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Curry, Iverson, Kobe, Crawford.
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Street Basketball Mobile Game has been tested, which character is fun for novices is the most headache, if you choose the strongest class, there will be a lot of detours in the future. So which character is fun in the street basketball mobile game? Below I will introduce to you which character in the street basketball mobile game is fun, for novice players to choose their strongest career and reputation industry.
The strongest class in the center: Uncle Huang
Uncle Huang's rebounding ability is very strong, and the second offense after mastering the rebound is basically unstoppable.
The strongest class next to the power forward: White Bear
As one of the roles that must be sent at the beginning, the white bear on the power forward is undoubtedly the most cost-effective, can shoot, dunk, rebound, and the all-round power forward is also very strong.
The strongest class of small forward: Xiao Rui
Xiao Rui is a more comprehensive role in the small forward, both offensive and defensive.
The strongest class of scoring guard: Tang Tang
Also as a scoring guard who must be sent at the beginning, Tang Tang has more comprehensive data in all scoring guards, and today's three-point shots are easy to score without defense, generally relying on mid-range shooting, plus good speed and ball control, so Tang Tang will be better.
The strongest class of point guard: Rihanna
The point guard Rihanna's ball control ability and long-range shooting ability are still good, although she is not very strong in rebounds and blocks, but as a point guard's instinct, she is already good.
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Running high: Running faster, especially when running backwards, floating fast and far.
Bounce high: Grab the board farther away when grabbing the board, and jump dunk farther away when dunking the sock basket.
High physical confrontation: It is not easy to be bumped into, and even the opponent's interior line can't knock you down with the card position skill, and you can squeeze the opponent into it when you squeeze people with the W dribble.
High pass: Passes are less likely to be tackled by the opponent, and teammates are less likely to fall down when receiving the ball (i.e., when passing the ball far away), but they don't speed up the pass.
High Dribble: Less likely to be tackled when dribbling, and has a shorter cooldown for passing skills.
High steals: Faster steals, higher chance of successful steals, higher chance of the ball in your hand after a steal (you can try high-level PG and low-level G sneak peeks), and a higher chance of automatic steals when the opponent passes.
Rebound height: When grabbing the board, you can grab a higher board, especially when the ability value is high to a certain value (I haven't tried the accurate value of the second board), you can miss most of the boards, and you can even not see the ball in the game screen when you hit the board.
Cap Height: The probability of success of the cap is higher, and there is also a floating cap that you have heard of! It's about it.,My level 37 pg (clothed) can even be 4 steps away from the other party to a floating cover.,It's said that Zhao Socheng is accelerating.。。。
Mid-range shot: A shot made from inside the 3-point line outside the free throw line.
Three-pointer: Shoots from beyond the 3-point line.
Slam Dunk Dribble to the Basket: The chance of a dunk is higher when you don't have an F skill, and the distance to make a bully step is longer.
Close-range shooting under the basket: That is, shooting higher when shooting under the basket, this is not the same as mid-range shooting.
The passing and shaking people you talked about, selling guessing is not directly related to any ability at all, such as running, dribbling, and physical confrontation are only related to the auxiliary connection with the pass, and the real impact on the shaking of people is related to the direction of your passing and the position of the defender, which is not too easy to say.
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1. Running refers to the speed of running without the ball.
2. Dribbling refers to dribbling proficiency: that is, when you dribble high, it is not easy to be dropped by others.
There's also a hidden attribute.
I don't think a lot of people have noticed.
When the dribble is high, the time to pass the world twice can be shortened.
You notice C after pressing A.
It takes time to use a pass again.
Other words. The higher the dribbling ability.
The shorter the time to apass again.
3. The cap is passable.
There is no distinction between inside and outside.
It's easier to get off the ball when you have a high cap ability.
For example, there is a fixed block period for regular shots.
The higher the capping capacity.
The longer the cap period.
That is to say, it is more capable of capping the ball.
4. The bounce is only for the range when grabbing rebounds.
The higher the bounce. The larger the range you can grab.
5. The pass is not a shadow of a round sound of the attack hit by the teammates.
It's just the accuracy of the pass.
The higher the pass. The less likely it is to be automatically cut off by the opposing player.
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1. [Dribbling]: This ability is the culprit that makes many people mistakenly dismantle Mu Pei and think that PG is faster than SG running with the ball.
2. [Passing]: Affects the passing speed and the probability of being automatically tackled by the system.
3. The ability to dribble affects the speed of shaking people with a and the probability of being copied, and PG is in speed.
The only advantage over SG is the shaking speed of A, so it will cause a lot of people to travel.
Mistakenly thinking that PG is faster than SG running with the ball.
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Of course it's SF, I can be inside and out, and I don't lose to PF when I grab the board and get stuck in the position, and 3 points are not much worse than PG, my 32SF average blue board per game, 3 points, SF is the most comprehensive.
The easiest to get started with is center C, because they just start passing the ball to the guard, then run to the basket and wait for the pass to shoot closely, and it's easy to grab rebounds.
The easiest MVP is the guard G, because the guard needs to organize the offense, so there are more assists, and the guard can steal, and the three-point is very good.
To level 15 can be transformed into a playmaker PG, so that the passing and breakthrough are very good, just shooting averagely, if you become an SG scoring guard, then the above abilities are relatively weak, and the power of three points is fierce.
The most important thing to cooperate with is the striker F, the striker breaks through in general, the speed is average, the pass is average, and only the mid-range shot and bounce are better than the block.
Level 15 can be converted into a small forward SF, mid-range shooting, close shooting and three-point shooting, or you can choose to convert to a power forward PG, so that the mid-range shooting, rebounding and profiling ability are increased a lot.
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PG DJ PF White Mika Angel Brontosaurus C Black Fat Ah Wu Youran SG Watermelon SF Shu Hao Xiaorui SW Wu Minjun.
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Do you know how far apart street players are from NBA players? Jeremy Lin tells you about the gap between street golfers and the NBA.
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The gap between street players and professional basketball players is particularly large, not only in terms of physical fitness, but also in terms of technique.
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In terms of physical fitness and basic skills, street ball players are biased towards individual shows and have many bad habits, while professional players are biased towards teams.
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The question seems to be discussing which of your five fingers is the most useful.
The middle finger may be the longest, but it seems that no one is missing.
You have to understand that this is a teamwork sports game, and each class has its strengths and weaknesses.
Due to the 3v3 relationship between defenders, the comprehensive ability of PG is lower than that of SG, but this does not mean that PG is necessarily worse than SG.
F is a good complement to this position, PF and SF are very easy to break the deadlock in the game, of course, the bounce and defensive ability are not bad, and PF's advantage is to rush to the basket version, of course, the occasional mid-range shot that pulls to the outside is also good.
There is no doubt about this point, the strongest physical confrontation and the best rebounding ability, in 3v3, it seems that every strong team has a very good c
Able to respond and pass, cover and dismantle, he is like a thumbs up, not the longest, but the most powerful.
There are a lot of them. Represented by Nash.
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I think it's Brandon. Roy, who doesn't have excellent physical fitness, lightning speed, but has rhythm in ball control, and it's easy to break through the defense of Battier and Arty!
Maddie, of course. Despite Maddie's waist injury, the dunk was still so groundbreaking. If there is no injury, it is invincible in the world. >>>More
Anyway, I still like Becky.
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