NBA 2K23 - OFFICIAL TRIANGLE SYSTEM THREAD (NEXT GEN)
And...WE BACK!!!
Home of all things Triple Post: the sideline triangle offense freelance, various set plays, common actions as opposed to era-specific sets, play type assignment edits, the favorite series feature, how to incorporate the motion option, ratings/tendencies for 5-star system proficiency ratings, MyNBA/MyWNBA player training, and much more. Let's get it!!!
As always, this is a thread for constructive feedback of this year's game. Respect each other and the Devs and Engineers that put in work to keep the most successful system in NBA history in the game.
NBA 2K23 - OFFICIAL TRIANGLE SYSTEM THREAD (NEXT GEN)
OFFENSIVE SETTINGS
Tempo: Patient Offense or Neutral Offense. Use Shoot at Will in certain situations based on personnel.
Offensive Focus: Run Freelance or the various other options (play to your teams strengths)
Defensive Focus: Protect Paint
Defensive Aggression (simulation): Play Physical
Offensive Rebounding: Limit Transition
Defensive Rebounding: Crash Defensive Glass
Freelance 1: Triangle
Freelance 2: 2-Man Game
Freelance settings will save for your coach in the season, playoffs, and franchise modes but not the Play Now modes. Youll have to change the Freelance to Triangle in either the Offensive Settings menu when you pause the game or from the timeout screens. If needed use the 2-man game freelance to switch things up if you have a dominant big and wing. The other three players maintain triangle formation on the weakside though the spacing might be tight.
COACHING SETTINGS
Adaptive Coaching Engine (ACE): This should be left on at least for offense, as rebounding and tempo setting will revert back to auto if you turn it off.
Freelance Series Order: If you use manual playcalling like me this setting does matter. If you playcalling set to auto and you offensive focus is set to Series, this will impact how those plays will be called. Static means the AI will call the plays in the series in order while setting it to Dynamic will shuffle the order based on ACEs strategy.
Freelance Series Repeat: With Repeat on Success set to on, the AI will repeat the same play in the series until the AI stops you from scoring. With it set to off, the order will be dictated on the Freelance Series Order setting you choose.
General Playcalling Note:
Make sure to change the Roll vs Pop tendencies. T/ROLLPOP tendency should be kept between 1 and 98. The bigs on the 01 Lakers, for example, arent able to be assigned each of the P&R plays below because their Roll vs Pop tendency is set to zero (except Shaq). The Roster Devs need to update this. Its been like this for years now. A quick fix that can be done in the Quick Edit screen for all players. I edit the whole column all at once in seconds.
PLAY TYPE LEGEND
Spoiler
LOW Low Post Plays
CUT - Cutter Plays
3PT 3 Point Plays
GPU Guard Post Up Plays
HAND Handoff Plays
HIGH High Post Plays
MID - Midrange Plays
ISO Isolation Plays
P&R Pick & Roll Plays
P&R-OPT Pick & Roll Option Plays
P&R-MID Pick & Roll Midrange Plays
P&R-3PT Pick & Roll 3pt Plays
TRIANGLE BASICS
Spoiler
Pulled from the archives
The triangle offense has been used in the NBA for almost two decades, yet what actually sets this offense apart from others is rarely discussed. The triangle is unique because it is not a collection of sets, as most teams run. The triangle offense is a philosophy, a collection of fundamentals and sound principles.
First and foremost, the triangle is a "read and react" offense. There is no playbook. There are no set routes or patterns. Instead the offense runs as a sequence of options. Each new pass keys the next set of options. The players are taught these multiple options and asked to simply take the option that the defense is willing to give to the system. In this sense, the triangle is very much like a motion offense.
What sets the triangle apart from other motion offenses is that it asks its players to fill certain positions on the floor.
This particular spacing provides the triangle it's name. The classic sideline triangle is formed between:
- the man in the wing (also called the "key" position because the pass made from this position determines the next sequence of options for the offense)
- the corner
- and the post.
The other two positions are known as:
- the weakside wing (the man on the weakside)
- and defensive balance (the man above the top of the key).
Running the Offense
The offense is able to read and react to the defense based on two offensive theories: initiating the offense against pressure at the moment of truth and lining up and reading the defense by forming the triangle along the line of deployment.
