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Street Basketball sf Zhao Lian and How to Play SF Well
This move must be equipped with two skills: back throwing and virtual turning. After the dead ball, press the basket +D to go backwards in the opposite direction. Don't wait for the ball to be shot (the reverse direction key is not loose). Immediately release D quickly and press W (quickly). At this time, canceling the backward shift in the preparation of the actual situation is half the battle. Then, don't loosen the direction key, press the blue box direction and then press D for layup (at the dunk point, but there is no defender in front, otherwise it is rc), just learn from W and cancel the backward tilt. Introduce one or two backward inclinations: basket reverse direction +D+W to cancel backward inclination +D 2, W to cancel backward inclination;

1, w cancels reclining +DD pull rod 2, w cancels reclining +DS 3, w cancels reclining+virtual reality +DS [It's also a trick: take the left side of the basket as an example, 1w+ press it in the opposite direction, then release the basket in the opposite direction and then release it up ↑ (or down ↓) ③. At this time, press the up key (or down key), and quickly press] between steps. You should master the above strokes and judge when to use them. You can warm up and practice by yourself.

First, the role orientation

SF is the most comprehensive profession with good ability. It is precisely because of this comprehensiveness that many people grasp its opposite, and comprehensiveness = all mediocrity. I admit, comprehensive ability will definitely bring general ability. Yes, I can't run PG, board C, jump PF, and I'm definitely not as good as SG. But you can't separate him from anything. This is a whole. One ability and two abilities cannot represent the whole. As we all know, when all three abilities are at a disadvantage, you can still beat your opponent in combination order, what's more, you are only better than me by 1 ~ 2 things, and I completely beat you. What's more, the competition is the result of many situations, not single, not shooting, not rebounding, not even 100 meters.

Have all-round ability. As an SF, you have to ask yourself if you can't play all-round ability. Can you pass g? Can you run backwards and lose the insider who is chasing you? These are all necessary qualities for a good SF. So you can play inside first, practice the board, and then play with people like me. You will have a deeper understanding when you regain SF.

Two. attack

1. Thought.

Or do you want to be comprehensive, so that those who defend you don't know what you want? Because we can shoot at any corner and play steadily. From the inside out, from the outside to the inside, the opponent is puzzled. It is better to emphasize that SF is not a, you can do it by relying on your legs, passing the ball, using your skills reasonably and guessing in your heart. Although I love 3 very much, I personally think that it is more reasonable for SF to give priority to 2, supplemented by 3. Why do you say that? Because SF is 2. Different from the other four occupations. Their 2 is 2, 3 is 3.2, and there is no connection between them. SF is different. I want to connect 2 and 3 and complement each other. I know clearly that I voted for this 2 for the next possible 3. Now I also have this mentality, and I don't care about playing 2, otherwise playing 2 will be looked down upon. I want to tell you that you are wrong. Look at the result of the game, whoever gets the highest score will win. Isn't two points a point? G doesn't have to be called 2, but SF must be 2, a firm 2. Send SF a message, let's go and let others cry.

2. Method

There is a word to remember when dealing with the inside. Internal PF C is not as good as SF As long as the timing of passing the ball is well grasped and the running line is practical, you can usually throw it far, even if you can't throw it, it is a hollow ball. There is a guy who likes hats. Can he not jump? Well, I'll shoot it in another place. Don't be impatient when you meet someone who is particularly outstanding and experienced. Try a few more times, but I will be obsessed. Remember that SF2 and SF3 are integrated. With the pressure of 2, he won't be afraid of the chance to guard against 2 and 3, and there will be more space for running in the opposite direction, maybe more, and you will be able to 3. It doesn't matter if you follow closely, James, because when you run backwards.

