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From: Junne
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10512.1
Date: 12/22/2007 12:28:44 AM
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What are the most important skills for a small forward?

thx

Edited by Junne (12/22/2007 12:28:56 AM CET)

Last edited by Junne at 12/22/2007 12:28:56 AM

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10512.2 in reply to 10512.1
Date: 12/22/2007 12:43:31 AM
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All of them.

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From: MilosCe

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10512.3 in reply to 10512.1
Date: 12/22/2007 2:44:23 AM
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I had 1 SF when I started training team jump shooting.Now i have 5 :S

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10512.4 in reply to 10512.1
Date: 12/22/2007 11:37:53 AM
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yes, as riceball said, about all of them, however some are ,imho, more important than other skills:

jumpshot might be THE most important skill for a SF.
but it's also important that he can defend, outside as well as inside, and rebound a ball or two, tree, four, many,...:), drive and handle the ball, as well as give a good pass.
He does not realy need much blocking skill.
Jumprange is also nice, but might also be one of the less important skills, depending on his other skills ofcourse, if he can't drive, nor handle, nor pass, he can use jumprange to compensate this lack of skil, if he's good at everything, he'll probably get a good change at closer shots and will need less range,...

I think when you a guy wich does not show suberb skills in 1 area (outside D, handling and passing / inside D inside shot and rebounding), but has averaged out skills over the whole line, he might be best on SF position. If he's between 185 and 195 that's even better, but 180 to 200 will do, smaller or bigger might cause trouble.

They are not your friends; they dispise you. I am the only one you can count on. Trust me.
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10512.5 in reply to 10512.4
Date: 12/22/2007 11:48:27 AM
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I disagree on the Jumprange. Jumprange is equally important as jumpshot. Without a good Jumprange your jumpshot might be useless at long distances. And vice versa. The better the Jumprange, more effective your jumpshot will be.

I posted somewhere about jumpshot and jumprange... Let me find it.

----- Edit -----


This is the way i see JR and JS. Jump shot is how well a play can perform a jumpshot.
Jump Range is the range his jumpshop will maintain his effectiveness while backing further away from the board...

Example:
Player 1 with JS - Respectable and jump range atrocious.
His jumpshot is Respectable only when he's very close to the basket. If he goes any further his jumpshot will not maintain the respectable status, and it will decline rapidly. By mid-range his Jumpshot might be pitifull.

Player 2 with JS - Respectable and jump range mediocre.
His Jumpshot will maintain the same skill further than player one. While player one has his Jumpshot declined to mediocre by stepping further away from the basket, player 2 might has his jumpshot still maintained at respectable.

Player 3 with JS - Average and jump range strong.
This player can maintain his Average Jumpshot even if he's positioned near or behind the 3 point line, while player 1 might has his jumpshot reduced to atrocious by that time, and player 2 to mediocre.

So close range player 1 and 2 are tied with respectable, while player 3 has average.
Mid-range player 2 wins over 1 and 3 with an Respectable still, while player 1 has let's say maybe awful due to his atrocious JR. Player 3 still has his Average.
Long range player 3 wins over 2 and 1. 1 has with no doubt atrocious and player 2 might have an mediocre JS at the 3point line, while player 3 maintained his Average jumpshot.

So basicly, jumprange is just a measure to determine the decline of the players Jumpshot skill due to range.
Having a Legendary Jumprange and an Atrocious Jumpshot doesn't make you a good shooter. Just makes you shoot atrocious at any given position.
Being a 3-point shooter with a Legendary Jumpshot and Atrocious Jump range is not that convicing either. Might be a 100% shooter from short-mid range but maybe a 40% shooter from the 3point line. He'd be better off being a Center or a PF.


Keeping that in mind, i'll say Jumpshot is well important for a center. His jumprange doesn't have to be high, but it's a nice bonus.

:Note: This is just my way of seeing the JS and JR.

Edited by Riceball (12/22/2007 11:48:47 AM CET)

Last edited by Legen...Riceball...Dary! at 12/22/2007 11:48:47 AM

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10512.6 in reply to 10512.5
Date: 12/22/2007 12:02:34 PM
Overall Posts Rated:
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yes I know that, in fact I read your post and it was so perfect I didn't need to reply. ;)


What I said was: range MIGHT not be so important, DEPENDING on the other skills of the player.

