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Answer: We have been working on improving the virtual IP problem, this version is an improvement for most players, the player's problem is our problem, but the network environment in our country is more complicated, please give us more time, we will definitely do better.
PS: It is recommended that you change the map and change the room, which will improve this problem to a certain extent.
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The problem of virtual IE is the most common problem in street basketball and a headache for many players, and the situation of virtual IE is that everyone in the room you are in has it"card''Suspicion,Including your own internal That is to say, one or several of you have a bad network speed,There is another reason I found that all the people upstairs I ignored.,That is, the server of the game's developer Tianwu's company is not a slip.,Even if all the lights are yellow.,And if it's not red.,The game can't be played normally.,So the problems of the above can be.。 Also, if the owner of the building is the owner, you can kick out the player who sees a red light. That's it
Hope it helps
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You don't have to change the map
You can see that other people's lower right feet are all green, red cards
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You can play with a different map.
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There is someone in the room who has a slow internet card, a change of room or a map of the host.
Generally, it's fine.
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Card position As long as the opponent's position is firmly stuck in order to force the opponent to rush around the board or divide the ball, it can greatly reduce the probability of the opponent taking the board (note that the opponent is stuck in the position, not the position of the inside line.) For a good C, what comes to mind all the time is not to let the other party into the inside line. )
Reflexes: Reflexes, which of course includes the running of the position. Generally, the direction and height of the ball can be determined by looking at the height and landing point of the ball.
Low slabs. Stuck the opponent's grabbing route first. Then move the position as the ball falls towards W.
The ball touches the basket. Press D. nowIf you can't find a good spot on your own.
Or be stuck by the other party. The ball falls into the frame. Just share the ball.
The closer you get to the ball, the better. To know this, it's always faster to split the ball than to grab the board.
Secondboard: Ordinary secondboard: The second board belongs to the simpler one of the boards, and the positive seconds are more common
At this time, the role is to hold the board directly up or lean back to hold the board. The second board needs to have a rebounding ability of 80 or more.
Punch the second: The punch second is faster than the general second board, and the ball lands in the position. Press W card to get in place.
The ball falls. Press D immediately, and the character at this point is to rush straight in the direction of the ball. The advantage of rushing seconds is that you can get stuck to the opponent's point as much as possible and reduce the chance of the opponent grabbing the board.
Instant board: The instant board is suitable for any high board, when the ball falls, grab the board with your own highest point, and other people's screens see as if it is a second to the board, in fact, there are a lot of intervals between them, but they just use their own highest point. (Note:.)
The highest point of the punch plate is higher than the highest point of the card position plate).
Punching board: punching board, the most gorgeous and strongest way to punch the board in street basketball, in the regular street ball game, punching board is the theorem, punching board can break any way of the card board, I believe there are many C encountered, by the PF punch board to 1 game can not get a few or even a high board does not have the situation, this. It's the strength of PF, using bounce to make up for the lack of rebounding, of course, not only PF
High board: card a good position, reduce the probability of grabbing the board, do not let it stand to the most important point, that is, one step before the basket, when the high board falls, you can try to slow down your own board grabbing time, and first card his absolute position, so that he can not rush up or rush to the wrong position, and then grab the high board one step at a time, because even if you use the fastest speed, the acceleration will be faster than you, it is better to slow down a little bit and let the other party make a mistake.
Low board: First of all, it is also a good position for him, as long as the low board is not within his own range, immediately see the board points, and count his own points on the head, and he will not be allowed to grab the board when he is outside, if the drop point is in his own position, do not hesitate, use the second to end this board.
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1.Shake people, shake people down and then shoot accurately, but if you want to rely on this trick to get three points, don't cooperate, then wait to be kicked, there are too many people who will prevent shaking now, unless you play with trumpets below level 30 all your life. 2.
Stepping on the line is accurate for three points, which is well known, stepping on it becomes two points, which has something to do with the map, sometimes stepping on half a foot counts as two points, and some maps also count as three points. So the toe top line is pretty much the same. After the level is high, you can ignore this one, and it is accurate not to step on the line, but it must be kept within two positions, not too far.
3.After receiving a pass from a teammate, he is accurate for three points. Shoot the ball immediately after the pass and match, which is applicable to both threes and two points, so play more cooperation.
4.Turn 180 degrees after facing the basket to the three-point line, whether you are in the three-point line or outside the line, you had better keep the outside behind the catch at any time, and then immediately turn 180 degrees to three points, or run from the inside out, at this time, if the opponent is two positions away from you, as long as he can't cover you, the ball is easy to score. 5.
It is also a three-point turn, whether it is receiving the ball or dribbling, when you throw the ball and turn for three points, if there is no sound of friction between your feet and the ground, it is the most standard (it cannot be said that if there is a sound, you will not enter) 180 degrees turn three points without sound. It's hard not to rub a turn of less than 90 degrees, so it's safer to turn three points on both sides of the baseline, which is why the advance rate is the highest here. 6.
According to the statistics that cannot be verified: the baseline is the most accurate three-pointer, and the way the ball thrown from the left and right sides is different if it does not go in. (Legend has it that the left side is more accurate than the right side [no way to verify] [with the left side of the screen as the left]); The 45-degree angle is followed by three points, (legend has it that the left side is also more accurate than the right side [no way to verify]).
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Defensively, you're f?It seems that it hasn't been turned yet.,SF small front defense objects are mostly SG,PG,SF-based,Mostly card position (W)-based,Stuck the opponent outside,So that the opponent's 2 players can't be connected to each other,This is something to pay attention to! That is, always isolate each other!
If the cover is rising, the anti-3 points are very good to cover, if the other party is stuck, you can w drill over, or spare it, etc., anti-3 points remember to eat and shake, and you will jump when others raise their hands, like that. Put G, SF is mainly with the master, even if we attack, don't stay too far away from the other party! Switch between offense and defense quickly!
PF's words,It's too much involved.,Blue board defense.,Hehe,Stick the opponent away with more W! Don't underestimate PF, he can defend SF, PF, C,, a little far-fetched can defend SG, PG really can't keep up, Fang SF, SG method is the same as SF defense, but pay attention! When it is really not good to prevent SF, it is more to raise your hand to interfere, because it is really not very good to cover!
5555555, anti-PF, C is mostly based on the card position, and it is best to card the opponent out of the inner line, and it is necessary to occupy a good position on the inner line! Cover Mao still have to eat, in a kind of blue posture is different, the method of cover is also different, the timing of the jump is different, this is really hard to say, you still have to master it in practice! Blue mix, there is really no good way, it's really not okay for you to look at the shadow of the ball, in fact, each ball is a little regular Mastery, find a good position, it's basically yours!
Rushing is also very important! Hope you're a good f!
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