Please fix this. Have the juke move animation fire, pause a beat, and then have my defender pullup.

My second complaint about juke moves is that they are effective from too large of an angle. In real life a juke move pretty much only going to work on a defender coming at you from a more or less head on direction.

In game, when my defender is coming in from the ball carriers right at a 45 degree angle, why is the ball carrier's jab step (to his left!!!) juking my defender out of his socks? If the ball carrier is going to his left, my defender will at least maintain his current angle of pursuit (and  potentially still miss the ball carrier because he's not where my defender thought he was going to be), but what he's NOT going to do is stop dead in his tracks. Not when coming in from and angle of outside of 30 degrees or so.

Please throw this on the heap of stuff to fix.

2 Replies

  • I don't necessarily want a different outcome on the play. Just better animation. If the die roll says the juke move was successful and my defender is coming in from a 45 degree angle, fire a "whiff" animation instead of a "stops dead in his tracks" animation.  

    And realistically here, we're talking about two separate "moves" completely, based on the angle the defender is coming in on:

    Juke Move (head on, <30 degree angle) :

    •  Ball Carrier - Juke Move Animation 
    • Defender - Pull up Animation

     

    Side-Step Move (coming from > 30 degree angle):

    • Ball carrier - Side Step Animation
    • Defender - Whiff Animation

     

    Ultimately, a Juke is a fake, and you're simply not going to fake a defender out by pretending you're going to dodge to the side they are coming in from (any ball carrier trying that is going to get creamed), hence the side-step move for when the defender is coming in from the outside. 

    Perfectly fine if they are both controlled by the same Juke Move stat, but just because it's called "Juke Move" it doesn't mean we have to see that weird stops in his tracks  animations when a defender is coming in from one side.

  • Also, I know I'm dreaming, but unlocking special "shake and bake" animation for a 95+ juke ball carrier would be oh, so sweet!

    (No other defender within X yards, roll high on a juke roll, the ball carrier does a little shake and bake shimmy in front of the defender before blowing past him.) Oh, no? What's this? The ball carrier failed an awareness roll? He tries the shimmy with a second defender barreling down on him and now he gets OBLITERATED!

    Now, that's the kind of content I'm here for!  (Not new sock options),

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