Guide
Pick the right shot
The five shot types and which stat each one reads.
The game sorts every shot into one of five types, and each type reads a different pair of stats: a shooting stat and a base hit rate. A player with a high three-point stat and a weak layup stat really is better off pulling up than driving.
| Shot type | When the game uses it | Stat it reads | Base hit rate it reads | Boost ID |
|---|---|---|---|---|
| Close shot | Jump shot inside the arc, flagged as close | Close shot (JT, 近投) |
JTMZ |
201 |
| Mid-range | Any other jump shot inside the arc | Mid-range (ZT, 中投) |
ZTMZ |
202 |
| Three-pointer | Jump shot from outside the arc | Three-point (SF, 三分) |
SFMZ |
203 |
| Dunk | Dunk animations | Dunk (KL, 扣篮) |
KLMZ |
204 |
| Layup | Layup animations | Layup (SL, 上篮) |
SLMZ |
205 |
The codes in backticks are the game's internal names: pinyin initials of the Chinese stat names. MZ (命中) means
"hit rate". The in-game English labels may differ.
The boost ID is the game's internal tag for the shot type. A boost tagged 203 only helps threes, so a three-point boost does nothing for your layups.
How a stat turns into a chance
Each shot type's chance starts as:
base hit rate × (stat ÷ reference) ^ exponent
The base hit rate comes from the player's card; the reference and exponent come from the game's tables.
| Shot type | Reference stat | Exponent (as the game computes it) |
|---|---|---|
| Close shot | 200 | 0.3125 |
| Mid-range | 90 | 0.25 |
| Three-pointer | 100 | 0.5625 |
| Layup | 160 | 0.375 |
| Dunk | 120 | 0.5 |
The multiplier this gives at different displayed stat values:
| Shot type | Stat 50 | 100 | 150 | 200 | 250 | 300 |
|---|---|---|---|---|---|---|
| Close shot | ×0.64 | ×0.79 | ×0.89 | ×1.00 | ×1.05 | ×1.11 |
| Mid-range | ×0.86 | ×1.02 | ×1.13 | ×1.22 | ×1.28 | ×1.34 |
| Three-pointer | ×0.67 | ×1.00 | ×1.23 | ×1.45 | ×1.66 | ×1.83 |
| Layup | ×0.64 | ×0.82 | ×0.95 | ×1.07 | ×1.17 | ×1.24 |
| Dunk | ×0.64 | ×0.91 | ×1.11 | ×1.29 | ×1.44 | ×1.58 |
The three-point stat pays off most and the close-shot stat least. Every curve has diminishing returns: doubling a stat never doubles the chance.
Base hit rates by position
Base hit rates are fixed per card and mostly follow position (playable cards, base values):
| Position | Close | Mid-range | Three | Layup | Dunk |
|---|---|---|---|---|---|
| PG | 80–100% | 30% | 12–15% | 90–95% | 80–85% |
| SG | 80% | 30% | 13–18% | 90–95% | 80–85% |
| SF | 80–90% | 30% | 12–15% | 90% | 85–88% |
| PF | 80–90% | 30% | 4% | 90–100% | 85% |
| C | 80% | 20–30% | 4% | 90% | 80–85% |
The best three-point base rate (18%) belongs to Hyuga, Midorima's base card, Moriyama, Himuro and Okita. Big men sit at 4%, so no stat makes a center a real three-point shooter.
Example: a three-point stat of 213.7 gives ×1.52, so an 18% card shoots 27.3% before boosts and contest, a 12% card 18.2%, and a 4% card 6.1%.
What each type means for you
- The card's base rate matters more than the stat. A 12% card at stat 300 (22%) is still worse than an 18% card at stat 150 (22.2%).
- Only threes care about distance. In the code read so far, distance does not change a two's chance once its type is set. A long two and a short two of the same type have the same chance, contest aside.
- Dunks dodge standing defenders. Only a jumping defender can contest a dunk (Contests, on offense and defense), which makes the dunk the safest shot when help defense is slow to jump.
- Mid-range at an angle triggers a character effect. Mid-range shots taken roughly 40 to 50 degrees off the line to the hoop fire an internal trigger (type 85). Some characters' skills probably react to it; which ones is not yet known.
Shot selection checklist
- Which of your player's five shooting stats is highest? Look for that shot first.
- Is anyone guarding you? An open shot of a weaker type can beat a contested shot of your best type.
- Outside the arc, are you past normal three-point range? If so, move in (Three-pointers and range).
- Is the defender standing rather than jumping? If you can get to the rim, dunk.