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Streetball SG and PG technical papers

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Let's calculate. Published on 065438+2009 1 28 October 18:38 Reading (NaN) Comments (1)

Category: Personal Diary Permission: Public

If you are a novice, the first thing to do is to play a trumpet with a level of 5-8, have a general understanding of the game, be familiar with the basic operation, and experience how to play habits, how to like scoring, how to cooperate with teammates and so on. After feeling familiar, delete the number and re-establish a new role. Next you can refer to the following suggestions. Choose a direction you like and make full use of your own points to develop ~

1. Pass and run with no load (recommended)

Default skill installation-save the ball [5000 points ]-S pass [7000 points]

16 pass to PG- Kobe [5000 points]-Eliminate interference, pretend to move or miss the ball [all 12000 points] or turn around and throw the ball [17000 points].

Step 16 to SG- step back [12000 points]-eliminate interference, fake action [17000 points] or switch from reality to reality.

After learning the technical skills, join the free skills-lightning stealing [8000 points]-back 2 points [1680 points] (changing hands without ordering packages [PG8000 points]/changing lines [SG 12000 points]) and start training.

The reason why beginners are recommended to play like this is because it is the easiest to get started and has fewer mistakes. The possibility of being accused is very low-

-take the initiative to run, throw it when there is space, and pass it when there is no space. This makes it easy for even stupid teammates to accept it. In addition, I would like to remind you that when Kobe's running pass and S pass are installed at the same time after PG, Kobe's running pass will have the effect of S pass, but SG will not. Therefore, SG takes Kobe to run and pass the ball with low utilization rate, so you can not buy it. If you like PG with outside lines, the effect of fake action is greater than fake action.

2. Superman type

Skill Installation Default-Save the Ball

/kloc-level 0/6 to PG- breakthrough dribbling [17000 points]-back 2- empty catching-elimination of interference, fake action or virtual and real turning and throwing.

16 to SG- step backward-step backward 2- fake action-install jamming equipment or turn around and throw alternately.

After learning the technical skills, join the free skill-Lightning Thief [8000 points]-and start training.

Passing the ball is generally the development direction of the 2V2 defender of the wild team, but it is not recommended for beginners to play like this because it is easy to get off the ball. This kind of play is mainly based on playing 3 points, and S-pass skills are not installed, which is very unsuitable for cooperation with outside teammates. Choosing teammates should be based on C and PF with strong rebounding ability. It should also be noted that the proprietary skills of the two professions can be combined with other skills, so make good use of them!

If you compare the skills of PG and SG, you will find that SG's skill combination has not changed much under the two styles of play, so SG can better change roles between the two styles of play (and SG's shooting ability is high), which is helpful for beginners to improve faster.

Many defenders may think that the more skills the better, but this is not the case. Defenders have many skills of passing and shooting freely, and each skill has its own characteristics. The purpose of loading skill is to make use of its characteristics. The emergence of skills has a certain regularity and order. For example, the order of passing skills is (one-way) ordinary passing-back 1- back 2- changing hands (changing lines) breakthrough. If you install all these skills, the good back 2 skill will not appear until you start it at least twice. As we all know, of all the free skills before 3 1, only the latter 2 can ignore the card position. In this way, there is a danger of getting stuck when you can't recite 2. Especially when you meet a defender who can remember the order of your passing skills, then other skills will be a good chance for him to catch your ball. Therefore, it is recommended that non-experts only bring back 2.

Similarly, free shooting skills can not increase the ability of 3 points. Just use different actions to beat the time difference and confuse the opponent. Basically, any shooting skill will be slower than ordinary shooting, so installing any shooting skill may increase the probability of getting a hat. If you really want to pretend. . . No more than two. Remember what your next shot is. If the opponent can catch up with the blocked ball, then fake it and cheat.

Well, having said so much, I hope I can bring you some thoughts and inspiration. In short, to play a good game, it is more important to keep a relaxed mind and relax mentally. I hope everyone can get happiness from the game and be happy every day ~

Some players and friends always complain that they are not stupid. Why can't they always help their teammates win the game? In fact, a qualified defender may only have a few more seats and fewer mistakes than you in each game. So, how to bridge these gaps? If there is no particularly weak link, we might as well start with the details. Here are some common details and tips in the competition, hoping to help everyone ~

1. Judge the attribution of rebound

After the three-pointers on the outside and the shots of CIC, what you have to do is not blindly rush to the basket for competition, nor blindly follow the outside of the opposing defender. The best solution is to move to the position close to the basket between ourselves and the basket. When the ball bounces off the basket and is divided by the inside line, predict who can catch the rebound through the position and skills of the inside line players. People who judge that the other party has it and immediately defend themselves with the fastest speed; If it is judged that your team has got it, it will immediately run into the clearing to prepare for the attack. If the opponent's marking is not strict, you will have the opportunity to shoot with empty space; If it is judged that both sides can't get it, they will immediately go up to make up the board or save the ball.

