Home > Article > Mobile Game Tutorial > For newbies, 'Street Basketball' pick-and-roll pass nanny-level graphic tutorial
I found that many people really didn't even master the basic passing skills of "Street Basketball", so I made a tutorial on passing on a whim. Novices can come and learn, and learn and improve together.
Relative position theory of passing: The button for the passer to pass the ball to the receiver is the vertical line connecting the receiver to the passer and the third player. The opposite direction asked by the line side. In layman's terms, the direction in which the receiver is connected relative to the line between the two teammates is the direction of the pass.
Take this picture as an example, that is: the position of PC is in the opposite direction of the vertical line connecting C and PF, that is, the direction, so press ↓ S to pass the ball. It can also be understood that PG is in the direction relative to the C-PF connection, so press →↓ S to pass the ball.
During the baseline pick-and-roll process, generally PG and PF run C at the extreme position of a negative angle. They usually stand somewhere in the penalty area and prepare to grab the board, so the situation is generally as shown in the diagram. Such. Many people make mistakes in the bottom line pick-and-roll because everyone thinks that the PG is above their left (right), so if they press (↗) S, the ball will actually be passed to the PF. The reason is that PG\PF is in your ↖(/), and the standard ↖(↗) is 45° on both sides. When you press ↖(↗), the system will determine that the direction is 45 which is closer to ↖(↗). For players with an angle of 45°, their PF is undoubtedly closer to the 45° position.
Based on the above principles, we can also get the passing directions in these two situations. It should be noted that during the pick-and-roll process, the relative positions of PF and PG change rapidly. Maybe when the opponent makes a quick recovery, PG will start to run counterattack, and the relative positions will change upside down, so you must grasp the PF at the moment you pass the ball. Only the positional relationship with PG can make the pass accurate.
It’s easier to pass a dead ball. The ball will not be dropped when passing a dead ball. In the same way, just press S in the direction you need. The reason why the pass is inaccurate is that you pressed the direction before the ball died, and then the ball died. Your direction was not loosened, but it was invalid. If you press S at this time, it is equivalent to not pressing direction S. The default is the front direction of your character S. Therefore, the dead ball suggestion is to double-click direction S. It is safer and time will not slow down much. Have you learned it?
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