The offense is initiated by entering the ball into the wing position. Once a triangle has been formed on the strong side (ball side), and the defense is lined up along the line of deployment, the players are asked to execute whichever "Number 2 pass" the defense is willing to give up ( it's called N.2 pass because the ball handler in transition typically makes the first pass to enter the ball into the player in the wing position).
Traditionally, the priority of the N.2 pass goes as follows. There are four N.2 passes in all:
Each N.2 pass keys a unique sequence of options in the offense. Players are asked to follow "the path of least resistance." Because of this read and react style of offense, no play call is needed to initiate the triangle or set up plays. Instead, players are required to think for themselves. They must consider the ball, the defense, and their teammates at all times.
Principles of the Triangle Offense
To ensure that players would be capable of executing this freelancing style, the offense was created with fundamentals and sound principles in mind. The offense seeks to follow these seven principles of sound offense:
1. Penetration.
The offense seeks to compromise the defense by penetrating the frontline defenders. This is best accomplished through the fast break.
2. Spacing.
Proper spacing ensures that any attempt to help, trap, and recover requires defenders to travel 15 to 20 feet from player to player. When the defense commits, an offensive player should always be open.
3. Ball and player movement with a purpose.
Players must move and move the ball with a purpose. The offense should keep the defense occupied on and off the ball. Players are indoctrinated with the mantra "there are five men and one ball, so each player will only have the ball 20 percent or less of the time the team is in possession of the ball."
4. The ball handler must be able to pass to any of his four teammates at any given time.
5. Offensive rebounding and defensive balance.
On all shots taken the offense provides strong rebounding positioning and defensive balance to get back and prevent the opposition's transition opportunities.
6. Versatile positioning.
Every player should be able to fill any spot on the floor regardless of their role. All positions are interchangable.
7. Utilizes individual talents.
Tex liked to say that Michael Jordan taught him this principle. The offense should be able to utilize it's best players and put them in the best positions to score.
With these principles in mind, it's easy to see why the triangle has the positions on the floor it does. The post is featured heavily in the offense so that a player is only one dribble away from the basket. Because of this deep penetration, any attempt to double asks defenders to traverse at least 15 feet from their assignment, opening up another player in the offense. In spite of basketballs trend to keep 4 out and 1 in for a drive and kick game, the triangle asks it's weakside wing to stay within 15-20 feet of the ball to keep that player as an option for whoever has the ball. Even with the weakside wing playing inside, perimeter players have plenty of space and great angles to attack the basket. This also affords the offense better offensive rebounding opportunities by placing two players close to the basket at all times.
There are other simple principles that the coaching staff constantly preaches to the players of the triangle offense:
- "You are always in the offense."
Credit Joon Kim
Google Link: Tex Winter's sideline triangle
NBA Coaches Playbook: Techniques, Tactics, and Teaching Points
Triangle Offense 101
More Basics
EARLY OFFENSE
Transition Screen/Roll
When Tempo is set to Shoot at Will the AI will Push the Pace and run spread pick and roll in transition automatically.
