#đź“–2k26-answers

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wild fulcrum
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Q: Will there still be RNG in shooting?

A: No. There will be no RNG in shooting. There has always been some element of RNG in every past version of NBA 2K (including 2K24.) NBA 2K26 will be the first version to feature a completely pure green window. On Pro or lower difficulties, you can still “make whites,” but otherwise it’s Green or Miss.

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gloomy flower
wild fulcrum
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Q: Are there instant greens in NBA 2K26?

A: This year, we made the jump shot cellys and shot feedback dynamic based on the quality of the shot. It factors in the shooter’s ratings, defensive coverage, and shot timing (or tempo for rhythm shots.) So if you have an Excellent release on a wide open shot with a good shooter, you’ll get an insta-green.

(Question from @night beacon @mental widget @terse star)

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gloomy flower
wild fulcrum
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Q: Are there different Shot Meter options?

A: All of the Shot Meter options from NBA 2K24 and NBA 2K25 are available to choose from this year, including the new default meter you saw in the Courtside Report video.

(Question from @unborn hollow @static delta @fickle basin)

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gloomy flower
wild fulcrum
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Q: Are there any changes to the Contest System?

A: There have been a number of changes to the contest system logic. We’ve re-balanced the effectiveness of hands up, no-jump contests, and jumping contests to better reflect how shots are impacted in real life. We’re also showing coverage percentages in full Shot Feedback again.

(Question from @fading heron @icy tangle @lethal kraken)

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Are there any changes to how Adrenaline Bars work?

A: Adrenaline will function very close to what you’re used to from NBA 2K25, but there have been some minor tweaks. For example, if you spam too many escape moves in a short amount of time, it will drain a bar.

(Question from @placid oxide @brittle flame @quartz hull)

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gloomy flower
wild fulcrum
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Q: Is there still a High/Low Risk-Reward setting?

A: No. Shot and Layup Timing Risk-Reward settings have been removed. Everyone will play on the same playing field in NBA 2K26.

(Question from @summer solstice @snow yarrow)

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gloomy flower
wild fulcrum
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Q: How do height/attribute restrictions work for the Custom Layups?

A: Height and rating restrictions are similar to NBA 2K25 for the new custom layup packages. So if you qualified for a specific player’s layup package in NBA 2K25, you’d qualify for all of that player’s individual Normal, Reverse, Quick Scoop, Floater, Euro, Hop step, and Spin packages in 2K26.

(Question from @tropic quail @molten knoll)

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gloomy flower
wild fulcrum
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Q: Can you use a Quick Protect even without a defender reaching on you? Does it use adrenaline?

A: You can use Quick Protect at any time, even if no one’s around, and it does not consume adrenaline.

(Question from @lucid pivot)

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gloomy flower
wild fulcrum
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Q: Are there any changes made to address "L2 Dexing"?

A: We’ve made efforts to reduce the unrealistic motion/cuts that can result from dexing. Attempting to use dexing to cut back and forth repeatedly will consume adrenaline.

(Question from @fallen oar @last warren @vocal pike )

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Can anyone do a Quick Catch and Shoot or does it have attribute/badge requirements?

A: Anyone can perform the Quick Catch and Shoot mechanic. There are no restrictions.

(Question from @charred matrix)

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gloomy flower
wild fulcrum
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Q: Are there any changes to dunking?

A: Yes, holding Turbo and the Pro Stick down is how you meter dunk in NBA 2K26. This will also encourage more flashy dunks, but you can also get flashy dunks on the Shot Button if you’re wide open with no trailing threats.

The meter dunk logic has changed a lot and you’ll notice a much bigger green window on open dunks both driving and standing.

(Question from @random fog @worthy zenith @winter leaf)

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Can you explain how the Rhythm Shooting works? Can I still green a shot with early or late timing?

A: Rhythm Shooting is basically all about mastering your shot’s unique tempo. There’s still an ideal timing point for when to push the Pro Stick, but you don’t have to green the timing to make the shot. However, the better you time the release, the more wiggle room you have to match the tempo.

The timing of the right stick movement and the speed of the stick throw will also affect how the animation plays out. So if you start the push early or throw the stick fast, you’ll see the shooter rush the animation, if you delay your push you’ll see the player hold the set point and hang a bit before starting the shooting motion, and if you throw the stick too slowly you’ll see a lazier looking follow through. It’s great if you need to intentionally rush your shot to beat a close out or low shot clock, but your green tempo window will be much smaller.

(Question from @gaunt depot @hollow elbow @boreal violet)

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: How does Rhythm Shooting and Button Shooting compare?

A: The goal was to make both Rhythm and Button shooting viable options with neither having an advantage over the other. But they are very different mechanics so it’s not really possible to directly compare them. Some will be much better with the button and some will be much better with the stick. Rhythm Shooting is definitely more rewarding IMO though. 🙂

(Question from @ocean garden @raw python @quartz scarab)

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Are there any changes to dribbling besides the new controls for Signature Size-Ups?

