Card

Defense[]

圖標 Name Effect Description
Intercept III Intercept: success +48 Intercept a Pass while between two oponents
SP Intercept III Intercept: range +48 Increase your intercept range
Diving Catch II Diving Catch: success +36 Throw yourself to catch a Loose Ball
SP Steal III Steal: motion +48 Increase the steal speed motion and success rate
Over Pass Intercept III Intercept an Overpass Over Pass Intercept: success +48
SP Diving Catch III Diving Catch: range +48 Improve the distance of your diving catch
Box Out I Acquire Box Out Push your opponent to get better rebound position
SP Box Out II Box Out: speed +24 desc = Increase the speed of your box out movement
Chip Out II Chip Out: range +36 Chip the ball out of your opponents reach when you Rebounding from a disadvantage position
Box Out Swarm III Box Out Swarm: angle +48 Move away from the Box Out to move forward
Manual Block II Manual Block: range↑ +36 Manually select the direction of your block extending the range
Manual Block III Manual Block: range↑ +48 Manually select the direction of your block extending the range
Block Pass III Block Pass: success↑ +48 Successfully block the ball towards your teammate
Power Block I Acquire Power Block Block the ball with a strong motion to bounce it off the court floor
Block&Catch I Block&Catch: success↑ +24 Block and catch the ball simultaneously when your opponent makes a shot

Tips and tricks[]

In general, blocking either shots, layups or dunks are technically the same as you have to chase where the ball will be released. Here are some tips and tricks to block each type of scoring method.

Blocking shots

  • Always chase the spot in front of your opponent and position your body as centered as possible. This is the most important factor in blocking shots, even when your timing is off, you can still make your opponent miss the shot.
  • Without assistance of Manual Block, try to keep the distance between you and your opponent about your arm length. With assistance of Manual Block, your blocking range will increase but always keep the distance within your range.
  • Jump when your opponent releases the ball. Note that the release point may differ depending on the . The higher the block attribute you have, the higher you can block the ball from its release point.

Blocking layups

Imagine a horizontal line right under the rim, this is where the ball will be released from a layup.

  • Position your body on that line, stay in the middle and jump to block if your opponent do a straight layup, or move right or left to block if manual layup.
  • As soon as you see his layup animation, do not try to chase the opponent but instead, dash fast to the spot to block.

Blocking dunks

Dunks are exceptionally hard to block. It requires a perfect timing and success chance from the Tussle attribute. The higher the Tussle attribute, the higher the chance you can block dunks. A principle applies to both blocking straight and manual dunks: you need to stay close to the opponent.

Straight dunks

To block straight dunks, simply position your body on a line between the opponent and the rim. Stay close to him, as soon as you see his animation, jump to block.

Manual dunks

Manual dunk is a special type of dunk from the skill Dunk At Will (Manual), which is available to PF only. To block manual dunks see the following image:

1
2
3
4
5

  • The court is divided into 5 zones corresponding to the red points.
  • The red points are your initial standing spots. If the opponent is in zone 1, your initial standing spot is 1; if he is in zone 2, your intial standing spot is 2 and so on.
  • Keep the distance between you and your opponent within your block range.
  • With Manual Block, simply move towards the direction as he moves to meet him on the nearby zone as soon as you see the animation.
    • If he dunks from zone 1 and 5, press ↓ (down) and jump to block.
    • If he dunks from zone 3, press ← (left) or → (right) and jump to block.
    • If he dunks from zone 2, press ↓ ← (down left) or ↑ → (up right) and jump to block.
    • If he dunks from zone 4, press ↑ ← (up left) or ↓ → (down right) and jump to block.

A Center using Back Block to block a long range manual dunk.

  • Without Manual Block, you will have to predict which direction he would go and meet him on the corresponding zone beforehand to block.
  • Pressing ⇧ Shift to move to block will greatly enhance the blocking range.
  • If the opponent’s dunk range far exceeds your block range, have your teammates stay close to the nearby zones to limit his angle choice. Or with Back Block, C can take them on without assistance.