When your Tempo is set to Patient Offense or Neutral Offense calling for manual screens in n transition or adding the Early Offense option to your favorite plays when you have great slashers/finishers at the rim and want to push the pace in only certain situations. Players, especially Kobe, had carte blanche to do this off a missed shot. Phil Jacksons teams called this Bounder. The trailing big would set a screen for the ballhandler in transition who would attack the basket. Here are some examples:
71 FIST OUT 14 (P&R-MID)
89 FIST 1 SIDE (P&R-OPT)
96 FIST 24 (P&R-OPT)
PUNCH 1 FIST (GPU)
QUICK 21 ISO (ISO)
02 ISO 1 FIST 14 (ISO)
02 ISO 3 FIST ANGLE (ISO)
02 PUNCH 24 LOW FIST (LOW)
MIN 52 GIVE (P&R-OPT)
PHI ISO 1 TOP FIST (ISO)
02 FIST 51 BACK (P&R)
02 FIST 41 DRAG (P&R)
02 FIST 15 ANGLE STRONG (P&R)
02 FIST 15 ANGLE (P&R)
PHI FIST 35 DRAG (P&R-OPT)
91 QUICK 13 FIST FLARE (3PT)
Double Drag Options (Post-2008 Seasons)
FIST 92 (P&R)
FIST 19 DRAG (P&R)
FIST 19 DOWN (P&R)
FIST 2 HIGH (P&R)
FIST 92 SIDE (P&R-3PT)
HIGH 4 SIDE 91 (HIGH)
ATL FIST 15 DBL DRAG (P&R-OPT)
Secondary Break Attack | Storm | Flow
The offensive AI used to run these secondary break actions on its own until 2K20. You see the players just read and react to the defense. I've been using the sets below to emulate what I consider a crucial element in executing the offense realistically:
02 FIST 25 QUICK DOWN (P&R)
03 QUICK 12 (MID)
91 QUICK 21 FLARE PUNCH (3PT)
W FIST 34 MID (P&R-MID)
W FIST 34 (P&R)
ISO 2 RIP BASE TRI (Pinch Post Backscreen) (ISO)
PUNCH 2 RIP BASE TRI (Pinch Post Backscreen) (GPU)
PUNCH 4 RIP BASE TRI (Pinch Post Backscreen) (LOW)
QUICK ELBOW TWIST 3 (3PT) *I use this as an ATO side inbound play from the backcourt*
MIN 52 GIVE (P&R) *Call this for the trailing bigman
If no good opportunities come from these secondary break actions just use the motion option to flow into normal triangle motion cut options. Note: if you do this without the center being in the low post he'll switch places with the person that is. This is unfortunate but we'll have to make due until things get tweaked to where all 5 players can occupy all spots on the floor.
Note: You might see plays in more than one category (i.e., pressure releases and secondary break or 5 series)
PRESSURE RELEASES*
CUT 42 BASE TRI (Blind Pig) (CUT)
FIST 42 BASE TRI (Blind Pig) (P&R)
ISO 32 QUICK (Blind Pig Iso) (ISO)
FIST 14 RIP 2 BASE TRI (Blind Pig P&R) (P&R)
QUICK 1 BASE TRI (single double) (3PT)
QUICK 2 BASE TRI (single double) (3PT)
GIVE 52 FLOPPY (single double + downscreen for stretch big) (HAND)
87 HIGH 14 (single double + pinch post) (HIGH)
95 FIST 14 QUICK 2 (single double + pinch post pick & roll) (P&R-OPT)
90 QUICK 13 (single double) (3PT)
06 FLOPPY 13 (single double) (MID)
06 PUNCH 35 FLOPPY (single double + postup) (LOW)
85 PUNCH 15 (single double) (LOW)
FIST 54 (UCLA High Post) (P&R)
FIST 2 GIVE 12 (UCLA High Post) (P&R)
FIST 25 DOWN (UCLA High Post) (P&R)
ISO 2 RIP BASE TRI (Pinch Post Backscreen) (ISO)
PUNCH 2 RIP BASE TRI (Pinch Post Backscreen) (GPU)
PUNCH 4 RIP BASE TRI (Pinch Post Backscreen) (LOW)
91 FIST 14 QUICK (P&R)
91 PUNCH 35 QUICK DOWN (LOW)
02 GIVE 41 QUICK DBL (HAND)
91 CUT 2 DOWN (CUT) [Flex Entry]
85 QUICK 12 FLAT (MID)
02 PUNCH 34 ISO (LOW)
MIN PUNCH 5 LOW (LOW)
*Calling motion (Left D-pad+Y or Left D-pad+Δ) as soon as you reach half court will trigger the blind pig freelance pressure release if you dont want to call it yourself.
