Sunday, January 31, 2010

Sayonara Freestyle PH (and JCEWORLD is a moron)

So I check my inbox and read through my messages, when I see "someone stole ur guide and posted it".

Wonder of wonders, I log onto the Gamekiss site and TADA, some fucking nimrod named JCEWORLD has the gall to copypaste the guide I worked on for so long and do a fucking stupid CTRL-H just to insert his worthless name to it.

WHAT A MORON!

Yeah, that sort of ruined my day, but at least I get to see just how fucking stupid people can get.

Speaking of fucking stupid, looks like Freestyle Philippines is closing down.

Everybody prepare for moving screen faggotry from the former FS PH players to infect the world.

It's going to be painful.

Wednesday, November 11, 2009

More tips and hints.

Long vacation, disillusioned with the game of Freestyle going to the dogs (the idiot who made the suggestion to change the level limit from 16-30 to 16-25 should be beaten by a lynch mob, hanged, and shot repeatedly for good measure, that dumb idea created irreparable damage in the community) - but that doesn't mean I'm done with the game.

Far from it.

Anyway, personal post notwithstanding, here are a few more tips for you:

1. Guards (and Small Forwards) should learn how to block the Cheap Dream Shake 2 skill. Most Small Forwards (especially the idiots who made it to level 45 without learning kukgi) will whore this skill out on you.

2. If you're gonna set a screen without the skill, don't just shove the defender away (that's not only illegal but also unethical). Go to where your teammate will be and stand there. Try not to get into contact with the defender until you get to the spot and stand still.

Just stand still. The best way to use the moving screen is with a lot of subtlety and deception. You don't need to knock your teammate's defender down. All you need to do is divert the defender's movement and thus give your teammate a half-second window to shoot. Roll if you see help coming then slam it or pop up for the jumper.

3. Small Forwards and Shooting Guards tend to not use kukgi. Sucks to be them. Kukgi is probably the most reliable means for scoring for these two.

4. Guards aren't shoe horned three point shooters. I've seen lots of G's who with an open lane spam A and go for the three. This is not only a waste of time, but also really stupid. Nobody in real life wastes an easy two-pointer from point-blank range just to show off your 1337 dr1bbl1ng sk1llz.

5. Point Guards are fun to use as scorers, but when the game's on the line, go to your teammates and try to get them (and you) open. You're a playmaker. Stop spamming the A button when the game's in crunch time.

6. Power Forwards are far more versatile than their stat screen suggests, and Small Forwards also. Once you understand this you'll see a lot more use of your PF than just rebounding and dunks.

7. Go watch a few 90's era NBA games on youtube or something to see how the pros (not in-game pros, as those people probably won't help contribute to the game of basketball IRL, nyahaha) play.

More to come in the future.

Thursday, April 2, 2009

Dealing with rebound whores, part 1

Don't you hate it when you play as a big man and you're being beaten to the boards because your foe won't leave the paint?

Here are a few tips on remedying that situation:
  • Set a screen for your teammate and pop if the big man won't commit - roll if you do. If you hit the jumper or get an easy basket, the defense will respect your playmaking ability and will leave the paint to guard you. Thus, easier rebounding.
  • Shoot middle jumpers. Your foe can't defend what he can't reach for. If you hit them constantly and defend well on the other end, they'll go after you because they now know you can knock down shots routinely.
  • Start kukgi rotation with you and your teammate. If you get the nice through pass, jack up the shot and hit it. If your teammate can't jack it up, screen him.
  • The idea of leaving the foe big man in the paint isn't that new. In fact, if you have a Small Forward on your team and the big man's on you, turn the defense into points by pulling off a high-low play.
Also, try to see this as an opportunity for an easy basket, not a hindrance to your rebounding. If you play as a team, you'll get your stats at the right flow of the game.

More tomorrow.

Thursday, October 23, 2008

Just as keikaku

Just a quick list of tips before I catch Z's:

1. Don't play on the assumption that every shot you throw will go in. Even if you're a level 45 shooting guard with dedicated moving screen person/s, the numbers are never 100% sure.

2. On the inverse, don't play thinking all your shots will miss.

3. If you are a dedicated moving screen person, don't commit too much to the moving screen idea.

4. You are a Shooting Guard. Your Middle Shooting stat tops off at 59/60/61. It is a valid option.

5. And when you're playing for s**ts and giggles, don't bring your a-game until someone else does.

Saturday, October 18, 2008

News from the front

So it's been awhile since I updated this blog. Many events have taken place, the most important of which is that FreeStyle Street Basketball North America closed last September 25 (isn't it sad)...

That, and I've only had an hour of playing time since I took board examinations.

Anyway, I'll just drop off a link to an FAQ that will provide a lot of help to FS players of all shapes and sizes:

My FreeStyle Street Basketball Position FAQ (hosted on GameFAQs)

I'll rack up a few hours of playing and return into the groove before I can continue posting tips and tactics on this blog.