Специальные команды и персонажи [ править ]

  • Майами Феникс ( Майами, Флорида , США )

    • Алиса Андерсон (охранник, капитан)
    • Фрэнсис Кэхилл (нападающий)
    • Вой Качина (В центре)
  • Yokohama Choco Ships ( Иокогама , Япония )

    • Сачи Такенака (охранник, капитан)
    • Микако «Адог» Судзуки (нападающий)
    • Ёсино Сайонджи (Центр)
  • Вена Вайс Риттер ( Вена , Австрия )

    • Зигмунд «Зиг» фон Шенберг (гвардеец, капитан)
    • Офелия (нападающий)
    • Раймонд (Центр)
  • Los Angeles Gold Bugs ( Лос-Анджелес, Калифорния , США )

    • «Богомол» (в центре, капитан)
    • «Паук» (Нападающий)
    • «Медоносная пчела» (Страж)
  • Tokyo Fruit Basket ( Токио , Япония )

    • «Микан»
    • «Ринго»
    • «Ичиго» Эшли
  • Горячий карнавал в Рио ( Рио-де-Жанейро , Бразилия )

    • Гарсиа Лоренцо
    • Лиза Сильва
    • Коко Жениться
  • Wonder Hup ( Республика Корея ), на основе корейской женской группы » Wonder Girls «

    • Сохи
    • Сунье
    • Сонми
    • Ыын
    • Юбин
  • KARA Cats ( Республика Корея ), основанная на корейской женской группе » KARA «.

    • Гу Хара
    • Хан Сынён
    • Кан Джиён
    • Николь
    • Парк Гюри

Play styles[]

Offense

On offense, DG has second highest layup and jumper, combine these two thing with second highest speed stats, DG can be deadly offensively.

As a layup specialist, DG has lots of useful movesets, such as layup pass, floater, double clutch, eurostep,drive in jumper and fake pass. Those skillsets makes DG as the best layup specialist in this game.

As a jumpers, DG also have interesting move like pull up jumpers, jump pass, backdrive and quick jumpers and no mark shot. Those ability makes DG really decent shooter. Keep that in mind,

As a three pointers, DG has some decent stats, with SP II. Keep that in mind DG is not a great 3pt shooter as SG, but can knock down three point shot in wide open.

DG really good at ISO and Swing. Decent at Dash shooter (great dash speed but no shot resist), and pillar (drift shot not viable).

Defense

On defense, DG has second highest steal, and speed, combine this two things with SP III steal, DG really can put pressure on the ballhandler and defend Dash very well. Keep that in mind DG has somewhat high tussle to keep him doing bump-steal. also DG can be a blocker too, with Athletic master and manual block.

DG really lackluster on off-ball defense, due to his weak intercept ability, and no overpass intercept.

Ведение записей [ править ]

Как это принято в баскетболе, FreeStyle Street Basketball предлагает систему подробного учета.

Следующая статистика сохраняется в игре, когда игрок завершает матч 1 на 1 в своей лиге:

Победные очки 1 на 1 (+2 за каждый выигранный матч 1 на 1)

Следующая статистика сохраняется в игре, когда игрок завершает матч 2 на 2 или 3 на 3 в своей лиге:

  • Статистика побед и поражений персонажа и процент побед
  • Набранные очки
  • Очки за игру (PPG)
  • Захваченные подборы
  • Подборов за игру (ролевая игра)
  • Сделанные голевые передачи
  • Голевые передачи за игру (APG)
  • Конвертированные кражи
  • Кражи за игру (SPG)
  • Преобразованные блоки
  • Блоки за игру (BPG)
  • Очки, набранные за счет преобразования 3-х очковых бросков
  • Процент попаданий 2-х очковых бросков
  • Процент попаданий 3-х очковых бросков
  • Минуты в матче
  • Награды лучшего игрока матча (MVP / POG в зависимости от версии, только 3 на 3)

Ежемесячные рейтинги составляются для всех вышеупомянутых статистических данных по лиге. Карьерная статистика также сохраняется для всего, за исключением средних значений и процентов, и поэтому карьерный рейтинг также присутствует.

Приз игрока матча вручается наиболее статистически значимому игроку, выигравшему в матче 3 на 3. Игрок с наибольшим (скрытым) количеством очков MotM в команде-победителе получает награду.

