Joke Collection Website - Mood Talk - How to play the big C?

How to play the big C?

1: As long as the opponent's position is firmly stuck in the card position, it can force the opponent to bypass the rebound or divide the ball, which can greatly reduce the opponent's chances of getting the board (pay attention to the opponent's position, not the inside position. For a good C, I always think that my opponent can't get into the inside)

2. Reflection: Why many times the low board is not the absolute board of C and a C can cover all the high boards in the audience? I'm talking about the ability to reflect. Of course, this includes the running problem of standing posture. Generally, we can judge the falling direction and height of the ball by observing its height and falling point. For the low board, first, the opponent's grab board should be stuck. Then, the ball will move to the position where the ball falls to W. As soon as the ball touches the basket, press D immediately. If you can't find a good position, or get stuck by your opponent and the ball falls into the restricted area, just divide the ball directly. The closer to the ball, the better.

In addition, let me talk about how to make some boards.

Stop plate:

Ordinary second board: the second board is a relatively simple one, and the positive second board is also a relatively common one. When the second cricket falls, press D as soon as it touches the box. The function at this time is to directly take the board up or back.

Rush two: Rush two is faster than the general second board and stands at the landing position of the ball. Press w to hold this position. When the ball falls, press d immediately. The function at this time is to rush directly in the direction of the ball. The advantage of Chonger is that it can catch the opponent's points as much as possible and reduce the chance of the opponent grabbing the board. (Note: Any low board is ok, and any high board is absolutely not. )

Blink board: Blink board is suitable for any tall board. When the ball falls, you can catch the board with your highest point. When others see it on the screen, it seems that seconds have reached the chessboard. In fact, there is a lot of time between the two, but you use your own highest point. (Note: The highest point of the punching plate is higher than the highest point of the clamping plate. )

Dashboard: Dashboard, the most magnificent and powerful way to strengthen the board in street basketball, not to mention the strongest ghost board. In the conventional streetball game, Dashboard is the theorem, which can break the card board in any way. I believe many C's have encountered it, and they were rushed to 1 by PF, but they didn't get a few even very high boards. This is the advantage of PF, which is done by bouncing. Not only PF, but also our C-dash is not lost to them. We use the highest point of our rebound. When the high board is suspended, stand at the punch point, preferably 2 steps away from the take-off point. 2-step punching is the most gorgeous and practical punching board. After the ball falls, it hasn't reached the highest point of its own washboard, of course, that is, in an instant, it completes the forward movement of the two-step run, and then immediately presses in the direction of the ball. At this time, what you see is the person whose character goes through the inside line and rushes directly to the chessboard, flying N far. This is the so-called flying board in the board, which is the highest point board. (Note: Learning the board is much more difficult. When rushing to the highest point, it is better to rush faster than the highest point of the card board, and the effect is very good. )

In addition, explain how to train your highest point and practice by yourself. It's best to throw yourself in the lower right corner to grab yourself (the probability of missing board and small high board in the lower left corner is high), and novices had better listen to the voice of streetball commentary. The louder the voice, the higher the rush, and the slower you will practice your highest point. Proficiency comes first.

Gaoban: Stabilize his position and let him reduce the chances of grabbing the board. Never let him stand at the most important golden point, that is, one step in front of the basket. When the high board falls, you can try to slow down your grabbing time, but first stabilize his absolute position so that he can't rush up or rush to the wrong position, and then grab the high board, because even if you use the fastest speed, the acceleration will be faster than you, so it is better to slow down slowly and steadily.

Low board: first of all, we must have a good position. As long as the low board is not within your own scope, you should immediately see the board and count it as your own in the head. If you were outside, you wouldn't let him grab the board. If you are in your own position, don't hesitate to rush to finish the board.

Now get down to business. Ghost board

Ghost board: the ghost board is suitable for any board, and what I want to mention here is the high board. For example, if you get a good position, the other party will counter-block your position around you. The faster the better, without pressing the direction key, and then release the W key directly. What you see at this time is the character rushing to the basket with the board. This kind of board needs to look at the ability value. The higher the ability, the higher the range, the farther away from the ball's landing point and the farther it goes. Actually, the ghost board is very simple. Try it first. Where do you usually play board? And then you were trapped there. Press d instead of arrow keys, press directly. (Note: If you grasp the board slowly, you may get the board, but you can't get the ghost board. ) I usually play two kinds of boards the most. One is a high board that bounces from the front, and the other is a board that jumps from here to there with a baseline of 3 points.

The so-called ghost board is actually very simple, that is, when the ball flies in one direction, don't follow the ball, just stand and hold down W. When you think you can catch it, release W and press D, and the ghost board will be OK.

The reverse board has a certain technical content. To grab the board, first predict the impact point of the ball, then stand in front of the impact point, then press the direction key opposite to the direction of basketball flying out, and then press D, OK(PS, don't hold down the direction key, look at the direction key, and the board will say goodbye to you).

Second board, low board, 15 PF can be seconds, medium and high board, so far, I only see seconds, not seconds.