BASE OPTIONS
PUNCH 35 WING TRI (LOW)
FIST 25 BASE TRI (P&R OPT)
QUICK 35 TRI (MID)
02 PUNCH 35 TRI (LOW)
02 PUNCH LOW TRI (LOW)
02 PUNCH 35 ISO QUICK (LOW) ^Inverted play. Needs to be fixed^
02 GIVE 32 SWING (HAND)
CORNER SERIES
PUNCH 25 TRI (LOW)
98 PUNCH 25 (LOW)
06 PUNCH 5 (LOW) (clear corner counter)
FIST 35 RIP 4 (P&R)
W FIST 15 CNR DOWN (P&R)
02 PUNCH 2 SIDE LOW (GPU)
91 PUNCH 25 SIDE (LOW)
02 FIST 15 SIDE RIP QUICK (P&R)
02 PUNCH 45 SIDE (LOW)
71 FIST DOWN CNR (P&R)
91 PUNCH 35 SIDE (LOW)
5 SERIES (UCLA)
CUT 31 UCLA TRI (CUT)
PUNCH 21 UCLA TRI (GPU)
HIGH 21 UCLA TRI (HIGH)
FIST UCLA 35 TRI (P&R)
FIST 54 (UCLA High Post) (P&R)
FIST 2 GIVE 12 (UCLA High Post) (P&R)
FIST 25 DOWN (UCLA High Post) (P&R)
PUNCH 1-4 RIP GPU OR QUICK1-4 CURL (MID) (weakside spacing is off)
02 PUNCH 4 RIP SWING (LOW) (high low duckin)
02 QUICK 21 HAWK QUICK FIST (3PT)
02 FIST 34 HAWK QUICK (P&R)
02 FIST 24 HAWK QUICK (P&R-OPT)
Missing:
PUNCH 54 RIP 1 (high low duckin) (LOW) (missing on Gen5 since 2K22)
CUT 5 UCLA TRI (CUT) (missing since launch day 2K18. Add back as a P&R)
SOLO CUT SERIES
PUNCH 5 QUICK (LOW)
PUNCH 5 BASE TRI (LOW)
HIGH 5 BASE TRI (LOW)
96 FIST 32 CNR (call for bigs only) (P&R OPT)
65 QUICK 2 PUNCH (MID)
77 QUICK 52 PUNCH (MID)
02 PUNCH 34 ANGLE ISO (LOW)
02 PUNCH 25 ISO (LOW)
02 PUNCH 35 DOWN POINT (LOW)
96 PUNCH 32 (GPU)
ISO 2 WING POST (ISO)
02 ISO 2 FAN (ISO)
86 DAL 52 QUICK PUNCH (MID)
02 PUNCH 53 LOW RIP (LOW) (Cross post variation 00's Lakers ran)
02 PUNCH 25 GIVE (LOW) (Ignore play art. Quick pass to the wing, then the post should get a good look for the play initiator cutting to the basket)
91 PUNCH 15 (LOW)
PUNCH 14 (LOW)
91 PUNCH 4 FIST SWING (LOW)
91 PUNCH 4 HIGH (LOW)
02 PUNCH 5 ISO SPREAD (LOW)
Missing:
PUNCH_15 (LOW) (missing on Gen5 since 2K22)
OPEN SET/SPREAD SERIES
GIVE 5OUT 8 (HAND)
ISO 1 QUICK (ISO)
GIVE 12 (HAND)
FIST 15 QUICK (P&R OPT)
ISO 1 BASE TRI OR ISO 2 BASE TRI (ISO)
ISO 2 GO (ISO)
FIST 14 KICK (P&R 3PT)
FIST 15 SPREAD DOWN (P&R)
ISO 2 TOP TRI (ISO)
ISO 3 WING TRI (ISO)
ISO 1 SLIP (ISO)
FIST 25 DOWN (P&R)
FIST 5 SHORT ROLL (P&R)
PHI ISO 1 TOP FIST (ISO)
MIN 52 GIVE (P&R) *Call this for the trailing bigman
02 FIST 51 RAM ANGLE (P&R)
02 FIST 15 RAM ANGLE (P&R)
02 FIST 15 RAM ANGLE 2 (P&R)
02 FIST 15 RAM SPREAD (P&R)
FIST 5 SHORT DIVE (P&R)
GSW ISO 1 ANGLE (ISO)
CLE ISO 3 GIVE (ISO)
91 FIST 14 QUICK (P&R)
02 FIST 25 WEAVE (P&R)
02 FIST 51 BACK (P&R)
02 FIST 15 BACK (P&R)
02 FIST 15 BACK SHORT (P&R-OPT)
02 ISO 2 OUT (ISO)
02 FIST 25 GIVE (P&R)
CHI QUICK FIST 1 (3PT)
CHA GIVE 21 REV (HAND)
IND ISO 1 TOP CROSS (ISO)
PINCH POST / 2-MAN GAME / COUNTERS
GIVE 42 TRI (HAND)
90 51 ICE (ISO)
ISO PINCH (ISO)
08 ISO 3 FIST (ISO)
HIGH 24 WING TRI (HIGH)
HIGH 24 TOP TRI (ISO)
ISO 24 TOP TRI (ISO)
ISO 24 BASE TRI (ISO)
PUNCH 42 TOP TRI (ISO)
