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*b *o* l *o* Scouting Reports
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Check
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Check does OK taking down neutral pills, though he has a tendency to hardline way too much. A significant weakness to his game is that he is over-aggressive once he has pills: if Check picks up a pill, keep your eyes open because he has a strong tendency to make long, looooong spikes, especially to spike deep base clusters [ie. CT3-type maps]. As long as you're alert, this is usually the route to a free pill, as his man is usually heading for a fairly predictable spot right in the middle of your quad. If he does get the spike down, ˆ often doesn't support it very well, in part because he is often cut off from it by intervening hostile and neutral pills. That being said, Check's tactics are sometimes infuriatingly effective, especially in 3x3's or other situations where you may be distracted--obviously having your corner spiked is bad news if it works. Check seems to have fair command of pilltakes, but I haven't noticed him using double-pill takes very much; he seems to have a tendency to set up a take and then go off and do something else for surprisingly long periods of time; I can think of several times where I would repeatedly flip through pillview seeing his take, and after a period of several minutes finally run over and pull his take on HIS pill. Check can hang with most lower mid-level players, and he can be effective at times against a better player in a 2x2. His game isn't great on the defensive though--if you get a rolling pillwar going, you can push him back in a hurry. He is not an adept LGM killer. |
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