2. Use SS to quickly change direction

When your teammates are equipped with SS skills to pass the ball to you, you suddenly change the direction of movement when you are about to catch the ball, which can create a forward inertia and quickly open the distance between yourself and others. Using this feature, when the opponent's defensive attention is not concentrated, he can run backwards or change direction to pull the air and easily get the opportunity.

3. Master your farthest layup distance

Mastering the farthest layup distance can increase the chances of layup and reduce the chances of talent ball. With the improvement of security level. When the bounce reaches a certain value, the high jump and layup can occur at a distance. This kind of layup skill "fake action" can be very deceptive. It is more convenient to create empty seats for teammates.

4. Reduce the interception of the pass and the interception of the opponent's pass.

Sometimes when the ball is passed between yourself and your teammates, you will hear a "haha" giggle-the ball was taken away by the opposing player. So how to reduce this situation? First of all, try to avoid the opponent's defenders on the passing route; Secondly, if it is unavoidable, the catcher should not run back and forth, and it is best to move in one direction. If you want to intercept the opponent's pass as much as possible, you should stand in the middle of the opponent's pass route, as close as possible to the receiver (to prevent missing), and press W lightly when the opponent passes the ball.

Clever use of "w"

When the person you are watching hasn't landed on the backboard or jumped on the ball and got up from the ground, you should quickly stand in his position and shake around by pressing W. When he falls or gets up, he will crowd with you and have a certain chance to drop the ball directly.

6. Defend the roll with "W"

Some insiders like to come out and cooperate with teammates on the outside very much. When you are staring at people, there is always a big pillar hanging around you, which is very annoying. It is easy to be blocked or pushed down by him. Even blocked by poor technology. So, how to deal with this situation? Using "w" can try to avoid this situation. When you press "W", the pick-and-roll skill is invalid and will not be knocked down. It is also easy to walk through the crowd. In this way, you can follow each other closely at ordinary times, and when others come out to block, just press "W" to move over.

The magical function of 7.7. The retreat of SG

When serving, sometimes there will be a situation where the opponent's inside line is opposite to you. Usually, the other side will look at you for a while on the inside and then make up the defense on the outside. What you have to do is to launch a retreat in front of him when you are ready to go back to the basket after the internal and external changes. You have a great chance to change your heart. Then you can pass the ball to an unmarked teammate and shoot in the open field ~

8. how to deal with SF in the defense?

With the improvement of grade, the capping distance of SF is getting farther and farther. Therefore, many SF adopt the defense mode of quickly exiting the effect zone when G starts to shake people, and then quickly catching up after the effect. If used properly, it can not only follow the defender well, but also block the shot when the defender grabs the ball. This will make the defenders who don't retreat very depressed. It doesn't matter, I'll teach you three ways to deal with it: (1) When you encounter such SF, it means that SF has adapted to the rhythm of shaking people after several times. All you have to do is suddenly press a in the same place instead of the arrow keys. In this way, you can only cross dribble once, and you won't have swing skills. SF that enters your rhythm will still retreat according to inertia and automatically give you space to shoot. (2) Due to the limitation of SF in stealing ability, defenders also use AWA technology to continuously launch skills, increase the number of shaking and shorten the shaking distance. Improve the chances of shaking down SF (3) The simplest and most practical point is that you will play against your teammates when you encounter such SF. When SF retreats, let his teammates stop him. It depends on whether you play 3 or pass the ball to your teammates and play 2 ~

9. Master the skill sequence of yourself and your opponent.

This skill can obviously improve a defender's defensive strength-if you do so. Mastering the opponent's skill sequence, we can decide the next defensive strategy according to his upcoming skills. For example, when his next move may be to recite 2, don't go up near him, but be prepared to judge the direction; If the next skill must not return to 2 or change hands 2, then you can stick the opponent's ball as you like. To master one's own superior rank is to make rational use of the characteristics of each skill, adjust measures to local conditions, foster strengths and avoid weaknesses. The skill order in the game is determined as follows: the single direction shall prevail, and the left and right directions do not interfere with each other (for example, shaking left does not affect the skill order of shaking right). The sequence of skills is: ordinary-back 1- back 2 line change/hand change breakthrough-freestyle pass-back 3- hand change 2.