A: Dribbling has changed a lot in NBA 2K26. Branching and chaining moves will generally feel more responsive and you can interrupt more moves than you could in 2K25. We made an effort to make dribbling faster and the inputs more responsive as well. You’ll find some great new content, as well as the return of some old favorites (e.g. Pippen’s behind the back wrap), so I think dribble heads will be able to create some nice highlights this year.

(Question from @untold valve @atomic furnace @pulsar mist)

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Since double tapping CIRCLE/B is Wrap Passes now, can you still do flashy passes?

A: Flashy passes have been moved to CROSS+CIRCLE (PS5) or A+B (XBX). Self alley-oops are now mapped to SQUARE+TRIANGLE (PS5) or X+Y (XBX).

(Question from @sly parcel @sterile basalt @stable summit)

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gloomy flower
wild fulcrum
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Q: If you don't green a rebound can you still get it? What happens when 2 people both green a rebound?

A: You can still grab a rebound if you don't green the timing. And if a little player is trying to out rebound a big, excellent timing will often not be enough to secure the board. If the big makes zero effort and just stands there, the little guy will have a better chance with perfect timing though. If 2 players green the rebound timing, the outcome is decided by positioning, ratings, and height.

The core mechanics around how rebounding works isn't changing in 2K26. Timing your jump has always been an important aspect of rebounding, the indicator was added just to help players understand how rebounding works.

(Question from @zinc fog @zenith plaza)

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gloomy flower
wild fulcrum
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Q: Is the size of the green window different for no-dip compared to regular catch and shoots?

A: The green window for quick catch and shoot shots are the same as regular shots. It’s possible this could change in the future.

(Question from @crisp creek)

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gloomy flower
wild fulcrum
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Q: Have there been any changes to baseline sensitivity?

A: Yes, there was an improvement to address the baseline sensitivity, especially when attempting baseline layups.

(Question from @wicked sparrow @eternal matrix @agile arrow)

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gloomy flower
wild fulcrum
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Q: Can we pull the chair when being backed down in the paint?

A: Yes, you can pull the chair in the post by tapping CIRCLE/B when the offensive player makes contact with you.

(Question from @plush lava @prisma plover)

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gloomy flower
wild fulcrum
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Q: Will there be a boost for turning the Shot Meter off?

A: Turning off the Shot Meter will slightly increase the size of your green window.

(Question from @calm nest @solid moon @honest dragon)

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gloomy flower
wild fulcrum
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Q: Can you cancel out of the new Post Go-To shots?

A: For the Post Go-To shots that have a dribble, yes, you can cancel like regular Go-To shots. You can always pump fake and chain to step throughs also.

(Question from @strong saffron)

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gloomy flower
wild fulcrum
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Q: Are there any changes to pluck steals and lane steals?

A: On-ball steal targeting and steal animations have been improved to reward defenders who position themselves well and anticipate the dribbler’s moves. The canned “animation pluck steals” have been almost entirely disabled. Pass interceptions have been tuned a bit but are similar in effectiveness to 2K25.

(Question from @sacred slate @surreal comet)

<@&891068097178533968> <@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Can you do No-Dip Catch and Shoots in team control modes?

A: Yes, in team control modes, as soon as you initiate the pass you can do a quick Catch and Shoot by immediately holding L2/LT as you receive the catch.

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gloomy flower
wild fulcrum
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Q: Are there any changes to bursts and changes in direction for ball handlers?

A: We spent some time tuning the dribbler’s ability to start, stop, and cut. The speed and tightness of changing directions will vary based on ratings and dribble style.

(Question from @steep nimbus @storm basin @noble sparrow)

<@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Are there any improvements to standing dunks?

A: We've reworked the logic for standing dunks to make them more reliable for bigs who aren't too crowded under the rim. We've also retuned standing skill dunks to have (generally) larger green windows to compensate for how fast most of those dunks are.

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gloomy flower
wild fulcrum
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Q: Do motion styles have an effect on gameplay?

A: Yes, motion styles are driven by ProPLAY just like dribble styles, so some styles will naturally be quicker and more explosive than others. For NBA 2K26, we've added ratings gates so you'll need higher attributes to equip the more effective styles.

(Question from @unkempt bough @wide island)

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gloomy flower
wild fulcrum
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Q: Are there any other new passing controls?

A: Another passing feature added for NBA 2K26 is contextual auto lob passes. With this new "Auto Lob to Moving Passes" controller setting enabled, pressing the Normal pass button (CROSS or A) or icon passing will throw lob passes to moving receivers in situations where a normal chest pass would be more prone to getting intercepted.