Second board: refers to the low board, middle board and middle high board where the ball just touches the basket and flashes white light, which is called second board. The fastest low, medium and high plate method. Players need to be able to accurately judge the rebounding point and have quick response ability. At the same time, network speed is also an extremely important factor. If you press d, it's called second grab; If you can reach seconds with the skill of dividing the ball, it is called seconds. Seconds are faster than seconds. The lower the second, the lower the requirement for ability, and many low boards can even be guarded. However, if the rebounding skills are not far beyond the opponent's inside line, the defender should not easily compete with them for the second board. After all, the take-off speed of the insider and the defender is different. Standing close to the basket has an advantage over standing far from the basket, and you can't catch it fast for a few seconds.

Flip: refers to the high board that is caught when the basket reaches the highest point and the ball does not enter, so it is called flip. The fastest highboard technology. Players need to accurately judge the rebounding point, grasp the highest point of their role and accurately grasp the time when the ball reaches the highest point. At the same time, network speed is also a very important factor. Because of the setting of the game, the high board can't be caught until it rises to the highest point behind the basket, so it is useless to take off or divide the ball before that. Because the instantaneous board is to catch the ball when it reaches the highest point, it can't be done if the rebounding ability is low, and the defender will never have a chance to flash the board.

Ghost board (anti-board): Ghost board can be applied to all boards. If the launch is successful, you will see the receiver flying towards the basket with the ball, no matter where the backboard is. Only used for c and PF. The specific use method is: after the ball is thrown, press the blocking skill (this must be available), and then press the basket direction +D with the second board (instant board) under the condition of blocking all the time.

Punching: one of the strong plate methods. The specialty of PF can achieve the goal of fast board holding by exaggerating the jumping force. The basic use method is very simple, that is, the direction of the ball+D. However, the two-step punching, side punching and back punching developed on this basis are all very powerful board methods. Two-step sprint, that is, standing two steps away from the take-off point, and taking off at the take-off point after two steps of run-up. Side impact, as the name implies, is to launch the impact plate on the side of the ball, which is much better than frontal impact. Recoil, which means that the character has his back to the ball, and then suddenly starts the washboard when the ball comes within his grasp. This method is often used and there is no run-up time.

Now, almost everyone knows that the judgment of the second board, the instant board, the reverse board and the ball landing point in the backboard should reach 75% accuracy now. Take it.

Fighting for the basket is also the real essence of rebounding.

Let me talk about all kinds of micro-operations in the card slot in the simplest language ~

One: [When the opponent is behind you] ~ You should stand at the best rebounding point first ~ Then watch the ball move W.

Two: [When the opponent is standing parallel to you] (not coincident) [When the middle and low board is a left board and a right board ~ Remember one thing ~ Don't move before the ball is laid up ~ Don't hit the opponent with the board slightly after the ball is laid up ~ The opponent will fall down in one second.

Three: [When the stations overlap] ~ Let go of W ~ Don't press it in any direction ~ Wait for the other party to move first ~ Whoever moves first will be squeezed out ~ Wait for it to really stop and then press W..

Four: [The opponent missed the rebound and continued to be stuck] ~ Press W to insert from his side and face up to coincide with him ~ Then use the above method.

Five: [when standing parallel] ~ High board ~ Don't move at this time ~ If the other side backs up, it will fall as soon as it touches you.

Six: [when the other person is behind you] ~ Gaoban ~ Hold him down with the card position ~ Hold him down (not standing there motionless ~ but holding him) ~ He will never get it.

Seven: [When the opponent is behind you] ~ Left and right baseline boards ~ Stand in position ~ When the ball pops up, stick to the direction of the ball with the card position ~ Follow the ball ~ The opponent will never get it.

Eight: [When your opponent grabs you under the basket and you stand still] ~ Don't press the direction ~ When the opposite side becomes stuck after throwing the ball ~ Press W (it's useless to press it once ~ press it several times more) ~ As long as you come out of the stuck position, your opponent almost falls down.

Nine: [When the opponent's position is slightly outside the basket] ~ Front panel ~ Bypass the basket from the back ~ Press W ~ at the limit point where you can go out of the basket and then squeeze out ~ No ball can be used.

[When the opponent is stuck inside] ~ China Investment Zone ~ Run to the basket in an S-shaped route ~ Wait until the basket is parallel to his position for a moment, then use the card immediately, don't move ~ Whoever moves first will easily fall down.

Eleven: [When the opponent is stuck in it] ~ Under the basket ~ When the opponent is moving with you to get stuck, keep walking back and forth ~ When he is out of the gap, go forward and get stuck ~ When the opponent is stuck, press the card at the position opposite to his other side ~ Try to stick with him.

Get close, then don't move, and then see how to judge the trajectory of the ball ~ if the baseline board bounces in the opposite direction, let go of the card position ~ go around and divide the ball? If it's a 45' board, don't use the ball in the same place ~ if it's a rebound in the opposite direction ~ you can wait for the opponent to score ~ or just wait for seconds.