Есть специальная формула для очков MotM

Каждый набранный балл = 1

Каждый собранный отскок = 2

Каждая сделанная голевая передача = 3

Каждый преобразованный блок = 4

Каждый конверсионный краж = 5

Тот, кто финиширует с наибольшим количеством очков MVP, получает награду. В случае ничьей награду получает персонаж, занимающий крайний левый слот в команде.

Поскольку для получения награды Лучшего игрока матча обычно требуется впечатляющая статистика, часто используют эти награды вместе с отчетом о победах и поражениях игрока, чтобы судить о качестве неизвестного игрока.

Стоимость проживания в гостиницах «Фристайл» — сезон 2021/2022

Категория номера Стоимость проживания за номер в сутки, в рублях
Низкий сезон
01.11.21-31.12.22
07.01.22-07.02.22
Высокий сезон
07.02.22-24.04.22 
Новый год
31.12.21-07.01.22 
Проживание в гостинице «Фристайл 1»
Двухместный (2сп.кровать, ТВ, душ, туалет) 4500  5000  5500
2-х местный бл (кровать, ТВ, душ, туалет на блок) 3000 3500  4000
1-местный бл (кровать, ТВ, душ, туалет на блок) 2000 3000 3500
Студия 4 чел. 6000 7000 9000
Люкс (2 комнаты, кровать, мебель, ТВ. WC) 5500 6000 6500
Полулюкс кедровый 5000 5500 6000
Апартаменты кедровые (на 4 чел.) 6000 7000 9000
Семейный (4 осн. + 4 доп. места)(3 комнаты, 3 кровати, 2 дивана, кухонная зона) 9000 11000 15000
Дополнительное место 1000 1000 1000
Примечание Завтрак платный 250р. с человека
Скидки на проживание свыше пяти дней – 15% (низкий сезон).
Дети от 0 до 5 лет бесплатно, без предоставления отдельного места.
Расчётный час: Заезд в 14:00, выезд 12:00
Проживание в гостинице «Фристайл 2»
Флигель (4 основных места, кухонная зона) 6000 7000 8000
Апартаменты (4 основных) 6000 7000 9000
Двухместный (2сп.кровать, ТВ, душ, туалет) 5000 5500 6000
Люкс (2 комнаты, кровать, мебель, ТВ. WC) 5500 6000 6500
Дополнительное место 1000 1000 1000
Примечание Включен завтрак 250 руб.
Скидки на проживание с понедельника по пятницу (пять дней) – 30% (низкий сезон).
Дети от 0 до 5 лет бесплатно, без предоставления отдельного места.
Расчётный час: Заезд в 14:00, выезд 12:00
Проживание в гостинице «На трассе»
Двухместный (2сп.кровать, ТВ, душ, туалет) 4500 5000 5500
Люкс (на 4 чел.) 6000 7000 9000
Номера на подъемнике (4 чел.) 6000 7000 9000
Дополнительное место  1000 1000 1000
Примечание Завтрак за отдельную плату 250 руб.
Скидки на проживание свыше пяти дней – 15% (низкий сезон).
Дети от 0 до 5 лет бесплатно, без предоставления отдельного места.
Расчётный час: Заезд в 14:00, выезд 12:00

Бронирование номеров: +7-905-903-3811 с 8:00 до 22:00 часов в будние дни, сб, вс — выходной.

Comparison[]

~ CTs against among the big men (Cs and PFs). Let’s assume that they are in Balanced Type.

Offense

  • Post Shot: C (178) > CT (153) = PF (153)
  • Middle Shot: CT (140) > PF (114) > C (102)
  • 3pt Shot: CT (114) > PF (89) > C (76)
  • Short Dunk: C (178) > PF (153) > CT (127)
  • Long Dunk: PF (178) > CT (114) > C (102)
  • Short Layup: C (186) > PF (165) > CT (127)
  • Long Layup: CT (114) = PF (114) > C (89)
  • Pass: CT (153) > PF (114) > C (102)

Assets

  • Rebound: C (191) = CT (191) > PF (178)
  • Tussle: C (178) > PF (153) = CT (153)
  • Speed: CT (114) > PF (102) > C (76)

Stamina: CT (127) > PF (102) > C (89)

CONCLUSION: As you can see CTs offensively excel outside the paint (Long Layup, Middle Shot, 3pt Shot and Pass) rather than playing on the paint. Quite decent in defense having a closer gap points between Cs and PFs in Block and have an edge in Steal. In talent, Cs and CTs are tied in Rebound and tied in Tussle along with PFs next to Cs but excels in Speed and Stamina. Overall, CTs are well-balanced similar to SFs (equally only in Offense).

