Joke Collection Website - Mood Talk - When I play street basketball C, I always can't grab the board and cover the hat. Others say that I am slow. What are the factors that affect the rebound?
When I play street basketball C, I always can't grab the board and cover the hat. Others say that I am slow. What are the factors that affect the rebound?
1. The blocking position can only force the opponent to go around the back board or divide the ball, which can greatly reduce the chance of the opponent holding the board (pay attention to blocking the opponent, not blocking the position of the inside line. For a good C, it is always thought that the opponent cannot enter the inside line)
2. Reflection. What I'm talking about is the ability to reflect. Of course, this includes the running problem of the standing position. Generally, the falling direction and height of the ball can be judged by watching the height and landing point of the ball. For low boards, first, the opponent's grab board should be stuck * * *. Then, the ball will move to the position with the ball falling 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 the opponent, the ball falls into the box, just divide the ball directly. The closer it is to the ball, the better. Dividing the ball is always faster than grabbing the board.
In addition, let me talk about how to get some boards out.
Second board:
Ordinary second board: The second board is a relatively simple one in the board, and the positive second is also a relatively common one. When the second board ball falls, press D immediately when it touches the box. At this time, the role is to take the board directly up or backward.
Rush second: Rush. At this time, the role is to rush directly in the direction of the ball. The advantage of rushing seconds is that you can get stuck in the opponent's point as much as possible, so that the chances of the opponent grabbing the board are reduced. (Note: any low board can take seconds, but any high board can never take seconds)
Flip board: Flip board is suitable for any high board. When the ball falls, you can grab the board with your own highest point, and others' screens seem to see it as if seconds have reached the board. In fact, there is a lot of time between them. I just used my own highest point. (Note: the highest point of the punching board is higher than the highest point of the card board.)
Punching board: the most gorgeous and powerful way to strengthen the board in street basketball, not to mention what the ghost board is the strongest. In a regular street ball game, punching board is the theorem, and punching board can break the card board in any way. I believe many C's have encountered it and were rushed to a game by PF and failed to get it. This is the strong point of PF, which uses bouncing to make up for the shortcomings on the backboard. Of course, not only PF, but also our C-board is not lost to them. What we use is the highest point of our backboard. When a high board is suspended, stand at the punching point, and it is best to be two steps away from the jumping point. Two-step punching is the most gorgeous and practical punching. After the ball falls and has not reached the highest point of its own punching, Complete the advance action of the 2-step run, and then immediately rush to the direction of the ball without any pause. At this time, what you see is the person whose character passes through the inside line and rushes directly to the board, and flies N far. This is the so-called flying board inside the board, that is, the highest point board. (Note: the board is much more difficult to learn. When rushing to the highest point, it is best to rush faster than the highest point of the card board. The effect is very good)
In addition, explain how to train your highest point and practice it by yourself. It's best to throw and rob yourself in the lower right corner (the lower left corner has a high probability of getting off the side board and the small high board), and novices had better listen to the sound of streetball explanation. The louder the sound, the higher you rush, the slower you will practice your highest point. Proficiency is the first.
High board: get his position and let him. That is, in the previous step of the basket, when the high board falls, you can try your best to slow down your own grabbing time, but first card his absolute position so that he can't rush up or rush to the wrong position, and then grab the high board step by step, because even if you use the fastest speed, you will accelerate faster than you. It is better to slow down steadily and let the opponent make mistakes first.
Low board: First of all, it is also to card his position, as long as the low board is not within your own scope. He won't grab the board if he is assigned to the outside. If the landing point is in his own position, don't hesitate to finish the board with a rush second.
Now let's 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, when you get a good position, the opponent will counter-card your position around you, use as fast as possible, press D instead of the direction key, and then release the W key. At this time, what you see is that the character takes the board and rushes to the basket. This kind of board needs to look at the ability value. The higher your ability, the higher your range, and the farther you can go from the ball's landing point and the farther you can go. Actually, the ghost board is very simple. Try it first. Where do you normally punch the board? Then you get stuck there. Press d without arrow keys and press directly. (Note: If you grab the board slowly, you may get the board, but you can't get the ghost board.) I usually punch 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 grab it, release W and press D. Ghost board, OK
The reverse board has a certain technical content. To grab the reverse board, you should first predict the impact point of the ball, then stand in front of the impact point, and then press and. Look at the direction key, and the reverse board will say good bye to you.)
The second board, the low board and the 15-level PF can all be seconds, medium and high board. Up to now, I have only seen seconds, but I have never seen seconds.
