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英文了,不知道大家能不能看懂?今天翻译了一半,剩下的改天再完成
首先以2k视点为例,这样篮筐就永远在屏幕上方,然后面对屏幕假想一个时钟,12点钟方向是上方,6点钟是下方,左边是9点钟,右边是3点钟
首先是扣篮(dunk),按住RT,正面冲向篮筐
右摇杆(RS)指向12点,就是是大力灌蓝(power dunk),对于力量型球员(Jermaine, Shaq, Al Jefferson,之类),在人丛中(in traffic)强行扣篮这招很有效
3点钟方向是花式扣篮(flashy dunk,个人觉得有个性扣篮的意思),对于Wade or James这样的球员,这招在人从中效果很好。
9点钟方向是普通的相对安全的扣篮(Basic Dunk),根据情况球员选择尽量不会有身体接触的扣篮,对于那些扣篮一般的球员,这招效果很好。
6点钟是反手扣篮(reverse dunk),对于Wade or James这样的球员效果也很好。
个人感觉3点钟的花式扣篮好像不太明显,不知道是不是练习模式中看不出。6点钟的反手扣篮不一定就是反手扣,感觉更像是花式扣篮,360度转身扣,胯下换手扣,大风车,甚至vc的把整个手臂扣进篮筐都是6点做出来的……
昨天又去原帖里观摩了一下,有人指出2k6 2k7都是左(9点)是花式扣篮、右(3点)是大力扣篮、上(12点)是普通扣篮,作者回复的是2k8可能有变化,也有可能是他自己对扣篮动作的理解错误,等他进一步更新
如果不是正对篮筐,假如在左边底角,这个时候篮筐在你的右侧,也就是3点钟方向,你要用大力扣篮,右摇杆(RS)就要往右往3点,用花式扣篮,RS就要往下6点,安全扣篮就是12点,反手就是9点
如果是45度角,那么 大力扣篮 2/3点. 反手8/7点. 花式4/5点. 安全扣篮 10/11点.
由此可见,右摇杆RS的方向是由球员面对方向决定的,不是篮筐方向,记住如果要大力扣篮,就往球员面对的方向,如果花式就往球员右手方向,如果安全扣篮就往球员左手,如果反手扣篮就是球员背后的方向
上篮,背打的方向控制都一样,由球员面对方向决定
上篮(layup)
上篮动作比扣篮多些,一般分为2种情况,无封盖和人丛中强行出手(Uncontested and In traffic)
首先是无封盖情况
RS向上(12点),就是普通上篮,就像快攻中那样无人防守情况下最轻松的上篮,那些layup能力不高的最好都用这种,命中率有保障
RS向下(6点),floater layup(不知道怎么翻比较好……),就是那种向前高高跃起,在空中短暂停顿, 然后做出跳投的姿势或者高抛投……大多数时候是一个跑动中的抛投(刚还有人和我争这是个跳投……,反正这里说是上篮),示范动作Mark Jackson's ,nash那样正面面对大个球员的动作。这个动作命中率不高,建议不要在无封盖情况下使用
RS向左或右(9点、3点),就是往左或者右上篮,命中率和RS向12点的普通上篮一样
有封盖的情况
RS向上(12点),面对封盖时候上篮,比如拉杆上篮,抛投,反身上篮……用来应付人丛中强行出手时候的绝招,反正如果你上篮时候如果不知道用什么动作就用这个,多半时候不进也会吹罚,像wade那样就应该经常用,像Luke Ridnour那样就不应该用(这位仁兄是个什么类型?我是不熟悉,有人能告诉我吗?)。个人感觉这个上篮比较实用,但是如果遇到补防的容易被盖……
不清楚这个动作的就举几个例子,比如反身上篮,跳起转身,背对篮筐然后向后抛投;比如拉杆;比如面对大个时候抛投……
RS向下(6点),还是floater layup,用来对付大个的武器,正面面对大个时候效果非常好。个人感觉这个上篮不容易被封盖,但是命中率不高
RS向左(9点),向左上篮,就是右边有防守时候就避开往左边上篮。如果你从左边底线突入篮下(LEFT running straight down the lane),如果你用左上篮,就不用打板,如果你是斜突入篮下(UP/LEFT running straight down the lane),就会打板
RS向右(3点),向右上篮,就是避开左边防守
另外打不打板是由你上篮时候的位置决定的,离篮筐近就打板,远就不打,这和速度力量之类无关。
RS快速转1/2圈,回旋上篮……(反正我是没使出来过,哪位指点一下……)
AGGRESSIVE MODIFIER AND LAYUPS就是按着加速键RT上篮,这样你可以从更远的地方上篮,比如你离篮筐远一点位置,你单用RS是跳投,但是你按RT+RS,就是上篮,但是会主动制造一些身体接触(create contact),个人感觉就是上篮过程慢一些,容易被盖而且命中率比普通上篮低一下
如果不想搞得那么复杂,就记住几个要点
如果正面有个大个子,你就用RS向上(12点)上篮
如果在左前,就用RS向上/右(直接向右3点球出手后就比较低,2点出手相对高些,1点是最高)
如果在右前,就用RS向上/左(跟右一样,9点出手最低,10点较高,11点最高)
总之就是方向是远离防守者的。RS向上是增加球出手后的高度,不容易被盖
今天先翻译这么多, 剩下的找时间再补
如果有什么翻译错误请指正,因为我个人不是个很铁的篮球迷,对篮球有些专有词汇了解不多
如果对操作有什么异议,也欢迎讨论,大多数东西都是原帖作者的理解,我只是翻译,我个人体会了一些动作,也写在翻译中了,但有些动作我也不太理解……
我把转的英文原版放到下面来,方便大家看,免得很多人一看到一堆英文就没兴趣看下了,不知道这是不是对原文作者的一种不尊重,如果是就指出来,我再把她放到最前
