Showing posts with label Tips & Tactics. Show all posts
Showing posts with label Tips & Tactics. Show all posts

Friday, June 10, 2016

MLB The Show 16 Tips: How to Rob Homeruns

Robbing homeruns is actually pretty simple in MLB The Show 16. There will be an indicator to let you know if there an opportunity to rob a homerun. This does not always necessarily mean you will have a chance every time, but it means it will be close.


You can either hit the RS up or just us R1 to start the animation to rob a homerun. I prefer using the button since it is a bit easier to control. Sometimes with the RS, you will accidentally tilt it up and to the right/left and your player will not jump. Once you see the last orange ring, right before the 3 final inner red rings, you want to just simply hold R1 to start the animation.


There is a little more to it then just to going back and hitting R1 though. You want to make sure you follow these pointers:


1) Determine how much you have


This means you need to determine the trajectory on the ball. If it is a liner and you see the rings disappearing quickly then you need to take a straight path. If it is a higher fly ball that is going out then you need to walk back and make sure you can gather enough momentum to run at the last second and hit R1. You usually cannot just run to the wall and hold R1 without momentum.


2) Run in a straight line before prepping jump


If possible always try to go straight back on the ball and try to avoid going at the wall at an angle. Sometimes you do not have a choice, but if you do then try to get directly in front of the indicator (about 10-15 feet) before you run straight back at the wall and making your jump.


3) Hold R1 when you see last orange ring


Again…you can simply just hold R1. The timing mechanism is very generous here, so you want to hold R1 at this time to get the best animations. There is no reason to risk it and press R1 too late.


Follow those basic rules and it should give you the best chances to rob homeruns more

consistently!



MLB The Show 16 Tips: How to Rob Homeruns

Monday, June 6, 2016

MLB The Show 16 Tips: Challenge of the Week 11

Miguel Cabrera vs J.A. Happ


Rewards:


1st place: Rizzo signed Jersey


2nd Place: 3 x 20 Bundle Packs with 3 silver toppers


3rd Place: 3 x 10 Bundle Packs with 3 silver toppers


4th Place: 20,000 stubs


5th Place: 10,000 stubs


6th-25th Place: 5,000 stubs


Bonus Challenges:


Cadillac Assembly Line!

Hit a home run, deep fly ball, line drive and a weak hit within an out.

Bonus: 2000 points | X 2 multiplier

Bonus Details: Valid for one Out

Hits Required: Home Run (1), Deep Fly (1), Line Drive (1), Weak Hit (1)


Detroit Rock City!

Collect 24 hits in play throughout the session.

Bonus: 2000 points | X 2 multiplier

Bonus Details: Valid for one Session

Hits Required: Put In Play (24)


Motor City!

Hit two line drives within a strike.

Bonus: 2000 points | X 2 multiplier

Bonus Details: Valid for one Strike

Hits Required: Line Drive (2)


Motown!

Collect five hits within a strike.

Bonus: 2000 points | X 2 multiplier

Bonus Details: Valid for one Strike

Hits Required: Put In Play (5)


Tips:


Happ throws 5 pitches with 3 offspeed pitches. 4 seamer, 2 seamer, changeup, slider, and

curveball. His 4 seam tops out at 93 mph, while his changeup and slider come in at 83 mph. His curveball can come in at 77 mph. None of his offspeed pitches have more than 66 break,

including his changeup with 36 break. Cabrera hits lefties very well and has good vision, so you should have the advantage here.


The goal should be to power swing for the first few difficulties to accumulate a nice hefty active score before you to get All-Star or higher. Once on All-Star, begin contact swinging and try to stay in between the fastball and changeup. The changeup and slider gave me the most fits, but once I started to stay back then I was good to go. You should still be able to foul off fastballs if you stay up back too.


I always recommend zone, especially for COTW. Start your PCI in the middle and react

accordingly. Remember for every 5 hits, you get a 2000 x 2 multiplier and for every 2 linedrives you get a 2000 x 2 multiplier. For every 24 hits, you will also get a 2000 x 2 multiplier, although you may only seen that a few times during your session.


COTW is a great way to get practice in before starting games and its another way to earn stubs and rewards. So make sure to give it a try and see where you can place! Good Luck!



MLB The Show 16 Tips: Challenge of the Week 11

Tuesday, May 17, 2016

NBA 2K16 Offensive Tips: Money Plays For Easy Points Part 2

Welcome to Part 2 of our favorite plays in NBA 2K16 and the goal with each video is to help you understand how and why each play works. By the end of the series you should be equipped with a full arsenal of plays to use on your opponents.


The first play we will go over is Quick 1 Flex Hip. Its’s purpose is to get whoever you call the play for three separate chances to score. You bring the ball to the top of the key with the guy you called the play for and the first action is the big will set a screen for the other big man running across the free throw line. If he’s open by the time he reaches the 3pt line you can pass to him for an open drive or 3.


But if he’s covered you wait until the big who originally set the screen for him to come towards you before you pass the ball. If your opponent is user defending you, it makes it harder for them to jump the pass if they think you have a screen going the other way lined up. What happens is instead of running the pick n roll the initial ball handler will receive an off ball screen from the big man. You can sometimes catch user defenders ball watching when you pass it for a split second and that’s sometimes all it takes to get an open look.


If the defender fights through the screen, our guy will cut to the hoop looking for a layup. And if he’s still not open he will set a screen towards the basket for the guy in the corner. If he doesn’t pop open down low he will still get some of the attention of your opponent on him instead of the real threat…the initial ball handler receiving another screen popping out to the 3pt line. Quick 1 flex hip works best if the guy you called it for can shoot as it gets him two separate chances at an open shot but can work as a catch and drive off the open looks for those who are better at driving.


The next play we will go over is Fist 25 Give 12 Horns. What I like about this play is it makes faster guys seem faster and gives guys who struggle to beat their man off the dribble better opportune to attack. Its set up the same way as Quick 1 Flex Hip, except the guy you called the play for is off the ball now. The play starts with one of the bigmen (usually the power forward) setting a screen for the ball handler where he can then drive or shoot an open shot, but if the defense defends the screen well, the guy you called the play for runs around the ball handler. Where then he can drive or stretch the play to the other side of the court, where he receives a screen himself if the defender is still attached to the ball handler.


It’s guaranteed to leave one guy open, whether its from the ball handler out running his man, receiving a screen on the other side, or the help defender picking him up and having a guy open in the corner. It’s perfect for when you need a go to play at the end of games.


Stay tuned to more NBA 2K16 Offensive Tips like these and be sure to subscribe to our Youtube channel for the latest tips and news from 2K and your favorite sports games!



NBA 2K16 Offensive Tips: Money Plays For Easy Points Part 2

Saturday, May 14, 2016

NBA 2K16 Defensive Tips: Defensive Settings

Today I’ll be going over defensive settings, the ones I like to use, and more importantly, what they mean. We’ll begin start with the matchup screen. I’ll make this part quick since it’s pretty cut and dry. This is how you get a certain defender on an opposing player.


Preferably you only want to swap your point guard, shooting guard and small forward with each other and powerforward and center between the 2 so you don’t create a huge mismatch. Don’t worry if you, for example, want Kawai Leonard on Westbrook, Tony Parker won’t end up defending Durant (the PG and SG will just slide down a position).