The second board means that the low board, medium board and medium and high board are caught when the ball just touches the basket and flashes white, which is called the 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, the network speed is also an extremely important factor. If you press D, it is called second grasping; If you use the ball-dividing skill to seconds, it is called seconds minutes. Seconds are faster than seconds. The lower the seconds, the lower the requirements for the ability, and many low boards can even be dropped by guards. However, if the rebounding skill is not far beyond the opponent's inside line, the defender should not fight for the second board with them easily. After all, the take-off speed of the inside line is not the same as that of the defender. Standing close to the basket has an advantage over standing far away from the basket, and the far-away one can't catch fast in seconds.
Flip board: It means that the high board is caught when the basket reaches the highest point without the ball entering, so it is called Flip board. The fastest high board technique. Players need to accurately judge the rebounding point, master the highest point of their own role, and accurately grasp when the ball reaches the highest point. At the same time, the network speed is also a very important factor. Because of the setting of the game, the high board can't be caught before it rises to the highest point behind the ball basket, so it is useless to take off or divide the ball before that. Because the instant board is to be caught when the ball is at the highest point, it can't be done if the rebounding and bouncing ability is low, and the defender will never have the opportunity to flash the board.
ghost board (reverse board): the ghost board can be applied to all boards. If it is successfully launched, the board catcher will be seen flying in the direction of the basket with the ball, no matter where the rebound is. Use only 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 timing of the second board (instant board) under the condition of always blocking.
punching: one of the strong plate methods. PF's specialty By exaggerating the jumping ability, we can achieve the goal of holding the board quickly. The basic method of use 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 powerful board methods. Two-step dash, that is, standing in the position of two steps from the take-off point, and then taking off at the take-off point after two steps of run-up. Side impact, as the name implies, is much better than front impact by launching the impact plate on the side of the ball. Backflush, this refers to letting the character turn his back on the ball, and then suddenly launching the washboard when the ball comes within his grasp range, which is often used without run-up time.
Now everyone knows almost all kinds of second board, instant board and reverse board in the backboard ~ The accuracy of the ball's landing point should reach 75% now ~ Next,
What the basket is fighting for is also the essence of the backboard ~ the card position
Next, I will talk about all kinds of micro-manipulation in the card position in the simplest language ~
1: [When the opponent is behind you] ~ You have to stand first. (Not coincident) [When the middle low board ~ is a left and a right board ~ Remember one thing ~ Don't move before the ball hits the basket ~ After the ball hits the basket, don't rush to hit the opponent with the board in a little direction ~ The opponent will fall down in one second < P > Three: [When the stations overlap] ~ Let go of W ~ Don't press any direction ~ Wait for the opponent to move first ~ Whoever moves first will be squeezed out ~ Wait until it really doesn't move. ~ press w and insert it from his side with FACE UP to coincide with him ~ then use the above method
5: [also when the stations are parallel] ~ Gaoban ~ Don't move at this moment ~ If the opponent retreats, he will fall down as soon as he touches you
6: [When the opponent is behind you] ~ Gaoban ~ Hold him with a card position ~ Be accurate (don't stand there ~ Hold him). ~ the left and right baseline boards ~ stand in position ~ when the ball pops up, use the card position to catch it in the direction of the ball ~ follow the ball ~ the opponent will never get it
Eight: [When your opponent catches you in the basket with FACE UP and you stand still] ~ Don't press the direction ~ When the opponent's FACE UP becomes a card position after the ball is thrown ~ Press W (it's useless to press it several times) ~ Just get out of the card position ~ the opponent. PF is applicable > [When the opponent's position in the basket is slightly outside] ~ Front panel ~ Go around the basket from the back ~ Press W ~ at the limit point where the opponent can get out of the basket, and then push out ~ When the opponent gets stuck inside, the ball can't be distributed < P > ~ China Investment Zone ~ Run to the basket with an S-shaped route ~ Wait until the basket is parallel to his position for a moment, then use the position immediately and don't move ~ Whoever moves first will easily fall down. ~ Under the basket ~ When the opponent is moving with you to jam you, keep walking back and forth from left to right ~ When he is out of the gap, immediately go forward to jam ~ When the opponent is stuck, go to the opposite position on his other side and hold down the jam ~ Stick as close as possible to him < P > and then don't move, and then judge what to do ~ If the baseline board bounces in the opposite direction, just let go of the jam ~ Go around and divide the ball? If it's a 45' board, don't use the ball in the same place ~ if it bounces back in the opposite direction, you can wait for the opponent to score ~ or you can just wait for the second to grow a little longer < P >, but the landlord will play better after watching it.
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