When dealing with outside lines (mainly G), pass the ball more, not more luck, and pass it on. Still pay attention to "comprehensive", overlord step, virtual reality, dry pull point 2. DS, bad luck, retreat point, these should be your advantageous weapons. Don't blindly use one kind, and you can't use several kinds often. Always remember the changes. These skills are actually very common, 2 is not strong. Can you 3? Hehe, let's give an example above. I often use it, too. I hit G in virtual reality, 1 in virtual reality and 2 in virtual reality. After virtual reality, A turns and throws, or leans back directly. After virtual reality, I shoot. After virtual reality, I will use any two or three G's. He will start to hate you, and I will be vain. When I go back, it will be a 3. Next time he doesn't jump, just relax. Generally, people who have shaken it for three times will not jump again. Don't worry, the actual situation is 1 or advanced plus 2. The change of pattern lies in your inner experience and try to figure out your opponent's heart. When you meet a good hat, don't be afraid of what you want to do. The other person is very nervous. No one can be sure that 100% can get it.

Three. defend

If you can only attack, it won't work. You will still lose or be omnipotent. After all, SF will play 2, G3 will come back, and the difference between them depends on your defense.

PG。 At first, I was afraid of PG, because PG was too fast, dribbled well and A had a wide range. If it is not well controlled, it will fall down. If the level is high, we won't be afraid of PG, because we can keep up. Let's popularize defender A, whose actions are orderly, ordinary A- after 2- after 3-hand change-ordinary A, and generally only these. The most commonly used is the back. To control the distance between yourself and G, you should retreat when you get back to 2, and stay firmly with W when you get to others, especially ordinary A. Sometimes changing hands with 2 can throw as far as the effect of getting back to 2, but sometimes it can get stuck or close to not being knocked down by A, and we also have quick defense. As long as it doesn't fall, this distance is enough. Statistical PG order is the key.

SG。 Contrary to PG, the most disgusting thing is that SG stole our unique skill James. Since then, their A has become elusive, but there is still a sequence. It's just that James pulled away a short distance and then ran into the G block to make up for the danger of being stuck. The only thing that is stuck is that James is out of the ordinary A, and you still have to catch the sequence of SG's dazzling jumping up and down. Make sure you don't walk forward with your back. Ordinary a goes forward. No other aces are left behind. However, the powerful G will pull back and pull you down. Or he will recite 2 after pulling and change hands or something. Usually when he does this action, he will stand in front of the three-point line. At this time, he must not take a step back and put all his eggs in one basket. The spell is psychology. If he falls, he will fall. You can't help others score, can you?

The highest defense skill is to move forward. I have experimented with this technique, which can improve the chances of keeping the hands close to the back, but it is difficult to control. It should be said that it is a judgment. That means I guess you are moving to the left-back. I'll make it up when you shake your body from side to side in advance. If it succeeds, G will be very depressed. After comfortable back 2 comes out, you will still appear in front of him, and in advance. However, this action is very risky. Once you judge the wrong line of defense, you will basically fall down. The difficulty lies in your judgment. It depends on your ability to watch the game. If you don't break through g, you will jump in the opposite direction. But if you break the dribble G, you will jump in the opposite direction. To observe well, you can observe your opponent's situation and habits at the expense of 1 2. Some g's like to shoot straight from the back.

These things can only be accomplished with ease through the accumulation of many, many experiences.

Three. skill

Technology "

Slotless condition. & lt step back >< virtual reality >

There is a slot. The above five are+<; Virtual Reality 2> (Advanced) must

& lt step by step > & ltDD & gt& lt lean back > volunteers

FS "

Slotless condition. & lt Perfect >< Free >< Knee >< Behind > Not enough. It is recommended to install 31<; Slide layup > < fixed point >

In the case of slot, plus the first five mentioned above, if you are good at jumping, you can install dunk skills. If you are not interested in dunk, install < fixed point >

Detailed description of common skills and timing of use

1. Back off (James)

& lt 1 & gt; Run backwards and follow James. Through the inside.

& lt2> Take the ball out of the circle. Observe the external distance. This is a bust over 1. James. (generally go straight to the bottom line BUG point. )

& lt3> combined with overlord step on the spot. Let others think that you are going to take the overlord step. You stepped on it on the spot, but you quit investing.

& lt4> Strong A. Generally, one step within the 3-point line. Small a company retreats, directly 3.

& lt5> The defender jumps, but the distance is not 3. Or two. Just refund 2.

2. Virtual reality 1(2)

Virtual reality is a double weapon to score points and play virtual sway, and it should also be used in combination. Throw a few hard and play virtual sway.