Now we move on to the meat of the video, the defensive settings. On ball pressure is only necessary if you want the computer to guard a player, guys who can’t shoot you want to leave it on gap so they’re not closing out as aggressively when he catches the ball, and for the knockdown shooters you want tight or smother to force him to drive


Off ball I like to play tight or deny on the JJ Redick Kyle Korner types, because they’re not as much of a threat to cut to the basket. I used to deny pass on every star player I faced, but I quickly learned that wasn’t going fly as they could easily beat you if your opponent made them cut


Force direction is another CPU related setting, and you always want to force every guy you’re not using defending baseline. The idea is you want to limit the options the guy with the ball has and forcing middle lets them attack you in a lot more ways. On ball screen defense, you want to go over the screen on guys who can shoot so you don’t give them any space and under on those more likely to drive. My philosophy is that I like to go under every screen and only change it to over on the few exceptions like Steph, KD and the Klay Thompson types.


When you ice the screen, the on ball defender goes out of his way to block the ball handler from using the screen, so you end up telling him where he can and can’t go, which is straight toward the defender on the guy who is setting the screen.


On ball screen defense with the center you will rarely be faced with because nobody runs pick and rolls with their centers, but I leave it on under just in case.


Hedging is the 2nd part of the pick and roll defense, this is how you want to defend the pick and roll with the defender of the guy who is screening. You hedge to affect how quick the guy can get around the screen for an open look by forcing him to also go around you, in effect giving the on ball defender more time to recover.


It’s then just a matter of how long you want him bothering the guy with the ball. Soft hedge, which I prefer, forces the defender to peak out for a second in an attempt to delay the ball handler before he bails to cover his man and hard hedge stays outside a little longer and forces the ball handler to go around him. Doing so leaves yourself vulnerable to the screen man rolling to the hoop or an open three, but can be negated if your hedge defender is smart and more so athletic enough to run back to his man. No hedge makes the screen man’s defender sink down into the pain in preparation for a drive, so you only do this when you’re really not afraid of an outside shot.


Which leads us to hedge center; most centers aren’t really mobile so you want to have their setting set to no hedge. Hedging in any way with a slow footed center puts them in no man’s land when it’s time to recover. Only guys like Nerlens Noel and Anthony Davis could get away with playing any kind of hedge defense from the center position consistently.


When facing off ball screens, I like to go over because usually off ball screens are set up for an outside shot first and a drive 2nd. Post-defense I just play behind because the others don’t work as they should. For instance, if you front the post man it’s too easy to just lob it over your head and the held defender that’s supposed to rotate to help doesn’t, so I just keep it basic.


Any double teaming I leave on manual. Switch rules if you like to get your Golden State Warriors on. You want to switch all guards on the pick and roll.


For more NBA 2K16 defensive tips, keep your eyes on SGO and be sure to follow us on YouTube and Twitter to get the latest NBA 2K16 news.



NBA 2K16 Defensive Tips: Defensive Settings

Friday, May 13, 2016

MLB The Show 16 Tips: Stopping The Run Game

In MLB The Show 16, SDS has made a few changes to stealing bases.  Compared to

previous iterations, The Show 16 has decreased the default lead off for all baserunners

by one step.  This actually plays a big role for holding runners and prevent base stealers.


Watch my tutorial from last year on the slide step:


https://www.youtube.com/watch?v=mdLKkzLblS4


This year MLB The Show 16 has given us a few new tools in our arsenal to prevent

base stealers.  You can deke runners by holding L2 and tapping R2, while a runner is on

second base and being held on.  This will make users take a step back towards the bag

and can actually allow you to not even make pick off attempts to keep runners close.

Keeping users close to the bag at 2nd can also give your outfielders a higher chance to

throw out runners at the plate on singles to the outfield.


Watch my Deking tutorial:


https://www.youtube.com/watch?v=5aBbbyEcQ2A


Lastly, snapback throws are implemented better this year.  They were there in year’s

past, but your catchers would throw lolly gags to the base.  This year the catcher does

throw a lot harder, pending on their arm strength.  You can also do a pitch out and/or

slidestep to better utilize the snapback throws.  If your opponent likes to take a lead off

and you cannot pick them off from your pitcher or if they like to steal and send the

runners back then the snap back throw will be a huge asset for you.  To use the snap

back throw, simply just hold the button of the bag (or use analog if your using analog

fielding) and the catcher will make a snapback throw to whatever bag you desired.


Watch my Snapback tutorial:


https://www.youtube.com/watch?v=mbBXMXIHmBU


Also, users can mix up their pace to the plate to confuse runners.  This means you quick

pitch one pitch then you come set and hold the ball the next time.  Some users will try to

manual steal on you and this is a great way to throw them off.  You can also step off the

mound by using the L1 button and you do not even have to throw over to force the

runner back.


Overall, we have the ability to slide step, pitch out, deke, make snapback throws, and

control the pace of your delivery to keep baserunners in check.  Make sure to use all

tools to your advantage!


Follow me on twitter @Cardinalbird for more MLB The Show 16 Tips and check out my livestreams at www.twitch.tv/cardinalbird5.



MLB The Show 16 Tips: Stopping The Run Game

Saturday, May 7, 2016

MLB The Show 16 Tips: Battle Royale

Battle Royale is a new addition to the MLB The Show 16’s Diamond Dynasty.  Users can enter a double elimination tourney, draft a 25 man roster, and earn unique rewards.  In this tutorial I will give you some very good Battle Royale Draft Tips and discuss some potential rewards!


Bullpen is the most important thing in Battle Royale and I cannot stress this enough.  The way SDS implemented a 5 man rotation plus the fatigue system it essentially makes starting pitches irrelevant.  SDS turned the sliders down for SP fatigue and they can only throw 15-25 pitches, pending on pitch confidence.  Bullpen guys can still throw up to 10-15 pitches, but the stamina does not carry over from game to game, unlike Diamond Dynasty Head to Head ranked games. Therefore, I recommend at least one stud reliever, whether you make it your gold or diamond player.  When I went 20-0 I used Joe Nathan as my diamond.  You also want to make sure you have, at least, two lefties in the pen but three is recommended.


Draft all bronzes and commons for your SP.  As I mentioned before, these guys are useless.  Once the game begins, warm up your relievers immediately and do a mound visit.  If you are the home team, you may want to wait until the 3rd batter to bring in your pen.  Otherwise they will not be fully warmed up and this affects their fatigue rate drastically.  If you are the away team then you can bring in your bullpen for the 2nd batter.


Draft a good combination of left, right, and switch hitters.  You don’t want to stack your team with all lefties or vice versa.  Mix up your lineup where you have a lefty, righty, lefty, righty, etc.  This makes it more difficult for your opponent to utilize their bullpen and play the matchups.  I also recommend leading off your best hitting and putting your next better hitter in the 2 hole.  I also won games where I would bat Reggie Stocker and Steve Finley back to back.


Make sure you have some good platoon guys on the bench, as well as one speed guy.  Draft some bronzes that hit lefties or righties particulary well so you can use them as pinch hitters.  It also helps to have one speed guy that can be used as a pinch runner late in games.


Small ball prevails in 3 inning games!  Utilize bunts, advance runners, use pinch runners when necessary, utilize hit and runs, etc.  The goal is to get that first run across in this game mode to put the most pressure on your opponent.


Be patient at the plate.  Even though this is only 3 inning games, patience is still increcibily important.  If you can see 13-15 pitches an inning then you will force your opponent to go through relievers very fast and if the games goes 6-7 innings then their pen will be short handed pretty fast.


