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First of all, you must learn the card skills, as a good C first of all, the first thing to think of is not to let the opponent enter the inner line, forcing the opponent to rush around the board or divide the ball, which can greatly reduce the probability of the opponent taking the board, as for how to card the position, it can only be said that press w to card the opponent outside, how close you can stick to how close. "How to shoot well from all angles when defending" is a bit confusing......Grab the board actually depends on the position, timing, **, after the revision, the board is almost invincible, practice more practice the board, the board, the most gorgeous and strongest way to strengthen the board in street basketball, don't say what ghost board is the strongest and the like, in the regular street ball game, the board is the theorem, the board can break the card board in any way, I believe there are a lot of C encountered, by the PF high board rushed to 1 game can not get a few or even a high board has not had the situation, this. It's the strength of PF, using bounce to make up for the lack of rebounding, of course, not only PF
Our C board is not inferior to them, the use of, is the highest point of our rebounding, when a high board, when suspended, stand at the point of the board, it is best to be 2 steps away from the jump point, 2 steps is the most gorgeous and the most practical board, the ball falls, has not yet reached the highest point of their own board, of course, it is a matter of a moment, complete the advance action of 2 steps to run, and then immediately press the arrow keys in the direction of the ball, do not have any pause halfway, at this time, what you see is the person who crosses the inner line, Rush directly to the board and fly n far, this is the so-called flying board in the punching board, that is, the highest point punching board. (Note: punching the board is much more difficult to learn than the general board, when rushing to the highest point, it is best to rush faster than the highest point of the card board, the effect is very good) In addition, explain how to train your own highest point, practice by yourself, it is best to throw yourself in the lower right corner (the lower left corner of the bias board and the probability of a small high board is large), novices had better listen to the sound of the street ball commentary, the louder the sound, the higher you rush, slowly, you will practice your own highest point.
Proficiency is number one.
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Don't move, the other party will fall as soon as you move, if you can't get stuck with him, it means that you are jumping too quickly. It's normal for pf to can't grab C, and the attributes of rebounding are not enough, so you can buy clothes to make up for it. PF's strong rebounding with the upper card position, at around level 25, can grab C.
But sometimes you can't get out strong, and you need to share the ball to make up for it. PF is mainly cooperating with C offense in 3v3: dunk + hour.
C-point shot PF strong rebound. PF jumps fast. 2v2 depends on your experience.
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After the change of pf, the constant value is the bounce, and the rest will have a certain decrease.
Someone asked what the bouncing represents, and I said that I bounce 50 and you 45, and I jump faster than you, so PF and C are spelled in a fast word.
Don't be delusional about the range compared with C, the value of rebounds must not need to be explained, C must be more than Pf.
Therefore, PF has to learn to judge the direction of the ball, move it in time, and then catch the ball by jumping faster than C.
Splitting the ball is an important skill for PF to compete with C, because it is much faster to divide the ball than to grab a rebound, not to mention that PF bounces high, and it must be cool to distribute the ball to your comfortable position and then take it.
The punch board is also very important, and the value of running + bounce is more than pf with your toes, so practicing the punching board will be hundreds of milliseconds faster than the original floor of C, which is enough.
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If the PG and PG are standing in front of the person standing in front of the 3-point shooting when the 3-point shooting is the same as that of the PG, if the SG and PG are as accurate as the 3-point shooting when no one is defending, although the C rebounding ability value is more than 20 points higher than the PF, there is almost no difference.
SF runs can reach more than 60, while PF's runs are only more than 20, more than 40 points higher, but SF can't get rid of PF's pursuit when running around, and can only rely on breakthroughs and fake moves These tricks can barely pull out a bit of a gap, if this comparison, even the gap of more than 40 points is very small, try to ask more than 20 points can be regarded as a gap? It is not even possible to say that the gap is very large, because this sentence sounds ridiculous. Therefore, friends who play PF should not think that rebounding can only abuse some novice C, and master C can be abused by PF.
It is generally believed that the strong board will always belong to C, and the strong 3 will always belong to SG, which is based on the ability of the macro sparrow brigade value, but in fact, when you enter the game, you will find that the theory is the theory and the reality is the reality.
Rebounds are divided into high boards and low boards, don't think that grabbing rebounds is grabbing high boards, these two concepts are different, C has a certain advantage (not an absolute advantage) when grabbing a high board, and PF also has a certain advantage (not an absolute advantage) when grabbing a low board, why do you say that? Because speed and bounce are the advantages of PF, PF grabbing the low board is an advantage, the probability of encountering a high board in a game is lower than the probability of the appearance of the low board, that is to say, PF and C are absolutely not at a disadvantage, for the high board C can not guarantee that it can easily overwhelm such a terrible bounce king, so we often send a bench after a game, C has 10 boards, PF also has 10 boards; or C has 11 plates and PF has 9 plates; Or PF has 11 plates and C has 9 plates. It's just that the high board or the low and medium board are different.
A lot of friends who play C think that the high board is absolutely a year of Kai to their own, and the low board depends on how you pf rob me, and if I occupy a good place, I can make you pf not get a board in a game. In fact, this point of view is also very ridiculous, it has been said very clearly, first, more than 20 points are not a gap, and the second C grabbing the board is not an absolute advantage.
I play PF and C, and I know the nuances and connections between the two professions, and when C can completely second board in the later stage, I don't dare to say that the rebound can absolutely overwhelm PF, because in the later stage, PF can also be high in seconds.
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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.
Explanation: Any low board can be seconds, but any high board is absolutely impossible seconds).
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 strengthen the board in street basketball, don't say what ghost board is the strongest and the like, 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 high board rushed 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, and it's not just pf
Our C board is not inferior to them, the use of it, it is the loss of Sen is our highest point of rebounding, when a high board, when suspended, stand at the point of the board, it is best to be 2 steps away from the jump point, 2 steps are the most gorgeous and the most practical board, the ball falls, has not yet reached the highest point of their own board, of course, it is a matter of a moment, complete the advance action of 2 steps to run, and then immediately press the arrow keys in the direction of the ball, do not have any pause halfway, at this time, what you see is the person who crosses the inner line, Rush directly to the board and fly n far, this is the so-called flying board in the punching board, that is, the highest point punching board. (Note: The punching board is much more difficult to learn than the general board, and when rushing to the highest point, it is best to rush faster than the highest point of the card position board, and the effect is very good).
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First use the "outside ball endurance calendar" to throw the ball high and low, in the lack of slip second robbery, more sure (provided that half than the opponent or almost, or run...)
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The reverse board w + reverse direction + d position is 2 minutes there.
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The position of the station is good, and it can always be boarded.
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