Basket Relative FAQ or "What UP means."
A lot of people tend to have a problem with the concept of basket relative. NBA2k8 uses basket relative principals extensively, and gives no way to change anything but the defense to absolute controls.
Basket Relative is actually easy to use, and completely intuitive once you get used to it. You use it right now, but aren't aware of it. If you're not aware of it, you cannot call the correct move you want, and end up guessing as to what move you'll pull off. You'll do the wrong one, miss the shot, and it will frustrate you.
Let's start by envisioning yourself at the top of the key with a 2k or High camera angle. This means that the basket is directly in front of your player, or UP on the controller.
If you picture a clock, the 12 hand is up right now. 6 is Down. 3 is Right and 9 is left. The Clock face we are using connects with the SHOT STICK.
If you were to RT (Aggressive Modifier) and run straight towards the basket you would have 4 different Dunk options.
UP (12 on a clock) would give you a power dunk. Right (3) would give you a flashy dunk that's less likely to go in, but looks better. Left (9) gives you the dunk with the best probability to go in untouched. Down (6) would give you a reverse dunk.
So if you're a Power Dunk kinda player (Jermaine, Shaq, Al Jefferson, Etc.) you would probably want to do a Power Dunk, and it would be good within traffic. If you're a Wade or James, you could do a flashy dunk on the break away. If you're a barely dunker, you always want to use the Basic Dunk to just make sure it goes in. A reverse is also an option for a Wade or James.
That's the control scheme for at the top of the key running at the basket. But what if you're in the corner on the left hand side where Bruce Bowen sits to rain down that Jumper.
The Basket is now at 3 o'clock on a clock. To do the Power dunk, you'd hit RIGHT. To do the Flashy dunk you'd hit DOWN. To do the reverse dunk you'd right LEFT. To do a safe dunk you'd hit UP.
So UP is always the direction towards the basket. Down is always away from the basket.
What if you're half way between the top of the key, and the corner on the 3 point line?
A Power dunk would now be at 2/3 o'clock. A reverse dunk would be at 8/7 o'clock. A Flashy Dunk would be at 4/5 o'clock. And a Basic dunk would be at 10/11 o'clock.
