How to Throw in Retro Bowl: Power, Lead and the Sideline
Published · 1 min read
The arrow is the target, not the receiver
When you drag back from the quarterback an arrow appears. It points where the ball will go, and its length is the power. Receivers run their routes on their own; your job is to put the arrow where the receiver will be, not where he is.
Power and arc
A short drag throws a low, fast ball that arrives quickly but is easy to break up if a defender is close. A long drag lofts it over coverage but gives the safety time to arrive. Match the drag to the route: short and fast to a slant, long and high to a deep post.
Changing the route
Before the snap you can drag a receiver to change his route. Use it to pull a receiver away from the double team or to send someone to the sideline when you need the clock stopped.
The sideline is the clock
A catch that ends out of bounds stops the clock. With ninety seconds left and one timeout, a series of sideline throws is enough for a field goal. Practise leading a receiver so the catch happens a step from the line.
When to run
If every receiver is covered, click to take off with the quarterback. A scramble for four yards beats a sack, and flicking sideways will beat the first tackler more often than you expect.
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