Rewards:

You get rewarded for your 2nd, 6th , 12th, and 20th wins. You also are always guaranteed one pack on each entry.  If you go 20-0 then you get an extra reward as well.  Your 2nd win will generally be a bronze.  The 6th win is usually a silver.  The 12th win can be a silver or gold, but usually a silver.  20th wins will get you, at least, a gold card and they are generally flashbacks or legends.   So far I have obtained Rookie Puig, Prime Votto, and 99 Rangers Alex Rodriguez.  I also know of Nolan Ryan, Brooks Robinson, Prime CC Sabathia, 98 Joe Nathan and many more being potential rewards!


We hope this helped and if you guys have any questions you can follow Cardinalbird5 on twitter or watch his livestream here.


Here at Sports Gamers Online we strive to bring you the latest MLB The Show 16 tips and updates, so remember to check back for more. Follow us on Twitter and YouTube to stay up to date on MLB The Show 16 news.



MLB The Show 16 Tips: Battle Royale

Monday, May 2, 2016

MLB The Show 16 Tips: Zone Hitting



The zone hitting interface has been a staple for The Show’s hitting engine since the 



inception of the game.  Not much has changed over the years with this interface and I 



am glad to mention that this is the same for this years’ iteration of MLB The Show. 






First, lets talk about the overall feel and hitting engine in MLB The Show 16. The timing 



seems to be more biased towards pulling the ball this year, meaning that users can wait 



back a little bit longer and still have the ability to pull the ball.  Basically, players have 



quicker bats in this years’ game.  Also, lets not forget that SDS introduced a new 



mechanism called “precision input gameplay” and has a huge impact on zone hitting.  



This means that your inputs have more influence on the success of your hits and you will 



get punished more for bad inputs.  In summary, you have to lineup your PCI more 



precisely on the ball compared to years’ past iterations. 






You can use two different inputs with zone hitting, button or analog.  If you use analog 



input, you can use stride or flick.  I prefer buttons, but if you like the feeling and 



naturality of analog hitting then it is totally personal preference.  They all can be used 



effectively. 






Attributes still play a major role for zone hitting, even the pitchers’ attributes.  The size of 



the PCI is made up by the hitter’s contact and plate vision.  The size of the PCI is also 



slightly modified by your opponent’s pitcher’s K/9 and H/9 attributes.  K/9 directly 



affects the plate vision attribute, whereas H/9 affects the contact rating.  In comparison 



to other interfaces, you can do significantly better with less overall players if you get 



consistent and precise inputs with zone, whereas with directional you will not 



consistently hit the ball hard with lower rated players. 






Lastly, zone hitting has a slightly more timing window as well.  Since users have complete 



control of their PCI, SDS does open the timing up a tad in comparison to interfaces like 



directional.  Zone hitting offers users the best ability to consistently make good contact 



and to drive the ball.  It offers the most control and is the most reliant on users’ input.  If 



you want complete control of hitting then zone hitting is the interface for you! 






Make sure to watch me livestream at twitch.tv/cardinalbird and you can follow me on



twitter @Cardinalbird5.   




MLB The Show 16 Tips: Zone Hitting

Saturday, April 30, 2016

MLB The Show 16 Tips: Analog Hitting Introduction

MLB The Show 16 finally has re-introduced the stride back into the for pure analog hitting. In this brief Pure Analog Hitting Introduction, I will talk about the changes made to this year’s Pure analog Hitting and give you a few pointers as well.


Obviously the biggest addition to thais year’s pure analog hitting is the re-addition of the stride mechanism. Last year in MLB 15 The Show, SDS decided to take it out to due to the small percentage of users using the analog hitting. However, after talking to the community the general consesus was that the pure analog hitters were greatly disappointed. So it was a smart decision of SDS to finally implement in this feature back in. The stride is back, but you can also still use the “flick” feature that was only used for MLB 15 The Show for Pure Analog Hitting. Now lets talk about how to use stride feature effectively.


When using stride there are some differences in previous iterations of MLB The Show. In this year’s game, there is no working feedback for stride. This means that the timing of your stride really means nothing. In the past it could give you small bonuses and you could also get punished for striding too early or too late. Now it does nothing is generally just there for aesthetic purposes.


To change swing type for stride you simply press either square, x, or circle before the pitcher starts the wind up. If you have vibration on you will feel a slight vibration when you change your swing type. If you do not press any buttons then you will just be using the normal swing (x).


Now for the flick feature in pure analog hitting it works the same as last year. To power swing, you have to move the RS down then up (similar to striding) before swinging and to contact swing you need to swipe the stick all the way to the left or right when swinging. For normal swing you just flick up towards either the left or right. Keep in mind with contact swing, you can only contact swing to the left or right and never really down the middle, which is a huge flaw in the system.


Remember, regardless if you are using stride or flick when swinging you have to move the analog either up, up and to the right, or up and to the left towards the pitch. A lot of players do not realize that you control the horizontal placement of your PCI by swinging up and either to the right, left, or middle pending on where the pitch is. You also bunt with triangle still for both hitting techniques.


This interface, skill level wise, is in between directional and zone as far as how much influence users can have on their PCI placement. As for skill level required, I would also say its in between both zone and directional. Overall, this interface is a medium risk and medium reward concept. You have little influence on the PCI’s verticality, but you do have more control compared to an interface like directional.


Lastly, keep in mind attributes still play a moderate factor on pure analog hitting. Contact and plate vision will have a big influence on whether or not your PCI is on the ball, regardless of your input. Again, this interface is in between zone (which relies more on user’s inputs than attributes) and directional (relies more on attributes than user’s input). If you like directional but a little more influence on your hits or if you like zone but feel a bit too overwhelmed then definitely give this interface a try!


For more MLB The Show 16 tips, follow us on twitter, like us on facebook, and subscribe to our YouTube.



MLB The Show 16 Tips: Analog Hitting Introduction

Friday, April 22, 2016

NBA 2K16 Defensive Tips: Post Defense

What’s up sports gamers and welcome to part 2 of our 3 part defensive tutorial series where we go over all aspects of defense. Today we will be going over post defense (which can translate into helping you defend the paint in general) The thing is post offense is a beautiful thing, you can do hook shots, step backs, up and unders, spin moves…..and spin moves….and spin moves. Well, today we will show you how to slow down the effectiveness of these shots and moves.


Let’s begin.


When your opponent first gets the ball in the post, you don’t want to touch any buttons yet besides LT( L2 on PS4) so you’re in a defensive stance in preparation for a quick spin move. After that brief window has passed you wait for his initial move. If your opponent tries to back you down you can fight back by moving the left stick into the player, this is where his strength rating comes into play. Obviously the higher your rating is the better chance you have of being a human brick wall, but the thing is it’s a give and take right…Pushing the left stick into the opponent for too long can open you up for an easy drive to the basket by your opponent. So only push into him when he first starts to try and back you down and let go shortly after until he attempts to do it again. So when he transitions into his next move your still in solid position to defend.


If he tries any shot away from the basket like a fade, hook or step back move towards him and get your hands up so you can affect the shot. I also can’t stress enough to GET YOUR HANDS  UP instead of going for the block, so you don’t open yourself up for any counter moves because of your over eagerness to send his shot into the 10th row. And if he still tries to spin, because you’re not still leaning on the opponent he can’t easily spin off of you for the easy layup/dunk. So once he attempts the spin move laterally with him and again DO NOT JUMP. Instead hold the right stick up to get your hands up in his face. When guys go for the spin they expect to get that animation that wipes the defender completely out the play, regardless of if you’re actually allowing them to get it or not. But, by maintaining solid positioning,  you be surprised how often people panic and resort to attempting to get a bail out call by pump faking 100 times and end up shooting a shot in traffic or get 3 seconds in the key .