10. How to make full use of Back2 (only one FS skill is needed).

Some opponents like to cling to their bodies blindly when defending, and it is easy to swing away back to back. But it's easy to drop the ball with other extraordinary skills. In this case, we can take the following measures: first, distance ourselves from another player of the other team (to prevent him from making up the position), and after swinging the opponent with the back waist 2, don't rush to make a shot, and then launch an ordinary pass. In this way, the next time you launch someone in the same direction, you will carry 2 again. This method is very useful for PG with strong lethality.

, breakthrough ability. Without specific comparison, I feel that PG is the fastest runner in all occupations. The direct range of this data is breakthrough. The breakthrough here is not just to let you wander there. When your teammates are watched to death, you should use your own speed to open the defense and cooperate with your teammates to break through. After the breakthrough, divide the ball according to the situation and score by yourself.

Good defensive ability. It contains more.

Now many teams like 3 points, which makes our PG's defensive task very heavy. Many novice friends are very depressed. Why do I always waver? Actually, there are some tips. If you are facing an SG, under normal circumstances, he will pass you by with a fake action, that is, left and right, which is very easy to prevent. All you have to do is look at the direction he started and run in the opposite direction. PG is not easy to prevent. Super dribbling is really a good technique. If a G player passes A, you won't fall even if you are shaken. As for how to tell whether he is once or twice, I can only tell you that this is a process of accumulated experience. It is incomprehensible to read the post. I'll teach the novice another trick: the only thing you should pay attention to is that your opponent's "post-2" is over, and others can get rid of his ball with the W next to him. When the second one comes out, you should pay attention to the order.

Pay attention to his 3 points if you don't fall down. If you don't lose your position, you can also cover his 3 points. This is the basic skill. Of course, if G wasn't stupid, he wouldn't make a big move. So all you have to do is stick to it and wait for him to stop before breaking the ball. Even if he uses your gap to raise 3 points, most of them are inside rebounds+1. Be sure not to cover it indiscriminately. Once you lose your position, your opponent will basically score.

In sports warfare, don't press S. Experienced G will run two steps forward and hit 3 after seeing that your S didn't break the ball, and the hit is not low. The real steal time is the moment when the dribbler runs past you, but when his back is turned to you, the dribbling time is too long. Give a novice friend another trick: when the opponent takes the ball with a three-pointer, rush to him and put your hand up, pause and then put it down. Under normal circumstances, he will definitely change places when he looks at you. At this time, you can easily get the ball. Also, when you find that the opponent's inside likes to pass the ball to the outside, you stand in the middle of their passing route and the ball will fly to you automatically.

If the opponent makes a 3-point shot, it depends on the tacit understanding between you and your teammates. Use w to follow the position, and you can pass if the other position is not stuck.

Rebounding doesn't seem to be the job of people in G position. If you think so, you are wrong. A good PG should ensure low cricket, which some people call low cricket. This is also a process of accumulating experience, but don't find it difficult. There are only a few kinds of low boards. It's good to be familiar with them.

There are also floor balls, which are also in our share of PG. When the ball falls below the knee, you can dive. The key is to seize the opportunity, which is also the process of experience accumulation.

, a certain offensive ability.

Also G, the ability of 3 points is much less than SG, but we can still score 3 points. All three points of PG are airdrops. I don't recommend that you make a 3-point shot within 2 steps in front of or beside you. PG's 3 points are very unstable, sometimes you can't even get into the space and grab the shot. But if you find yourself feeling good, you must vote when you have the chance.

Give up your CIC. It's ok to throw it for fun occasionally. If the score is tight, you'd better not throw it as a last resort.

Three-step basket is the main means for our PG to score 2 points. If the distance is well controlled and interspersed with DS and DF, the inside line of the opponent will be very chaotic. I have seen many teams, and they have basically given up PG's layups, and they are too lazy to guess what you are doing and rely on small layups. Here, I suggest pg make a layup from both sides of the blue board. If you don't advance, you can make up the board yourself.

Let's stop here. I feel that I have missed a lot, and I am too lazy to think about it. If you really like PG and want to play well, I suggest you play other professions, so that you can be more comprehensive.

Tell the novice a few more tips.

The back and hook should take a step forward; The other insider pushes you with W, and you fight with W. If he dreams big, you have to quit, or you will be left behind; When the opponent starts to catch in the air (the opponent has already flown), he feels that he is going to make a move. Before he makes a move, the time is right, even if he doesn't press D, he can cover it. As soon as the opponent picked up the floor ball, W walked up to him and the ball got stuck when he moved.

I can't remember anything else, that's all.

Don't care too much about the data, it will affect your performance. Data, if you want, just type it every day. It was not until last month that my PG player played for a whole season, and basically guaranteed to play for 2 or 3 hours every day. Data? The data about G are basically within 1000. Rebounds are ranked. I think it takes a long time to get the data. So don't worry too much.