Originally posted by Sharkira
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Originally posted by Zydrunas View Post
How do you even end up with it even remotely close to an SF? SF's have manual block, box out, chip out, an actual mid range game, and are generally much slower. Sure SF's may have two or three common skills with DG but they definitely align with PG+SG much more than PG+SF, lol.
I understand his feeling, not mention defense skills, just offensive part, dg is more close to SF+PG.
DG has worse 3pt success and no long range, and no backroll. Besides the speed and small size, nothing close to sg. I still think GK should give dg some special dribble move, SG/SW all have dribble skills go to diagonal but DG can only stepback, which is hard to get rid of defenders.
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DG's scoring isn't as strong as SF, SG or SW because well... it's not meant to be. Look at what DG has. Compared to the scoring positions, it has more supportive ability than all of them, You aren't taking any of this into account on top of it's already decent ability to score. DG should be weaker than SF, SG, and SW in regards to scoring, because it can play a supportive role much better than either of them. This is also vice versa when compared to the PG. DG has far more scoring capabilities than a PG, but a PG can support much better. Also everyone seems to be forgetting DG's No Mark Shot. When you look at their SP skills, you think... eh, SP 3pt II. Only +24, not that great. Have you coupled it with the no mark shot? My success chance greatly increases when my DG gets no mark compared to other positions. When contested, I don't have a full circle, even when still green but not a no mark. When I'm no mark, I get a full circle and rarely miss. This is a level 25 DG with no clothing stats and barely leveled cards. DG's also have VD a skill that was exclusive to only the PG, one of the strongest layup skills in the entire game. If you have ever watched DBLL or Fixt with that, It's disgusting how well they can score with it and how fast that animation is when used from max range. Also, I'm sure this is balanced around data generated from the Korean server, which from what I know, DG is quite good there. I would have to double check that though.
I will say that when the DG was first released, I recall reading in a description about it that it was a mix of SF and PG, not SG. That's if my memory is correct.
tldr: DG was plenty of scoring capabilities and is quite good at it, it's just not meant to be as strong as the other scoring positions due to it's ability to play a PG-like supportive position as well.
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I have lvl 50 DG, she is fine as it is tho.
My stats is 210 layup, 200 speed, 190 jump shot, 160 3pt and she is pretty okay as a swing-guard.
But, I don't think I can score without 210 layup + 200 speed.
DG = SW+PG
Not SF+PG, or SG+PG. This is where people wrong.
The reason why I think DG has more SW capability.
1. He can do everything SW can do, except side step / scoop shot, plus he have VD and alley.
2. Keep in mind DG has the 2nd best layup range
3. As a SG, DG does not have any bread and butter perimeter move (eg. BRTD), but he can 3pt if you leave him open.
4. As a SF, DG really struggle with his jumpshot (I have SP3 card with 220 jumpshot and it's so baaaaaaad, you can't even use jab-jumpshot), but surprisingly the pull-up really good (well, it missed sometimes, but 60-70% to force offense tempo is good ability). Bottom line, I know the officials say it's SF/PG, but DG mid game really abysmal compared to his layup game.
5. DG is better than SW defensively, you can do bump-steal/rolling catch, thus creating defensive lock-down.
Here's the interesting part.
The reason why long layup really help with DG offense, you can do the layup mind games.
1. Long range layup, This make your opponent bigman aware your layup range, thus camping the center of your paint to block.
2. You see your opponent bigman trying camp the paint. Boom! show your insane floater range! Now, he aware can't camp the paint. So he's trying to stop your floater by clamping up.
3. When he's trying to stop the floater+layup prediction. Long range layup + pass or double clutch. Now, he's aware about your mind games.
4. Because they aware about your layup ability, the defender will asume you're going to cut in and forcing layup, so he will predict, and going back,
thus creating more space to your jumpers. This is where your pullups/backdrive comes in.
5. Now, the defender wary of your offense presence, this is where you need to creative (eg: fake, jump pass, dunk freestyle, alley, etc)
This is why as DG you have to rely on speed and layup, because with speed, you can out-dribble your defender to get inside in, and once inside your layup range, you can start the mind games. Jumpers and 3pt is supplementary, to keep your layup games intact.