Advanced playmakers who only want to throw lobs by pressing TRIANGLE or Y will want to set this option to Disabled in the Controller Settings menu.

<@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Are free throws green or miss? Is there RNG?

A: Free throws on All-Star difficulty and above are green or miss. Pure green window, no RNG.

(Question from @astral tusk)

<@&936860829167550504>

gloomy flower
wild fulcrum
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Q: Will there be a boost for turning the layup meter off?

A: Just like turning the shot meter off for shots, meter off will give you a slightly larger green window for layups too.

(Question from @stoic juniper @strong saffron)

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frosty matrix
gloomy flower
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Q: Is the Badges system changing?

A: After evaluating how the Badge system played out in NBA 2K25, we felt like it hit the mark. The streamlined setup with 40 total Badges gave each one real impact on the court, and we received a lot of positive feedback throughout the year. That Badge system is returning in NBA 2K26. We are doubling down on something that works, rather than changing just for the sake of change (which doesn't always lead to the best outcomes for the health of the game).

Our focus in NBA 2K26 is on improving the systems that interact with Badges, like adding more depth to the MyPLAYER Builder than ever before and putting a renewed emphasis on skill-based Gameplay. You can look forward to features like Max +2s and new Badge Perks that boost your Badges beyond their max potential, and the Custom Takeover reward which lets you design your own Takeover from scratch. We've also introduced new ways to improve your builds over time through Build Specialization.

The result is more freedom than ever to make each build unique and continue evolving them as you play throughout the year.

(Question from @flat glade @wise current @steep nimbus)

<@&891068097178533968> <@&936860829167550504>

frosty matrix
gloomy flower
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Q: Are the Max +2 Badge Perks earned from Build Specialization permanent?

A: Yes, they are permanent on your account once earned and can be used on any save if the Build Specialization path selected has already progressed to earn the Max+ reward.

Remember -- You can pick one Build Specialization per save. If you earn rewards from the Shooting specialization that will only be shared with other saves that also select the Shooting specialization.

<@&891068097178533968> <@&936860829167550504>

frosty matrix
gloomy flower
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Q: Can any attribute be boosted with Custom Takeover?

A: You can boost any non-physical attribute via Custom Takeover, regardless of your current rating for that attribute.

(Question from @sinful stream)

<@&891068097178533968> <@&936860829167550504>

frosty matrix
gloomy flower
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Q: Are you limited to one Custom Takeover?

A: Once you have unlocked Custom Takeover, you will receive 4 Custom Takeovers to edit. You can edit each one as you please between games.

(Question from @little badger)

<@&936860829167550504>

frosty matrix
gloomy flower
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Q: Can we complete the Build Specialization quests in single player modes?

A: Build Specialization quests can be completed either in your single player NBA MyCAREER or in multiplayer modes -- the choice is yours!

(Question from @fallow aurora @deft sun)

<@&891068097178533968> <@&936860829167550504>

frosty matrix
gloomy flower
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Q: Can you apply Cap Breakers earned from Build Specialization to any attribute?

A: Cap Breakers earned via Build Specialization must be applied within the attribute category you specialized in, or applied to a Physicals attribute.

For example, if you earn a Shooting Cap Breaker via Build Specialization, you can apply that Cap Breaker only to Three-Point Shot, Mid-Range Shot, Free Throw, Speed, Agility, Strength, or Vertical.

<@&936860829167550504>

frosty matrix
gloomy flower
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Q: Are there changes to how attributes tie into one another?

A: Yes, we've made optimizations to ensure the Builder is balanced. Some of the more notable changes are that your Speed With Ball potential cannot be higher than your Speed potential, and raising your Close Shot potential will also raise your Driving Layup potential.

(Question from @steep nimbus)

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frosty matrix
gloomy flower
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Q: Are the attributes requirements to select each Build Specialization the same for all builds?

A: The attribute requirements for each of the five Build Specializations remains the same no matter what build you make. Remember, you can choose one speciality per save file!

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frosty matrix
gloomy flower
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Q: If you target just 1 attribute with your Custom Takeover, will the attribute boosts be bigger?

A: The less attributes you target, the bigger the boosts will be. You can target up to 3 attributes with each Custom Takeover.

<@&936860829167550504>

frosty matrix
gloomy flower
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Q: Is the custom jump shot creator easier to navigate?

A: Yes! We've added a Search function that lets you quickly find a specific player's base or release. You can also now Favorite animations, making it easy to find your go-to options.

<@&891068097178533968> <@&936860829167550504>

frosty matrix
gloomy flower
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Q: Does height affect the size of your green window? For example, will a 6'8" player have a bigger green window than a 6'10" player when all else is equal?

A: Height will not play a factor in the size of the green window on open shots. So if the 6'8" and 6'10" players have the same ratings, they'll have the same sized green window.

(Question from @crisp creek)

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frosty matrix