Attribute Distribution[]

i The following section contains play guide from one or more players. Therefore, it is subjective and may not work for everyone.
Total point: 136
Post Shot
Middle Shot
3pt Shot
Short Dunk
Long Dunk
Short Layup
Long Layup
Steal
Pass
Tussle
Block
Rebound
Speed
Stamina
Post Shot
Middle Shot
3pt Shot
Short Dunk
Long Dunk
Short Layup
Long Layup
Steal
Pass
Tussle
Block
Rebound
Speed
Stamina
Post Shot
Middle Shot
3pt Shot
Short Dunk
Long Dunk
Short Layup
Long Layup
Steal
Pass
Tussle
Block
Rebound
Speed
Stamina
Post Shot
Middle Shot
3pt Shot
Short Dunk
Long Dunk
Short Layup
Long Layup
Steal
Pass
Tussle
Block
Rebound
Speed
Stamina
Post Shot
Middle Shot
3pt Shot
Short Dunk
Long Dunk
Short Layup
Long Layup
Steal
Pass
Tussle
Block
Rebound
Speed
Stamina
Post Shot
Middle Shot
3pt Shot
Short Dunk
Long Dunk
Short Layup
Long Layup
Steal
Pass
Tussle
Block
Rebound
Speed
Stamina

Ссылки [ править ]

  1. . IGN. 2010-11-29 . Проверено 20 сентября 2018 .
  2. . Архивировано из на 2013-11-09 . Проверено 7 ноября 2013 .
  3. . Onrpg.com . Проверено 20 сентября 2018 .
  4. апреля 2014 г. в Wayback Machine.
  5. Hatfield, Daemon (29 июня 2007 г.). . IGN . Проверено 28 апреля 2010 . Такую игру, как эта, с таким количеством ошибок и сложностей, мешающих игровому процессу, было бы трудно рекомендовать… если бы за нее пришлось платить. Но тот факт, что вы можете играть в FreeStyle бесплатно прямо сейчас, сводит на нет многие проблемы, о которых вы только что прочитали. Когда я, наконец, смог попасть в игру, я действительно хорошо провел с ней время.

Сиквелы [ править ]

Сиквелы этой игры носят название FreeStyle Street Basketball 2 и FreeStyle 3on3. Закрытая бета-версия FreeStyle Street Basketball 2 была выпущена издателем Gamekiss с 14 по 20 мая 2014 года. Открытая бета-версия этого сиквела началась 20 июня 2014 года и в настоящее время продолжается.

Паровая также был выпущен на 1 апреля 2015 года.

Третья часть этой серии и прямое продолжение FreeStyle Street Basketball 2 — «3 на 3 Фристайл» . Первоначально он был выпущен в 2016 году Sony Interactive Entertainment исключительно для PlayStation 4 и построен на игровом движке Unreal Engine 4 . Позже он был 16 октября 2017 года и опубликован JoyCity.

Green User Grade

AP/Class (Previous) – in April Green User Grade (2019/04)
Diamond G5 — Green User Point: 10500 Points
Platinum G4 — Green User Point: 9000 Points
Gold G3 — Green User Point: 7000 Points
Silver G2 — Green User Point: 6000 Points
Bronze G1 — Green User Point: 4500 Points

The Compensation for the User Grade Change will be as follows:

User AP Package Reward
Diamond + Platinum  Premium Card Sub Att Changer x10
Gold Card Sub Attribute Changer x20

Introducing the Green User System! The Green User System is our new User
Grade System. There is a new button locatable at the top of your screen to easily
go to the Green User Grade Section.
This is the Overview of your Green User Grade System. To Participate, you need
to click first on the Verify button, this immediately credits your account to G1.
Similar to the old User Grade System, you will also receive rewards and benefits
depending on the Level of your Grade.

