Even though we could not get a second while the homt
team hit us on the break late on for a fifth, the damage was done long before then and there were at least some positives to take as the Gunners need to get back to business in the Premier League.
Not exact matches
So the centre back has warned his
team mates in an Arsenal.com report that despite keeping the Germans from scoring at home and
hitting them brilliantly
on the
break, we must be extra careful about how we try to get forward at the Allianz arena tomorrow.
But I think Mourinho will be happy to have his
team, if not parking the bus, then certainly sitting back and allowing Arsenal to have the ball, waiting to
hit us
on the
break or
on a set piece.
Still, I doubt we can win the EPL barring some mismanagement at Chelsea and ManU, which seems to happening, and then Pep also having a bad year in 2018 - 19, while the Spurs lose Kane and Liverpool implode unable to beat lower order
teams that park the bus and
hit you
on the
break.
They risked him because they struggled plain and simple against a well organised
team that did not have the finishing quality to
hit them
on the
break.
The B'mouth and Chelsea game today is an example of what happens when you have an ineffective attacking unit, where an organized
teams can
hit you
on the counter when the play
breaks down in the final third.
and as for
teams getting
breaks against us, well unless one is a new AFC fan that has been the case for more than just this season and its simply borne out of the fact we are one dimensional and very very predictable; set your stall out strongly, be a bit physical,
hit them
on the
break....
We have so often been exposed by
teams sitting back and waiting for the opportunity, that their quick attackers could
hit us
on the
break.
Let the forwards attack and
hit the other
team on the
break.
Our attack falls short when we put Jack or Aaron
on the wings and we try to quickly
hit teams on the
break...
Inevitably with just a one goal lead and with the respective feelinghs in the
teams we ended up deeper and deeper towards the end of the game and were left hanging
on a bit instead of pushing for a second but after seeing off some pressure and a succession of corners we managed to
break through, Ozil and Alexis who crossed for Lucas to head in, but his header
hit the arm of Clucas who was sent off.
It's not as if we don't have the pace in the
team to
hit teams on the
break, we have the pace to blow
teams away
on the
break, we just don't execute it properly..
Our win over City last season was one of the high points and perhaps our best performance and it was based upon a compact and defensive style, as we showed for the first time in a long time that we could soak up pressure and
hit teams on the
break.
Also when we play
teams that battle and park the bus, we have to learn to absorb pressure like Barca do and drop back into our own half inviting the opponent to come at us and then
hit them
on the
break.
I understand trying to
hit teams on the
break.
my point been you can prepare all you like for the inevitable, it will happen if you are up against a
team with iron will, strong character and the determination to win, and that is why Leicester has been able to grind out wins... they used to sit back and soak in the pressure before
hitting teams on the
break and by January
team sussed them out and tried to adopt a pattern to negate that but they found other ways to win, mainly by playing and defending out of their skins and standing up to whatever is thrown at them....
That's why
teams know how he plays and wait f or the chance to
hit on the
break.
Once you have scored one goal, playing
on the counter attack allows you to
hit teams on the
break, and this is the classic Leicester tactic of using the pace of Mahrez and Vardy to score
on the counter attack.
While Spurs love
hitting teams on the
break, they don't have outstanding pace in the
team.
Benitez stuck with the same
team that surprised Manchester United a fortnight ago and the gameplan appeared to have worked perfectly as his players expertly absorbed pressure from the hosts before
hitting them
on the
break.
Benitez stuck with the same
team which surprised Manchester United a fortnight ago and the game plan appeared to have worked perfectly as his players expertly absorbed pressure from the hosts before clinically
hitting them
on the
break.
Last season saw some remarkable successes against top clubs, who we were able to
hit on the
break, while we often struggled against
teams who were more defensive minded.
The way Guardiola plays,
teams are going to
hit on the
break.
He is a player who is so talented at unlocking defences with clever movement and passing and I feel his presence would be a great advantage for us against
teams who sit back and try to
hit us
on the
break.
They've been working towards getting more goals from the wide positions and
on hitting teams on the
break.
United aren't always going to have the luxury of
hitting teams on the
break.
Should there be direct tornado
hits on towns, damage - survey
teams will
break off from the group to collect data
on the impacted structures.
October 31, 2012 • One of the most exciting
teams to
hit the club circuit in years, brothers Guy and Howard Lawrence have
broken through
on the U.K. scene.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying
on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it
breaks - when the meter
breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so
on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it
on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your
team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment
on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based
on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink
hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it
breaks - you can shoot ink, but you can't use the shield feature when it
breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects