NBA 2K16

NBA 2K16

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NBA 2k16 Frame Data
By Seth | Rooster Liu
NBA 2k16 Frame Data on all Character Shot / Lay up Release Types. Find out which shot is in fact the quickest!
   
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NBA 2K16 Frame Data
UPDATING as of June 6th, 2016

Hello 2k Fam, For those who do not know me, my name is Seth and I play on the North American East Coast Server as a very, very annoying 6'3 Outside Point Guard at the start of release. Since then I've quit NBA 2k16 after getting to legend with my friends LZMarth as well as all of the people I've met on the court every night. After quitting the game, I decided to dedicate my time into researching all the aspects of this game. Even if it is just one person, reading this, my goal is already accomplished.


For some time now through browsing the forums I have noticed that amidst all the hacker accusation and complaints about server uptimes, there has not been a thread posted about game knowledge, frame data for each shot / dunk animation, and as well as how the Stamina System can effect your shot %

For the next few months I will be collecting, researching, and experimenting with hopefully the help of this community to gather data for the most optimal options on the court.

FAQ:

There's a Stamina Bar in MyPark???

- Yes it appears as a green bar which is directly underneath your player.
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How will you be recording and analyzing everything?

- I will be using Fraps primarily as my method of screen and video capture because it allows myself to go through video frame by frame.
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Seth, why does it seem like some of my shots are faster / later then they are supposed to be?

- Great question! You are in fact right! 2k16 jump shots and their timings can change based on 5 different categories which I will explain in greater detail during the JUMPSHOT SECTION of my post.

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How much of an impact does Stamina have on my shooting %?

- Because it has been unconfirmed by any online thread I have seen. I've decided to spend some time to crunch in the numbers myself so that you viewers can look at the differences yourself.
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How can you tell if your shot contest was average / above average?

- As a basic rule of thumb, the best way to tell how well you guarded you opponent is by looking that the green indicator bar that will appear after your opponent has attempted a shot.

If that defense bar is filled GREEN <80% of the way it is considered a great shot contest

If the defense bar was filled GREEN <30% of the way it is considered to be a shot contest (although the game may not always give you a increase in teammate grade)

If the defense bar is YELLOW >10- 29% of the way, it means it was considered to be a half
attempted shot contest. (No teammate rating)

If the defense bar is RED >9% of the way, sorry Fam you failed to defend your opponent.
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Why is this even necessary?

- Coming from a SSBM background, Frame Data and techskill have always been an integral part of the community. Being able to understand the situation / position you are in, while also reacting to the best option you can choose will give you a significant advantage in the Park.

My style of play is finding the best possible option that my opponent gives me on a dime.



STAMINA and its Effect on Jump shot %'s~
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As I am only just one man. I have separated Stamina into 4 different categories, them being.... Shot Percentage at 100%, Aprox 75%, Aprox 50%, and lastly >25% Stamina. I will be taking 300 uncontested and half contested using the most popular jump shots I have seen at MyPark ( Lemarcus, Rudy Gay, Release 110, MJ, Curry, Klay, Etc, Etc)

Please Note that all 300 shots, are taken from the 2k Park itself and that human error is needed as a consideration** (but trust me guys i am very very good.... /s )





Jump Shot Frame Data
JUMPSHOT SECTION
==================

All JUMPSHOTS Captured and Recorded at 60 FPS Which means EACH FRAME = APROX 1/60th of a SECOND

Note: The Windup time for most shot animations' is from frames 1 - 36 (time it takes before your character jumps into the shot) The only big difference is the shot release point of each animation (usually between frames 36 and onward)

The first frame of your shot animation starts when your character begins to LOOK UP AT THE BASKETBALL NET***
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L. Aldridge Jumpshot (quick release)
~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 57 (0.95 Second(s)


Derrick Rose (quick)
~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 66 ( 1.1 Second(s)


R.Gay Jumpshot (quick release)
~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 60 (1 Second(s)



Shot Release 110 (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 62 (1.033 Second(s)


MJ Jumpshot (quick)
~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 63 (1.05 Second(s)


Shot Release 1 (quick)
~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 64 ( 1.066 Second(s)


Shot Release 70 (quick)
~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 62 ( 1.033 Second(s)


Shot Release 83 (quick)
~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 66 ( 1.1 Second(s)


Shot Release 22 (quick)
~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 66 (1.1 Second(s)


Klay Thompson (quick)
~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 70 (1.166~ Second(s)


Steph Curry (quick)
~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 67 (1.116~ Second(s)


Ray Allen (quick)
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Starting animation to Shot release (perfect release) : On frame 70 (1.166~ Second(s)


Kobeeeeee (quick)
~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 67 (1.116~ Second(s)


Kevin Durant (quick)
~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 64 (1.066 Second(s)


James Harden (quick)
~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 63 (1.05 Second(s)


Shot Release 77 (quick)
~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 65 (1.083 Second(s)


Shot Release 110 (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 62 (1.083 Second(s)


C. Anthony (quick release)
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Starting animation to Shot release (perfect release) : On frame 63 (1.05 Second(s)


A. Iguodala (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 74 (1.233~ Second(s)


Shot Release 50 (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 64 (1.066 Second(s)



K. Martin (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 61 (1.016 Second(s)


Kyle Korver (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 60 (1 Second(s)


K. Irving (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 63 (1.05 Second(s)

S. Simon (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 64 (1.066 Second(s)


Rademita (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 53 (0.883 Second(s)


Highschool 4 (quick release)
~~~~~~~~~~~~~~~~~~~~~~~~~
Starting animation to Shot release (perfect release) : On frame 63 (1.05 Second(s)


Highschool 1 (quick release)
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Starting animation to Shot release (perfect release) : On frame 51 (0.85 Second(s)
Dunk / Layup Frame Data
DUNK SECTION
=============

All DUNK Animations Captured and Recorded at 60 FPS Which means EACH FRAME = APROX 1/60th of a SECOND

Please note that each dunk has around 2 - 5 different types of animations and I am recording frames based on the moment you are IN THE AIR, to when the ball makes CONTACT WITH INSIDE OF THE RIM****


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Straight Arm Tomahawks
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1st Animation: In the Basket On Frame 27
2nd Animation: On Frame 33
3rd Animation: On Frame 29
4th Animation: On Frame 31
5th Animation: On Frame 32

AVERAGE Animation: 30.4 Frames of Airtime


Athletic Side Tomahawks
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1st Animation: In the Basket On Frame 30
2nd Animation: On Frame 32
3rd Animation: On Frame 36
4th Animation: On Frame 29
5th Animation: On Frame 33
6th Animation: On Frame 34
7th Animation: On Frame 27

AVERAGE Animation: 31.14 Frames of Airtime


Leaning Slams
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1st Animation: In the Basket On Frame 33
2nd Animation: On Frame 31
3rd Animation: On Frame 34
4th Animation: On Frame 28
5th Animation: On Frame 32

AVERAGE Animation: 31.6 Frames of Airtime


Historic Jordan
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1st Animation: In the Basket On Frame 37
2nd Animation: On Frame 42
3rd Animation: On Frame 40
4th Animation: On Frame 38

AVERAGE Animation: 39.25 Frames of Airtime


Under Basket Rim Pulls
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1st Animation: In the Basket On Frame 25
2nd Animation: On Frame 24
3rd Animation: On Frame 28
4th Animation: On Frame 25

AVERAGE Animation: 25.5 Frames of Airtime


Under Basket Regular
~~~~~~~~~~~~~~~~~~~~
1st Animation: In the Basket On Frame 34
2nd Animation: On Frame 30
3rd Animation: On Frame 31
4th Animation: On Frame 30
5th Animation: On Frame 27
6th Animation: On Frame 23
7th Animation: On Frame 28

AVERAGE Animation: 29 Frames of Airtime


Uber Athletic Tomahawks off Two
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1st Animation: In the Basket On Frame 35
2nd Animation: On Frame 33
3rd Animation: On Frame 30
4th Animation: On Frame 31
5th Animation: On Frame 34
6th Animation: On Frame 41
7th Animation: On Frame 36
8th Animation: On Frame 28
9th Animation: On Frame 32

AVERAGE Animation: 33.34~ Frames of Airtime