Гостиницы в шерегеше: «фристайл 1», «фристайл 2» и номера у подъёмника
Содержание:
- Green User Grade
- Best practices for calibrating a libre 2 sensor¶
- Skills[]
- Character[]
- Стоимость проживания в гостиницах «Фристайл» — сезон 2021/2022
- Специальные команды и персонажи [ править ]
- Play Styles[]
- Green User Grade
- Comparison[]
- Ведение записей [ править ]
- Defense[]
- Tips and tricks[]
- Ссылки [ править ]
- Использование трансмиттера блутус and OOP¶
- Offense[]
Green User Grade
AP/Class (Previous) – in April | Green User Grade (2019/04) |
Diamond | G5 — Green User Point: 10500 Points |
Platinum | G4 — Green User Point: 9000 Points |
Gold | G3 — Green User Point: 7000 Points |
Silver | G2 — Green User Point: 6000 Points |
Bronze | G1 — Green User Point: 4500 Points |
The Compensation for the User Grade Change will be as follows:
User AP | Package Reward |
Diamond + Platinum | Premium Card Sub Att Changer x10 |
Gold | Card Sub Attribute Changer x20 |
Introducing the Green User System! The Green User System is our new User
Grade System. There is a new button locatable at the top of your screen to easily
go to the Green User Grade Section.
This is the Overview of your Green User Grade System. To Participate, you need
to click first on the Verify button, this immediately credits your account to G1.
Similar to the old User Grade System, you will also receive rewards and benefits
depending on the Level of your Grade.
Green User Grade | Grade Standards | Grade Benefits |
G5 | 10500 above | Green User G5 Package/Free Card Mover Exclusive Shop’s Free Purchase Coupon x1 3 Additional Card Moves Ability to purchase All Star World Card Mover Additional 2% on Mileage earned Ability to purchase Effect/Item Ball outfits through the Exclusive Shop |
G4 | 10499 — 7500 | Green User G4 Package Additional 2% on Mileage Earned |
G3 | 7499 — 4500 | Green User G3 Package Additional 1% on Mileage Earned Lucky Chance Activated Green User Free Skill Slot (in development) Exclusive Shop’s Free Purchase Coupon x1 |
G2 | 4499 — 2500 | Green User G2 Package Skills purchaseable for free (in development) Item Ball, Card Ball, Capsule Guarantee System (in development) |
G1 |
Participate in the Green User Campaign |
Extra Benefits in Web Events |
Click on the «Participate Green User Campaign» to get started! Your grade will
automatically reflect on the overview.
In order to increase your Grade Level, you need to complete quests which is
locateable beside the Benefits Tab.
You can check the contents of the package you receive for achieving the specific
grade.
Like the old User Grade System, we also are introducing a new item Shop for
the Green User Grade. You can buy Limited outfits here, even an Allstar World
Card Mover!
Curious about the X-Machina Set? Heres a preview!
An Event that was loved and requested by many is now easily available by
achieving Grade3 on the Green User Grade System! Lucky Chance is readily
available whenever you want to!
One of the most requested features in the Card Mover, additional Card Moves,
can be easily acquired by ranking up in the Green User System!
We hope you enjoy our new and improved User Grade System!
Best practices for calibrating a libre 2 sensor¶
To get the best results when calibrating a libre 2 sensor there are some “rules” you should follow.
They apply independently of the software combination (e.g. patched libre-app, oop2, …) that is used to handle the libre 2 values.
- The most important rule is to only calibrate the sensor when you have a flat bg level for at least 15 minutes. The delta between the last three readings should not exceed 10 mg/dl (over 15min not between each reading). As the libre 2 does not measure your blood glucose level but your flesh glucose level there is some time lag especially when bg level is rising or falling. This time lag can lead to way too large calibration offsets in unfavourable situations even if the bg level rise / fall is not that much. So whenever possible avoid to calibrate on rising or falling edges. -> If you have to add a calibration when you do not have a flat bg level (e.g. when starting a new sensor) it is recommended to remove that calibration(s) as soon as possible and add a new one when in flat bg levels.
- Actually this one is automatically taken into account when following rule 1 but to be sure: When doing comparison measurements your bg level should also be flat for about 15min. Do not compare when rising or falling. Important: You still shall do blood glucose measurements whenever you desire, just don’t use the results for calibration when rising or falling!
- As calibrating the sensor in flat levels is a very good starting point it is also strongly recommended to calibrate the sensor only within your desired target range like 70 mg/dl to 160 mg/dl. The libre 2 is not optimized to work over a huge range like 50 mg/dl to 350 mg/dl (at least not in a linear manner), so try to only calibrate when within your desired range. -> Simply accept that values outside your calibration range will not perfectly match blood glucose levels.
