What Does Shot Creator Takeover Boost
NBA 2K21 Current-Gen Badges & Takeover Guide & Assay
NBA 2K21 Badges Quick Facts (Current-Gen):
- Badges have four Tiers: Bronze, Silver, Gold, and Hall of Fame
- For Badge upgrades, Bronze badges cost 1 point, Silvery ii points, Gold 3 points and Hall of Fame cost 4 points.
- HOF Badges are only available for main skill(southward)
- You get a higher number for Bluecoat upgrades depending on your archetype and which attributes you lot choose
Finishing Badges | Shooting Badges | Playmaking Badges | Defense / Rebounding Badges | Takeovers
Finishing Badges (18)
ACROBAT – Boosts the ability to hit loftier caste of difficulty layups. Spin, half-spin, hop step, euro-pace, cradle, reverse and modify shot layup attempts receive a significant boost.
BACKDOWN PUNISHER – Increases the chances of a thespian successfully backing down their opponent. Allows players to have more than success than normal when backing downwards a defender in the paint.
Consequent FINISHER – Reduces the penalization for poorly released layups. Penalties for mis-timed layups are reduced, allowing players to brand layups more consistently.
CONTACT FINISHER – Improves the ability to catechumen contact layups and dunks in traffic. Slashers who play below the rim finish contact layups more than successfully while dunkers are able to pull off more contact dunks.
Cross-Key SCORER – Boosts the shot percentage for layups when moving across the paint. Boosts the power to make running hooks, layups, or shut range pull-ups while driving beyond the paint.
DEEP HOOKS – Boosts the shot percentage when shooting hooks from a deep distance. Post hooks taken far from the basket receive less of a distance penalization than normal.
DROPSTEPPER – Improves a player'southward ability to effectively use dropsteps in the post. Allows for more success when attempting mail dropsteps and hop steps, in addition to protecting the ball better while performing these moves in the post.
FANCY FOOTWORK – Improves a player'south power to beat defenders with an advanced layup or dunk get together. Players become past defenders more than efficiently when performing euro, cradle, hop pace, spin and half-spin gathers.
FASTBREAK FINISHER – Boosts a player's Takeover meter when completing a dunk on a fastbreak. Gives an additional boost to a thespian'south Takeover meter when successfully dunking on a fastbreak.
GIANT SLAYER – Heightens the effectiveness of layups over taller defenders. Boosts the shot pct for a layup attempt when mismatched against a taller defender and reduces the possibility of getting blocked.
LOB City FINISHER – Improves the chances of completing a successful alley-oop douse/layup. Improves a player's ability to successfully finish an alley-oop layup or dunk. The shot must be taken before the receiver lands.
Selection & ROLLER – Increases shot percent as the roller in a pick & roll. When rolling off the pick and roll, a shot boost is applied if the layup or dunk attempt comes within a few seconds after catching the pass.
PRO TOUCH – Gives an additional boost for having good layup timing. Gives an actress shot boost for having slightly early on, slightly late, or excellent shot timing on layups.
PUTBACK BOSS – Increases shot percentage when attempting a putback afterward an offensive rebound. Boosts the shot attributes of a thespian that attempts a putback layup or dunk correct after getting an offensive rebound.
RELENTLESS FINISHER – Reduces the fatigue effects from continually finishing at the rim with contact. Improves a player'due south ability to take a lot of contact by reducing the energy lost when attacking the rim for contact shots.
Starting time – Boosts team's Takeover meters after completing a highlight play. Gives an boosted heave to a histrion's Takeover meter and his/her teammates, when successfully completing an And-i or flashy dunk.
SLITHERY FINISHER – Improves a thespian's power to avoid contact when attacking the rim. Increases a actor's ability to slide through traffic and avoid contact during gathers and finishes at the rim.
TEAR DROPPER – Increases the chance of hitting floaters and runners. Improves a role player's ability to knock down floaters and runners.
Shooting Badges (eighteen)
Catch & SHOOT – Boosts the gamble of hit a jump shot immediately after a catch. For a short time subsequently receiving a pass, the receiver'southward outside shooting attributes get a significant boost.