See you around.

Wednesday, September 17, 2008

The Art of Spacing

Okay, these are just a couple of tips when orchestrating your 3-on-3 attack and defense; spacing-wise.
  1. In spacing, as in every other thing FS-wise, moderation is key. Don't organize your placing too closely as to confuse the team; nor too far that your foes pick off your passes with regularity.
  2. One good tactic to employ is to "halve" the court. Your big man should be able to switch between halves when necessary, and the other two players (be they two Guards or a Guard and Small Forward) should be knowledgeable enough about simple team play mechanics (the Pick and Roll is a notable example) and good enough to initiate the play on their own.
  3. Spacing can be used to bust zone defenses. If your big man can shoot the middle shot, you can adjust the spacing to draw his or her opponent away from the paint, leaving it open to attack.
  4. Spacing is key to getting the Alley-Oop Pass to work. If your spacing is inadequate, all your passes won't connect. Getting the right distance requires work and practice.
  5. Use a decently-spaced floor to get your kukgi rotation started. If your defenders anticipate long shots, start with middle jumpers or the paint.
That's it for now. Next up is applying Sun Tzu's principles in "The Art of War" to FS. Trust me, it's gonna be fun. :)

Saturday, September 6, 2008

A treatise on Screens

Ladies and gentlemen, boys and girls, children of all ages, lapis and ballpen, welcome.

This is a small treatise on Screens: the skill you either love with all your heart as a major part of your team attack; or the skill you loathe to the grave as "cheating".

"Screen and Screen! What is Screen?"

The Screen skill is, described in-game, "set a screen for your teammate to get an open shot". Costing 1200 points and one Skill slot, you use it by pressing and holding the W key on offense.

What this does is make your character take up prime screening position, becoming an obstacle to go around. If your opponent tries to force his or her way, several things can happen:

a. Your opponent shoves you aside. (this usually happens if your opponent's Power stat is greater than yours)
b. Your opponent raises your arms and passes through. (this happens if your opponent's Power stat is equal to yours, give or take a few points)
c. You (and this is my favorite) take your opponent and spin him or her around (like a record, baby!), taking him or her away from the play for a few moments. (this happens if your Power stat is greater than your opponent's.

Why does nearly everybody hate Screen?

First of all, most FSSBP players don't dislike the Screen skill per se, it's the act of screening without using the skill (the so-called "moving screen" which is illegal in real basketball and tournament-illegal in other countries' versions of Freestyle Street Basketball) that drives players up the wall. (I'll narrate how the actual Screen skill is leagues better than this crappy improvisation later.)

When players do dislike Screen, it's because they dislike the notion of team play; or some teams don't run plays based on Screen with as many options offered (more on this later).

Why do you like Screen?

Screen plays demolish zone defenses with ease, and makes your offense run in a more dynamic manner. There is also a little play called the Pick-and-Roll, which when run perfectly, cannot be defended against.

Some tips when screening:

Want to set up the best Screens ever? These guidelines may prove helpful.

a. When your opponents use zone defense (and you're the big man), you can Screen your teammates easily.

Since your match-up will always make a beeline for the area immediately under the basket, you have sufficient time to execute the Screen around the Middle Jumper area or the 3-point line.

b. Don't limit your options when being given a Screen.

Remember, this skill is best used to give a teammate an open shot, no matter where he or she finds him/herself open.

c. The perfect Screen isn't something that appears overnight. You have to practice.

Good screens are always a result of hard work, practice, and teamwork. Remember, "anything worth doing is worth doing well; anything worth doing well is worth doing perfectly".

How in the heck do I defend against the Screen?

The Screen skill practically requires teamwork, so in defending against it, you have to employ teamwork as well. If you're a big man, this is especially important. Don't just squat under the ring and wait for a missed shot, because a Screening big man can and will push defenders away from his or her teammates, guaranteeing an open shot at least.

Why do you think Screen is better than "moving screen"?

a. Moving screens don't give you any momentum. When setting a moving screen, you often stray so far from your comfort zone and lose so much momentum, you can't cut to a better spot on the floor - you're stuck with shadowing your teammate during the whole play.

b. When you're so far from your comfort zone, getting offensive rebounds will be a problem, leading you to put everything on your shooter's percentage, leading to strain and pressure. Some players may handle this quite well, but enough of this will result in a lot of mental fatigue. And that's not good.

c. Staying still gets you a better view of the court. So, you'll be able to know when to cut, when to move to another screen position, when to pop up for the jumper, and when to drive in the lane.

d. Staying still gives your teammate a better vantage point as to where he or she should go in lieu of the current situation.

e. You spin me right round, baby, right round, like a record, baby... I guess this effect makes Screens valuable.

I'll follow up this entry with something a little bit more exhaustive about spacing in 3-on-3 matches, and then the dreaded Pick-and-Roll - the play that's easiest to learn and hardest to master.