Now if you do get beat and he now has a clean look at the hoop, this is the only time I like to fully sell for the block. Sure you might foul him and give up an and 1 but I feel it’s worth the risk then to prevent a guaranteed 2 points.


And Lastly In 2K the players who utilize actually post moves are few and far between, so that would come secondary to being able to stop the spin move to the basket and not draw fouls on shots you could easily defend. If you can eliminate those 2 things from your opponent’s bag of tricks you will already be ahead of the pack.



NBA 2K16 Defensive Tips: Post Defense

Saturday, April 16, 2016

MLB The Show 16 Tips: Pure Analog Pitching

With the new precision input being implemented in MLB The Show 16, choosing the proper interface that fits your skill-set and style the best is even more important this year.


This year I can truly say that Pure Analog Pitching is the most satisfying and rewarding interface to use for pitching.  Not only does it reward you more for more precise inputs, but when you make a mistake it is because you messed up and no one else.  You have full control on where your pitches go and only your skill-set can determine the effectiveness of your pitching.  With other interfaces, such as Meter, I feel like the same statement cannot be said.


Lets first discuss the basics on how Pure Analog works and I will also throw in some pointers.


Pure Analog is actually pretty simple to understand.  You control both the vertical and horizontal axis in where your pitch goes.  Simply hold back on the RS when you want to start your windup and push forward towards the direction you want to pitch once the ball is near the line on the meter.  It really is as simple as that and simply just takes a little bit of practice to get a feel for how the interface works.


Now lets discuss what affects the ease and control-ability of utilizing this interface.  The Pitchers’ control attributes for each given pitch affects how easy it is to locate your pitches and makes using the interface less sensitive.  The BB/9 attribute affects how consistently you will hit your spots when you have successful inputs on the analog.  Also, fastballs will always be easier to locate than breaking balls and pitches that throw slower will also be easier to use.


Finally, here are some pointers for using pure analog pitching!


1- Practice, Practice, Practice.  I recommend creating a RTTS pitcher and only using Pure analog pitching.  It is fun and will get you plenty of practice in a short span of time.


2- Try different Kontrol Freeks.  I prefer convex ones because I like to start my thumb at the bottom of the RS and it rolls over naturally.  I noticed it was more difficult with concave Kontrol Freeks, however.  This is personal preference though and everyone will prefer something different.


3- Try starting your thumb placement at different spots and get a feel for what is getting you the most accurate results.  Again, I like to start mine at the bottom of the RS, but you may also want to try putting your thumb directly over the top of the RS.


I have a sub 2 ERA right now by using Pure Analog pitching versus stellar competition in Diamond Dynasty.  So definitely give this interface a try if you have not already!


Let us know if this helped you out in developing your pure analog pitching, and drop a comment below.


As always follow us on Twitter and YouTube to stay up to date on MLB The Show 16 news.



MLB The Show 16 Tips: Pure Analog Pitching

Tuesday, March 15, 2016

NBA 2K16 Tips: Golden State Motion Offense Breakdown

Today I am going to breakdown the Golden State Warrior’s Motion Offense. The Warriors motion sets up in a 4 out, 1 in look (4 guys around the perimeter 1 guy down low). What differentiates this from the other offenses with the same setup is, because the Warriors have Steph Curry, their offense focuses a lot more on getting the initial ball handler open looks. While also having the ability to put the ball in your Power Forward or Centers hands (Draymond Green’s role) and still be able to get your guards good looks at the hoop due to off the ball movement.


TO SET UP THE OFFENSE


You can start the offense from either wing spot or at the top of the 3 point line. The structure will have a big on the low block, a guy parked in the corner opposite of him, 2 guys on the wings and a guy at the top of the 3 point line.


STARTING THE OFFENSE ON THE WING W/THE BIG MAN DOWN LOW ON THE SAME SIDE


You’re Given 3 Options


  1. Pass it down low to the big man and take advantage of the space you have or toss it back to the initial ball handler who received an off-ball screen from the other big man.

  1. Pass to the big at the 3pt line then right back to the initial ball handler, which makes both big men set a screen for you to go either baseline or towards the middle of the court.

  1. You can reverse the ball to the other wing and depending on how close the defender was to the initial ball handler he will either cut to the basket and if he’s not open pass back to the big at the 3pt line then back to him and he will receive a screen towards the middle. Or instead of cutting to the hoop, the big will set a screen for him to the top of the 3 pt line.

STARTING THE OFFENSE ON THE WING W/THE BIG MAN DOWN LOW ON THE OTHER SIDE


Reverse the ball to the strong side of the offense and 2 different sequences can occur


  1. The guy on the opposite wing will cut to the basket and the big at the top of the 3pt line will set a screen for the guy in the corner.

  1. The big will set a screen for the guy on the wing, but if his defender stays close you wait a seconds and then both of them will set a screen for the guy in the corner.

Now depending on whom you have the ball with at the top of the 3pt line will trigger 2 different actions.


STARTING THE OFFENSE AT THE TOP OF THE KEY W/POINT GUARD, SHOOTING GUARD OR SMALL FORWARD


You will receive a pick and roll/pop involving the big man closest to you.


 STARTING THE OFFENSE AT THE TOP OF THE KEY W/POWER FORWARD OR CENTER


Look to the 2 players opposite the big man down low. One will screen for the other cutting to the hoop and once that’s done, he’ll pop out all the way to the 3pt line often leaving his defender still chasing the cutter.


PERSONNEL


If your Point Guard or whoever you bring the ball up with is a great shooter this offense will get you plenty of great looks and if your Power Forward or Center can at least knock down a 3 if he’s wide open you’re all set.


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NBA 2K16 Tips: Golden State Motion Offense Breakdown

Tuesday, March 8, 2016

NBA 2K16 Tips: Atlanta Hawks Motion Offense

Today, I am going go over some NBA 2K16 Tips, specifically the Atlanta Hawks’ Motion Offense.


In basic terms, Hawks’ motion sets up in a 4 out, 1 in (4 perimeters players, 1 big man down low) look that uses a series of screens around the perimeter and cutting to the basket. This takes advantage of the space in the lane. Also, having a Power Forward or Center who has a respectable jump shot (like the Hawks’ Al Horford or Paul Millsap) forces one of your opponents’ big men out of the lane, opening up room for your big down low with cuts to the hoop.


TO SET UP THE OFFENSE


You can start the offense from either wing spot or at the top of the the 3 point line. The structure will always have a big on the low block, a guy parked in the corner opposite of him, two guys on the wings and a guy at the top of the 3-point line.

STARTING THE OFFENSE AT THE TOP OF THE 3 POINT LINE (with the PG, SG or SF)


  1. The big man also at the 3-point line will set a screen for you towards the middle to shoot or drive.

  2. A 3-screen series will happen:
    1. The big down low will set a screen for a guy running to the corner.
    2. The big at the 3-point line will screen for the guy in the opposite corner to run to the wing. 
    3. The first big will then set a screen for the ball handler towards the sidelines.

Now, if any of these actions I mentioned bust and you can’t get an open shot, good chance is you’re going to be near the sidelines with the ball. That’s when the offense will reset to adjust to your new position of occupying one of the wing spots.