- Do not calibrate too often. Calibrating the sensor very often mostly leads to worse results. When the sensor delivers good results in flat conditions just don’t add any new calibration as it does not have any -useful- effect. It should be sufficient to recheck the status every 3-5 days (of course also in flat conditions).
- Avoid calibration when not required. This might sound silly but it is not recommended to add a new calibration if the blood glucose to flesh glucose level difference is only ±10 mg/dl (e.g. blood glucose level: 95, Libre sensor 100 -> do NOT add the 9l, blood glucose level: 95, Libre sensor 115 -> add the 95 to be taken into account for the calibration)
Some general notes:
After activating a new sensor and at the sensor’s end of life it does make sense to do comparison measurements more often than 3-5 days as stated in rule nr. 4. For new and old sensors it is more likely that the raw values change and a re-calibration is required.
From time to time it happens that a sensor does not provide valid values. Most likely the sensor value is way to low compared to the actual blood glucose level (e.g. sensor: 50 mg/dl, bg: 130 mg/dl) even after calibrating. If this is the case the sensor cannot be calibrated to report useful results. E.g. when using the patched libre app one can add an offset of maximal +20 mg/dl. When it happens to you that the sensor does provides way too low values, don’t hesitate to replace it as it will not get better.
Even if it might be a defective sensor, when seeing sensors that do provide way too low values very often, try to use different areas to place your sensor. Even in the official area (upper arm) there might be some locations where the sensors just do not provide valid values. This is some kind of trial end error to find areas that work for you.
Skills[]
Default Skills
Shoot Touch III
Successfully matching the shooting gauge will increase shot
success rate and deny defense |
Shoot Touch: success↑ +48 | |
SP 3pt Shot III
Increases the chance of a successful 3pt shot | 3pt : success↑ +48 | |
3pt shot focus III
When equipped, 3pt Shot is less likely to be affected by
Defense |
3pt: def. resist +48 | |
Layup focus III
When equipped, Layup is less likely to be affected by Defense | Short Layup: def. resist +48
Long Layup: def. resist +48 |
|
Skill Shop
Quick Jumper III
Quick Jump Shot as soon as you receive a Pass | Quick Jumper: Act. speed +48 | |
LV: 2 | P 1000 |
Fade Away III
Avoid the defense by making a jump back shot | Fade Away: success +48 | |
LV: 4 | P 2000 |
V-Cut III
Move away quickly from your defender if you are not in possesion of the ball | V-Cut: speed +48 | |
LV: 6 | P 3000 |
Drive Fake III
Swap direction during a drive can be done multiple times | Drive Fakes: dir change | |
LV: 8 | P 4000 |
Direct Pass I
Select which teamate will pass with Q/E | Acquire Direct Pass | |
LV: 10 | P 5000 |
Manual Layup III
Perform a Layup on your chosen direction | Manual Layup: angle +48 | |
LV: 12 | P 5000 |
Back Roll Turn III
While Drive Dribble, quickly execute a spinning move
towards the back to shoot |
Back Roll Turn: speed +48 | |
LV: 12 | P 5000 |
Fancy Drive I
Extend your evade drive angle by performing a fancy
spin move |
Acquire Fancy Drive | |
LV: 14 | P 4000 |
Jab Step III
Confuse your component by maneuvering left or right
while keeping a Jab Step state |
Jab Step Drive: speed +48 | |
LV: 14 | P 4000 |
Shoot Fake Drive III
After a successful fake shot perform a quick drive | Shoot Fake Drive: speed 48 | |
LV: 16 | P 5000 |
Drive&Cut I
Cancel your Drive and return to your original position | Acquire Drive&Cut | |
LV: 18 | P 6000 |
SP Middle Shot III
When Equipped, your success rate for a Middle Shot
become substantially high |
Middle Shot: success +48 | |
LV: 20 | P 7000 |
Middle Shot Focus I
Increase the chance of a successful Middle Shot | Middle Shot: def resist +48 | |
LV: 22 | P 8000 |
Floater III
Increase the ball’s height of your layup shots
to avoid tall defense |
Floater: success +48 | |
LV: 24 | P 7000 |
Double Clutch III
Fake on Layup or Dunk shot, then shoot | Double Clutch: success +48 | |
LV: 24 | P 7000 |
SP Drive III
Increase your drive speed | Drive: speed +48 | |
LV: 24 | P 6000 |
Spin Move Layup I
Rotate the body while dribbling, and break through
the defender. Can be followed up with a Layup |
Acquire Spin Move Layup | |
LV: 24 | P 6000 |
SP Dunk: Activation II
Increase your chance in performing dunks | Short Dunk: success +36
Long Dunk: success +24 |
|
LV: 24 | P 7000 |
SP Dunk: Success III
Increase the chance of a successful Dunk | Short Dunk: success +48
Long Dunk: success +48 |
|
LV: 24 | P 7000 |
Dunk Focus III
When Equipped, your dunks are harder to defend | Short Dunk: def resist +48
Long Dunk: def resist +48 |
|
LV: 24 | P 8000 |
Quick Change III
Increase your maneuver speed upon receiving a Pass | Quick Change: speed +48 | |
LV: 24 | P 9000 |
Non-stop Pass I
Pass the ball quickly as soon as you receive a pass | Acquire Non-stop Pass | |
LV: 24 | P 12000 |
Kill Pass III
Allows you to make a quick pass while heavily defended | Kill Pass: speed +48 | |
LV: 24 | P 15000 |
Drift Shot I
Drift to the left or right during a jump shot
to avoid the defense |
Acquire Drift Shot | |
LV: 24 | P 15000 |
Jump Pass III
Fake a layup or dunk and instead perform a pass | Jump Pass: range +48 | |
LV: 24 | P 12000 |
Away Screen Move Bonus III
When you are in indirect-offense with a team mate
screening near you, your dash speed become faster |
Away Screen Move: speed +48 | |
LV: 24 | P 120000 |
Non-stop Pass I
Pass the ball quickly as soon as you receive a pass | Acquire Non-stop Pass | |
LV: 24 | P 12000 |
Drive & Post Up I
While Drive Dribbling, stop and change into Post Up motion | Acquire Drive & Post Up | |
LV: 24 | P 10000 |
Turn Around Fade Away III
Perform a Fade Away shot while in a Post Up stance | Turn Around Fade Away: success +48 | |
LV: 24 | P 10000 |
SP Pass III
When Equipped, Pass speed increases and you are less
likely to be Intercepted |
Entry Pass speed +48
Entry Pass intercept resistance +48 Kick out Pass speed +48 Kick out Pass intercept resistance +48 |
|
LV: 24 | P 11000 |
Pull-up Jumper I
Allows you to perform a quick jump shot while Drive Dribbling | Acquire Pull-up Jumper | |
LV: 24 | P 11000 |
Alley-oop Pass I
Perform an Alley-oop Pass, your teammate must press F | Acquire Alley-oop Pass | |
LV: 24 | P 12000 |
Pick & Move I
Move faster after a fake Screen | Acquire Pick & Slip | |
LV: 24 | P 12000 |
SP Intercept II
Increases your intercept range | Intercept: range +36 | |
LV: 24 | P 18000 |
Intercept III
Intercept a Pass while between two oponents | Intercept: success +48 | |
LV: 24 | P 18000 |
Diving Catch II
Throw yourself to catch a Loose Ball | Diving Catch: success +36 | |
LV: 24 | P 22000 |
Character[]
Name | Team | Height (cm) |
---|---|---|
Jerome | Basic | 198 |
Cecile | Basic | 185 |
Edwin | Basic | 200 |
Jack* | Buzzer Beater | 193 |
Big Joe* | Buzzer Beater | 205 |
Leo* | Buzzer Beater | 200 |
Lyoid* | Buzzer Beater | 215 |
Hakkai | The West | 190 |
Gojyo | The West | 210 |
Liu | Naughty Kitties | 189 |
Grace | Noble | 190 |
Nick | Black Lightning | 202 |
Simon Rick | Team SLAM | 194 |
Giant-G | Team SLAM | 205 |
Cloud | Ace of Wulin | 190 |
Rain | Ace of Wulin/
Moonlight Creed** |
200 |
Dr. Isaac | Team Prototype | 201 |
Jasime** | Silver Foxes** | 171 |
Anne** | Silver Foxes** | 173 |
Ashley** | Silver Foxes** | 175 |
M.C. AA** | Cold Eyes** | 190 |
Dominic** | Wild Rookies** | 203 |
Snow** | Moonlight Creed** | 180 |
* Buzzer Beater characters such as Leo, Lyoid, Jack and Big Joe are now available to become CT (Control Tower). Position Breakers used to be only level 12 at the start but you can now create level 1 character.
** Since due to insufficient and unavailable articles, with further ado and apology, it is restricted to develop further informations about these Characters and Teams.