The only thing I stuggle when playing with DG is where I play with:
1. Dribble heavy SG (because you can't create offense without holding the ball, thus the ball movement become bad)
2. Defensive C (I really wish the bigman can pull out the opponent bigman from the paint, especially when the opponent bigman really good)
The thing I wish to add to DG, is probably his mid-resist, backdrive range, or SPIII 3pt, or button change for no mark shot (eg. press F to no mark shot).Last edited by Samuel Soegiarto; 12-12-2016, 02:52 AM.
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Originally posted by Samuel Soegiarto View PostI have lvl 50 DG, she is fine as it is tho.
My stats is 210 layup, 200 speed, 190 jump shot, 160 3pt and she is pretty okay as a swing-guard.
But, I don't think I can score without 210 layup + 200 speed.
DG = SW+PG
Not SF+PG, or SG+PG. This is where people wrong.
The reason why I think DG has more SW capability.
1. He can do everything SW can do, except side step / scoop shot, plus he have VD and alley.
2. Keep in mind DG has the 2nd best layup range
3. As a SG, DG does not have any bread and butter perimeter move (eg. BRTD), but he can 3pt if you leave him open.
4. As a SF, DG really struggle with his jumpshot (I have SP3 card with 220 jumpshot and it's so baaaaaaad, you can't even use jab-jumpshot), but surprisingly the pull-up really good (well, it missed sometimes, but 60-70% to force offense tempo is good ability). Bottom line, I know the officials say it's SF/PG, but DG mid game really abysmal compared to his layup game.
5. DG is better than SW defensively, you can do bump-steal/rolling catch, thus creating defensive lock-down.
Here's the interesting part.
The reason why long layup really help with DG offense, you can do the layup mind games.
1. Long range layup, This make your opponent bigman aware your layup range, thus camping the center of your paint to block.
2. You see your opponent bigman trying camp the paint. Boom! show your insane floater range! Now, he aware can't camp the paint. So he's trying to stop your floater by clamping up.
3. When he's trying to stop the floater+layup prediction. Long range layup + pass or double clutch. Now, he's aware about your mind games.
4. Because they aware about your layup ability, the defender will asume you're going to cut in and forcing layup, so he will predict, and going back,
thus creating more space to your jumpers. This is where your pullups/backdrive comes in.
5. Now, the defender wary of your offense presence, this is where you need to creative (eg: fake, jump pass, dunk freestyle, alley, etc)
This is why as DG you have to rely on speed and layup, because with speed, you can out-dribble your defender to get inside in, and once inside your layup range, you can start the mind games. Jumpers and 3pt is supplementary, to keep your layup games intact.
The only thing I stuggle when playing with DG is where I play with:
1. Dribble heavy SG (because you can't create offense without holding the ball, thus the ball movement become bad)
2. Defensive C (I really wish the bigman can pull out the opponent bigman from the paint, especially when the opponent bigman really good)
The thing I wish to add to DG, is probably his mid-resist, backdrive range, or SPIII 3pt, or button change for no mark shot (eg. press F to no mark shot).
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Originally posted by Fameless View PostI dont think u compelety wrong but SW...no because position breaker are hybrids of the original positions and DG isn't that better of a defensive position because think about it sw have manuel block and better tussle so cant say they better defender it depends on how u use them IMO.
Correction, DG tussle = SW tussle (DG is like power PG, so your strategy is to bump steal)
SW tussle = DG tussle
SW tussle :76
DG tussle: 76
SW PROS
1. But you're right with block stats that I wish DG have.
SW block >>> DG block
SW block 116 + Manual block (but can't guard PF dunks)
DG block 76 (Non existent)
2. Rebound wise he does have ability to cal reb, with some chip out.
SW rebound = SG rebound + Chip out
SW rebound : 114 + chip out
DG rebound : 89 (non existent)
SW CONS
1. Steal wise, DG faaaar better than SW.
SW steal <<< DG steal
SW steal : 116 (viable, but meh)
DG steal : 140 + intercept option (same like SG intercept)+ sp steal 3(not that bad, but still need some stats to get 170)
2. Speed/stamina wise, DG far more better
3. Diving catch viable (after you block they probably dive catch your block, I hate when that happen)
SW does have defensive option, but perimeter wise, DG defense beating SW defense at any day, due to speed, stamina and steal.
SW have trouble when defending ballhandler, because he have same tussle as DG, and limited steal option.
SW win when he need to defending layup guards at post (ISO/Swing), while DG post defense is nonexistent.
Again, same like you said, It all about preference, for me DG bringing more defensive option than SW.Last edited by Samuel Soegiarto; 12-13-2016, 11:39 PM.
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