HIGH 24 BASE TRI (ISO)
PUNCH 3 BASE TRI (GPU)
PUNCH 3 WING TRI (GPU)
PUNCH 3 WING TRI 2 (LOW)
PUNCH 43 BASE TRI (LOW)
QUICK GIVE HAMMER (3PT)
PUNCH 45 BASE TRI (LOW)
96 PUNCH 42 (GPU)
QUICK 3 TOP TRI (3PT)
90 CUT 32 DIVE (CUT)
98 CUT 3 SWING (CUT)
90 42 ALLEY (CUT)
87 HIGH 14 (single double + pinch post) (HIGH)
PUNCH 15 SPREAD FIST (HIGH)
PUNCH FIST HIGH 12 (HIGH)
PUNCH 12 ELBOW (GPU)
91 PUNCH 41 HIGH (HIGH)
02 PUNCH 35 HIGH PITCH (HIGH)
02 PUNCH 2 HIGH QUICK (HIGH)
02 GIVE 52 SWING (HAND)
02 GIVE 32 SWING (HAND)
02 GIVE 43 ELBOW SWING (HAND) *Receiver play - Inverted, Needs to be fixed*
87 HIGH 14 (single double + pinch post) (HIGH)
95 FIST 14 QUICK 2 (P&R-OPT) *single double + pinch post pick & roll*
02 ISO 2 ANGLE QUICK (ISO)
02 ISO 2 FIST WING (ISO)
02 PUNCH 32 SPREAD WING (HIGH)
02 PUNCH 4 HIGH SWING (HIGH)
02 QUICK 1 STAGGER SWING (3PT)
02 CUT 32 DIVE SWING (CUT)
LAC HIGH 3 PUNCH POINT (HIGH)
91 GIVE 53 ELBOW PUNCH (HAND)
02 FIST 24 DELAY (P&R)
02 FIST 35 ELBOW (P&R)
84 SAC 21 FIST GIVE (P&R-OPT)
02 PUNCH 34 HIGH (HIGH)
02 PUNCH 14 HIGH (HIGH)
02 PUNCH 3 HIGH DBL (HIGH)
02 GIVE 31 DOWN FIST (CUT)
02 QUICK 13 PUNCH STAGGER (3PT)
85 SEA 52 QUICK RIP (MID)
86 BOS 2 QUICK (MID)
02 QUICK 1 ELBOW DBL SWING (MID)
77 QUICK 12 (MID)
Missing:
GIVE 51 SIDE (HAND)
CUT 3 TRI (CUT)
CUT 4 TRI (CUT)
ZIPPER (2004-2005 and Post-2008 Seasons)
02 ISO 3 TOP ZIPPER (ISO)
02 ISO 2 DOWN TOP (ISO)
02 ISO 3 ZIPPER (ISO)
02 ISO 3 ZIPPER GO (ISO)
FIST 15 DOWN HIGH (P&R-OPT)
04 QUICK 42 PUNCH (3PT) ^weakside spacing is off^
02 FIST 34 ZIPPER (P&R)
91 FIST 14 ZIPPER SHORT (P&R)
02 FIST 41 BACK QUICK (P&R-3PT)
93 HIGH 35 QUICK (HIGH)
98 HIGH 24 (HIGH)
04 CUT 42 ZIPPER (CUT)
04 PUNCH 14 ZIPPER (HIGH)
02 PUNCH 51 (LOW)
02 QUICK 52 FIST ZIPPER (MID)
02 GIVE 42 CURL ZIPPER (HAND)
HORNS (2004-2005 Season)
W HORNS TWIST VEER (MID)
91 PUNCH 5 HORNS GO QUICK (HIGH)
02 PUNCH 5 HIGH HORNS GO (HIGH)
02 PUNCH 4 HIGH HORNS (HIGH)
MOTION
91 PUNCH 13 WEAK (GPU)
"WTF"
02 QUICK 42 RIP SWING (3PT)
ZONE OFFENSE
85 DEN 2 QUICK (MID)
02 QUICK 2 LOW (3PT)
06 QUICK 43 SWING (MID)
96 FIST 32 (P&R-OPT) *use the PF or C as the roll man instead*
Most plays from the UCLA High Post and Corner Series
Most plays from the Solo series can be used to create an overload on the weakside you can exploit or screen cut action to get a midrange jumper in the middle of the floor
Remember: Whenever there is a breakdown in the offense you can simply move to one of these spots below and use the motion button (Left D-pad+Y or D-pad+Δ) to run more actions
DEFENSIVE SETTINGS
If you run with the classic triangle teams or a new team in My Era mode I would suggest the following:
On-Ball defense: start with Automatic (ALL)
Off-Ball defense: Moderate (ALL)
Force Direction: Baseline (ALL)
On-ball Screen: Ice (Go over on good shooters)