Стоимость проживания в гостиницах «Фристайл» — сезон 2021/2022
Категория номера | Стоимость проживания за номер в сутки, в рублях | ||
Низкий сезон 01.11.21-31.12.22 07.01.22-07.02.22 |
Высокий сезон 07.02.22-24.04.22 |
Новый год 31.12.21-07.01.22 |
|
Проживание в гостинице «Фристайл 1» | |||
Двухместный (2сп.кровать, ТВ, душ, туалет) | 4500 | 5000 | 5500 |
2-х местный бл (кровать, ТВ, душ, туалет на блок) | 3000 | 3500 | 4000 |
1-местный бл (кровать, ТВ, душ, туалет на блок) | 2000 | 3000 | 3500 |
Студия 4 чел. | 6000 | 7000 | 9000 |
Люкс (2 комнаты, кровать, мебель, ТВ. WC) | 5500 | 6000 | 6500 |
Полулюкс кедровый | 5000 | 5500 | 6000 |
Апартаменты кедровые (на 4 чел.) | 6000 | 7000 | 9000 |
Семейный (4 осн. + 4 доп. места)(3 комнаты, 3 кровати, 2 дивана, кухонная зона) | 9000 | 11000 | 15000 |
Дополнительное место | 1000 | 1000 | 1000 |
Примечание |
Завтрак платный 250р. с человека Скидки на проживание свыше пяти дней – 15% (низкий сезон). Дети от 0 до 5 лет бесплатно, без предоставления отдельного места. Расчётный час: Заезд в 14:00, выезд 12:00 |
||
Проживание в гостинице «Фристайл 2» | |||
Флигель (4 основных места, кухонная зона) | 6000 | 7000 | 8000 |
Апартаменты (4 основных) | 6000 | 7000 | 9000 |
Двухместный (2сп.кровать, ТВ, душ, туалет) | 5000 | 5500 | 6000 |
Люкс (2 комнаты, кровать, мебель, ТВ. WC) | 5500 | 6000 | 6500 |
Дополнительное место | 1000 | 1000 | 1000 |
Примечание |
Включен завтрак 250 руб. Скидки на проживание с понедельника по пятницу (пять дней) – 30% (низкий сезон). Дети от 0 до 5 лет бесплатно, без предоставления отдельного места. Расчётный час: Заезд в 14:00, выезд 12:00 |
||
Проживание в гостинице «На трассе» | |||
Двухместный (2сп.кровать, ТВ, душ, туалет) | 4500 | 5000 | 5500 |
Люкс (на 4 чел.) | 6000 | 7000 | 9000 |
Номера на подъемнике (4 чел.) | 6000 | 7000 | 9000 |
Дополнительное место | 1000 | 1000 | 1000 |
Примечание |
Завтрак за отдельную плату 250 руб. Скидки на проживание свыше пяти дней – 15% (низкий сезон). Дети от 0 до 5 лет бесплатно, без предоставления отдельного места. Расчётный час: Заезд в 14:00, выезд 12:00 |
Бронирование номеров: +7-905-903-3811 с 8:00 до 22:00 часов в будние дни, сб, вс — выходной.
Специальные команды и персонажи [ править ]
-
Майами Феникс ( Майами, Флорида , США )
- Алиса Андерсон (охранник, капитан)
- Фрэнсис Кэхилл (нападающий)
- Вой Качина (В центре)
-
Yokohama Choco Ships ( Иокогама , Япония )
- Сачи Такенака (охранник, капитан)
- Микако «Адог» Судзуки (нападающий)
- Ёсино Сайонджи (Центр)
-
Вена Вайс Риттер ( Вена , Австрия )
- Зигмунд «Зиг» фон Шенберг (гвардеец, капитан)
- Офелия (нападающий)
- Раймонд (Центр)
-
Los Angeles Gold Bugs ( Лос-Анджелес, Калифорния , США )
- «Богомол» (в центре, капитан)
- «Паук» (Нападающий)
- «Медоносная пчела» (Страж)
-
Tokyo Fruit Basket ( Токио , Япония )
- «Микан»
- «Ринго»
- «Ичиго» Эшли
-
Горячий карнавал в Рио ( Рио-де-Жанейро , Бразилия )
- Гарсиа Лоренцо
- Лиза Сильва
- Коко Жениться
-
Wonder Hup ( Республика Корея ), на основе корейской женской группы » Wonder Girls «
- Сохи
- Сунье
- Сонми
- Ыын
- Юбин
-
KARA Cats ( Республика Корея ), основанная на корейской женской группе » KARA «.
- Гу Хара
- Хан Сынён
- Кан Джиён
- Николь
- Парк Гюри
Play Styles[]
SG is mainly used in 3 styles:
Swing Style
- Main Composition: SG — PG — C/PF
Pure Swing Style — Focusing on drive-in dribbles and then able to take a long range 3 pointer or a 2 point jump shots quickly away from the defense. They can also focus on long layup attribute to play more flexible using floater, manual layup, double clutch, or jump pass. This is a play style that could extend in varieties of play styles with custom skill sets. However, floater is known to be the best when an SG has reached the height of 175 cm or higher.
Floater + Alley-Oop(Flly-oop) Style — Specialized on floater with maximum long layup range. They can also mix jump pass, double clutch, and alley-oop as a combo, to play mind game against opposing big. This is a very common play style in Korea with SG’s above 175 cm height.
