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Jump up is a good choice too, but Dodge will help him get more blocks/blitzes too, and it will help him live longer. Depending on the environment you are playing in anyway. I've had both JU and Dodge cpombers, and especially for AG2 guys (because JU is a 3+ now, which sucks so much) I found Dodge to be vastly superior in helping to control the position. Stand firm next skill if you go dodge.
I would almost never take MA on a blocker, only exception would be if one had frenzy for some reason.
I guess dodge is the sensible choice.
If you want pure mobility after being prone then I'd go jump up.
If you want pure mobility generally then I'd go MA.
If you are less worried about mobility go dodge for extra surviveability and the positional advantage of being prone less from opponents blocks.
Though, if you use this guy sparingly, meaning he rarely gets blocked, then you can skip dodge. I always found with blockers they tended to get stuck into something at some point, and then either dodge or jump up was 'better', but as noted, AG2 jump up is just not super great for doing the block from prone thing, so alot of the time you are going to just stand up, or use the blitz with him anyway. That's where Dodge helped to keep him upright more often, and adding stand firm meant that he couldn't be easily blocked away from the action either.
Still, I'm not suggesting jump up is a bad choice (MA I think is not as good a choice), just I prefer dodge for the versatility it gives.
I dunno how many blitzers is too many blitzers but the answer sure ain't 3. Bulls tend to make their livings outside the hash marks, this guy would be more like a middle linebacker, putting on the hurt when you don't need to make a play on the edges.
Chorfs don't normally have the luxury of too many claw hitters, so yeah, I like the idea of having extra mobility to chase down the primary targets.
Blodge is never wrong, but probably not what I would do with this killer.
It sort of helps for running in and running back, but only if you are making a 2 move blitz, otherwise, doesn't really matter at all anyway.
Speed is incredibly valuable generally, but the principles for applying it only make sense when it is making a player the fastest (or as fast as the fastest) on your team (and trees, and maybe mummies).
I did run a CD team with an MA5 blocker, though he had frenzy. He was stuck in no mans land far too often against faster teams, and the extra MA made no difference against other slow teams. It did help recover from frenzy towards the sidelines, so I didn't hate it, but honestly, I wouldn't take frenzy or MA on a blocker again.
I was considering the extra movement only to have him be a little more mobile after piling on. With only MA 4, the chorf blockers really slow down everything when they have to get up. Although I try to use PO only when it's kinda save to use. He's the only Clawmb on the team so far.