CLUTCH SHOOTER – Increases the ability to knock down shots in clutch moments. Shot attempts that occur during the concluding moments of the 4th quarter, or in any overtime menstruation, receive a large boost.
CORNER SPECIALIST – Gives a heave to shots taken almost the corner. Deep mid-range or 3PT shots taken along the baseline of the courtroom receive a heave, whether it is off the distill or off a catch.
DEADEYE – Reduces the impact of a defender who is closing out. Jump shots taken with a defender endmost out receive less of a penalty from a shot contest. This includes both mid-range and 3PT shots.
DEEP FADES – Improves the chance of making a mail service fadeaway from deep range. Post fadeaways taken far from the basket receive less of a distance penalisation than normal.
Hard SHOTS – Improves the ability to shoot difficult shots off the dribble. High difficulty jumpers such equally hop steps, spins, stepbacks, and pull-ups receive a shot per centum boost.
FLEXIBLE RELEASE – Reduces the penalty suffered from mis-timed jump shot releases. Shot timing penalties for jump shots are reduced, making it easier to knock down attempts even when releasing early on or late.
GREEN MACHINE – Increases the bonus given for sequent excellent releases. Gives an boosted shot boost when consecutively achieving excellent releases on spring shots.
HOT Showtime – Improves thespian's shooting ability after making first shot until a miss occurs. For every made shot from the showtime of the game, histrion receives a shot attribute bonus that lasts until the first missed shot attempt.
HOT ZONE HUNTER – Boosts the shot percentage for attempts taken in a thespian's favorite spots. Shots that are taken in a actor's hot zone(s) are given a boost.
Water ice IN VEINS – Improves a player'south free throw percent during critical moments. Free throws taken in the 2d one-half of close games or overtime periods are given a boost. As well, the timing window for free throws becomes larger.
PICK & POPPER – Elevates the shot percentage for an try taken off a selection and fade situation. Shot attempts that come later setting a screen are given a heave if the shot happens far enough from the rim and within a few seconds afterward the screen has been ready.
PUMP FAKE MAESTRO – Decreases the penalisation that comes from shooting afterwards pump fakes. Shortens the timer that determines how long after a pump fake a actor can shoot without incurring a shot percentage penalization.
RANGE EXTENDER – Extends the range from which a histrion can effectively shoot. Adds actress distance to a player'due south given shot range for both mid-range and 3PT shots.
Glace OFF-BALL – Strengthens the player's ability to get open up off the ball. When attempting to get open off screens, the actor more effectively navigates through traffic.
STEADY SHOOTER – Reduces the penalties for contested shots and bonuses for open up shots. Shot attempts that are contested receive less of a punishment, however shot attempts that are open do not receive equally much of a bonus.
TIRELESS SHOOTER – Improves a actor'due south ability to make shots when fatigued. Shot attributes on jump shots suffer a smaller penalty than normal when fatigued.
Book SHOOTER – Boosts shot percentages equally shot attempts accrue throughout the game. Later a thespian has taken a small handful of shots, an additional boost to shot attributes is given for every subsequent shot, whether it's a make or a miss.
Playmaking Badges (eighteen)
Talocrural joint BREAKER – Improves the likelihood of freezing or dropping a defender during dribble moves. When performing stepbacks and other certain moves, the defender stumbles or falls more frequently when biting the wrong way.
Bail OUT – Increases the chances of successfully completing a pass from mid-air. Passing out of a jump shot or layup yields fewer errant passes than normal.
Interruption STARTER – Improves a histrion's ability to make effective outlet passes after grabbing a rebound. After grabbing a defensive board, deep outlet passes made up the court are more accurate. Passes must exist made rapidly following the defensive rebound.
DIMER – Boosts the shot percentage for open teammates on jump shots afterwards catching a pass. When in the half-court, passes by Dimers to open shooters yield a shot percent heave.
DOWNHILL – Increases overall speed with the ball in transition. Gives a bonus to a player's Speed With Ball attribute in fastbreak situations.
DREAM SHAKE – Raises the chances that a defender bites when doing fakes in the post. Postal service move fakes have a higher chance of stunning a defender. Also, shot attempts post-obit mail moves and shot fakes have an increased shot percentage.