STARTING THE OFFENSE ON EITHER WING (with the PG, SG or SF)


  1. You can pass it down low to your big man and let him take advantage of the 10-on-1 matchup.

  2. Hold the ball and let the big at the 3pt line set a screen for the guy next to time, or both of them will set a screen towards the middle for the guy in the corner. If the defense closes out of either of the guys receiving the pass, you can pass it back to the initial ball handler depending on how close the defender was to the player.

  3. The big at the 3-point line will set another screen for him going the other way. 

Another series of 3 screens can occur:


  1. The big down low will screen for the shooter going to the hoop.

  2. Then for the big at the 3-point line.

  3. Then that big sets a down screen for the initial shooter.

So, just when the defense thinks they covered your shooter, he’s given two more opportunities to score almost immediately.  


IF THE BIG DOWN LOW IS ON THE OPPOSITE SIDE OF THE BALL HANDLER ON THE WING


  1. You can reverse the ball to the other wing to trigger the original actions I just mentioned.

  2. Or you will receive a screen from the big at the top of the 3-point line to open you up for a 3 of your own or drive to take advantage of the big being on the other side of the paint.

Now, let’s go over if you have somebody like Draymond Green or you are playing small ball and your Power Forward (or Center) can dribble.

STARTING THE OFFENSE ON EITHER WING (with the PF or C)


Starting the offense on either wing will trigger a different set of actions by your teammates, since the guy who sets all the screens for the perimeter players has the ball.


  1. The big on the low block will set a screen for the guy at the top of the key going to the hoop. This guy will be a perimeter player instead of the big since we’re using him.

  2. Then, the same big and the other wing player will set another screen for him coming back around for an open 3.

It’s a good way to rack up assist with your big man.

PERSONNEL SETUP


If the non-shooting or post-up big (and it would be nice if both could shoot) possess a brick wall badge, that could maximize his place in the offense even with his limitations (and I’m looking at you, Andrew Bogut). But, if he has even one go to move in the post, that can make this offense nearly unstoppable, due to the space the setup provides.

IF THE DEFENSE CLOSES OUT ON THE SHOOTERS


If you’re looking to pass to the guy running baseline and he can’t lose his defender, wait for him to gather himself and move to the wing before passing it to him. Now, your teammates will adjust to the ball handler’s position and set up the offense again. You
have now restarted the play and have three options to go with the ball due to your location:

1. You can send a pass down low to a big man. Once he catches it, the two wings will space out, giving him room to operate.
2. I like to pass to the corner and manually call for a sideline pick and roll or pick and pop with the big man.  
3. You can pass it to the big at the top of the circle to start the offense again, only with a different player running baseline the other way now.

If you’re looking to pass to the big receiving the down screen and the defense closes out on him, he also has three possible scenarios, only his options are more dependent on what
the AI does.

1. Because the guy who sets the screen for the big is at most a small forward, he sometimes flairs out to the corner if the big doesn’t shoot. If that happens, I pass it to him and run another sideline pick and roll.
2. A series of screens can occur. The guy who screened for the big will throw another screen to open a teammate for a corner three. If the defender also covers that, a 3rd screen will develop to free a guy at the top of the 3-point line.
3. If the 2nd and 3rd screens don’t trigger, pass to the big at the top of the free throw circle and back to the wing to set up the offense again, then right back to the big to start it.


ADJUSTMENTS


A twist I like to add is a manual pick and roll or fade with the big instead of passing him the ball to start the offense. It keeps your opponent on their toes as to whether to try and intercept the initial pass by backing up or be alert as to not get screens by the big that’s behind him. This also takes advantage of guys who play off-ball defense to try and intercept the sideline passes because he thinks the ball handler isn’t a threat.

Additionally, if you notice the weaker of your shooters is expected to receive the baseline catch and shoot, you just move to the other side. The winger at the top of the key will now be the guy receiving the screen. It’s the same for the big men, moving side to side changes who receives the down screen and who parks at the free throw line to initiate the offense.

Check Sports Gamers Online daily for more NBA 2K16 tips and news from your favorite sports games!



NBA 2K16 Tips: Atlanta Hawks Motion Offense

Thursday, February 18, 2016

NBA 2K16 Tips and Tricks: Unstoppable Offense With Sixers Motion

Today I am going go over the Sixer’s Motion Offense. In basic terms, Sixers motion gets the Small Forward, Point or Shooting Guard (basically either of the 2 who didn’t bring the ball up) an open look in the corner by running him baseline in hopes of outrunning or losing his defender in the traffic.


The offense also takes advantage of teams with a good shooting or low post big and it’s at its best when the team has both. The rare player who possesses both skills (Cousins, Davis, and Love) gives you a lot more flexibility on what type of big you pair with them.


TO SET UP THE OFFENSE


You can begin the offense from either wing spot or at the top of the key at the 3 point line.

And the structure will always have a guy in the corner, a big on the low block, another big at the top of the free throw line and the other guard or forward on the opposite wing of the ball

handler (which makes this very hard to zone against because of the overload to 1 side of the

court).


TO START THE OFFENSE


Now the offense only starts when the big at the top of the free throw line receives the ball. He’s the quarterback of the offense and is responsible for delivering accurate passes to the shooters.


PLAY DESIGN


The main actions once the big receives the ball are:


  1. The guy in the corner running to the opposite baseline looks for an open three

2. The initial ball handler setting a down screen for the big who can pop out all the way

out to the 3pt line. So if your big can only shoot mid-range, you want to pass it to him

quicker than waiting for him to run all the way out. Also having guys like Melo or Kevin

Durant at the 4 spot, while running this action gives the opposing big an impossible task.


IF THE DEFENSE CLOSES OUT ON THE SHOOTERS


If you’re looking to pass to the guy running baseline and he can’t lose his defender, wait

for him to gather himself and move to the wing before passing it to him. Now your

teammates will adjust to the ball handlers’ position and set up the offense again. You

have now restarted the play and have 3 options to go with the ball due to your location.


1. A pass down low to a big man and once he catches it the 2 wings will space out

giving him room to operate


2. I like to pass to the corner and manually call for a sideline pick n roll or pick n pop

with the big man


3. Passing it to the big at the Top of the circle to start the offense again only with a

different player running baseline the other way now.


If you’re looking to pass to the big receiving the down screen and the defense closes out

on him, he also has 3 possible scenarios. Only his options are more dependent on what

the AI does.


1. Because the guy who sets the screen for the big is at most a Small forward he

sometimes flairs out to the corner if the big doesn’t shoot. If that happens I Pass it to

him and run another sideline pick and roll


2. A series of screens can occur. The guy who screened for the big will throw another

screen to open a teammate for a corner three and if the defender also covers that, a

3rd screen will develop to free a guy at the top of the 3 point line.


3. If the 2nd and 3rd screens don’t trigger pass to the big at the top of the free throw

circle and back to the wing to setup the offense again then right back to the big to

start it.


ADJUSTMENTS


A twist I like to add is a manual pick and roll or fade with the big, instead of passing him the ball to start the offense. It keeps your opponent on their toes as to whether to try and intercept the initial pass by backing up or be alert as to not get screens by the big that’s behind him. Also takes advantage of guys who play off ball defense to try and intercept the sideline passes because he thinks the ball handler isn’t a threat.