- Suggested main attributes: 3pt Shot, Long Layup, Running Speed, Middle Shot
- Suggested sub attributes: 3pt: Success↑, Shoot Touch: Success↑, 3pt: Def Resist↑, Long Layup: Range↑, Manual Layup: Angle↑, Move: Speed↑, Drive: Speed↑
Dash Style (Away Style)
- Main Composition: SG — PG/DG — C/PF
Using away screen move skill and get open quickly, very effective if you have better sub attributes on your card such as 3 pt success and long range shot. The reason SG is the best at this is because the long range skill and high 3 point shot def resist that allow you to have more space to dash away from the defense and get more 3 point shots.
- Suggested main attributes: 3pt Shot, Middle Shot, Running Speed, Stamina
- Suggested sub attributes: 3pt: Success↑, Shoot Touch: Success↑, 3pt: Def Resist↑, Stamina: Recovery↑, Stamina Max↑, Move: Speed↑
Isolation
- Main Composition: SG — PG/DG — PF/SF
The long layup range is tied for 2nd best with DG (SW has the best with 191, but lacks middle and 3pt and starts with 127 at each stat). The SG lines up in the middle at around the foul line, with both players on each side for quick pass from a double team, and does a manual layup, a mid, or a fade. A variation is also to start from the 3 line and draw the defense close then goes for the layup.
- Suggested main attributes: Long Layup, Middle Shot, Running Speed, 3 Pt Shot
- Suggested sub attributes: Long Layup: Range↑, Manual Layup: Angle↑, Move: Speed↑, Shoot Touch: Success↑
Defensively
SG has more block than PG or DG, but lacks the skills they have (SP steal, and sp dive, as well as pg only has overhead int), it also has less speed and stamina. Overall it can block, but it is better suited to let your PF block in the paint if you have the choice.
Green User Grade
AP/Class (Previous) – in April | Green User Grade (2019/04) |
Diamond | G5 — Green User Point: 10500 Points |
Platinum | G4 — Green User Point: 9000 Points |
Gold | G3 — Green User Point: 7000 Points |
Silver | G2 — Green User Point: 6000 Points |
Bronze | G1 — Green User Point: 4500 Points |
The Compensation for the User Grade Change will be as follows:
User AP | Package Reward |
Diamond + Platinum | Premium Card Sub Att Changer x10 |
Gold | Card Sub Attribute Changer x20 |
Introducing the Green User System! The Green User System is our new User
Grade System. There is a new button locatable at the top of your screen to easily
go to the Green User Grade Section.
This is the Overview of your Green User Grade System. To Participate, you need
to click first on the Verify button, this immediately credits your account to G1.
Similar to the old User Grade System, you will also receive rewards and benefits
depending on the Level of your Grade.
Green User Grade | Grade Standards | Grade Benefits |
G5 | 10500 above | Green User G5 Package/Free Card Mover Exclusive Shop’s Free Purchase Coupon x1 3 Additional Card Moves Ability to purchase All Star World Card Mover Additional 2% on Mileage earned Ability to purchase Effect/Item Ball outfits through the Exclusive Shop |
G4 | 10499 — 7500 | Green User G4 Package Additional 2% on Mileage Earned |
G3 | 7499 — 4500 | Green User G3 Package Additional 1% on Mileage Earned Lucky Chance Activated Green User Free Skill Slot (in development) Exclusive Shop’s Free Purchase Coupon x1 |
G2 | 4499 — 2500 | Green User G2 Package Skills purchaseable for free (in development) Item Ball, Card Ball, Capsule Guarantee System (in development) |
G1 |
Participate in the Green User Campaign |
Extra Benefits in Web Events |
Click on the «Participate Green User Campaign» to get started! Your grade will
automatically reflect on the overview.
In order to increase your Grade Level, you need to complete quests which is
locateable beside the Benefits Tab.
You can check the contents of the package you receive for achieving the specific
grade.
Like the old User Grade System, we also are introducing a new item Shop for
the Green User Grade. You can buy Limited outfits here, even an Allstar World
Card Mover!
Curious about the X-Machina Set? Heres a preview!
An Event that was loved and requested by many is now easily available by
achieving Grade3 on the Green User Grade System! Lucky Chance is readily
available whenever you want to!
One of the most requested features in the Card Mover, additional Card Moves,
can be easily acquired by ranking up in the Green User System!
We hope you enjoy our new and improved User Grade System!
Comparison[]
~ CTs against among the big men (Cs and PFs). Let’s assume that they are in Balanced Type.
