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
GRtakes 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
GRadvantage; 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
GRadds at most 3–4% to a standing contest.
Contest buffs from skills, fatigue and the timing bonus come on top of these numbers.