Aditionally, if you notice the weaker of your shooters is expected to receive the baseline catch and shoot, you just move to the other side and winger at the top of the key will now be the guy receiving the screen .It’s the same for the big men, moving side to side changes who receives the down screen and who parks at the free throw line to initiate the offense.



NBA 2K16 Tips and Tricks: Unstoppable Offense With Sixers Motion

Sunday, February 14, 2016

NHL 16 EASHL Tips: Film Session 2 - Kila Kali

Welcome to the second EASHL Film Session! In this series, we break down skater or goalie gameplay sent by you guys as a means to improve our EASHL game.


If you ever want your play reviewed feel free to post a comment below or you can contact me on twitter or by e-mail. You don’t have to be on a club, this is open to individuals as well. Today’s game-play comes from Kila Kali. They are a Div 1 5s club on the PS4. Here is what I saw.


Tip #1 – Using Defenseman on the Breakout


First of all you guys do a good job breaking the puck out quickly with some nice 1-touch passes. One thing I want to highlight for everybody is realizing when a defenseman can be used on the breakout. Green has the puck, there’s no passing lane to the other forwards, and yellow is covered as well. Teal does a great job taking the open space in front of him and basically becomes the 3rd forward for this breakout.


NHL 16 EASHL Tips Film Session 2 1


NHL 16 EASHL Tips Film Session 2 2Dman does a great job taking the open space and becomes the 3rd forward for the breakout.


Tip #2 – When a Defenseman Can play Forward


Keep looking for for situations like this not only in transition, but in the offensive zone as well. Here’s a perfect example. When green is skating from left to right, look at this open space for teal. Even though he’s a defenseman, don’t be afriad to play forward when the situation calls for it. Trust that your teammate will cover for you and that will help emphasize a good two-way game, and create longer puck possession.


NHL 16 EASHL Tips Film Session 2 3With green skating form left to right, teal should once again take the open space in front of him. Even though he’s a defenseman, its OK to rotate and play forward if the situation calls for it.


Tip #3 – Stopping the Breakout


Now that we’ve talked transition offense, lets go to transition defense. The defensemen like to immediately start skating the back the moment the other team gets the puck and although it sounds good and it guarantees there won’t be a breakaway, what you’re not doing is reading the situation.


When you immediately back up, look at the open space you create for the other team. Two passes later and they end up in the slot, fortunately a good backcheck ends that threat. Now focus on reading where the breakout pass is most likely headed and prepare yourself for it. At this moment the easiest pass for them is this guy on our left.


Let’s say our D-men stayed at the blue line, maybe this pass doesn’t look that appealing to them anymore and if they do pass it, teal’s ready to make a play anyway. Most lot of the time you will start drifting skating back, but find out who your forwards don’t have covered and that will be a big hint for where you can position yourselves to defend the breakout.


NHL 16 EASHL Tips Film Session 2 4


There’s no breakaway threat so backing up just gives the other team free space.
NHL 16 EASHL Tips Film Session 2 5 Reading the Situation (Mistake) – The only open player is the person to the left. If the defenseman held the blue line, they could’ve made a defensive stop the moment the pass happens and keep the puck in their zone.
NHL 16 EASHL Tips Film Session 2 6Reading the Situation (Correct) – Teal notices Green has the puck carrier covered. Knowing this, Teal will cover the closest passing threat in his area. If the pass comes, he’s prepared to make an immediate stop!


Tip #4 – Hitting as the Last Defender?

This next tip will easily be the ‘meanest’ thing I say to you guys, but you said I could in the email. PLEASE STOP GOING FOR HITS WHEN YOU ARE THE LAST DEFENDER!!! It was weird to watch becuase as a team the 5 of you work really well in the defensive end,  but once in a while I’ll see a guy try to be a hero and it leads to a free goal.


If you get the big hit, you get the puck back but your team still has to travel 3/4 of the ice to score a goal. If you miss, it’s a breakaway. Is it really worth going for the hit as the last defender? Probably not.
NHL 16 EASHL Tips Film Session 2 6When you’re the last defender, is it really worth going for that big hit?


Tip #5 – Mixing up the Shots


Last but not least, you guys do a good job racking up the shots and it’s a variety of shots so your team isn’t stuck to one gameplan. There’s cross creases, shortside shots, rebounds and deflection attempts. I just want to throw out a reminder to not be afraid to pass up a regular shot for the sake of creating a quality shot. At the higher levels it’s usually the team with the most quality chances that wins, not necessarily the most shots.


Quality Shots are more important than the Number of Shots!


That was my analysis of Kila_Kali. If you have anything to add to help them out, let them know in the comments below.



NHL 16 EASHL Tips: Film Session 2 - Kila Kali

Monday, February 8, 2016

How to Dominate in NBA 2K16 With Two Traditional Bigs: Spurs, Clippers, Jazz, and Boston Offensive Breakdown

Today’s NBA is obsessed with small ball and stretch 4’s, yet not every team is properly constructed to play this way. Clippers, Spurs, Jazz, Portland, Boston, and Memphis are all competitive NBA teams that lack 3pt shooting at the starting 4 position. With squads like that a 3-2 offense is a must. Today I am going to teach you how to run an advance two bigs system in 2K16 so you can dominate and have fun with a two traditional bigs.


In this first video I will be showing you a user created action that can be used throughout the course of a game. This action is the foundation of your two bigs offense, it will fuel everything else that comes after.



On its basic level, this is a pick and fade attack designed to get one of your bigs into a NBA sweet spot; the wing area inside the arc, free-throw line extended. However, the jump shot is not the end all and be all here. The real reason to get the big there is to open the duck in and also the corner three. Stretch 4 or not, the ultimate goal of any offense is to bend the defense. If a team can’t do it with a PnR three point attack then it will have to find another way; this PnF Duck-in action of mine is as good as they come on 2K. Make sure to perfect the button schemes of this action, much like in real life NBA interior passing in takes a lot of precision same goes for 2K16 inside play.


In this second video we will take your interior offense to the next level. Here I will show you how to combine GSW’s triangle offense alongside the Hawks motion attack to get the most out of your two bigs lineup.



In this PlayNow online gameplay you can actually see a two bigs team can be a very strong defensive squad. The PnF action in the first video is nice, and if you can combine it with a suitable freelance offense like Hawks Motion Cuts your offensive efficiency will grow through the roofs. Basketball is a copycat sport and sometimes it can be easy to fall into a trap of playing like everyone else. However never forget, the goal should always be about finding the perfect system for your roster; forcing two bigs to play pace and space won’t cut it. Hopefully with the tutorials today I was able to help your realize the potential and positives of playing two bigs. Enjoy Phamily, I will see all of you next time : )


How to Dominate in NBA 2K16 With Two Traditional Bigs: Spurs, Clippers, Jazz, and Boston Offensive Breakdown

Saturday, February 6, 2016

Madden 16 Tip: Shotgun Trips TE - Pays Y Post

Playbook: New England Patriots


Formation: Shotgun –Trips TE


Play: Pats Y Post


Analysis: The primary option of the play will be the B receiver who will be used to attack the safety, with the tight ends post route as the secondary option for when the B receiver starts to attract the defenses attention. Pats Y Post also will have enough man beaters to be an option vs both coverages


Hot Routes: X (Square on PS4) on a streak, Y (Triangle on PS4) on a hitch route and RB (R1 on PS4) on a curl route


Reads (Left to Right) vs Man:


Y (Triangle on PS4): The hitch is unbumpable vs man coverage, so as soon as the receiver turns around bullet pass to the left so you’re throwing away from the defender.