Offense
- Post Shot: C (178) > CT (153) = PF (153)
- Middle Shot: CT (140) > PF (114) > C (102)
- 3pt Shot: CT (114) > PF (89) > C (76)
- Short Dunk: C (178) > PF (153) > CT (127)
- Long Dunk: PF (178) > CT (114) > C (102)
- Short Layup: C (186) > PF (165) > CT (127)
- Long Layup: CT (114) = PF (114) > C (89)
- Pass: CT (153) > PF (114) > C (102)
Assets
- Rebound: C (191) = CT (191) > PF (178)
- Tussle: C (178) > PF (153) = CT (153)
- Speed: CT (114) > PF (102) > C (76)
Stamina: CT (127) > PF (102) > C (89)
CONCLUSION: As you can see CTs offensively excel outside the paint (Long Layup, Middle Shot, 3pt Shot and Pass) rather than playing on the paint. Quite decent in defense having a closer gap points between Cs and PFs in Block and have an edge in Steal. In talent, Cs and CTs are tied in Rebound and tied in Tussle along with PFs next to Cs but excels in Speed and Stamina. Overall, CTs are well-balanced similar to SFs (equally only in Offense).
Ведение записей [ править ]
Как это принято в баскетболе, FreeStyle Street Basketball предлагает систему подробного учета.
Следующая статистика сохраняется в игре, когда игрок завершает матч 1 на 1 в своей лиге:
Победные очки 1 на 1 (+2 за каждый выигранный матч 1 на 1)
Следующая статистика сохраняется в игре, когда игрок завершает матч 2 на 2 или 3 на 3 в своей лиге:
- Статистика побед и поражений персонажа и процент побед
- Набранные очки
- Очки за игру (PPG)
- Захваченные подборы
- Подборов за игру (ролевая игра)
- Сделанные голевые передачи
- Голевые передачи за игру (APG)
- Конвертированные кражи
- Кражи за игру (SPG)
- Преобразованные блоки
- Блоки за игру (BPG)
- Очки, набранные за счет преобразования 3-х очковых бросков
- Процент попаданий 2-х очковых бросков
- Процент попаданий 3-х очковых бросков
- Минуты в матче
- Награды лучшего игрока матча (MVP / POG в зависимости от версии, только 3 на 3)
Ежемесячные рейтинги составляются для всех вышеупомянутых статистических данных по лиге. Карьерная статистика также сохраняется для всего, за исключением средних значений и процентов, и поэтому карьерный рейтинг также присутствует.
Приз игрока матча вручается наиболее статистически значимому игроку, выигравшему в матче 3 на 3. Игрок с наибольшим (скрытым) количеством очков MotM в команде-победителе получает награду.
Есть специальная формула для очков MotM
Каждый набранный балл = 1
Каждый собранный отскок = 2
Каждая сделанная голевая передача = 3
Каждый преобразованный блок = 4
Каждый конверсионный краж = 5
Тот, кто финиширует с наибольшим количеством очков MVP, получает награду. В случае ничьей награду получает персонаж, занимающий крайний левый слот в команде.
Поскольку для получения награды Лучшего игрока матча обычно требуется впечатляющая статистика, часто используют эти награды вместе с отчетом о победах и поражениях игрока, чтобы судить о качестве неизвестного игрока.
Defense[]
圖標 | Name | Effect | Description |
---|---|---|---|
Intercept III | Intercept: success +48 | Intercept a Pass while between two oponents | |
SP Intercept III | Intercept: range +48 | Increase your intercept range | |
Diving Catch II | Diving Catch: success +36 | Throw yourself to catch a Loose Ball | |
SP Steal III | Steal: motion +48 | Increase the steal speed motion and success rate | |
Over Pass Intercept III | Intercept an Overpass | Over Pass Intercept: success +48 | |
SP Diving Catch III | Diving Catch: range +48 | Improve the distance of your diving catch | |
Box Out I | Acquire Box Out | Push your opponent to get better rebound position | |
SP Box Out II | Box Out: speed +24 | desc = Increase the speed of your box out movement | |
Chip Out II | Chip Out: range +36 | Chip the ball out of your opponents reach when you Rebounding from a disadvantage position | |
Box Out Swarm III | Box Out Swarm: angle +48 | Move away from the Box Out to move forward | |
Manual Block II | Manual Block: range↑ +36 | Manually select the direction of your block extending the range | |
Manual Block III | Manual Block: range↑ +48 | Manually select the direction of your block extending the range | |
Block Pass III | Block Pass: success↑ +48 | Successfully block the ball towards your teammate | |
Power Block I | Acquire Power Block | Block the ball with a strong motion to bounce it off the court floor | |
Block&Catch I | Block&Catch: success↑ +24 | Block and catch the ball simultaneously when your opponent makes a shot |
Tips and tricks[]
In general, blocking either shots, layups or dunks are technically the same as you have to chase where the ball will be released. Here are some tips and tricks to block each type of scoring method.
