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You can set the chance of causing a foul to the opponent. You turn up the odds of the opponent fouling. Adjust your own defensive foul probability.
Low, and when you attack, you use a layup, which can cause the opponent to block the foul.
Which character do you use for the fast attack? If you are hit by the other party, someone must have caught up. You look at it is hitting you, computer design.
Considered reasonable physical contact. You should be able to use the accelerator button, if you can't get rid of the acceleration, don't go to the basket, make a pull-up jump shot or organize the offense, this has something to do with your fast-break character, if it's behind Kobe or Brown.
If you can't catch up, you can solve the problem by directly bursting the buckle.
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1. The number of fouls left can be set to 6 9 times.
2. However, when the game is controlled by the computer, if there are 2 fouls in the first quarter, 3 fouls in the second quarter, 4 fouls in the third quarter, and 5 fouls in the fourth quarter (except when the game is almost over), the computer will replace the player.
3, but not a penalty. It's up to you to control the game. It is impossible to leave the game with 2 fouls.
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You don't need to set it, just set the whole high point!
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08 is more real than 07.
Increase physical confrontation.
Capping skills are improved, if mastered, it is actually better than 07 capping.
There are few fouls in the body contact in 08.
If it's a problem with your defensive approach that the computer keeps looking for fouls on you, how realistic? How can you say this? My method is nothing more than to step back a little bit and jump to block, and sometimes the cover is too late to reduce the chance of fouls.
It has nothing to do with patches.
If you want to set it then I have no opinion, anyway, I think it's boring to change a lot of things as soon as you set it up.
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You're talking about a pull-up layup, which is probably the case. Because there is also this situation in the NBA, the pull-up layup, the defender is attached to the body, but it is not blown. As for the number of free throws, it should be caused by the fact that you keep pressing the button to defend when you are defending, and the computer does not have much defensive intensity.
You can adjust the rules, which is the probability of a foul blowing. The 08 version doesn't have a superstar hotkey, while the 07 version does, and it's easier to score!
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A foul is a violation of the rules and involves unlawful physical contact with an opposing player and/or unsportsmanlike conduct.
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If you start with a three-step layup with the ball, the opponent is already on a solid footing and is not in the reasonable collision zone (only in the NBA), you are hitting someone with the ball. Conversely, the defender will not stand firm until you have started, which is blocked.
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1: When A is attacking, B defense sees through the attacking team's offensive line and stands still, causing A to hit B's body, which is judged to be hitting someone with the ball;
2: B is moving and defending when A is attacking with the ball, and A hits B at this time, and B is awarded a foul for blocking;
3: The NBA has a reasonable collision zone (paint zone), and the offensive player does not cause obvious injury to the defender and affects his offense, and the foul is awarded.
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Hitting people with the ball: refers to the player who attacks with the ball when the defender has stood in a defensive position (except for the reasonable collision area, which is a small semicircle under the basket), lays up, and knocks the defender down with too big a movement.
Blocking foul: refers to a defender who fails to stand firm and forcibly prevents the opponent from attacking at the moment when the offensive player with the ball is on the basket or passes.
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If you get stuck in his offensive line one step ahead and he hits you, it's basically an offensive foul.
And of course, consider whether you're in a reasonable collision zone.
In fact, the most important thing is to look at the referee.
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Qualitative fouls rely on the referee's eye, and quantitative questions (scores, timing) can rely on electronic devices.
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Generally, when the attacker lays a layup, the defender should give the attacker time and space to change the direction of the offense on the attacker's offensive route. If the defender is in position and does not keep a reasonable distance, it can be considered blocked; In both cases, because the players on both sides of the offensive and defensive sides were moving, sometimes there was a slight difference due to the different perspectives of each person, and when the offensive players were moving at high speed, even if there was room for a step, they could not turn or stop due to inertia. However, in the NBA's three-second zone, there is a semi-circular arc line, and the above rules for hitting people with the ball do not apply to the physical collision behavior of the arc near the baseline side.
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