Green  User Grade Grade Standards Grade Benefits
G5 10500 above Green User G5 Package/Free Card Mover
Exclusive Shop’s Free Purchase Coupon x1
3 Additional Card Moves
Ability to purchase All Star World Card Mover
Additional 2% on Mileage earned
Ability to purchase Effect/Item Ball outfits through the Exclusive Shop
G4 10499 — 7500 Green User G4 Package
Additional 2% on Mileage Earned
G3 7499 — 4500 Green User G3 Package
Additional 1% on Mileage Earned
Lucky Chance Activated
Green User Free Skill Slot (in development)
Exclusive Shop’s Free Purchase Coupon x1
G2 4499 — 2500 Green User G2 Package
Skills purchaseable for free (in development)
Item Ball, Card Ball, Capsule Guarantee System (in development)
G1

Participate in the Green User Campaign

Extra Benefits in Web Events


Click on the «Participate Green User Campaign» to get started! Your grade will
automatically reflect on the overview.
In order to increase your Grade Level, you need to complete quests which is
locateable beside the Benefits Tab.
You can check the contents of the package you receive for achieving the specific
grade.
Like the old User Grade System, we also are introducing a new item Shop for
the Green User Grade. You can buy Limited outfits here, even an Allstar World
Card Mover!
Curious about the X-Machina Set? Heres a preview!
An Event that was loved and requested by many is now easily available by
achieving Grade3 on the Green User Grade System! Lucky Chance is readily
available whenever you want to!
One of the most requested features in the Card Mover, additional Card Moves,
can be easily acquired by ranking up in the Green User System!
We hope you enjoy our new and improved User Grade System!

Skills[]

Default Skills

Shoot Touch III

Successfully matching the shooting gauge will increase shot

success rate and deny defense

Shoot Touch: success↑ +48

SP 3pt Shot III

Increases the chance of a successful 3pt shot 3pt : success↑ +48

3pt shot focus III

When equipped, 3pt Shot is less likely to be affected by

Defense

3pt: def. resist +48

Layup focus III

When equipped, Layup is less likely to be affected by Defense Short Layup: def. resist +48

Long Layup: def. resist +48

Skill Shop

Quick Jumper III

Quick Jump Shot as soon as you receive a Pass Quick Jumper: Act. speed +48
LV: 2 P 1000

Fade Away III

Avoid the defense by making a jump back shot Fade Away: success +48
LV: 4 P 2000

V-Cut III

Move away quickly from your defender if you are not in possesion of the ball V-Cut: speed +48
LV: 6 P 3000

Drive Fake III

Swap direction during a drive can be done multiple times Drive Fakes: dir change
LV: 8 P 4000

Direct Pass I

Select which teamate will pass with Q/E Acquire Direct Pass
LV: 10 P 5000

Manual Layup III

Perform a Layup on your chosen direction Manual Layup: angle +48
LV: 12 P 5000

Back Roll Turn III

While Drive Dribble, quickly execute a spinning move

towards the back to shoot

Back Roll Turn: speed +48
LV: 12 P 5000

Fancy Drive I

Extend your evade drive angle by performing a fancy

spin move

Acquire Fancy Drive
LV: 14 P 4000

Jab Step III

Confuse your component by maneuvering left or right

while keeping a Jab Step state

Jab Step Drive: speed +48
LV: 14 P 4000

Shoot Fake Drive III

After a successful fake shot perform a quick drive Shoot Fake Drive: speed 48
LV: 16 P 5000

Drive&Cut I

Cancel your Drive and return to your original position Acquire Drive&Cut
LV: 18 P 6000

SP Middle Shot III

When Equipped, your success rate for a Middle Shot

become substantially high

Middle Shot: success +48
LV: 20 P 7000

Middle Shot Focus I

Increase the chance of a successful Middle Shot Middle Shot: def resist +48
LV: 22 P 8000

