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Attempts to overlay spin, turn, jump, euro-step, cradle, reverse and change-shot receive a significant boost.
Allow players to be more successful than normal when knocking down a defender.
Penalties for poorly programmed layups are reduced, allowing players to make layups more consistently.
Slashers playing below the rim are more likely to accumulate contacts while dunkers are able to get more dunks per contact.
Increases the ability to make common hooks, layups or short-range pulls while driving through the paint.
Hooks taken away from the basket receive a lower distance penalty than normal.
Allows more success when attempting post-dropsteps and jumps, in addition to better protecting the ball, while performing these movements in the post.
Players eliminate defenders more effectively when performing rallies in euros, cradles, stepping, rotation and half-rotation.
Gives an extra boost to a player's takeover counter when he succeeds in interfering in a fastbreak.
Increases the shot percentage for a layup attempt in case of incompatibility with a big defender and reduces the chances of blocking.
Improves the ability of a player to successfully complete a layup or dunk alley-oop. The shot must be taken before the receiver lands.
When you exit the pick and roll, a whiplash is applied if the attempt to layup or dunk occurs a few seconds after catching the pass.
Gives an extra boost for slightly early, late or excellent timing on layups.
Strengthens the shooting attributes of a player who attempts an overlay or dunk just after an offensive rebound.
Improves the ability of a player to make a lot of contact by reducing the energy lost during rim attack during contact shots.
Gives an extra boost to a player's gamble counter and his teammates when he successfully completes an And-1 or flashy dunk.
Increases a player's ability to slip into traffic and avoid contacts during rallies and ends at the edge.
Improves the ability of a player to knock down floats and runners.
For a short time after receiving a pass, the receiver's external shooting attributes receive significant momentum.
Shooting attacks that occur during the last moments of the 4th quarter, or during an additional period, receive a significant boost.
The deep mid-distance shots or 3PT taken along the bottom line of the court are boosted, that it's a dribble or a catch.
Shots on goal taken with a defending defender receive less than a penalty of one shot at the ball. This includes mid-range and 3PT shots.
The fadea post taken away from the basket receive a penalty of distance less than normal
High jump jumpers, such as jumps, rotations, steps back and pulls, receive a percentage boost.
Shot timing penalties for jump shots are reduced, which facilitates attempts to drop, even in the event of early or late release.
Give an extra boost when you consecutively get great launches on skipped shots.
Blows taken in the hot zone (s) of the player are boosted
Free throws in the second half of tight games or overtime are boosted. In addition, the timing window for free throws becomes larger.
Shooting attempts occurring after the setup of a screen are magnified if shooting takes place far enough from the edge and a few seconds after the screen is set.
Shorten the stopwatch that determines the amount of time after which a pump simulates a player can shoot without incurring a shooting percentage penalty.
The higher the badge level, the more a player will be able to release all hits.
Adds an extra distance to a player's shooting range for mid-range and 3PT shots.
When trying to open outside the screens, the player navigates more efficiently in the traffic.
Shooting attempts that are challenged receive less penalty, however, shooting attempts that are open do not receive as many bonuses.
The shooting attributes on the jump shots suffer a lower penalty than normal when fatigued.
When a player has taken a small handful of shots, an additional attribute to the shooting attributes is awarded for each subsequent move, whether it is a mark or a missed.
When performing backsteps and other determined movements, the defender stumbles or falls more often by biting himself in the wrong way.
The fact of dropping a shot or an overlay gives fewer errant passes than normal.
After catching a defensive board, the deep field passes are more accurate. Passes must be made quickly after the defensive rebound.
Once in the half-court, Dimers passes to open the shooters give a percentage boost.
Gives a bonus to a player's Ball Speed attribute in quick situations.
Counterfeits are more likely to stun a defender. In addition, firing attempts following postings and counterfeits have an increased percentage of hits.
After making a flash pass for a decisive pass, the smuggler and scorer receive an extra boost for their relay counters.
Gives attack bonuses to teammates when they are on the ground. In addition, at the Hall of Fame level, you can see the percentage of potential shots your teammates have on offense.
A player receives less energy when he performs consecutive dribbling movements, which allows him to chain combos more quickly and for a longer time.
When launching a pass, it gives an attribute boost to the smuggler and the receiver to improve the chances of success.
Going through a tight window between the defenders, the player's pass capacity is enhanced.
Counterfeit passes become faster and tighter, making them more useful for starting the defense.
Trying to publish spins or drives gives rise to more efficient movements and reduces the chances of being eliminated.
When emerging from a triple threat or scaled up, ball processors have access to faster and more efficient launches.
When you take a step back or a shot, your chances of creating a separation with the opponent are greater.
Allows the ball manager to start and stop quickly with unique stops and launches exclusive to this badge.
Increases the player's ability to handle the ball in more difficult situations, thus facilitating the Defender's defeat.
By dribbling, defenders have more trouble clearing the ball with their attempts to fly.
This badge makes it more difficult for the defense to cross or bypass the screens. Players affected by contact with a brick wall lose more energy than normal.
Increases the speed and jump ability of a player when he pursues an offensive player in anticipation of an attempt to block.
Defenders have the ability to quickly interrupt movement and have more success when banging or manipulating the hip on the handlebars.
After successfully blocking or stealing the ball from an opponent, an additional penalty is applied to the opponent's takeover counter.
The success rate of tilted or intercepted passes increases dramatically.
Offensive players have less success in shooting when challenged by players with this badge. Also increases defense values when firing during an opponent's tight guard.
Give the defender an advantage in knowing where the ball handler is going in the system of reading and reaction.
Players are more effective at repelling opponents while playing in defense.
Makes players more difficult to overtake outside the ball because they can grab and hold their match and avoid getting ankles broken as often.
Improves the player's ability to navigate through and around defending displays.
Increases the chances of robbery and reduces the chance of a foul by attempting to undress the ball of the goalkeeper. Also improves the chances of success of layup tapes.
Allows players to go back up quickly for another attempt to block the landing.
Increases the chance that a defender prevents an offensive shot from succeeding.
Improves the player's ability to block fire, unlocks special blocking animations, and gives a boost to the take-over counter for the blocker and his teammates after a crash.
Allow the defender to play his defense more aggressively without losing energy at the same rate as a normal player.
By trapping offensive players, defenders are more effective than normal in forcing rework and turnovers.
Enhances a player's ability to effectively repel opponents in anticipation of a rebound.
Improves the player's ability to find bounces at longer distances than normal.
When they are cashed, the rebounders have more success in swimming and put themselves in a successful rebound position.
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