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Street Basketball-Technical PF
Okay, I'll speak slowly. ...

First of all, talk about the status quo, that is, I don't know why people stop at C now. It is estimated that c is better than PF.

Explain a problem, although PF is an insider, it is definitely different from C.

To do a good job of PF, we must first position ourselves.

Self-positioning of PF:

Power forward, power forward. Literally, power forward belongs to a kind of forward. In ball games, "front" means "arrow of attack in the frontcourt". Power forward is the offensive arrow of the enemy's inside line-thus, the most powerful power forward must be the breakthrough offensive ability within about 3 seconds.

In contrast, "the arrow of frontcourt attack" is also "the shield of backcourt defense". The two are upside down. C is the bully in the basket. Whether in the frontcourt or the backcourt, the range of activities of C is much smaller than that of PF, almost 3 seconds. )

Knowing these two points, I will give full play to my own characteristics in view of these two points. Although you have to say block shot first, I think I must say attack and score first. I won't say anything about dressing up, because I specialize in nude. Dressing up naked is my hobby, but it can be said that if I want to add my most outstanding ability, I will be OK. I don't have much ability, I can only supplement it. But there are already many, and adding them will be even more abnormal-such as CIC and bouncing)

Attack of PF:

The position of PF should be in the range of one step to two steps around the 3-second zone. Don't move too much, you can insert it properly, but it's hard to get out of the three-point line and squeeze the basket-that's the offense. (those PF and c who stand at the basket and keep telling their team's g or SF not to squeeze are all dishes B! )

PF's attack should choose its most effective attack method, such as breakthrough, such as dunk, such as CIC.

As long as the PF is within the three-point line 1 step, the scoring rate is very high. Whether it is CIC or breakthrough.

Although it is not as good as SF, PF's investment is the most accurate except SF, and it is wrong for many people to regard PF as C.

PF's CIC is the same as other people's CIC, creating a neutral position and then pressing D is very simple. I won't talk about it here.

There are too many ways to create a neutral position: teammates pick and roll, run by themselves, catch the ball and cheat to take off. )

In fact, the most effective and simple attack is to score in neutral, and any seat is the same. Be neutral if you can be neutral.

Regardless of neutrality. If PF doesn't have time to block the shot, don't force it, which is equivalent to sending the ball, because PF often misses the middle and low boards and can't get back the offensive rebounds, which is troublesome!

Let's talk about the non-neutral situation first, you can choose to make a forced layup first, F. The way to use F can be A before F. If you press F before A is finished, you will get a "ghost step"-only in this way can you appear in any profession before you leave. (Ghost step can increase the impact of PF, and it will hardly drop the ball, and the opponent who drops the ball will be bounced off. But be careful, once a! This is the dish! ) This is the simplest.

Then, the combination of virtual and real, and now the combination of virtual and real has become the most effective way to score. There are many ways to score without G digging after W. Here is a simple one:

1 Shake back and forth. W, cheat jump and then shoot, or directly shoot after W, so that you can quickly shoot to avoid the block.

2.W shakes back and sees that the defender has an action-any action-direct F, which is usually too late to cover!

3. After W, cheat, jump, slide and make a layup. Don't underestimate this! Even if you don't cheat, as long as the defender moves, the slide will hit him and make him unable to stop shooting. ...

W say that finish, in fact, some PF will actually install DD, the other way around! I'm really afraid that PF will be loaded with DD, because in this case, PF will also have a fake action, even if F dunks, it can be reversed after receiving DD. This PF is super hard to cover! The basic inside line is invincible, and C has no solution. However, not many people use DD well, and many people are not skilled enough to play PF as C, which leads to PF deterioration! They are all on C's side, which is wrong!

As for other skills, I personally think they can be covered. There is nothing to say, such as taking a step back. I don't think a skill that won't cheat is a good skill. I'll tell you how to cover these seemingly difficult hats later.

Finally, PF should put scoring, attack, assist defense and roll-and-roll in the first place, and defense, rebound, assist and make-up in the second place. Don't always think about rebounding and then voting for G 3. Such a PF will put a lot of pressure on G. If you are too obvious, you only want G to go to 3, then your opponent's G can almost be judged, as long as you let G go, so G will have a lot of pressure and mistakes. But if you add 2, (because the inside attack is really more difficult to guard against than the outside) G will naturally have 3 more chances, because your offensive tactics have increased, and it is difficult for others to guess! This is flexibility!