Floater III

Increase the ball’s height of your layup shots

to avoid tall defense

Floater: success +48
LV: 24 P 7000

Double Clutch III

Fake on Layup or Dunk shot, then shoot Double Clutch: success +48
LV: 24 P 7000

SP Drive III

Increase your drive speed Drive: speed +48
LV: 24 P 6000

Spin Move Layup I

Rotate the body while dribbling, and break through

the defender. Can be followed up with a Layup

Acquire Spin Move Layup
LV: 24 P 6000

SP Dunk: Activation II

Increase your chance in performing dunks Short Dunk: success +36

Long Dunk: success +24

LV: 24 P 7000

SP Dunk: Success III

Increase the chance of a successful Dunk Short Dunk: success +48

Long Dunk: success +48

LV: 24 P 7000

Dunk Focus III

When Equipped, your dunks are harder to defend Short Dunk: def resist +48

Long Dunk: def resist +48

LV: 24 P 8000

Quick Change III

Increase your maneuver speed upon receiving a Pass Quick Change: speed +48
LV: 24 P 9000

Non-stop Pass I

Pass the ball quickly as soon as you receive a pass Acquire Non-stop Pass
LV: 24 P 12000

Kill Pass III

Allows you to make a quick pass while heavily defended Kill Pass: speed +48
LV: 24 P 15000

Drift Shot I

Drift to the left or right during a jump shot

to avoid the defense

Acquire Drift Shot
LV: 24 P 15000

Jump Pass III

Fake a layup or dunk and instead perform a pass Jump Pass: range +48
LV: 24 P 12000

Away Screen Move Bonus III

When you are in indirect-offense with a team mate

screening near you, your dash speed become faster

Away Screen Move: speed +48
LV: 24 P 120000

Non-stop Pass I

Pass the ball quickly as soon as you receive a pass Acquire Non-stop Pass
LV: 24 P 12000

Drive & Post Up I

While Drive Dribbling, stop and change into Post Up motion Acquire Drive & Post Up
LV: 24 P 10000

Turn Around Fade Away III

Perform a Fade Away shot while in a Post Up stance Turn Around Fade Away: success +48
LV: 24 P 10000

SP Pass III

When Equipped, Pass speed increases and you are less

likely to be Intercepted

Entry Pass speed +48

Entry Pass intercept resistance +48

Kick out Pass speed +48

Kick out Pass intercept resistance +48

LV: 24 P 11000

Pull-up Jumper I

Allows you to perform a quick jump shot while Drive Dribbling Acquire Pull-up Jumper
LV: 24 P 11000

Alley-oop Pass I

Perform an Alley-oop Pass, your teammate must press F Acquire Alley-oop Pass
LV: 24 P 12000

Pick & Move I

Move faster after a fake Screen Acquire Pick & Slip
LV: 24 P 12000

SP Intercept II

Increases your intercept range Intercept: range +36
LV: 24 P 18000

Intercept III

Intercept a Pass while between two oponents Intercept: success +48
LV: 24 P 18000

Diving Catch II

Throw yourself to catch a Loose Ball Diving Catch: success +36
LV: 24 P 22000

Play Styles[]

SG is mainly used in 3 styles:

Swing Style

Main Composition: SG — PG — C/PF

Pure Swing Style — Focusing on drive-in dribbles and then able to take a long range 3 pointer or a 2 point jump shots quickly away from the defense. They can also focus on long layup attribute to play more flexible using floater, manual layup, double clutch, or jump pass. This is a play style that could extend in varieties of play styles with custom skill sets. However, floater is known to be the best when an SG has reached the height of 175 cm or higher.

Floater + Alley-Oop(Flly-oop) Style — Specialized on floater with maximum long layup range. They can also mix jump pass, double clutch, and alley-oop as a combo, to play mind game against opposing big. This is a very common play style in Korea with SG’s above 175 cm height.

  • Suggested main attributes: 3pt Shot, Long Layup, Running Speed, Middle Shot
  • Suggested sub attributes: 3pt: Success↑, Shoot Touch: Success↑, 3pt: Def Resist↑, Long Layup: Range↑, Manual Layup: Angle↑, Move: Speed↑, Drive: Speed↑

Dash Style (Away Style)

Main Composition: SG — PG/DG — C/PF

Using away screen move skill and get open quickly, very effective if you have better sub attributes on your card such as 3 pt success and long range shot. The reason SG is the best at this is because the long range skill and high 3 point shot def resist that allow you to have more space to dash away from the defense and get more 3 point shots.

