5 Types of Lacrosse Dodges by Hustle Training
The way you move with the ball on the lacrosse field is integral to your playmaking ability. If you can get past a defender and make room for yourself to execute an accurate pass or get a clear shot off, it could be the difference between an empty possession and a momentum-swaying goal. One way to gain space and room from opposing defenders is by dodging.
Dodging combines athleticism, stick work and footwork. Dodging is not about making preconceived moves but, instead, “reading” the defense and adjusting in order to gain an advantage. An offensive player’s job on the field is to go to goal; this means traveling north and south on the field. Defensive players want to push the offense off course, in an east-west direction, which forces them away from goal.
Just like a killer crossover in basketball, a lacrosse dodge can make defenders miss and open up all sorts of offensive options. But before players can be ready to roll out with three and four-move combos, it’s important for them to master these five fundamental dodges.
Teaching Youth Lacrosse Players How to Dodge
To effectively execute dodges, the attacker needs to recognize how much time and space they need for their footwork and stick work. Newer players need lots of feedback because they are more likely to attempt a dodge too far away or too close to a defender. If they attempt to dodge too far away from their defender, they will not eliminate their opponent. If they execute the dodge too close to the defender, they may actually lose possession by checking themselves as they collide with their defender or pull their stick into their opponent’s stick.
Change of Speed Dodge
With a change of speed dodge, we’re going to strictly focus on just that – changing speeds – so we’ll not be changing direction here. In this drill, the pattern that we’re using is broken up into three segments. We’re going to jog, slow down, and then sprint.
The other way to think about this would be from a percentage of full sprint. So if we want to finish in a full sprint at 100% we might come into this dodge around 50 slow down to 30 and then burst to a hundred and we can try many different variations of that. And all it takes is slowing down and speeding back up. And if you time it correctly, it can be very effective. And creating separation and opportunities to get your hands free.
Split Dodge and Stutter-Step Dodge
For this drill, we’re going to group a split dodge with a stutter-step dodge. The only difference we’re going to see here is in one case we go from right hand and stay righty and the other case we go from left hand and split to righty. Regardless of what hand we end up starting in for this drill, we want to focus on the change of speed the moment before we change direction. By slowing down, we allow ourselves to be in better control of our balance.
Therefore, giving us the opportunity to have a better first step. So the first step coming off the change of direction is typically the one that can be most important in creating separation.
Drive, Bounce and Re-Drive Dodge
Drive, bounce and re-drive is a Dodge that all offensive players should utilize very, very often. The reason that this Dodge is so effective is because the moment that we bounce away from pressure gives us a moment to both read the situation and then make our next decision with more composure. So every single time we bounce, we might have the opportunity to split our defender, but by continuing to re-drive, we don’t lose anything. And we only gain the opportunity to make a decision in that moment, whether it’s re-drive, changing direction into a split, or potentially even just feeding or shooting, are all different options that we want to be able to assess in those bounce moments.
So notice that as we bounce away from the pressure, we pick our head and hands up and then we protect our stick for the re-drive portion of this drill.
Roll at the “X” Dodge
For this Dodge, we’re going to drive and roll from behind the cage or “X”. The start of this move is predicated upon attacking as if we want to continue before we roll. In addition to this, we also want to look up field as if we’re looking to feed right before we use the roll Dodge. For the technique of the roll Dodge itself. We want to prioritize stick protection. So after we roll, one of the more common mistakes is changing hands and leaving our stick behind us. So we want to do our best to do what’s called lead with our stick, which means keeping our stick out in front of our body after we change direction.
Hitch and Drive Dodge
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The hitch and drive is one of the most effective ways to create separation from our defender. And it’s also very, very simple to use. What we want to do is have body language as if we’re about to take a shot, and then at the last second we change our mind, and in this case we’re going to drive straight forward. So as we set up this hitch and drive, it’s important to note that our eyes are on the target and not necessarily the defender. This emulates the body language of shooting technique and allows us to sell the shot a little bit more effectively.
Common Dodging Mistakes and How to Fix Them
Mistake: The ball is dropped when performing the face dodge.
Solution: Be sure the top hand is relaxed as the player pulls across their face. Check that both arms are moving together when the stick is pulled to the opposite side of the body.
