Kuroko Rivals
GuideMisses and guaranteed makes

Guide

Misses and guaranteed makes

The bad-luck counter and other forced outcomes.

The game keeps a bad-luck counter for each shot type. Every miss adds that shot's chance to its counter, and once the counter reaches 100%, your next shot of that type is guaranteed to go in. Any make resets the counter to zero.

How the counter works

  • There is one counter per shot type. Missing threes builds the three-point counter only; it does nothing for layups.
  • A miss adds its own chance. A missed 30% shot adds 30 points; a missed 60% shot adds 60.
  • 100 points guarantees the next one. The shot that starts with the counter at 100 or more goes in, even if its roll fails.
  • A make resets it. Every make of that type, lucky or guaranteed, sets that counter back to zero.

Example with a 35% three-pointer, missing every time:

Attempt Counter before the shot Result
1 0 Miss, counter becomes 35
2 35 Miss, counter becomes 70
3 70 Miss, counter becomes 105
4 105 Guaranteed make, counter resets

So at a steady 35% you cannot miss more than three threes in a row. In general the longest possible run of misses is about 100 ÷ your chance, in percent.

The no-repeat rule

The roll is not independent from shot to shot. The game remembers each player's last roll, with one memory for two-point shots (close, mid-range, layup and dunk all share it) and one for threes. A new roll that lands too close to the last one is thrown away and rolled again:

  • Two-point shots: the new roll must be at least 25 points (2,500) away from your last two-point roll.
  • Threes: at least 20 points (2,000) away from your last three-point roll.
  • The distance wraps around, so a roll of 95 is only 10 points from a roll of 5.

Steals, ankle-breakers and interceptions have the same rule with 15 points.

This was read from the code (SlamDunk.Random, constants rand_parm_two and rand_parm_three) and confirmed in 20 recorded matches: over 450 pairs of consecutive rolls, almost none broke it (the few exceptions are probably shots right on the three-point line, logged under the wrong kind).

After a make, the next shot of that kind is less likely

A make usually means a low roll, and the next roll can't be near it. Chance of making the next shot of the same kind at the same chance:

Your chance Two-pointer after a make Two-pointer after a miss Three after a make Three after a miss
20% 0% 25% 0% 25%
30% 2% 42% 6% 41%
40% 11% 59% 17% 56%
50% 25% 75% 30% 70%
60% 41% 89% 44% 83%
70% 58% 98% 60% 94%
80% 75% 100% 75% 100%
90% 89% 100% 89% 100%

So a 20–30% three-point shooter essentially can't hit two threes in a row, and after a miss the next one is more likely than usual. Over a whole match the average is still about your chance; the rule only reshuffles when the makes come. The memory is the roll, not the result: a dunk that went in with a low roll also blocks low rolls on your next mid-range jumper.

Your first shot of each match is harder

The memory starts each match as if your last roll were exactly the window size. Your first two-point roll therefore can't be under 50 (5,000), and your first three-point roll can't be under 40 (4,000). The only exception is a roll of exactly 0.

Your chance First two-pointer goes in First three goes in
40% or less almost never almost never
50% almost never 17%
60% 20% 33%
70% 40% 50%
80% 60% 67%
90% 80% 83%
100% 100% 100%

In the recorded matches, players' first threes went in 9 times out of 38.

Other guaranteed or forced results

  • "Must make" effects. An effect of type 200, or a skill that forces the goal, makes the shot go in. It also resets the counter.
  • Tutorial and practice steps can force misses so the lesson plays out.
  • A developer switch can force makes or misses per team. It is probably off in normal matches.

What this means for you

  • Don't abandon a shot type after a cold streak. The more you've missed with it, the closer you are to a guaranteed make.
  • Low-percentage shots build the counter slowly. Missed 20% shots add little, so a bad shooter can miss five in a row.
  • Spreading shots across types splits the counters. Sticking to one shot type fills its counter faster.
  • Open each match at the rim. Your first two-pointer only goes in on a chance above 50%, and dunks and layups are usually well above that. Save your first three for a wide-open look, since it needs more than 40% to have any chance.
  • After a lucky make, switch. If you just hit a low-percentage three, your next three is close to a sure miss; drive or pass instead. The two-point and three-point memories are separate.
  • After a miss, go again. Your next shot of that kind is more likely than usual to go in (see the table).