  • Suggested main attributes: 3pt Shot, Middle Shot, Running Speed, Stamina
  • Suggested sub attributes: 3pt: Success↑, Shoot Touch: Success↑, 3pt: Def Resist↑, Stamina: Recovery↑, Stamina Max↑, Move: Speed↑

Isolation

Main Composition: SG — PG/DG — PF/SF

The long layup range is tied for 2nd best with DG (SW has the best with 191, but lacks middle and 3pt and starts with 127 at each stat). The SG lines up in the middle at around the foul line, with both players on each side for quick pass from a double team, and does a manual layup, a mid, or a fade. A variation is also to start from the 3 line and draw the defense close then goes for the layup.

  • Suggested main attributes: Long Layup, Middle Shot, Running Speed, 3 Pt Shot
  • Suggested sub attributes: Long Layup: Range↑, Manual Layup: Angle↑, Move: Speed↑, Shoot Touch: Success↑

Defensively

SG has more block than PG or DG, but lacks the skills they have (SP steal, and sp dive, as well as pg only has overhead int), it also has less speed and stamina. Overall it can block, but it is better suited to let your PF block in the paint if you have the choice.

Character[]

Name Team Height (cm)
Jerome Basic 198
Cecile Basic 185
Edwin Basic 200
Jack* Buzzer Beater 193
Big Joe* Buzzer Beater 205
Leo* Buzzer Beater 200
Lyoid* Buzzer Beater 215
Hakkai The West 190
Gojyo The West 210
Liu Naughty Kitties 189
Grace Noble 190
Nick Black Lightning 202
Simon Rick Team SLAM 194
Giant-G Team SLAM 205
Cloud Ace of Wulin 190
Rain Ace of Wulin/

Moonlight Creed**

200
Dr. Isaac Team Prototype 201
Jasime** Silver Foxes** 171
Anne** Silver Foxes** 173
Ashley** Silver Foxes** 175
M.C. AA** Cold Eyes** 190
Dominic** Wild Rookies** 203
Snow** Moonlight Creed** 180

* Buzzer Beater characters such as Leo, Lyoid, Jack and Big Joe are now available to become CT (Control Tower). Position Breakers used to be only level 12 at the start but you can now create level 1 character.

** Since due to insufficient and unavailable articles, with further ado and apology, it is restricted to develop further informations about these Characters and Teams.

Overview[]

Who are they?

Control Towers are gifted with Power Forwards’ Tussle and Centers’ Rebound, and the rest of the attributes are all well-balanced. Initially, they are well-known for Offensive and Defensive purposes since it’s equally distributed. As you notice all of the stats/attributes are not in <100.

What can they do?

Pros:

  • Very all-rounded position among the Biggies, due to their skillset Quick Jumper, Jump Pass, Alley-oop Pass, etc.
  • Can be a threat to both offense and defense.
  • Has the best offensive stats among the Bigs. E.g. 3pt Shot and Middle Shot.
  • CTs have almost obtain guards’ skills among the Biggies.

Cons:

  • Really struggling to play against Cs, PFs and Power Type CTs.
  • Due to being versatile set, they don’t have particular skill combo.
  • CTs are not «Carry» positions instead of «Support» Biggies.
  • CTs are outmatched by Cs and PFs in playing the post and under the rim.
  • CTs are not compatible with full swing play-style.

Skills[]

Default Skills

Shoot Touch III

Successfully matching the shooting gauge will increase shot

success rate and deny defense

Shoot Touch: success↑ +48

Double Clutch II

Fake a layup or Dunk then perform a pass Double Clutch: success +36
LV: 12 P 0 (Suggested)

SP 3pt Shot II

Increases the chance of a successful 3pt Shot 3pt Shot: success↑ +48

SP Middle Shot III

Increases the chance of a successful Middle Shot Middle Shot: success↑ +48

SP Pass III

When Equipped, Pass speed increases and you are less likely to be Intercepted Entry Pass Speed +48

Entry Pass Intercept resistance +48
Kick out Pass speed +48
Kick out Pass Intercept resistance +48