Mistake: The defender checks the ball out of the stick.
Solution: During a roll dodge, make sure that the player steps around, not just beside, their opponent. Make sure the body is between the defender and the stick at all times to maximize stick protection. Make sure the player accelerates after the dodge and seals off their opponent leading with their stick.
Want more Fundamentals of Lacrosse?
Here are Five Basic Lacrosse Shots to Improve Your Attack Skills
The Best Wall Ball Drills for Youth Lacrosse Players
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Rat doto or how to split
Rat doto best doto.
I propose to consider such a moment of the macro game as a split, everyone knows about it, but not everyone uses it, but in vain, because mastering this aspect allows you to win games solo.
First, let’s look at what it is, from English split-divide, divide.
Perhaps the whole point lies in these words, the heroes disperse across the map, looking for places free from the enemy, and begin to push the lines in opposite directions.
Split push can be divided into 2 categories:
First – to distract attention, with this option we force the enemy heroes to move in the direction we need, waste teleports, time, and at the same time buy time for our allies, who get space to farm. This option is used when your team has mobile characters, but they cannot break quickly, or the enemy has a hero like Lion, when playing against which the risk of dying constantly increases as you approach the enemy base. Often this option is used by the Vega squadron team, the guys pick mobile heroes, delay time with ganks and splits, and having received the necessary artifacts, they already go to fight.
Secondly – you can split in order to demolish the enemy base, most often this option is used if it is impossible to win by fighting because the enemy has a corny better pick, or you have a frankly bad team, in such scenarios you should rely only on splitpush or a miracle, but the option that the first one will work is much higher.
With this option, it is important to buy time for the guy who is busy demolishing buildings, for this the team can get into a fight, or start pushing the opposite lane, sometimes it’s enough just to knock down the enemy tp. This variant was very clearly demonstrated by the notorious Alliance at Inter 2013.
What do you need for a quality split?
To begin with, understanding the situation on the map, you must constantly imagine the approximate location of the enemy. Of course, wards will help us with this. If there are no wards, then your allies can personally check where the enemy heroes are.
You also need a mobile hero, Antimage, Natures Prophet, Ember Spirit, QOP, Invoker, Wisp+1 are the best. However, a hero who bought Blink Dagger, but who has the ability to quickly kill creeps, the best option here would be Shadow Fiend. Also, don’t forget about Broodmother, this hero is literally made for split, so if your team needs time, this hero will give it plenty. And, perhaps, it is worth remembering Lone Druid, this character does not have the ability to quickly leave, however, he breaks buildings very quickly and does not come close to the enemy base, which makes it possible to escape in time, I remind you that Lone Druid’s battle cry ability gives a bonus to damage for ALL summoned creatures, that is, Necronomicon will also receive additional.
damage, thanks to which you can instantly drop towers and barracks.
You should always be aware that it’s not uncommon for the enemy team to also move quickly around the map and you don’t need to be greedy during the split so that the creeps begin to actively move in the opposite direction, it’s enough to kill one pack, thereby creating a difference in numbers and relaxing .
In addition, you need to constantly control the lanes, because if split-pushing is your only option to win, then 2 lanes pushed in your direction will be enough for the enemy to go on the third and impose a fight on you.
How do you know where to go when you can show up on the line?
Perhaps the whole difficulty lies precisely in this. As much information as possible will help us in answering both of these questions.
When to push?: a) It is necessary to control the presence of TPs on dangerous heroes. It is clear that the potential Crystal Maiden will not be able to defend the base from Antimage.
If we know for sure that the enemy cows do not have TP, then we are more likely to start breaking. If we see a calmly farming carry and a good half of his team, then again we start pushing in order to make the enemy move. b) We look at the map, if you don’t see heroes on the map that pose a danger to you and one of your teammates is not exposed to their gang, then most likely they left for you, which means it’s worth the wait. c) Fighting – if a battle broke out somewhere on the map and your presence there is not necessary, or you will not be able to get there, then rather, without wasting time, we go to push.
