I've been playing for a little while now (player level don't remember) and have a few things that still stump me.
Please correct me if I'm wrong and help me if you can.
Tip-off timing.
Correct me if I'm wrong.
My understanding is that when the ball glows white sometime on it's way down you jump and cross your fingers.
What's the timing on a tip-off?
Edited 10/16/18 Max out rebound or chip-out skill. Spend money, get cards to push stat further. Otherwise forget it. Let someone else jump.
Blocking
Question, can a fadeaway be blocked? Yes, inherently they are hard to block but not impossible.
I have not blocked any fadeaway shots nor had any of mine blocked. YES IT CAN I'VE SEEN IT BLOCKED! 6/1/2017
The next question which ties into most blocking scenarios is, what are the inputs to block various scoring attempts?
You definitely cannot block from behind and probably not from the side. Unlessyou have shadow block or manual block.
For dunks, power block. Accomplished with Murdock and Christa, and other high block stat characters.
My understanding otherwise is that you must be between your opponent and the hoop. Timing is different for every character you're up against.
Blocking jump shots is fairly straight forward. Guard your opponent close (1-2 characters worth depending on the shooter) , they jump you jump. No extra input. Everybody can do it. Edited 10/16/18 You want to be perpendicular between the opponent and the hoop. Unless using a character with skills that allow otherwise.
If it's a fast shooter you've got to be f***ing on point, and read it.
Edited 10/16/18 Blocking dunks is similar to above.
You can definitely disrupt dunks with every non-defensive character, maybe not block, but enough to make them fail the dunk depending on your stats.
Timing is different from layups. It's much earlier (in milliseconds). And further out from the hoop than layups.
Edited 10/16/18 Blocking layup/ins. Timing and direction are important. With Murdock it is probably not an issue.
Charcters with manual layup can be hard to read. But you can jump fairly late as long as you are in the lane to block your opponent.
It's 50-50 IF the opponent is not going to fake a drive or manipulate timing with skills in 1 of 3 ways.
1 Drive in, reverse, drive in.
2 Drive through under basket come out under basket. (Not used because of high failure rate)
3 Skills: Euro-step/double clutch, crossover/double clutch, scoop shot, spin move. And now triple clutch animation.
Otherwise its straight to the hoop or to the open side.
So think about who you're up against.
F*** Fred. I'm pretty sure you need to jump really early for him. I don't have a clue.
I have never stuffed this f***er in his layup.
When using non-defensive characters:
To block, timing and the position you jump from is everything!
Rebounds
I suck at rebounds period.
When the ball glows white you jump to attempt a rebound. Timing is different every time depending on the bounce.
The ball must be on its way down approximately at hoop height when attempting to rebound.??? (Somebody correct me here)
(I have a tendency to react as soon as it hits the hoop... 'cause I suck)
Boxout skill is very important and getting it to work is essential but not always necessary.
Power rebound allows a rebound even when boxed out.
The chip-out skill is the same timing as a rebound.???
Directional inputs should be in the same direction as the ball bounce on jump.
Again, max out stats. Pay money or be active in all card awarding activities, get cards, push stats.
Use appropriate character. Otherwise let someone else jump.
Thank you. I look forward to any and all input/corrections.
Edited 8/6/19
Every now and again I login to see what's happening and there is some pretty whacked out s**t in the game now.
As awesome as some of the new animations are, it is getting f***ing ridiculous. Some moves are still buggy as all hell (a la Joey).
When the ball disappears and you know you read the opposition and timed your jump spot on and it still goes in.... f***.
Still I hope the game continues and I look forward to improvement.
Please correct me if I'm wrong and help me if you can.
Tip-off timing.
Correct me if I'm wrong.
My understanding is that when the ball glows white sometime on it's way down you jump and cross your fingers.
What's the timing on a tip-off?
Edited 10/16/18 Max out rebound or chip-out skill. Spend money, get cards to push stat further. Otherwise forget it. Let someone else jump.
Blocking
Question, can a fadeaway be blocked? Yes, inherently they are hard to block but not impossible.
I have not blocked any fadeaway shots nor had any of mine blocked. YES IT CAN I'VE SEEN IT BLOCKED! 6/1/2017
The next question which ties into most blocking scenarios is, what are the inputs to block various scoring attempts?
You definitely cannot block from behind and probably not from the side. Unlessyou have shadow block or manual block.
For dunks, power block. Accomplished with Murdock and Christa, and other high block stat characters.
My understanding otherwise is that you must be between your opponent and the hoop. Timing is different for every character you're up against.
Blocking jump shots is fairly straight forward. Guard your opponent close (1-2 characters worth depending on the shooter) , they jump you jump. No extra input. Everybody can do it. Edited 10/16/18 You want to be perpendicular between the opponent and the hoop. Unless using a character with skills that allow otherwise.
If it's a fast shooter you've got to be f***ing on point, and read it.
Edited 10/16/18 Blocking dunks is similar to above.
You can definitely disrupt dunks with every non-defensive character, maybe not block, but enough to make them fail the dunk depending on your stats.
Timing is different from layups. It's much earlier (in milliseconds). And further out from the hoop than layups.
Edited 10/16/18 Blocking layup/ins. Timing and direction are important. With Murdock it is probably not an issue.
Charcters with manual layup can be hard to read. But you can jump fairly late as long as you are in the lane to block your opponent.
It's 50-50 IF the opponent is not going to fake a drive or manipulate timing with skills in 1 of 3 ways.
1 Drive in, reverse, drive in.
2 Drive through under basket come out under basket. (Not used because of high failure rate)
3 Skills: Euro-step/double clutch, crossover/double clutch, scoop shot, spin move. And now triple clutch animation.
Otherwise its straight to the hoop or to the open side.
So think about who you're up against.
F*** Fred. I'm pretty sure you need to jump really early for him. I don't have a clue.
I have never stuffed this f***er in his layup.
When using non-defensive characters:
To block, timing and the position you jump from is everything!
Rebounds
I suck at rebounds period.
When the ball glows white you jump to attempt a rebound. Timing is different every time depending on the bounce.
The ball must be on its way down approximately at hoop height when attempting to rebound.??? (Somebody correct me here)
(I have a tendency to react as soon as it hits the hoop... 'cause I suck)
Boxout skill is very important and getting it to work is essential but not always necessary.
Power rebound allows a rebound even when boxed out.
The chip-out skill is the same timing as a rebound.???
Directional inputs should be in the same direction as the ball bounce on jump.
Again, max out stats. Pay money or be active in all card awarding activities, get cards, push stats.
Use appropriate character. Otherwise let someone else jump.
Thank you. I look forward to any and all input/corrections.
Edited 8/6/19
Every now and again I login to see what's happening and there is some pretty whacked out s**t in the game now.
As awesome as some of the new animations are, it is getting f***ing ridiculous. Some moves are still buggy as all hell (a la Joey).
When the ball disappears and you know you read the opposition and timed your jump spot on and it still goes in.... f***.
Still I hope the game continues and I look forward to improvement.
Comment