Blocking shots
- Always chase the spot in front of your opponent and position your body as centered as possible. This is the most important factor in blocking shots, even when your timing is off, you can still make your opponent miss the shot.
- Without assistance of Manual Block, try to keep the distance between you and your opponent about your arm length. With assistance of Manual Block, your blocking range will increase but always keep the distance within your range.
- Jump when your opponent releases the ball. Note that the release point may differ depending on the . The higher the block attribute you have, the higher you can block the ball from its release point.
Blocking layups
Imagine a horizontal line right under the rim, this is where the ball will be released from a layup.
- Position your body on that line, stay in the middle and jump to block if your opponent do a straight layup, or move right or left to block if manual layup.
- As soon as you see his layup animation, do not try to chase the opponent but instead, dash fast to the spot to block.
Blocking dunks
Dunks are exceptionally hard to block. It requires a perfect timing and success chance from the Tussle attribute. The higher the Tussle attribute, the higher the chance you can block dunks. A principle applies to both blocking straight and manual dunks: you need to stay close to the opponent.
Straight dunks
To block straight dunks, simply position your body on a line between the opponent and the rim. Stay close to him, as soon as you see his animation, jump to block.
Manual dunks
Manual dunk is a special type of dunk from the skill Dunk At Will (Manual), which is available to PF only. To block manual dunks see the following image:
1
2
3
4
5
- The court is divided into 5 zones corresponding to the red points.
- The red points are your initial standing spots. If the opponent is in zone 1, your initial standing spot is 1; if he is in zone 2, your intial standing spot is 2 and so on.
- Keep the distance between you and your opponent within your block range.
- With Manual Block, simply move towards the direction as he moves to meet him on the nearby zone as soon as you see the animation.
- If he dunks from zone 1 and 5, press ↓ (down) and jump to block.
- If he dunks from zone 3, press ← (left) or → (right) and jump to block.
- If he dunks from zone 2, press ↓ ← (down left) or ↑ → (up right) and jump to block.
- If he dunks from zone 4, press ↑ ← (up left) or ↓ → (down right) and jump to block.
A Center using Back Block to block a long range manual dunk.
- Without Manual Block, you will have to predict which direction he would go and meet him on the corresponding zone beforehand to block.
- Pressing ⇧ Shift to move to block will greatly enhance the blocking range.
- If the opponent’s dunk range far exceeds your block range, have your teammates stay close to the nearby zones to limit his angle choice. Or with Back Block, C can take them on without assistance.
Ссылки [ править ]
- . IGN. 2010-11-29 . Проверено 20 сентября 2018 .
- . Архивировано из на 2013-11-09 . Проверено 7 ноября 2013 .
- . Onrpg.com . Проверено 20 сентября 2018 .
- апреля 2014 г. в Wayback Machine.
-
Hatfield, Daemon (29 июня 2007 г.). . IGN . Проверено 28 апреля 2010 .
Такую игру, как эта, с таким количеством ошибок и сложностей, мешающих игровому процессу, было бы трудно рекомендовать… если бы за нее пришлось платить.
Но тот факт, что вы можете играть в FreeStyle бесплатно прямо сейчас, сводит на нет многие проблемы, о которых вы только что прочитали.
Когда я, наконец, смог попасть в игру, я действительно хорошо провел с ней время.
Использование трансмиттера блутус and OOP¶
Трансмиттер bluetooth может применяться в Libre2 с новейшими версиями приложения xDrip+ и приложением OOP для Libre2. Данные ГК будут поступать каждые 5 минут, так же как и с Libre1. Для получения описания обратитесь к сайту miaomiao. Аналогично и с устройством Bubble и в будущем с другими трансмиттерами. Blucon должен работать, но еще не тестировался.
Old Libre1 transmitter devices cannot be used with the Libre2 OOP. They need to be replaced with a newer version or have a firmware upgrade for proper operation. MM1 with newest firmware is unfortunately not working yet — searching for root cause is currently ongoing.
The Libre2 OOP is creating the same BG readings as with the original reader or the LibreLink app via NFC scan. AAPS with Libre2 do a 25 minutes smoothing to avoid certain jumps. OOP generates readings every 5 minutes with the average of the last 5 minutes. Therefore the BG readings are not that smooth but match the original reader device and faster follow the “real” BG readings. If you try to loop with OOP please enable all smoothing settings in xDrip+.
The Droplet transmitter is working with Libre2 also but uses an internet service instead. Please refer to FB or a search engine to get further information. The MM2 with the tomato app also seems to use an internet service. For both devices you have to take care to have a proper internet connection to get your BG readings.
Even if the patched LibreLink app approach is smart there may be some reasons to use a bluetooth transmitter:
- the BG readings are identical to the reader results
- the Libre2 sensor can be used 14.5 days as with the Libre1 before
- 8 hours Backfilling is fully supported.
