
R1CH SOSA🔋
@R1CHSOSA • 12,954 subscribers
YHWH† | 39K + 👑’s on yt | Official @NBA2K Partner 1x LOGO GAUNTLET CHAMPION | [email protected] | Daily Uploads 👇🏿
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Stephen Curry Is Literally The BEST And Hardest Shooter To Guard In NBA THE RUN If You Know How To Use Him…🐐 - Pair Deep Threat With A Teammate Running Dropping Dimes, And Curry Can Consistently Green Shots From Nearly 3/4 Of The Entire Court… Even From Around The Opponent’s Free Throw Line 👀 - Defensively He’s A Liability At Times, But If You Stay In Front Of Your Matchup And Play Smart, He Can Still Come Up With Big Blocks And Steals - Easily One Of The Most Fun Players To Pick Up, But Also One Of The Highest Skill Ceiling Characters Once You Truly Master His Shot - Whenever You See Someone Using Curry, They’re Usually Either REALLY GOOD… Or REALLY BAD. There Is No In Between 😂 - I’m Not Gonna Lie… Pulling Up From Practically Anywhere On The Court Never Gets Old 🔥 NBA THE RUN #NBATHERUN
R1CH SOSA🔋15,227 görüntüleme • 22 gün önce

FINISHING IN #NBA2K26 NEEDS A MAJOR CHANGE❗️ One of the biggest inconsistencies right now in NBA 2K26 lies within the finishing system, especially in how it interacts with defensive contests and the logic behind the dunk meter. There are too many moments where the defensive effort being made doesn’t match the outcome of the play. You can make the right read, drive with the correct angle, and still get punished with a tiny or unpredictable green window… while on the other end, defenders can get beat and somehow still manage to heavily affect a dunk attempt. It almost feels like the logic behind finishing doesn’t align with the defensive animation or contest that’s actually happening. If we compare it to shooting, the difference in consistency is night and day. It’s far easier to green a jumpshot than it is to green a dunk meter. Shooting gives players multiple learning paths (Rhythm Shooting and Button Shooting) both of which reward timing and IQ. Finishing, however, doesn’t have that same depth or balance. The button finishes feel noticeably weaker and less reliable than the dunk meter, which in itself can be extremely unforgiving. The green window on dunk meter attempts is incredibly small, even on what appear to be open takes. This makes finishing feel more about luck or animation RNG than player skill or decision-making. Another major factor tied to this is interior defensive consistency. The way contests register inside the paint feels disconnected from how they function on the perimeter. Combine that with how post play has been watered down compared to last year, and we’re left with a finishing system that lacks the stability and satisfaction it once had. To make Finishing BETTER: • The dunk meter logic needs to better reflect real defensive positioning. • Button finishing should be viable, not a gamble. • Green windows for dunks and layups should scale more dynamically based on interior defense, attributes, and badges. • Post control, strength, and timing should matter the same way shooting attributes do. If 2K can bring finishing up to the same level of refinement and consistency as shooting, NBA 2K26 could easily reach one of the best gameplay balances we’ve had in years. Finishing should reward skill, decision-making, and timing… not randomness.
R1CH SOSA🔋50,406 görüntüleme • 8 ay önce

I Received a Logo! The Hard-Work FINALLY PAID OFF, Praise King Jesus Christ! Thank you NBA 2K Mr. Zaro StaxMontana & Evan 1,200 NBA 2K Videos… Uploading Everyday for 3 - 4 Years Straight… Countless Nights editing/recording… 1 Logo Gauntlet Invite 5 Back to Back Wins… My Faith Always being Stronger than my reality in front of me… and Endless Support from my Family, Community, & The 2K Team Don’t Believe in “The World doesn’t need a Content Creator” Be Yourself, Trust in God, & All will fall into Place We are just getting started 🙏🏿💯
R1CH SOSA🔋58,357 görüntüleme • 1 yıl önce

When is NBA 2K going fix the glitch that causes the PG to be invisible when he doesn’t have the ball? #NBA2K25
R1CH SOSA🔋42,100 görüntüleme • 1 yıl önce
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