In Other words. A Power dunk is TOWARDS the basket, which happens to be midway between UP and RIGHT. A Reverse dunk is AWAY from the basket, which happens to be midway between DOWN and LEFT. Etc.
At this point you should understand Basket Relativeness.
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LAYUPS
There are many different types of layups. The main groupings are I'll explain in two sections. Uncontested and In traffic.
UP (towards basket) - This is a simple layup with the highest likelyhood of going in on a fast break uncontested. This is the layup you want to use with a player with a bad layup rating on a fast break.
DOWN (away from the basket) - This is a floater layup. This can be like Mark Jackson's flip over a big man, or Nash's so you can visualize it. These have a higher likelyhood of missing, and should not be used uncontested. They are strictly for in the lane with traffic.
LEFT - Layup Left. Both are similar to UP unopposed meaning they should just go in.
RIGHT - Layup Right. Both are similar to UP unopposed meaning they should just go in.
But what if you're in traffic? Now layups take on new roles.
UP (towards basket) - Create contact, Circus Shot layups. These layups are for serious traffic, and are a good call when you don't know which direction the help defense may come in. A guy like Wade should often use these. A guy like Luke Ridnour should not.
Examples of what UP will do contested
Jump into the defense with your back, and throw the ball at the basket backwards. Dive straight into the defender and fling the ball up. A variety of these options.
If you have space left or right, it's often better to use Left and Right unless you are a guy known for hitting tough layups.
DOWN (Away from the basket) - Avoid contact, Floaters, get over the big man. These layups are for when the defense is in front of you, but you have space between them. Nash, Tinsley, A variety of guys should use this.
Examples of when to use DOWN.
The basic tactic for this one is isomotioning past the first defender, and then the help defense comes and you float the ball over their head. Your point guard running towards their Center in the paint? You want to hit down.
LEFT - Layup Left. These involve understanding shading. Shading is what side the defender is on.
Examples of when you use LEFT (or RIGHT)
If the defender is on my Right foot preventing me driving right, I should use a size up isomotion right, cross left, and layup left to avoid the defender. If you're going baseline, left and right will also help you finish around defenders. You'll need to practice this to understand.
If you do LEFT running straight down the lane, your path will go to the edge of the paint on the left. You will not use the glass.
If you do UP/LEFT running straight down the lane, you will go the edge of the paint on the left, and throw it off the glass.
The Closer you start your layup to the basket, the more likely you will use the glass. These are not hard and fast rules. Court position matters.
RIGHT - Layup Right. Same thing.
1/2 Circle FAST - Spinning Layup.
Once you start to realize when certain layups will do what, you will understand when to use them. People tend to think of layups as random.
The best way to practice layups is practice, and development Attack the Basket/Triple Threat.
NOTE ON AGGRESSIVE MODIFIER AND LAYUPS
The aggressive modifier allows you to start the layup animation from further out. It also helps create contact, and often is the difference between a contest layup going in, and bouncing away. If you want to use the floater, you should hold RT (Aggressive modifier) while at the top of the key, let go of it, and hold DOWN (away from the basket) on the shot stick. This will allow you to start the layup animation even when normally X would not provide a layup. It would do a jumper.
I.E. Momentum is required to start layup animations instead of jumpers from farther out of the paint.
Manual Manipulation of layups and all moves is a key to doing exactly what you want to do.
GENERAL RULE FOR LAYUPS for those that don't want to pay much attention.
If you have a big guy in front of you, push towards UP. If he's in front of you, and to your left, Push towards UP/RIGHT. If he's in front of you, and to your right, Push towards UP/LEFT. Push away from the defender.
Pressing UP increases the height the ball goes off the backboard.
Example.
A 7 foot defender is in front of you, shaded to your left. Picture the Clock.
You want to press at 1 o'clock. That will get the ball high to avoid the block, while still going RIGHT to avoid the defender.
