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Kinda Need a DG Guide!?!?!?

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  • Kinda Need a DG Guide!?!?!?

    Specifically for shrewd dg, but I'm open to anything. DG still seems underrated, but DEADLY.

  • #2
    Oh, no, DG is really good.

    I'm balanced and it feels perfect. Decent steals, decent speed, decent get open ability. It's really just a shot making pg.

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    • #3
      you can play like a sf or a pg.
      But I feel swing or iso is the best path for dg.

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      • #4
        I have lvl 49 DG, with some good cards
        Yup, swing is the best for DG.

        DG Pros:

        1. Have a long layup, same as SW (without some freestyle dunks)
        2. Longest fake layup.
        3. Consistent Jumpshot (well not as SF, but still far above PG)
        4. Have good screen dash speed.
        5. Jump Pass / Floater / Backdrive bring depth to his mid mind games.
        6. His steal game is really good (you can make him to become def the point-man)

        DG Cons

        1. No Baseball pass, so as dash passer, DG really not your first choice.
        2. No drive-kick pass.
        3. Rolling catch very slow (the range is good, but really slow, have lot's of recovery time)
        4. Weak intercept game.

        Lot's of people thinking DG is SF/PG or SG/PG.
        But I think DG more PG/SW hybird.
        The thing is, DG does not have any 3pt Defence ressist or 2pt Def ressist, sure he has Jabstep and stuff, but the def ressist is really low.
        His 3pt really shaky, even in wide open, it have chance to miss the shot.

        So your playstyle is, get into the mid/layup games, then try the mind games.

        Basically, you have 7 movesets.

        1. Manual layup layups
        2. Double Clutch
        3. Layup pass
        4. Jumpers
        5. Floaters
        6. Jump pass
        7. Backdrive

        Now you can really be annoying to the bigman.

        1. If Bigman camp the paint -> floater.
        2. If Bigman expect the floater -> manual layup.
        3. If Bigman expect both floater and manual -> layup pass
        4. If Bigman expect layup pass -> try jump pass
        5. Jump pass already used -> try backdrive

        Also, if you're using alley, it allow you give more space to your layup mind game, If the bigman trying to double you,
        you can give your PF an alley oop, this is very good especially if your PF have long dunks, your PF need to spam the alley button tho.

        As defender, you really want to def the ballhandler, because you will try to bump steal him, and let PG try to intercept his pass.
        Last edited by Samuel Soegiarto; 09-03-2016, 12:13 PM.

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        • #5
          oh well thank you kind sir. Your knowledge is well respected.

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          • #6
            DG what?

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            • #7
              Originally posted by Samuel Soegiarto View Post
              I have lvl 49 DG, with some good cards
              Yup, swing is the best for DG.

              DG Pros:

              1. Have a long layup, same as SW (without some freestyle dunks)
              2. Longest fake layup.
              3. Consistent Jumpshot (well not as SF, but still far above PG)
              4. Have good screen dash speed.
              5. Jump Pass / Floater / Backdrive bring depth to his mid mind games.
              6. His steal game is really good (you can make him to become def the point-man)

              DG Cons

              1. No Baseball pass, so as dash passer, DG really not your first choice.
              2. No drive-kick pass.
              3. Rolling catch very slow (the range is good, but really slow, have lot's of recovery time)
              4. Weak intercept game.

              Lot's of people thinking DG is SF/PG or SG/PG.
              But I think DG more PG/SW hybird.
              The thing is, DG does not have any 3pt Defence ressist or 2pt Def ressist, sure he has Jabstep and stuff, but the def ressist is really low.
              His 3pt really shaky, even in wide open, it have chance to miss the shot.

              So your playstyle is, get into the mid/layup games, then try the mind games.

              Basically, you have 7 movesets.

              1. Manual layup layups
              2. Double Clutch
              3. Layup pass
              4. Jumpers
              5. Floaters
              6. Jump pass
              7. Backdrive

              Now you can really be annoying to the bigman.

              1. If Bigman camp the paint -> floater.
              2. If Bigman expect the floater -> manual layup.
              3. If Bigman expect both floater and manual -> layup pass
              4. If Bigman expect layup pass -> try jump pass
              5. Jump pass already used -> try backdrive

              Also, if you're using alley, it allow you give more space to your layup mind game, If the bigman trying to double you,
              you can give your PF an alley oop, this is very good especially if your PF have long dunks, your PF need to spam the alley button tho.

              As defender, you really want to def the ballhandler, because you will try to bump steal him, and let PG try to intercept his pass.

              This is very nice and good guide. For let me add some as for the ISO plays, for me I do preffer more on a team of PG DG SF, if the PG will play middle. Because DG is much more effective in 3pts than PG. and ofc the SF for 3s and rebound. As what he said, also in ISO DG is much more effective defending the ball handler than the scorer. Thou sometimes there will be a times that the DG will defend the scorer, dont worry its still good, the Intercept of a DG may not be effective compare to Pg, but its still good for defensive strategy.
              Last edited by tidus202; 09-04-2016, 04:20 PM.

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              • #8
                You must be pro are you? I think ye dat guy from EU who won 7x tourney championships.

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