FLASHY PASSER – Gives an additional boost to thespian's Takeover meter subsequently completing an aid with a flashy laissez passer. After completing a flashy pass for an help, both the passer and the scorer receive an boosted heave to their Takeover meters.
Flooring GENERAL – Teammates receive an offensive attribute bonus when role player is in the game. Gives offensive attribute boosts to teammates when on the floor. Likewise, at the Hall of Fame level, can meet teammates` potential shot percentages while on crime.
HANDLES FOR DAYS – Reduces the amount of free energy lost when performing dribble moves. A role player takes less of an free energy hit when performing consecutive dribble moves, allowing them to chain together combos quicker for longer periods of time.
LOB Urban center PASSER – Improves the chances of completing a successful aisle-oop pass. When throwing an alley-oop pass, an attribute boost is given to both the passer and receiver to improve the chances of success.
NEEDLE THREADER – Increases the likelihood that tough passes can get past the defense. When passing through a tight window between defenders, a boost is given to the player's passing ability.
PASS FAKE MAESTRO – Increases the effectiveness of pass fakes. Laissez passer fakes become quicker and tighter, making them more than useful in baiting the defense.
Post SPIN TECHNICIAN – Improves the ability of a post spin or drive to piece of work effectively. Attempting to exercise post spins or drives result in more constructive moves, and less of a hazard to be stripped.
QUICK FIRST STEP – Provides more explosive first steps out of triple threat and size-ups. When driving out of triple threat or later a size-up, ball handlers accept access to quicker and more effective launches.
SPACE CREATOR – Improves a actor's power to create space from a defender. When performing any stepback move or shot, there'due south a higher chance of successfully creating separation from the opponent.
Finish & GO – Improves a player's ability to start and stop with the ball. Allows for the ball handler to beginning and stop quickly with unique stops and launches exclusive to this badge.
TIGHT HANDLES – Improves a player's power to break downwards their defender. Increases a thespian'due south ball handling power in size-upward situations, making information technology easier to interruption downward the on-ball defender.
UNPLUCKABLE – Reduces the chances of getting stripped by the defender. When performing dribble moves, defenders have a tougher fourth dimension poking the ball gratis with their steal attempts.
Defence / Rebounding Badges (20)
BOX – Improves player'southward power to box out opponents. Strengthens a histrion'southward power to effectively box out opponents in apprehension of a rebound.
BRICK WALL – Increases effectiveness of screens and drains energy from opponents on physical contact. This badge makes information technology tougher for the defence force to get through or around screens. Players hit past contact from a Brick Wall lose more free energy than normal.
CHASE DOWN ARTIST – Raises the chances of getting a chase-downwards block. Boosts the speed and leaping ability of a player when he is chasing downwardly an offensive player in apprehension of a block attempt.
CLAMPS – Boosts the ability to stay in front end of the ball handler on the perimeter. Defenders accept admission to quicker cutting off moves and are more successful when bumping or hip riding the ball handler.
DEFENSIVE LEADER – Boosts the defensive abilities of teammates when in the game.
Lifts the defensive abilities of teammates when on the court. As well, at the Hall of Fame level, can see potential shot percentages of opposing players.
Center CRUSHER – Decreases opponents' Takeover meters when achieving a highlight play on defense. After successfully blocking or stealing the brawl from an opponent, an additional penalty is given to the opposing player's Takeover meter.
INTERCEPTOR – Increases chances at getting steals in passing lanes. The frequency of successfully tipped or intercepted passes profoundly increases.
INTIMIDATOR – Intimidates offensive players causing them to miss shots more oft. Offensive players have less success shooting when contested by players with this badge. Also boosts the shot defense ratings when tightly guarding an opponent.
LIGHTNING REFLEXES – Receives an earlier cue on the Read and React system while playing defense. Gives the defender an reward to read where the ball handler is going in the Read and React organization.
MOVING TRUCK – Strengthens a defender'due south power to move people around in the post. Players are more effective pushing opponents out of the postal service while playing defence.
OFF-BALL PEST – Improves a actor's power to bump and harass the offense off the ball. Makes players more difficult to become past when playing off-ball, as they can catch and hold their matchup and don't go their ankles broken as ofttimes.
Pick DODGER – Improves a histrion's ability to navigate through screens finer on defense.