If you only press at 3 o'clock (LEFT without as much UP) then it will not go high enough. You want to use this when a defender is more RIGHT than in front of you.
So where ever they are shaded, You know which layup to do.
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POST PLAY
The Basic Moves are
UP (towards the basket) - Hook Shot/Sky Hook
DOWN (away from basket) - Fade Away
LEFT/RIGHT - Side Step Shot
Aggressive Modified Moves are
UP (towards the basket) - Hook Shot/Sky Hook
DOWN (away from basket) - Fade Away
BALL HAND (the direction of the ball hand) - Dunk if you have a good post matchup.
OFF BALL HAND (The direction not the ball hand) - Spinning move. Could be a layup. Could be a hook. You spin that direction.
RT + LEFT ANALOG BALL HAND = Hook Drive. Very effective. Better the Offensive Post Player, the better.
Up and Unders
Close to the Basket
UP/UP - Up and Under Layup. Draws fouls, but not very effective.
RT; UP/UP - (Strong Player) Up and Under dunk. Really really effective. (Weak Player) Up and Under layup. Much less effective.
UP/DOWN - Same as UP/UP
RT; UP/DOWN - Same as UP/UP
UP/RIGHT(or LEFT) - Up and Under Jump shot fading the direction of the second direction.
RT; UP/RIGHT(or LEFT) - Same.
DOWN/DOWN - Up and Under Hook.
RT; DOWN/DOWN - Same.
DOWN/UP - SAME as UP/UP. DOWN and UP for FIRST DIRECTION are the same.
RIGHT/UP - SAME as UP/UP. RIGHT AND LEFT MATTER FOR RIGHT/RIGHT and LEFT/LEFT THOUGH.
WHEN DOES RIGHT AND LEFT MATTER ON FIRST DIRECTION?
They indicate which direction your layup will go. You want to pay attention to SHADING. If the defender is leaning on your left side. You want to start RIGHT. If they are leaning on your right side, start LEFT.
RIGHT/RIGHT - Up and Under Layup to the Right.
LEFT/RIGHT - Up and Under Layup to the Left.
Far From the Basket
Note: Need to finish this section. Up and Unders change to Up... Fake create space, Jumper. Write this out fully.
Triple Threat Post
The first thing to know is how to engage the triple threat post.
1. Pass the Ball into the post. Post Player should be deep in the post. Don't move.
2. Hold Rt then let go. Post should be activated.
You are now engaged in the Triple Threat Post.
Triple Threat Post Basic Moves
UP with LEFT Analog - Used to create space in 2k7, now starts a normal backdown
DOWN with LEFT Analog - Disengages Post with space. You're now in a normal triple threat. You can reengage post with RT.
LEFT/RIGHT with LEFT Analog - nothing.
To be added when someone helps me out.
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STOPING THE DOUBLE TEAM EVERY TIME
Hold Left Block(LB) and tap A(pass button) as fast as you can. One of a few things will happen
1. You will pass the ball to your man.
2. You will pass the ball out of the double team, but it will be stolen (rare)
3. You will lock up for a jump ball.
.... Unless someone knows what you know.
The Defender and the Offensive player fight with tapping buttons. Whoever taps the most wins. So since they don't know how to stop it, you will never lose the ball.
Another option is to allow them to get their hands on the ball, then tap A(Pass Button). That will force the jump ball if you're in a bad position to pass out.
Last Year I was able to create a foul every time they double teamed me. I need someone to jump online and test things with me to show if this still works. So maybe more to come.
My Guess is this year they removed the foul you every time, to now allow you to pass out. I think it was a good move honestly.
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FORCING A PICK AND ROLL SWITCH
Here's how I do it for space, you can do it without the first step.
1. Call Isolation
2. Call Pick an roll
3. Get defender into the pick
4. Dive at the help defense
5. Tap and engage post up for half a second.
You have your switch.
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(Association Section)
Association Practice Effects Duration
Light = 1 Day
Normal = 2 Days
Intense = 3 Days. |
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