Kuroko Rivals
GuideContests, on offense and defense

Guide

Contests, on offense and defense

How defenders lower your chance, and how to avoid or apply it.

Every defender guarding you adds a contest value, and your chance is multiplied by (1 − total contest). Contests from several defenders add up, and the total is then scaled by the shot type: threes take contests 1.55× as hard, while layups take only 0.3×. A contested three is a bad shot; a contested layup often isn't.

What the on-screen labels mean

When you shoot within 15 units of the hoop (and the shot isn't blocked), the game shows how contested it was:

Label What it means Share of your chance lost (roughly)
Open shot effect No contest at all 0%
Contested, yellow Light contest up to ~17%
Contested, red Moderate contest ~17–30%
Heavily Contested, yellow Heavy contest ~30–50%
Heavily Contested, red Severe contest 50% or more, up to all of it

"Share of your chance lost" is a multiplier on your chance, not points off it. A 40% shot that is 25% contested becomes 40 × 0.75 = 30%.

The bands are approximate because the label isn't a pure contest percentage. The game adds up a score:

  • Points from the total contest:

    Total contest Points
    0 0
    ≤ 10% 2
    ≤ 17% 3
    ≤ 30% 4
    ≤ 50% 14
    ≤ 70% 21
    above 70% maximum
  • A weight for each defender guarding you: 3 if they are mid-jump-contest, 2 if standing and facing you, 1 otherwise.

Then score 2–5 shows yellow Contested, 6–10 red Contested, 11–20 yellow Heavily Contested and 21+ red Heavily Contested. Extra defenders can push a label up a step even when the contest percentage is the same.

A score of exactly 1 has a "light contest" label (轻干扰, green) that only exists in Chinese; the English game has no image for it.

Shot type changes how much a contest hurts

Shot Contest multiplier
Three-pointer ×1.55
Mid-range ×1.3
Close shot ×1.07
Dunk ×0.5 (and only jumping defenders count)
Layup ×0.3

Two kinds of contest

Standing contest Jump contest
When it applies Defender is guarding you in a state that can contest Defender is in the rising part of a jump
Base strength 8.6%, a flat table value 18% to 70%, from the defender's contest stat (GR, 干扰) minus your resist stat (KGR, 抗干扰)
Stat-gap adjustment Up to ±3–4% (60–80% of the jump version) Up to ±5%
Uses player stats Only through the stat-gap adjustment Yes
Works against dunks No Yes
Timing bonus No Yes, when the jump is within 6 frames of your release

Base strength is before the shot-type multiplier. One standing defender with equal stats on a three is therefore 8.6% × 1.55 ≈ 13%, and on a layup about 2.6%.

The stat-gap adjustment compares the defender's GR with your KGR in both kinds of contest. It adds up to 5% when the defender's GR is higher and takes off up to 5% when your KGR is higher, reaching the limit at a gap of about 54 points. A standing defender gets 60–80% of it, depending on their state.

How the contest changes with the stat gap (GR − KGR, in displayed stat points), adjustment included:

Stat gap Standing contest Jump contest Jump contest on a three (×1.55)
−54 or less (you out-resist them) about 5% 13% 20%
−20 about 7% 15.5% 24%
0 8.6% 18% 28%
10 about 9.7% 34% 53%
20 about 10.4% 44% 69%
50 about 12% 65% 100% (the three can't go in)
61 or more about 12% 70% (cap) 100%

The first few points of GR over your KGR matter a lot: the jump curve is a square root. Once your KGR is above the defender's GR, more KGR still helps, but only through the small adjustment.

Some more rules:

  • Facing is not required for a standing contest. The game's angle check is set to −360°, so it always passes. Facing the shooter only changes the label weight (2 instead of 1), not the contest itself.
  • Fatigue matters. Both shooter and defender get a weakness adjustment, likely from stamina, that shifts the contest.
  • Some abilities cancel contests. Certain character skills make a specific defender's contest not count, and an effect of type 3057 makes the shooter ignore standing contests completely.
  • Resist boosts subtract. Shooter boosts of types 207, 209 (jump shots) and 210 (layups) are taken off each defender's contest.

On offense

  • Don't shoot threes into a jump contest. Even an evenly matched jump contest takes about 28% of a three's chance; a defender 20 points ahead in GR takes about 69%.
  • Finish at the rim instead. The same contest hurts a layup a fifth as much as a three, and standing defenders can't touch a dunk.
  • Pump-fake jumpers. A defender who jumps early misses the timing bonus, and once they land they are no longer jump-contesting.
  • Value resist (KGR) on shooters. It is the only stat that shrinks a jump contest, and the curve is steep near zero.
  • Look for open shots. No guarding defender means no contest, and when the game flags you as open you also get a large open-shot bonus (Building your players).

On defense

  • Jump-contest shooters, especially on threes. A jump contest starts at 18% (28% on a three) and grows fast with your GR advantage; a standing contest is only 8.6%.
  • Time the jump to the release. Jumping within 6 frames of the release adds a bonus; jumping early wastes it.
  • Jump against drives. Only a jumping defender can contest a dunk, and layups barely feel contests at all.
  • Contest stat matters mostly when you jump. A high GR adds at most 3–4% to a standing contest.

Contest buffs from skills, fatigue and the timing bonus come on top of these numbers.