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No. 3v3 is mainly played with techniques.
It's blocking, running, cheating and jumping.
Practice these techniques.
You can get the first place without an A.
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No. 3v3 less A people, as long as the block is good, unless there is a chance to play singles, and you can A if your skills are particularly good, but pay attention to the opponent's defense.
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If you don't buy it, PG has all the skills, just leave a back 2, because 3v3 rarely lets G go to a person, really.
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Upper back 2. Last Super Dribble. Calculate the back 2.
Close fast back 2, pull away one step slow back 2. However, for double G stacking, this requirement is still high. The situation of placing orders on the outside line is easy to use.
But it will affect the rhythm of the other two. You can do it, just cooperate with the habit.
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No, it's a waste of selling, and you'll feel it after a long time, because it's very easy to get stuck on a breakout dribble.
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If you run enough, you just need to have a back 2.
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PG's super dribble is suitable for skills that can't be stuck.
It's back 2 and change hands 2.
Both of these are not dropped with a w card.
3v3 is generally not very passable, with accurate running to form an empty position to shoot 32v2 If you want to A, it is best to only bring back 2 and change hands 2, and at the beginning of the game, the left and right pass people are all paid (do not press twice.
Just once. The aim is to keep the back 2 and change hands 2 as soon as possible).
Left and right back 2 and change hands 2
It depends on the law of the opponent's defense.
1.The opponent always runs in the direction of the first action with the front back 2 (left and right or right left) or is changing hands 22The opponent always runs in the opposite direction of the first action, so use the reverse back 2 (left, left or right, right) or reverse change hand 23
If the opponent steps back a little distance, he can quickly turn back 2 (left or right) or change hands 2 quickly to open up the distance.
What I remember is that you must calculate the skills before A, that is, you know what the next passing skill is, don't use the general pass to go to A, the other party will not count the skills, it is difficult to say, as long as the other party can calculate the skills, they will definitely come forward w card you.
Therefore, it is the safest way to scrap the ordinary at any time and then a.
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What and what ... PG has a high ability to dribble... But the key is technology!! i.e. operation skills!!
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It's very obvious.,I don't believe you can get an SGPG of the same level yourself.。
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As long as there is technology, a person with PG and SG can be very powerful.
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It's all technology, but I feel like SG is strong now! (Level 31 onwards).
Being able to use backward and backward forward dribbling with back 2 is simply not able to get stuck 3 points is also pg can't catch up if he wants to.
But it's still PG in the early stage, depending on what type you are, and I advise you to choose SG with a backward perspective.
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The landlord wants not to be shaken down, and the defense is very good, please listen to me.
First of all, popularize the knowledge of super dribbling,Super ball is not freestyle defenders can be used every time,The role of super dribbling is to make you unable to judge the direction of his movement,So as to achieve the purpose of shaking you down or passing you,Back two is freestyle Generally, only the back two is an ordinary back two! Now I'll tell you how to defend PG's super dribble plus back two!!
Back two is the guard's favorite shaky action, when the guard uses the back two, please do, one, stand in the defender's slightly left or right position Second, press w to the distance from the defender one position and then move slowly in the opposite direction (stand left to right, stand right to move left) three, use fast defense to shoot 3 He will never get in Fourth, remember the timing of the opponent's back two, generally a general pass person a back two.
With this method you definitely won't pour! When he gets out, you can just keep up with the defense, and the advantage of this method is that you don't care about SG PGYou don't have to bother judging the direction of his dangling, as long as you don't have to judge the direction, PG's super dribble is useless!!
After solving this problem, the rest of you use Face Up to stick to the defense Practice more in this way, and the defense will be successful.
Hit for a long time, I hope to help the landlord, hope!
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Super dribbling is an active skill that can move in the same direction as A, and it has nothing to do with what A moves.
If you only have a back 2, then the Napu A is generally the back 2, and when to use the super dribble is your own control.
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The order is: 1 Pu A 2 Back 2 3 Super Dribble.
Super dribbling is not too practical for PG, and I personally think that SG can play a role in its large dribble range!
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Breaking through the dribble is also called "super dribbling", which is a necessary skill for PG. The order of the A person with G!!
The usage is the same as usual, no different.
Then introduce the usage and function of the super dribble.
Let's start with a small part of the order of G A:
Normal, back 2, change hands.
Normal, Normal, Back 2, Back 2, Change Hands, Change Hands.
Ordinary big akira, back 2, normal, back 2, change hands, change hands.
Normal, Back 2, Normal, Change Hands, Back 2, Change Hands.
Do you see anything in this?
That's right, break through the dribble with other A-man skills. When you dribble with a breakaway, you play an ordinary A, and others sometimes look like an ordinary A, so sometimes you fall because of a mistake in judgment. Sometimes, the other party has seen the order of your A, but the breakthrough dribble makes him misread, but the breakthrough dribble can change the direction of the back 2, so that the opponent can't judge the order of the A-person for a while, and as soon as you pass a person, the other party immediately falls to the ground.
In this way, the other party may not be able to judge your next A-person skill...
After reading the above, do you know why it is useful for PG!! It's a useful skill that almost every PG relies on to get a person.
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First of all, you have to understand that this skill plus back 2 is basically unsolvable, and no one can say that it can be prevented from falling, but it can only reduce the probability of falling. When he is shaking, you have to run directly in front of him, and if he jumps away while you run, he will not fall. Don't stick to him too tightly (2 positions or so), if you are already in front of him and he starts to shake, go a little in the direction he is dangling, and then immediately run in the opposite direction, if he jumps in the other direction, immediately make up for it.
Personal experience....The landlord can try it.
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This actually depends on your judgment.,Judge that he's going in that direction A and then W+A has passed in that direction Pay attention to the sideways defense when you pay attention to the defense.,How to say it.,It's to look at the direction of the difference in the ball at the beginning.,And then it's to move in the opposite direction.,It's almost like this.。
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First explain the super back 2, know that the next time will be out of the back 2, under the premise of loading the super luck press the same arrow key 2 times plus a is the super luck back 2, this direction is not easy to judge, and the normal back 2 direction is the opposite.
Super dribbling can also be combined with other skills, the same reasoning, super pass man, super change dribble 1 and 2, super rolling dribble, and so on.
Here's what I learned:
Let's say I've now accumulated a 2 back to the left, provided you've loaded the Super Dribble (Breakthrough Dribble Skill) and Back 2(ps: accumulate to the left back 2, that is, to the left small a can be).
1.If you stop at the position of the defender to the left, use Super Back 2 to the left, that is, Left + A, and then press the left;
2.Stop at the position of the defender to the right, then usually the left and then the right back, that is, left + a, and then press right;
3.When there is contact with the defender, use the small back 2, that is, left + a
We all know that the anti-ordinary back 2, which hand-held ball will break through in that direction, relying on this principle to judge the direction, and the breakthrough direction of PG back 2, can not simply rely on "which hand-held ball will break in that direction" to judge, super + back 2, can make "that hand-held ball but break in the direction of the other hand" so that the breakthrough of back 2 is irregular, The opponent can easily be shaken down because he judged the wrong direction of the breakthrough (the law of the ages: if the direction of the defender's movement and the attacker's breakthrough direction are inconsistent, then fall!). )
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