Close Shot Success/Shot (Close) rating: Affects shots taken in the post after a drop step or on a catch and shoot under the basket
Mid Range Success/Shot (Med) rating: Affects jumpers within the three-point line (i.e., any shot with a jumper form)
Three-Point Success/Shot (3 PT) rating: Affects jumpers beyond the three-point line (may also affect 2-point jump shot range)
Layup Success/Layup rating: Affects driving layups-- player must be on the move
Steal Success/Steal rating: Affects the ability to deflect passes and strip the ballhandler
Pick Success: Affects the general success rate of on-ball screens and possibly off-ball screens
Pick Strength: Affects how strong screens are in general (i.e., how the player being screened takes the pick-- if they fall to the floor, are knocked back slightly or able to brush past it)
Free Throw rating: Affects player's ability to make free throws and to be unaffected by fatigue at the line
Dunk rating: Affects player's ability to dunk in traffic on the drive
Ballhandling rating: Affects ability to dribble and perform crossovers without losing the ball
Pass rating: Affects either player's ability to pass out of double teams or player's tendency to pass (or both)
Low Post Offense rating: Affects ability to back down defenders, jump hook/post fadeaway success and ability to perform successful drop steps, and possibly ability to convert shots after drop steps
Low Post Defense rating: Affects ability to keep a player from forcing the player back on a post up, ability to force the ballhandler lose the ball on drop steps
Block rating: Ability to block shots successfully, block without goaltending, block without being called for a foul
Offensive Rebounding rating: Ability to grab rebounds and tip missed shots on offense
Defensive Rebounding rating: Ability to grab rebounds on defense
Speed rating: How fast player runs with and without the ball
Quickness rating: Hand speed, speed while sliding defensively, quickness in jumping for blocks/rebounds
Stamina rating: How quickly stamina is lost throughout a game and ability to perform while fatigued
Durability rating: How likely player is to be injured
Defensive Awareness rating: Ability to bump ballhandlers on the perimeter, deny offensive players off the ball, ability to force shooters to miss layups by changing their shot
Offensive Awareness rating: Ability to find the open man, possibly ability to pass accurately out of a double-team
Potential rating: How much a player's ratings will improve over time in Association/Season mode
Strength rating: Possibly affects player's ability to back down a defender, how forceful player's screens are, ability to lay the ball up/dunk despite contact, how forceful player's fouls are
Vertical rating: Affects nothing as far as I know
Shoot off Dribble rating: Player's ability to make unassisted pull-up jumpers
Shoot in Traffic rating: Player's ability to make layups and close shots with multiple defenders surrounding him
Hustle rating: Player's tendency to go after rebounds on the other side of the basket and loose balls
Hands rating: Player's ability to catch passes, possibly ability to not get the ball stripped while dribbling
On-Ball Defense rating: Player's ability to stay in front of the ballhandler
Standing Dunk rating: Player's ability to dunk on a catch underneath the basket, when picking up a loose ball underneath or on an offensive rebound
Playing Time rating: The number of minutes, on average, the AI will play a given player in a given game (out of the total minutes assigned for a game in the user's settings). This number goes hand-in-hand with the Minutes assignment in Team Rotations
---
Shot Tendency: How often the player shoots the ball in general. Players with higher shot tendencies will pass less if the shot clock is below 3, will pull up more often on pick-and-rolls if freed and will take more difficult shots
Shot Close tendency: Player's tendency to shoot the ball at the basket, whether a layup (driving) or a close shot (catch underneath, loose ball underneath, offensive rebound underneath)
Shot Med tendency: Player's tendency to shoot 2-point jumpers outside of post-ups
Shot 3 PT tendency: Player's tendency to shoot 3-pointers
Drive the Lane tendency: Player's tendency to attempt to get to the basket while dribbling
Attempts Dunk tendency: How often the player tries to dunk the ball in a given situation (driving or standing)
Back to Basket tendency: Player's tendency to post up
Triple Threat tendency: Player's tendency to use crossovers, spin moves and pump fakes
Shoots Fadeaways tendency: Player's tendency to fade while shooting, whether off the dribble or on a catch-and-shoot, and the tendency to utilize post-up fadeaways
Shoots Hookshots tendency: Player's tendency to utilize hook shots while backing down
Attempts Putbacks tendency: Player's tendency to attempt to tip a missed shot by his own team into the basket
Throws Flashy Passes tendency: Player's tendency to use flash when passing the ball
Commits Fouls tendency: Player's tendency to foul the ballhandler when shooting
Passing Lanes tendency: Player's tendency to jump into passing lanes to attempt a steal
On Ball Steal tendency: Player's tendency to attempt to strip the ballhandler
Contest Shots tendency: Player's tendency to attempt to block shots
---
I'll get to CPU/Human Tendency sliders (under Game Sliders in Options) soon, and I'll be editing this post, so look up


Comment