And more, if you have a player with good range AND jumpshot, you might want to use him as shooting guard instead of forward...

Ofcourse it is always best if a player is good in ALL his skills, and that goes for every position.
The question here was, what is most important for SF.

And let's say I get to pick a player, and can choose his skills, but I need to give a skill or two in which he's not that good, then I'd choose my SF with less blocking, and a little less range, and keep the other skills up.
And yes you are right, with atrocious range the skill of the jumpshot will not be as high as it should be, but what else would you choose? ;)

They are not your friends; they dispise you. I am the only one you can count on. Trust me.
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10512.7 in reply to 10512.4
Date: 12/22/2007 12:03:12 PM
Nitra Corgons
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I have more SF..for different tactics i am using diff.players..it is much cheaper to have SF for inside focused off.and def. and one for outs.focused. I think it is useless having good JR player for look inside as well as good ID skill when using FCP or 3-2zone..everybody should have good JS though..

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10512.8 in reply to 10512.6
Date: 12/22/2007 12:13:26 PM
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I think it depends on the tactics you play. Have more inside focus? Jumprange could be dropped slightly. More outside focus? Inside shot could be dropped slightly. Shotblocking could be neglected completely if you are comparing.

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10512.9 in reply to 10512.8
Date: 12/22/2007 12:56:19 PM
Overall Posts Rated:
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indeed...

Mostly I put my tactics after I selected my players.
It might not be bad to first choose the tactics, and then select your players. In this last case, it is best to have a variaty of players for each position indeed.
In the end you'll have to play the players you have in your team, I don't think anyone will amuse himself selling his team and buying the right players he needs for his next match. ;)

So it's a bid give and take, you set your team with the players you have, and you try to buy the players you need for your team.

They are not your friends; they dispise you. I am the only one you can count on. Trust me.
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10512.10 in reply to 10512.5
Date: 12/22/2007 3:17:29 PM
Overall Posts Rated:
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Well, look at these two of my players:

(2254566)
(2254568)

First one has JS strong + JR atrocious, and second one JS strong + JR respectable...

I play them both on SG, and look at their stats... The first one has much better FG percentage, but he shoots less... The second one shoots a lot more, but with smaller percentage... Now look at their 3 pts... They both have around 25%, but first one had only 13 attempts, and second one above 70... Maybe that's the main thing with JR... Maybe it will not decrease your JS that much, you'll just shoot less from the outside... Because, following your theory, I would say that first player, Tulic, would have atrocious 3pt shot, and second one, Krasnic, respectable... But they have almost the same percentage... The difference is in number of shot attempts...

Edit: The first one even has better Driving, average, so he should, by that logic, shoot more than Krasnic... Krasnic has inept Driving... That must be related with JR...

Edited by Bevzil (12/22/2007 3:21:54 PM CET)

Last edited by Bevzil at 12/22/2007 3:21:54 PM

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10512.11 in reply to 10512.10
Date: 12/22/2007 4:51:53 PM
Overall Posts Rated:
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Driving is more related to handling, however it should also increase the quality of your shots.

I have an explaination for your players here.

the one with atrocious JR doesn't shoot that much because he 'sees' less oportunities than your better player, the one with good JR almost always sees a good shot, since he is good, and therefor takes a lot of shots, BUT....

due to the fact he is good he draws more defense, teams might start doubleteaming your good guy, making him mis more often.
Your bad guy won't draw any defense, since he wouldn't dare to shoot anyway since he knows he's likely to mis. Therefor the opponent might let him open more often. If he does shoot he'll have less defense against him, and hereby might make the same % of shots as the good one.
In other words: your good one misses his shots because of the defense of the openent, while your bad guy misses only to the fact he doesn't shoot good from far.

Still, the one with good JR is better... in this case he suffers from a bad teammate, and vise versa.
Would you have 2 similar players, both with bad JR, you would score less, since defense can than be divided evenly over them both, and they each get more defense than your 1 bad now, thus missing more.
Would you have 2 good JR guys, the defense would also have to divide their attention over both, since both form an evenly big threath, making that they would have less defense on them than your 1 good guy is taking now, thus scoring more...

I hope you understand my train of thoughts here. ;)

On an other note: you also need to take a look from where the guys shoot. From very close by, they will both be prety much the same since JR gets more important the farter away from the ring he is...

They are not your friends; they dispise you. I am the only one you can count on. Trust me.