SP Drive III

Increase your drive speed Drive: speed +48
LV: 24 P 0 (Suggested)

Skill Shop

Direct Pass I

Select which teammate to pass with Q/E Acquire Direct Pass
LV: 2 P 1000

Non-stop Pass I

Pass the ball quickly as soon as you receive a pass Acquire Non-stop Pass
LV: 4 P 2000

Rolling Diving Catch I

Catch a loose ball by somersaultint for it Acquire Rolling Diving Catch
LV: 6 P 3000

V-Cut III

Move away quickly from your defender if you are not in possesion of the ball V-Cut: speed +48
LV: 8 P 4000

Drive Fake III

Swap directions during a Drive can be done multiple times Drive Fakes: direction change
LV: 10 P 5000

Manual Layup III

Perform a layup on your chosen direction Layup: angle +48
LV: 12 P 5000

SP Steal III

Increase the steal speed motion and success rate Steal: motion +48
LV: 14 P 4000

Quick Jumper II

Fast jump shot as soon as you receive a pass Quick Jumper: Act speed +36
LV: 14 P 5000

Pass and Run I

Make a short dash after making a pass. Acquire Pass and Run
LV: 16 P 4000

Jump Pass III

Fake a layup or Dunk and instead perform a pass Jump Pass: range +48
LV: 16 P 5000

Alley-oop Pass I

Perform an alley-oop pass, your teamate must press F Acquire Alley-oop Pass
LV: 18 P 6000

Fancy Drive I

Extend your evade drive angle by performing a fancy spin move Acquire Fancy Drive
LV: 20 P 7000

Drive & Cut I

Cancel your Drive and return to your original position Acquire Drive & Cut
LV: 20 P 7000

Fade Away II

Avoid the defense by making a jump back shot Fade Away: success +36
LV: 22 P 8000

Middle Shot Focus I

Increase the the chance of a successful middle shot Middle Shot: def resist +24
LV: 24 P 7000

Jab Step III

Confuse your component by maneuvering left or right while keeping a Jab Step state Jab Step Drive: speed +48
LV: 26 P 6000

No Mark Shot I

Increases your chance to make a shot when you are not defended Jab Step Drive: speed +48
LV: 28 P 7000

Shoot Fake Drive III

After a successful fake shot perform a quick drive Shoot Fake Drive: speed 48
LV: 30 P 8000

Pull-up Jumper I

Allows you to perform a quick jump shot while drive dribbling Acquire Pull-up Jumper
LV: 34 P 10000

Kill Pass III

Allows you to make a quick pass while heavily defended Kill Pass: speed +48
LV: 34 P 10000

Jump Shoot & Pass I

Pass during a fake Jump Shot Kill Pass: speed +48
LV: 36 P 12000

Intercept III

Intercept a pass while between two opponents Intercept: success +48
LV: 36 P 12000

Pass Fake I

Fake a pass. It can also be done before a layup Acquire Pass Fake
LV: 38 P 15000

Pick & Move I

Move faster after a fake Screen Acquire Pick & Slip
LV: 38 P 15000

Away Screen Move Bonus III

When you are in indirect-offense with a team mate screening near you, your dash speed become faster Away Screen Move: speed +48
LV: 40 P 120000

SP Intercept II

Increases your intercept range Intercept: range +36
LV: 40 P 12000

SP Diving Catch II

Improve the distance of your diving catch Diving Catch: range +36
LV: 40 P 12000

SP Dunk Success III

Increase the chance of a successful dunk Short Dunk: success +48

Long Dunk: success +48

LV: 42 P 10000

SP Dunk: activation II

Increase your chance in performing dunks Short Dunk: success +36

Long Dunk: success +24

LV: 42 P 10000

Quick Change III

Increase your maneuver speed upon receiving a Pass Quick Change: speed +48
LV: 44 P 11000

Dunk Focus III

When equipped, your dunks are harder to defend Short Dunk: def resist +48

Long Dunk: def resist +48

LV: 46 P 12000

Floater III

Increase the ball’s height of your layup shots

to avoid tall defense

Floater: success +48
LV: 48 P 18000

Behind The Back II

Drive in then step back and perform a jump shot Behind The Back: range +36
LV: 50 P 22000
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