B (Circle on PS4): Once he breaks to the outside lead pass to the sidelines.


A (X on PS4): Before the tight end makes his cut, lead pass to the inside before the defender can react.


RB (R1 on PS4): As soon as the back turns around pass it for an easy 5 yard gain. IF YOU’RE EXPECTING MAN COVERAGE before the snap,  leave the back on his default flat route. It’s an angled flat route that allows the back to beat his man to the edge, but you run the risk of it your opponent plays zone you have no one in the middle underneath to keep the linebacker from covering the tight end deep.


Reads (Left to Right) vs Zone:


Y (Triangle on PS4): You want to wait until the quarterback is done his drop before you even think about throwing to Y. Because by then that tells you for certain if any underneath defenders will cover him or leave Y open to cover the deeper routes.


B (Circle on PS4): If gone according to plan, Y will occupy an underneath defender leaving B potentially one on one with a safety. Depending on which side the safety is shaded towards (Cover 2 he would be more towards the sidelines)  so you can aim inside and (and vs cover 3 and 4 the safety is towards the middle)  so wait for the receiver to  beat him to the sidelines.


A (X on PS4): His route makes the defense think hard about who should cover B’s route, because he already eliminates one of the easier ways to defend B by usering the safety on that side, because the tight end runs directly into the area the safety would leave. And if the safety(s) stay put,  since the tight ends route runs at an angle towards the middle, he creates a cushion because him and the safety allowing him to catch passes in front of them.


RB (R1 on PS4): The back is used mainly as a decoy to occupy an underneath defender, but he is available for the check down if the defenders don’t cooperate.


Another Madden 16 Tip just for you guys. Be sure to drop a like on the video and subscribe and check back daily for more Tips from the favorite sports games at SGO.



Madden 16 Tip: Shotgun Trips TE - Pays Y Post

Friday, January 29, 2016

NBA 2K16 Defensive Tutorial: How to Stop the Pick and Roll

Welcome to my first defensive breakdown tutorial. Today, I will be introducing a technique I like to use to protect the paint and force your opposite toward the sidelines. My technique is called TAMAR (Take Away Middle And Recover), and we will be utilizing this by taking advantage of the ICE technique that is implemented in NBA 2K and adding in some of our own wrinkles.


Principles:


Force Baseline

Ice Screens

Limit Transition

70% On Ball, 30% Off Ball

Tempt defense to shoot long shots

Double on Drive with superstars only

Always have one weak offensive player to help off for PnRs

Take good shots and control the tempo


Def Controller Settings:


Shot contest: Intense Def

AI assistance: 15

Boxout assistance: 100


POEs:


Limit Transition

Conservative/Neutral aggression (Conservative to avoid more bail out fouls)

Neutral defensive focus (Never do Limit Perimeter or Protect the Paint to begin games)

Crash Def Glass


Universal Defensive Settings:


Force Baseline

ICE screens

No Hedge/Auto

3/4 Bottom for Post defense


Individual Defensive Settings:


Deny any shooters with 78+ 3 point shot

Play tight/deny on only one shooter or else you will have no help defense. For example, take away Klay Thompson when playing the Warriors.

Play moderate on ball with the PG, even if it is Stephen Curry. We can live with our opponents taking long contested 3’s in NBA 2K.

Gap/Gap big men who cannot shoot. This will help bring good help defense.

Play moderate on ball/off ball on anyone with less than 75 3 point or you can leave it on auto. This will also give us more help defense for the drives.

Play behind post either 3/4 or entirely behind.


Defensive Tips:


Play mainly on ball in the half court unless your opponent is turboing then bring some manual help or find a guard to help off of. Do not play 100% on ball or you will get burnt on occasion due to slight delay when switching defenders and leaving them out of position.


Never leave your feet unless you were burnt and you are attempting a block from behind.

Absorb contact in the paint and then feel free to jump at the same time if it a weak layup attempt, but try to stay on your feet most of time.


There will be times where your opponent gets bailed out, but playing on conservative aggression should negate this somewhat. Never…ever try to block perimeter shots.

Close out with RS ALWAYS, regardless if you were playing off ball. Users get a slight bonus when they manually contest.



Playing ICE on pick and rolls:


This will force ball handlers to go baseline and your on ball defender will take away the middle. When opponents try to screen towards the middle your on ball defender will

jump in front of the pick and take away any contact that the ball handler tries to initiate on the ball handler defender, therefore there is no separation or contact and no help defense will be required.


This negates any pick and roll opportunities offenses try to create. No hedge is required, since your screener defender is there just to contain the PG until the on ball defender can recover. Again, if your defensive settings and POE’s are correct then there will be no unnecessary help rotations that will leave shooters wide open. You should control the on ball defender mainly when your opponent is setting on ball screens towards the baseline. Play more off ball on screens towards the middle.


Mixing it up can also be effective, where you can bait the ball handler to throw skip passes so you know you will recover to close out. Most people are used to seeing the opposite corner/wing being wide open due to automatic defensive settings and over aggressive online users playing limit perimeter shots.


The counter to beat this is for your opponent to start setting screens towards the baseline, but that is okay since it cuts the floor in half and leaving them less room to operate. We can still also on ball defend this and take away the screen. If you have the proper settings with good off ball help defense then this should be able to be contained.


The one downside to this scheme is the Pick and Pop, but not many online users utilize this at all. This is where you will need to start manually controlling your screener defender off ball and anticipate the pass to the screener on the fade for good close outs. Most stretch 4’s do not shoot well off the dribble, so if you can get a hard close out and force them to put the ball on the floor to drive then that is acceptable too. If they want to take semi-contested 3’s and mid range shots then that is what you want!


I hope you guys learned a thing or two from this defensive introduction. Remember this is just the beginning as we will continue to progress even further for this scheme.



NBA 2K16 Defensive Tutorial: How to Stop the Pick and Roll

Saturday, January 16, 2016

NBA 2K16 Money Plays: Motion Cross Offensive Scheme

Welcome to another edition of NBA 2K16 offensive tutorials! Today I will be talking about the Orlando Magic playbook and how to implement NBA 2K16 Money Plays into your scheme!

These are the money plays out of this playbook!


To set them up, simply go to gameplan – assign plays and make sure you have PnR Ball Handler, PnR Point, and 3 PT set as your priorities with your respective players. For example, you can use all three of these on Curry but you may want to just have 3 PT set for Klay Thompson.


Main Plays:


FIST 41 CROSS – A PnR/PnF on the wing with your 2 or 3. This is great for a 5 out offensive and having guys like Draymond Green at the 5. The 2 and 3 will exchange places before the PnR and the 5 will be on the weakside corner.


FIST 15 CROSS – Your ball handler will be the one coming off a screen for a either a shot or another PnR. There are 4 different ways to initiate this offense with 3 resulting in the same result. First, your guards will exchange spots at the corner and weakside wing. You can then pass directly to your center to swing the ball. You can wait for for the guard to cut through and pop out to the corner. You can hand off or pass directly to him.


If you choose to keep the hand off, you will go into a PnR immediately. If you choose any of the other 3 options, your ball handler will cut through and come off a down screen at the opposite wing for a shot or a PNR. Your center can either hand it off or pass directly to the ball handler coming off the double screen. This involves a lot of options and movement, but it is fairly easy to memorize.