Which line? a) The one on which there are no enemies at the moment and they are out of reach b) Fluffy line, if a lot of creeps have accumulated on one of the lines and the risks of dying are minimal, then you need to go there. At the same time, you need to understand that such behavior is trite and easy to read, so if you do not see enemy heroes, you should know that there may be an enemy on this lane who is waiting for someone who will come to defend the tower.
c) It is always worth being where you are not expected. So, for example, if the opponent plays aggressively, and most of his heroes are on your half of the map, then it makes sense to go into the enemy jungle, and sometimes leaving there to kill creeps. An aggressive enemy rarely places wards in their jungle, which means we are not so easy to pick up from a blink. d) If possible, you need to choose a lane that is as far away from your allies as possible, so that even if you die, the enemy could not calmly start pushing, because somewhere on the top, your ally is already pushing in response.
What else can help us?
A smart split is easier to perform with a team and our team can help us in the following ways: a) Your team can start pushing, thereby forcing the enemy to spend TP, or force them to make a TP save by attacking the opponent’s core. b) Killing Roshan, here the enemy is forced to choose between two evils, either to defeat you, or to fight on Roshan. In any case, you will get a profit, it’s either easy Roshan or easy houses.
c) As I mentioned, allies can start pushing another lane.
If you are completely split-pushing, then you should think about the necessary artifacts. Of these, I would single out: a) Those that strengthen creeps, namely Ring of Basilius, Vladimir`s Offering, Assault Cuirass. b) Allow you to quickly kill enemy creeps, Battle Fury, Manta Style. c) Increase mobility or allow you to push without the intervention of the hero, these are Boots of Travel, Blink Dagger, Shadow Blade, Necronomicon, Manta Style here it is worth noting that Manta is an invaluable artifact in case of moving around the map, never neglect to use it and send illusions along the line , this will not only give time to go farm the neighboring forest, but also money, while we ourselves will be safe. d) They improve our survivability, this is again Manta Style, Linken`s Sphere, Black King Bar. e) The last type is artifacts that increase damage to buildings: Desolator, Assault Cuirass, Manta Style, Necronomicon.
Last item, enemy heroes.
When you take on a split, it is important to be aware of what kind of characters the enemy has and how dangerous they are for us, the worst enemies of split-pushers are heroes with an instant stun, a la Lion, Rubick. Playing against these characters is very difficult, because no reaction will save you from the Blink + Hex Combination, only your instinct and information. I would divide the opponent’s picks into 3 categories:
-Peaks without control, it’s a pleasure to play against such, you are free to do anything, the main thing is not to waste the escape and not to substitute.
-Peaks with control, but no instant disables, when playing against such picks, you need to be aware of the risks and it is advisable to always have an unused manta or something like that, because sometimes reactions to using blink, invis or something then in this spirit may not be enough.
-Picks with instant control, when you play against guys who are impossible to dodge from the stun, you must always control the map and think a few times before showing up in the lane with your own eyes, so it is advisable in moments when you cannot tell exactly where your opponent is , send summoned units along the line, illusions, and certainly not leave your half of the map.
In such situations, Linken`s Sphere helps out perfectly, so if you see such a situation, then be sure to collect Linken.
To sum up: if you have a mobile pick, then you need to use your advantage and drag slower opponents around the map. If you feel like you can’t win head-on, start splitting again, it’s quite possible that by doing so you will gain enough time or even space on the map due to broken barracks and this advantage will allow you to win. If my explanations were not enough, then I advise you to watch the game of the teams, Vega squadron and Alliance.
Some may find the game not very original, but the dynamics, the thrill of speed and the epic scenes of destruction leave no room for skepticism
This is not a harsh racing simulator in which you need to adjust the angle of attack of the rear spoiler to the millimeter. Split/Second (in Europe, the word Velocity is added to the name of the game) is also not a hybrid of a simulator with an arcade. The creation of Black Rock Studio is a concentrated action, not overshadowed by any additional “additives”. And it’s about destruction. The two words that best describe Split/Second are speed and chaos. The game is very simple in its essence, but in this case, the smaller the individual pieces, the stronger the construction.
The task is to get to the end of the season, and to do it in the most spectacular way possible.
Sometimes it’s much better to sit back, fill the scale to capacity, and then bring down on the rivals everything that the director sent. The main thing is to keep a distance and calculate the time, otherwise there is a risk of being imprinted in a falling crane “ordered” by oneself.
It was this kind of pastime that the crazy FlatOut series lacked.