Kuroko Rivals
GuidePick the right shot

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

  1. Which of your player's five shooting stats is highest? Look for that shot first.
  2. Is anyone guarding you? An open shot of a weaker type can beat a contested shot of your best type.
  3. Outside the arc, are you past normal three-point range? If so, move in (Three-pointers and range).
  4. Is the defender standing rather than jumping? If you can get to the rim, dunk.