Hedge: Setting is broken so use soft hedge to drop (Catch Hedge on good shooters)
On-ball Screen (Center): Ice (Go over on good shooters)
Hedge (Center): Setting is broken so use soft hedge to drop (Catch Hedge on good shooters)
Stay Attached: No (we are ok giving up Pick and Pop long 2s)
Off-Ball screen: Go over on shooters
Post: 3/4 Bottom (Behind or Front on elite post players. If Fronting the post, play up on entry passer)
Double Teams: Auto (manually adjust or use OTFC if needed)
Switch Rules Off-Ball: Switch Guards
Pre-Rotate: Yes on elite drivers combined with Boxes and Elbows team adjustment
Screen Help Rules: No Help on >B- 3pt shooters, Help & No Rotation on others (defense wont help off shooters)
Drive Help Rules: Automatic or Help & No Rotation
Cutter Help Rules: Automatic or Help & No Rotation
Extend Pressure: No (Yes elite shooting PGs)
Dribble Hand Off: Go under (Go over on elite shooters)
Down Screen: Go under (Go over on elite shooters)
Back Screen: Go under (Go over on elite shooters)
Flare Screen: Go under (Switch or Go over on elite shooters)
Transition Defense: Automatic (Wall Up for my eras)
These are all actions that cannot be triggered in the Gen5 (Next Gen) version of 2K23, 2K22, or 2K21. Footage below was taken from the Gen4 version.
Motion cuts for non-centers
In these two examples, we see what I would call the biggest issue with the freelance on Gen5: all five players cannot play all 5 positions like they can in Gen4. In these examples 3 different players are able to occupy the low post position within the flow of the offense. The only way to this on Gen5 is for the user to manually move the desired player into the post with the L-stick then wait and hope for the motion cut sequence to activate.
Pressure Release - Wing Reverse with Guard-to-Guard Squeeze Action
Pinch Post Actions with Center Position
Pinch Roll (Center)
Corner Series Reversal (Center)
Pinch Post to Corner Pick & Roll Option (2-man game)
Re: NBA 2K23 - OFFICIAL TRIANGLE SYSTEM THREAD (NEXT GEN)
Quote:
Originally Posted by jgreengutta
heeeeeeeeee's back. and taildog looks hungry
Lol look Im gonna be honest. There are so many 3 out 2 in options from the 00s and 90s Era that its going to take a while to test them all. There are a lot that can be used as counters since a lot of them have similar spacing to the triangle.
Re: NBA 2K23 - OFFICIAL TRIANGLE SYSTEM THREAD (NEXT GEN)
Gonna be interesting to see if you're still stuck with the Center always in the low post & PF in the pinch post. Centers that aren't very good post scorers going up against guys with Intimidator & post lockdown are borderline useless unless you use them as pass first players.
In 2k, Carmelo, Jordan, & Magic in the low block on the triangle is even more BBQ chicken than Shaq honestly.