Talk about reality 2.

Virtual reality 2 is gorgeous, but it also gives people who wear bad hats some opportunities. Because in some places, you can't get the hat with 1, but you get it with 2.

Most of them are defending your defense. So these places suggest that you also use virtual and real 1.

If it is less than 30 degrees, throw it directly with 1 If it is more than 30 degrees, 2.30 degrees is probably two small bars in the 3S area in the big field map.

In places smaller than those two lines, the actual and virtual 1 and 2 are the same. When it is bigger than that, it is different.

If it is less than 1, the speed is slow. I can't reach it at all, just hit your reality 2.

When it is greater than, the direction of12 is different, even if his hat is late or early, it will not affect your hand.

3.tantalum

& lt 1 & gt; Unique skills Virtual and real DS

& lt2> Create opportunities for teammates when playing double perimeter.

& lt3> Go inside and get rid of the defense. Generally, defending your inside and outside lines will jump. You can turn around and get your partner's pass. 2. Depending on the distance, yes. 3. There is a trick that DS leans back after catching the ball. Hit very high and won't be blocked.

4. Jay Chou dance steps

There is a lot of debate about this skill. Some people say that he is a rubbish skill. Some people are absolutely cool and overbearing. But I want to tell you that Jay is actually very important to SF.

& lt 1 & gt; The defender is behind you or on the side. He will hit Jay, and you only listen to the voice on your forehead. When you put a hat on someone, you bring the ball into the three-point line. If you are direct, 2. There are many cases where people in the back suck your hat in the front. I believe everyone has met it. If you ask Jay to find him, it's impossible. Sometimes he even falls to the ground. At this time, you pass again and run out of the three-point line.

& lt2> turn inside. Generally, when you get inside, no one will be stupid enough to press W. As long as you don't press W, use JAY, and even C will be pushed out by you. At this time, you can choose to pass or vote, but it is recommended to pass. Because after Jay, the scene will be chaotic. Although c is capped, it is still available. Can pass, can rely on. Your partner's body can find opportunities outside. Because at this time, defending your little G has been exceeded.

freedom

I'm not used to pretending to be free, because if you want to pitch, you have to keep pressing D. And sometimes the chances of throwing ordinary balls are not capped. Miller, like g.

However, please leave him in FS. Because freedom is too unconventional.

Everyone sees Miller, throw it out and lean back. Did you see the urinal ... the last thing you saw along the way was freedom. That's why it's easier to cheat.

Sometimes, although the chance of 3 is gone, it is good to get 2 firmly. Prove that the people who defend you can't resist you.

knee

This skill is very useful. CIC is usually close to the skin and cannot be taken out from the knee. And accurate and fast.

Another great function of this skill is to deceive people. It's so like a's action.

I won't talk about other skills. You can use them in any way.

Pay attention to these words. Change. Comprehensive. Relationship.

Here is the show technique, let SF people also show it.

1. James +W+ James

Key w, pay attention to the time when you stand up straight. Just press a.

2. Tilting is cancelled.

Cancel the reclining is to solve the problem that you can't move. Go to the junction of overlord step and backward tilt. Back+W。

The main point of action is not to send it in the direction of leaning back. After the cancellation is successful, press the defense line under the basket +D/DD/DS to connect.

Or a clear walk.

Of course, you can cancel the reclining elsewhere, as long as you can recline. However, you have less skills and only know Ling Bo or two bedrooms.

3. Virtual and real DS

Actually, it's a follow-up to canceling the reclining. This is because it is very useful and quite confusing.

Action essentials. Fast DS when normal virtual and real balls don't shoot. One word, come on.

It's past 4 o'clock in a blink of an eye, and my neck hurts badly. Let's stop here. I feel that there is something in my mind that I haven't told you, haha. I can't remember for a while. Please allow me to keep a little secret. I hope this post can inspire you.

Another good teammate is also essential for SF. Please trust your teammates. Don't let others say this and that when they get points. Everyone has the right to score points. He will pass it on to you as long as you have a chance. morever

Anti-run timing. This is a science. Practice slowly. I hope everyone abuses G as often as I do. After 24 seconds, he had no choice but to make a move and be capped.