FLOPPY 74 QUICK – This play will get you wide open for a mid-range or 3 point shot. It is a simple off ball curl screen with 3 screeners for one of your shooters.


FLOPPY 3 RIP – The ball handler will be coming off a triple screen, similar to FLOPPY 74 QUICK. However, the ball handler dekes like he will be setting the screen for one of the wings and then he goes off a triple screen. If nothing is there then there will be a PnR opportunity and your opposite wing will pop out for a skip pass.


FIST 19 – This is a Horns base with your 2 bigs setting double on ball screens. This is just a money PnR play where you have tons of options.


FIST 53 QUICK – This a PNR action that will have 2 passes or 1 pass/handoff before a PnR initiates with a shooter. This can be also utilized with a 5 out offense.

Lastly, make sure you run manual pick and rolls, flushes/backdoors, isolations, and take your points in the fastbreak. This scheme works best with 4 out offenses like Pace, Warriors, Hawks, 4-1 out, etc. This will conclude our Magic PB scheme tutorial. Be sure to try out these NBA 2K16 Money Plays and let us know how they worked for you in the comments below or on social media!



NBA 2K16 Money Plays: Motion Cross Offensive Scheme

Friday, January 15, 2016

NHL 16 EASHL Tips: Film Session 1 - Studying Like the Pros

Welcome to the first EASHL Film Session! The purpose of this series is to watch some gameplay that was either sent to me or recorded myself. I’m going to break it down, go over what you do well, what can be worked on, and I’ll offer my advice on what can be done to help take you to the next level. I hope you guys enjoy and I’d appreciate any feedback in the comments section to help me make this series the best it can possibly be. This is open to both goalies and skaters, for today’s video we’re going to analyze the skaters of the LG Texas Stars.


Team Issue #1 – Corner Containment


This is one of the toughest defensive concepts to grasp, as it requires all 5 skaters to know their responsibilities. Whoever is defending him is usually chasing instead of containing and the puck carrier is able to get a clear path to the front of the net.


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Here in this play the puck carrier is in the right corner. Here are the team’s responsibilities to effectively contain the puck.


1. Yellow – Approaches the skater from the boards as to cut off a passing lane behind the net and prevent the puck carrier from attempting a wrap around. If yellow cannot win his 1 on 1 battle, his job is to ‘guide’ the puck carreir towards a teammate. If the pass does go behind the net, yellow can sprint towards the right post AND teal is ready to protect the net.


2. Red – Red approaches the edge of the cirle. First he must be in line with any passing lane towards the slot. Next he’s ready to make a play on the puck carrier should he try to cut towards the middle. If the puck does escape the corner he’s most likely going back towards the slot.


3. Blue – Notice where blue currently is. He’s left the entire half-boards open as an escape route for the puck carrier. If you position yourself by the half-boards you accomplish multiple goals. First of all blue is in the passing lane towards the defenseman. Next he’s given less space for the puck carrier to escape. And third he’s ready to make a play should the puck carrier get too close (most likely from yellow/red guiding him towrads you).


4. Teal – protect the net, make sure you have inside positioning on whoever you are covering. Make yourself ready to protect either post and look for anybody crashing the net.


5. Green – Starts off in the High slot. You are covering for ‘Red’. Be ready to move lower if anybody’s crashing that area. Be ready as you are most likely the first forward out of the zone on the breakout but remember protecting the slot comes first.


Team Issue #2 – Blue Line Defense


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Our Defenseman play too far off the blue line and the other team is able to walk into the zone. In 1 game, I saw 7 free entries in the zone. That’s 7 free possessions they have in our end, and any team is going to take advangtage. Stay a little bit closer to the blue line, you don’t have to go for the hit. Stay close, stay controlled, and if you can’t take the puck away, then slow him down and guide him towards the boards or to forward on the backcheck.


Team Issue #3 – Protect the Slot, ESPECIALLY SHORTHANDED


Last but not least, protect the slot. It’s nothing fancy but once in a while we’ll go after the puck or do something which leaves the front of the net exposed. Hockey has this statistic for goalies called HomePlate Save %. A shot from inside the HomePlate area has the highest chance of going in so that needs to be your priority when it comes to defense, even moreso on the penalty kill.


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GOOD! 5 on 4, play a tight box and protect the slot!


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When shorthanded, your focus should be on protecting the slot and not giving them a clear path to the net. Once your team is set up, then you can focus on containing the puck carrier like the first tip.


That wraps up the first EASHL Film Session. I want to say more nice things in future videos, but they asked me to ‘be mean’. I think we’ll do much better if we lock down the blue line and work together more as a team in the defensive end in time for the playoffs. Let us know what you think in the comments below.


If you want your gameplay broken down, both goalies and skaters, team and individual, let me know. I prefer to focus more on the individual but if teams are interested I’ll help. I hope you guys enjoyed, and hopefully I’ll see you in the next film session. 😀



NHL 16 EASHL Tips: Film Session 1 - Studying Like the Pros

Monday, January 11, 2016

The Ultimate Passing Guide to FIFA Success

One of the most frequently asked questions each year regarding FIFA comes down to PASSING! Why didn’t the pass make it to my player? Why didn’t he react properly? Why did it get intercepted?


With this FIFA Passing Guide I will detail how to improve your passing percentage and possession statistics in FIFA 16. First, it starts with your passing settings (THIS IS REALLY IMPORTANT) The settings I prefer are listed down below and if you want my full controller / settings the full video is also available via YouTube.


Settings 


fifa16 settings
Full Settings Video:


https://www.youtube.com/watch?v=5Mf_NbUCBUI


The 3 Types of Passes


In this guide I’m going to cover the basics with the normal pass, through balls, and then also the newly implemented driven pass. You will need all three of these passes in order to reach maximum potential in FIFA.


Regular Passfifa16settings1 This should be used as your primary pass which controls your attack and issues the highest validity for pass completion.


Strengths: Accurate, Consistency, Easier First Touches from the Receiver of the Pass

Weaknesses: Not ideal for Long Passing


Note: If the connection is laggy, then expect the strengths to be reduced with the normal pass.




Through Ball


https://www.youtube.com/watch?v=vbYMZbzSPS4


fifa16settings2When you have caught your opponent slipping on the defensive end or he’s playing too aggressive a through ball is a perfect pass to punish those mistakes. By design through balls are played into space for the attacking player to then run onto with pace. After the most recent patch ground through balls have become much more overpowered and players can capitalize much easier with counter attacks.


Strengths: Dynamic Attacking Pass, Instant Counter Attack Option

Weaknesses: Not Accurate


Note: High Risk / High Reward Passing


Driven Pass


https://www.youtube.com/watch?v=W8tmypTXnsk


fifa16settings3

Brand new to FIFA 16 the driven pass combines the power of the throughball, however it also has the accuracy of the regular pass which combines for a deadly weapon in this year’s installment. If you wish to progress to “Division 1” or “Win Draft Titles” the driven pass is a mandatory addition to your gameplay.


Strengths: Speed of the Pass, Allows you to Change the Rhythm to the Match, Versatile

Weaknesses: Percentage of the Receiver having a Good First Touch is Reduced, Not Ideal for Short Passing Circumstances


Note: The passing statistics and dribbling statistics can improve or be a detriment to the success rates of the driven pass.


Hopefully you enjoyed this FIFA Passing Guide. If you want to see passing examples for beginner, intermediate, and advanced players in action check out the tutorials on my channel.



The Ultimate Passing Guide to FIFA Success