PICK POCKET – Improves a player'due south ability to steal the brawl from a ball handler. Increases the chances of a steal and reduces the chances of a foul when attempting to strip the ball from a ball handler. As well improves the chances of successful layup strips.
POGO STICK – Improves the ability to endeavor multiple blocks in succession. Allows players to quickly go back up for another block attempt upon landing.
POST Move LOCKDOWN – Improves the defender's ability to defend mail service moves. Increases the chances of a defender preventing an offensive post move from succeeding.
REBOUND CHASER – Improves a player's ability to chase down rebounds. Improves a player's power to track downwards rebounds from farther distances than normal.
RIM PROTECTOR – Improves power to block shots, gives boost to the Takeover meter for blocker/teammates. Improves actor'southward power to cake shots, unlocks special cake animations and gives boost to the Takeover meter for the blocker and blocker's teammates following a block.
TIRELESS DEFENDER – Reduces the free energy lost when exerting attempt on defense. Allows defenders to play defense more than aggressively without losing energy at the aforementioned rate as a normal player.
TRAPPER – Makes life difficult for the offensive players when trapped. When trapping offensive players, defenders are more than effective at forcing option ups and turnovers than normal.
WORM – Allows rebounders to swim or spin around box outs more than hands. When boxed out, rebounders have more success swimming around and getting into successful rebound position.
Takeover (8)
"Takeovers" are similar to Badges, but provide temporary aspect boosts instead when your thespian gets hot. Takeover'due south are temporarily unlocked and equipped post-obit a number of sequential positive / good plays by your MyPLAYER. Here are the descriptions as well as the aspect heave for each Takeover (Potential & Stamina attributes are non afflicted by Takeovers):
Glass CLEANER
Glass Cleaners receive the ability to read missed shots, win more box out battles, secure more boards, and finish putbacks more consistently.
Attribute Boosts: +10 for Close Shot, Off. Reb, Def. Reb, and Vertical. +5 to everything else.
LOCKDOWN DEFENDER
Lockdown Defenders receive boosts to steals and shot contests, allowing them to clench down even the best scorers in the game.
Attribute Boosts: +ten for Perimeter Defence force, Steal, Lateral Quickness, Help Defense, Pass Perception, Defensive Consistency, Speed, Acceleration, Strength, and Hustle. +5 to everything else.
PLAYMAKER
Playmakers can freeze defenders more oftentimes with augmented ball handling abilities, and can enhance their teammates' shot making off assists.
Attribute Boosts: +10 for Driving Layup, Pass Accuracy, Ball Treatment, Speed with Ball, Passing IQ, Vision, and Offensive Consistency. +5 to everything else.
POST SCORER
Post Scorers become more dominant in the pigment with stronger backdowns and enhanced moves and shots.
Attribute Boosts: +10 for Close Shot, Post Hook, Mail Fade, Shot IQ, and Interior Defense force. +v to everything else.
RIM PROTECTOR
Rim Protectors get potent shot competition boosts and an arsenal of exclusive blocks that permit them to anchor the defense.
Attribute Boosts: +10 for Close Shot, Interior Defense, and Block. +5 to everything else.
SHOT CREATOR
Shot Creators get more effective at shooting off the dribble and can shake off defenders consistently using stepback and spin gathers.
Aspect Boosts: +ten for Driving Layup, Mid-Range Shot, Shot IQ, Ball Treatment, and Offensive Consistency. +v to everything else.
SLASHER
Slashers receive actress boosts to finishing at the rim in traffic and more effective gathers to get by the defense.
Attribute Boosts: +10 for Driving Layup, Continuing Douse, Driving Dunk, Close Shot, Draw Foul, Shot IQ, Offensive Consistency, Speed, Strength, and Vertical. +5 to everything else except Acceleration, Lateral Quickness, and Speed with Ball.
SPOT UP SHOOTER
Spot Upwardly Shooters go a marked comeback to hit from deep, especially in grab and shoot situations.
Attribute Boosts: +10 for Mid-Range Shot, Three-Point Shot, Shot IQ, and Offensive Consistency. +5 to everything else.
Source: https://nba2kw.com/nba-2k21-all-in-one-complete-badges-guide-breakdown-analysis/2/
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