PF has many seats, not as small as C, and the speed is ok. Try to play inside. But don't share a seat with C, and don't share a seat with PF if possible. It's not necessary. F the best thing is to break through, empty the distance between you and the other party, and then force a breakthrough! This is the cow F!

Then the block. I wrote a lot. Oh, it's all handmade. Oh, my God!

F has the strongest hot pot ability, not C, because there is also a "bounce" value that affects the hot pot ability!

In FS game, the value of "cap" affects the left and right coverage of cap, that is, the higher the ability, the farther it will dislocate, while "bounce" affects the upper and lower coverage of cap, that is, the more time you can control when you are in a line with the defender. (It can be understood that when a person throws a ball and G goes to cover, he must be seen to jump up and follow the cover, maybe earlier, and cover at the moment of shooting. But PF can slow down a little, wait for the ball to jump and then let it cover the air, which is also possible! ) Not only the top and bottom coverage, but also the front and back coverage will be wider. That is to say, G should be half a step away from the pitcher, but PF may be half a step or two away from/kloc-0. The bounce of C is not as good as that of PF, so the only thing that C is better than PF is left and right coverage. (PF is up and down, so it can be seen that it is more powerful than C)

But like a ○, the closer to the center of the circle, the shorter the radius and the smaller the circumference. It can be seen that the dislocation probability of the inside line is much smaller than that of the outside line. Basically, standing in a certain seat, 45 angle can block all attacks, which is why the high-gear C is better than the PF disc. But because of the high number of blocks, the ball covered by C is more beautiful than PF, which is really helpless, haha!

The theory is as above and the practice is as follows:

When defending. Don't be more than 2 steps away from your opponent, 1 is enough to prevent A, and 2 is enough for your opponent to shoot forward. Don't stick too close, unless the other party W.

Keep moving the distance between you and the attacker, don't fix a distance, fixing a distance will make people see the law and break through your defense.

In addition, when the opponent is A and you are pressing W, at this time, you should let go of W to shift gears quickly, and then press W to defend when you get to the seat, instead of moving while pressing W, which is very easy for A (either you keep pressing W and stick to it, so that you can defend without reciting the second category. )

Then the hat.

Do not use the PF cap, and do not cover it vigorously according to the direction! Many times our PF just needs to press D!

(explained later)

The simplest, CIC, is also the most difficult. Look at the knees. If your knee bends more than 80 and you stretch, you must shoot! The same is true for those who don't jump. First, observe your knees for a few more days. If you get used to it, you don't have to look. When you have a sense of time, you will cover it up. But CIC is easy to cheat, so it depends on the eyesight, less than 0.5 seconds before and after. At this time, you can choose the original D, PF has good bouncing ability, and the original D can go up and down quickly. If people jump in the same place before shooting, you also have a greater chance to cover it.

(The above is the biggest feature of this article. In situ d)

Then there is a normal layup, and the hand extension above 75 must be true. At this time, put W and press the direction key+D. The key is to be half a step away. If you come near, you will be hit. If you are far away, you can't cover it. Especially when you turn around and make a layup (that is, W first, then turn around), you must make room for 1 step, or you will be beaten! Pay attention to this! This is the hardest part when you make a layup!

Then the cover button, this is the simplest, listen to the sound. "slam dunk", jump up when you hear "slam dunk", and when you are sure that you can "slam dunk", just cover it. Generally, when the dunk is sound, it is when people fly away. Any fancy is like this! The dunk is covered!

Pay attention to the distance, just like the layup, half a step. If you fly near, you can't cover it if you are far away.

In addition, many people ask questions about the direction, why do they always cover the wrong direction?

I'll teach you, just press the W card! W is unmistakable! Press w when defending. When he slams, you can instantly release W and press D, and the directions are basically the same. (This is also the operation method of the side cover BUG)

Then take a step back. He's gone, you're gone. Generally, it's 1 step, and it's super simple to cover when you stretch your hand, which is easier than covering it. After all, this is what he does! In the previous step, then let go of the direction key and stay where you are. Even if it is a fake shot, there is still a chance to cover it again. Super simple!

Virtual reality. It's hard to hide the reality. I just said that W attacks have so many uses, and I knew it. If the actual situation later becomes a layup or dunk, refer to the above method.

Direct reality, or in situ D, in situ D can really solve many problems. W holds him, he shakes you, sees his hand suddenly reaching over, releases W and presses D (variant of side cover), then presses D! It's done.

The crew ... I hope I can help you ...

If streetball 2 hadn't been played, I wouldn't have sent so much! This is my accumulated experience since the test!

I typed more than 3000 words! Write a paper. Me! ! !