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Originally Posted by VDusen04 |
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For someone who hasn't spent a lot of time with 2K16 but is struggling with movement controls, do you have any quick tips?
One of my biggest issues has been defensive sliding. In real life, playing on-ball defense largely involves quick, choppy steps, allowing sudden direction change. Meanwhile, it seems all my defensive slide direction changes in '16 are borderline out of control and really drawn out, considering the circumstance.
It feels like the minute a ball handler begins to dribble to the left, forcing me to my left, I become three steps behind the minute he changes direction. As in, he goes left, I go left, he switches to right so I try to go back right, but it takes so long for my player to respond and get there that the player's already made another move in a new direction.
I've tried to feather the controls but I still end up feeling like I'm fighting the system the whole time. As someone whose 2K experience is mostly from last gen, the defensive responsiveness has felt way less natural in 2K16 so far.
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It's hard to get used to. That's for sure. Feathering used to be the go to, and it still is slightly, but there's way more emphasis on the right stick this year. This year it helps to understand how movement is working as well.
A lot of people say it's sluggish, and at first glance it certainly feels that way. There's no denying that, and despite my previous post, I DO know why people feel that way.
It clicked for me when I was playing off ball offense one day. Everyone was complaining about how they took out the right stick off ball spins/cuts/fakes. I was in career, and started to notice that if I cut one way, and then tried the other direction it was slow as hell. But every once in awhile it looked and felt natural. So there's a disconnect somewhere. I found that letting off of turbo, as I was stopping to change direction sometimes resulted in a quick hop and an explosion in the new direction.
I applied that to defense. What I do is pretty simple. I just don't hold Turbo. Back in 14 we talked a lot about feathering the sticks and buttons. And the concept I found is similar but also different. I treat it like a car now. Turbo is Gas, IntenseD is the brakes.
So, I'm guarding a Cheeseball going left/right. I play off on 1 side usually to start. The first possession I'm looking for a stop, but it's fine if he beats me, the real goal is to see what they are doing so I can anticipate every possession following that.
The go left, I go left without holding any buttons. I'm usually a step behind. If they look like they are going to commit that way, jam turbo, hit intense D and tap the right stick that direction. Turbo closes the gap, the right stick makes you rake a defensive step in that direction, and intense D makes body contact. Sometimes it seems like the RS does nothing, but I've found that it seems like it helps me body them up even if there's no resulting animation. It could be a placebo.
So second scenario. They go left, same as above, follow a step behind with no buttons. They go to switch direction. Immediately I'm pushing the LS the other way, and tapping Turbo. This stops me and let's me continue following the other direction with out losing a step. Then it's a matter of just getting them to commit and stopping.
Why does this work/Why do I use the car analogy?
My brain started relating it to the car concept after getting a feel for momentum in the game. You're driving a car at 15 mph. You're going to make a turn, but don't want to disrupt traffic that much. You feather the brake a bit, but then coast and start the turn off the coasting. If you have the pedal to the floor, and try to change direction you can't make a sharp turn due to forward momentum/acceleration. It will make the car unstable, and in some cases flat out spin you out. Alternatively, if you jam the brakes and come to a complete stop, it'll take a second to take off once the car comes to a stop.
Laws of Physics: An object in motion wants to remain in motion, an object at rest wants to stay at rest.
So it's the same in 2k as in real life. If you're running full speed, and want to stop and go a completely different direction that's impossible to do instantly. In real life they teach the hop because if you hop slightly and use the natural spring qualities of your muscles upon landing than you can explode into a different direction in a much quicker fashion. That's the reason Tennis players use a "Split Step" on the court to instantly redirect themselves. It's vital in a super fast game like Tennis.
When I noticed that letting go of Turbo on offball offense, changing directions, and hitting turbo again gave me a hop, it clicked that the momentum system is slightly more advanced than it gets credit for.
Intense D will plant you. I suggest only jamming it to make contact, or to stop when you're going top speed. Even then, it'll take a second to full stop and get going again.
Everyone still tries to attack towards a baseline. Just like previous 2K games. If I get beat by a step it's fine, I just try to Kawhi them with a chasedown, or let the big take it and switch to his guy for help.
I suggest getting used to the system in mycareer. Experiment with running with turbo, and without. Experiment in changing directions with and without it. It's hard to explain a perfect answer, it's something you have to learn to feel on your own. Once you get it, your offball offense will also improve dramatically. You'll leave kids in the dust on cuts because the difference between a slight jog and full sprint isn't noticeable until you're already gone.
I hope this helps, and I'm sorry if the comes off as incoherent rambles. There's a lot to the system, but it's intangible as far as explaining exactly what to press at the exact time. Don't think, Feel