How the numbers were found
Every value on this site comes from what the game shows on screen in the Jump Shot Creator, plus timed shots in an offline mode. The idea is simple: read the creator's bars as exact numbers, look for the patterns behind them, and turn those patterns into a model that covers every base and release. The model was then checked against the game on combinations it was never built from.
Contents
- Reading the screen
- Shot timing and release speed
- Green window
- Defensive immunity
- Release height
- Blended jumpshots
- Requirements
- How it was checked
1. Reading the screen
The creator's Shot Attributes panel shows four bars for the equipped jumpshot: Release Height, Release Speed, Defensive Immunity and Release Window. Under them it shows the requirement.
- The letter grades are too coarse, so the bars are measured instead: the length of the lit part gives the rating.
- The requirement is shown as an exact whole number, which makes it a precise anchor. It's used to calibrate the bars and to confirm every other reading.
- A bar looks full a little before 100, so a full bar means "close to 100 or above".
2. Shot timing and release speed
A jumpshot has one timing: the moment the ball leaves the hand. The Release Speed bar measures it, and timed shots turn the bar into milliseconds.
Reading the same releases on many bases shows a simple pattern:
- The base sets the shooting motion: where it starts and how long it lasts.
- The release sets how far along that motion the ball comes out, always at the same fraction on every base. The creator's Visual Cue timeline shows this.
- The release speed setting speeds up or slows down the whole motion by a fixed amount.
So a few readings per base and per release are enough to work out every combination. A couple of small corrections, found by comparing many combinations, cover the edge cases.
3. Green window
- The rating (the Release Window bar) belongs to the base. Changing the release doesn't move it, and the speed setting scales it.
- The size in milliseconds isn't shown anywhere, so it's measured by shooting: a controller script releases at chosen moments, and the green shots mark where the window starts and ends. The size follows the base's rating and the speed setting.
4. Defensive immunity
It belongs to the release: the base doesn't change it. One reading per release is enough.
5. Release height
Release height depends on the base and the release together. Readings spread over many bases and releases show it's mostly a base part plus a release part, with a smaller part that depends on the pair. The requirement, which includes release height, sharpens each value.
6. Blended jumpshots
A blend mixes two releases with the Animation Blending slider. Moving the slider step by step and reading the bars at each step shows how each value blends:
- Timing: the two releases' timing markers are mixed, not their release times. That's why a 50 / 50 blend isn't always halfway between the two speeds.
- Defensive immunity: a straight mix of the two releases.
- Green window: unchanged; it stays the base's.
- Release height: it bows away from a straight mix, mostly upwards, by an amount that depends mainly on which two releases are mixed. A model of that bow, built from readings across many pairs, predicts it.
7. Requirements
The requirement is a fixed mix of the four bars. Fitting it against the bars over many jumpshots gives the weights:
requirement = 0.15 × RH + 0.25 × RS + 0.30 × TS + 0.30 × DI (rounded)
where RH is release height, RS release speed, TS the window rating and DI defensive immunity.
With the four values from the chapters above, it gives the requirement of any base, any release and any blend.
The number shown under each base in the creator's list is a separate, listed value. It's often 1–2 below what the panel shows for the same combination.
8. How it was checked
The model was checked against the game by equipping combinations automatically, reading the panel, and comparing:
- Without a blend: every requirement matched, on random combinations at every speed setting.
- With blends: every requirement matched, on blend sweeps and on pairs mixed 50 / 50.
- The bars: release speed, immunity and window matched within a pixel or two, and release height within half a point.