- get BG readings during the one hour startup time of a new sensor
Remark: The transmitter can be used in parallel to the LibreLink app. It doesn’t disturb the patched LibreLink app operation.
Offense[]
Icon | Name | Effect | Description |
---|---|---|---|
Shoot Touch II | Shoot Touch: success↑ +36 | Successfully matching the shooting gauge will increase shot success rate and deny defense | |
Shoot Touch III | Shoot Touch: success↑ +48 | Successfully matching the shooting gauge will increase shot success rate and deny defense | |
SP 3pt Shot I | 3pt : success↑ +12 | Increases the chance of a successful 3pt shot | |
SP 3pt Shot II | 3pt : success↑ +24 | Increases the chance of a successful 3pt shot | |
SP 3pt Shot III | 3pt : success↑ +48 | Increases the chance of a successful 3pt shot | |
3pt Shot Focus I | 3pt: def. resist +12 | When equipped, 3pt Shot is less likely to be affected by Defense | |
3pt Shot Focus III | 3pt: def. resist +48 | When equipped, 3pt Shot is less likely to be affected by Defense | |
Layup focus III | Short Layup: def. resist +48
Long Layup: def. resist +48 |
When equipped, Layup is less likely to be affected by Defense | |
Quick Jumper II | Quick Jumper: Act. speed +36 | Quick Jump Shot as soon as you receive a Pass | |
Quick Jumper III | Quick Jumper: Act. speed +48 | Quick Jump Shot as soon as you receive a Pass | |
Fade Away III | Fade Away: success +48 | Avoid the defense by making a jump back shot | |
Manual Layup II | Manual Layup: angle +36 | Perform a Layup on your chosen direction | |
Manual Layup III | Manual Layup: angle +48 | Perform a Layup on your chosen direction | |
SP Middle Shot III | Middle Shot: success +48 | When equipped, your success rate for a Middle Shot become substantially high | |
Middle Shot Focus I | Middle Shot: def resist +12 | Increase the chance of a successful Middle Shot | |
Middle Shot Focus III | Middle Shot: def resist +48 | Increase the chance of a successful Middle Shot | |
Floater III | Floater: success +48 | Increase the ball’s height of your layup shots to avoid tall defense | |
Double Clutch II | Double Clutch: success +36 | Fake on Layup or Dunk shot, then shoot | |
Double Clutch III | Double Clutch: success +48 | Fake on Layup or Dunk shot, then shoot | |
Spin Move Layup I | Acquire Spin Move Layup | Rotate the body while dribbling, and break through the defender. Can be followed up with a Layup | |
SP Dunk: Activation II | Short Dunk: success +36
Long Dunk: success +24 |
Increase your chance in performing dunks | |
SP Dunk: Activation III | Short Dunk: success +48
Long Dunk: success +24 |
Increase your chance in performing dunks | |
SP Dunk: Success II | Short Dunk: success +24
Long Dunk: success +24 |
Increase the chance of a successful Dunk | |
SP Dunk: Success III | Short Dunk: success +48
Long Dunk: success +48 |
Increase the chance of a successful Dunk | |
Dunk Focus II | Short Dunk: def resist +24
Long Dunk: def resist +24 |
When Equipped, your dunks are harder to defend | |
Dunk Focus III | Short Dunk: def resist +48
Long Dunk: def resist +48 |
When Equipped, your dunks are harder to defend | |
Long Range III | 3pt: range +48 | When Equipped, some distances from the 3pt line does not affect the success rate | |
Drift Shot I | Acquire Drift Shot | Drift to the left or right during a jump shot to avoid the defense | |
Turn Around Fade Away III | Turn Around Fade Away: success +48 | Perform a Fade Away shot while in a Post Up stance | |
Pull-up Jumper I | Acquire Pull-up Jumper | Allows you to perform a quick jump shot while Drive Dribbling | |
歐洲步 | Acquire Euro Step | Penetrates the defenders with zigzag steps. | |
Pass Fake | Acquire Pass Fake | Fake a pass. It can also be done before a layup | |
Spin Move Layup I | Acquire Spin Move Layup | Rotate the body while dribbling, and break through
the defender. Can be followed up with a Layup |
|
Backward Two Step II | Backward Two Step: speed +36 | Confuse the opponent with a drive step back drive maneuver | |
Backward Two Step III | Backward Two Step: speed +48 | Confuse the opponent with a drive step back drive maneuver | |
Drift Shot I | Acquire Drift Shot | Drifting to the left or right during a jump shot to avoid the defense | |
Sky Hook Shot III | Sky Hook: Shot success↑ +48 | Perform a hook shot with a higher shooting arc and side angle |