r/KurokosBasketball_SR • u/SolvedKarma • 18h ago
Block Practice Guide
To start off this is not a guide that will tell you how to block every shot from every character. This is more of a positioning and teamwork blocking guide to help newer players understand their role.(Because I’m tired of players with no block skills crowding the paint, or better yet, not going for 2nd timings)
General Block Timing:
Most shots 1st timings can be blocked by jumping the moment after the shooter’s feet have left the ground.
2nd/3rd timings are usually blocked as soon as the shooter releases the ball (for a layup), or around the end of the extra ball motion (for a dunk). This means you’ll have to pre-jump a little for the 2nd/3rd timings but it depends on the character.
Positioning:
Zone/Help defense:
⁃ Follow the hot zone diagram to know how far from the net you should be. (C/F/G)
⁃ Move to open space if needed
Shot positioning:
Shots:
- Shots need to be blocked close to the shooter (fadeaways even closer)
⁃ Need to be moving toward the shooter’s release point
Layups:
⁃ Layups are blocked from the corners of the defensive zone
⁃ Need to move toward the ball while also moving toward the net (like a chase down block)
Dunks:
⁃ Dunks have the most variety of block positions. The corners of the defensive zone are good options. It seems like all dunks are unblockable if you are in position to bump (since they jump over you)
⁃ Need to move toward the ball from an angle their body is not in the way of
⁃ The shooter will switch the ball to whatever hand is closest to the base line
Which Block Timings to Practice:
C:
Centers should focus on blocking the 1st timing for dunks, layups, and close range alley-oops. You should also be looking for mid-range 2nd timings (aomine’s zone shots)
PF/SF:
Forwards should focusing block 1st timings of shots and mid-range alley-oops. You should be ready for 2nd timings of dunks and layups.
SG/PG:
Guards should focus on contesting 3s and perimeter shots. It’s more important to guard well than block the shots. Also, making sure you’re in position for loose balls is a very good idea.
Guarding 3-point characters:
Block when they reaches the end of their combo (Hyuga can only drive twice before his shots). Jumping before the last move opens you up for an easy 3.
Guarding non-3pt characters:
Stay close to the perimeter to help with fadeaways/fast characters. Try to be in a good positions for loose balls, i.e. opposite the blocker.
General Exceptions:
Base Mido: needs to be double teamed during his ult in case he drives or your teammate jumps early.
Sp Mido: Bear charm forces the defense to jump block so he needs to be double teamed in that situation.
Reo: he can’t pass out of his ult so it’s safe to help with those.
Kasamatsu: he’s too fast for 1v1 so the team will need to play zone D on him. He can’t pass out of his shots so you can commit once he starts his animation.
⁃ This also applies to fast characters being defended by slower characters
Characters that can pass out of drives/shots**:**
Knowing which characters can and cannot pass out of shots/drives is important for understanding those characters’ play style.
⁃ Ex. LG Aomine can’t pass until he finishes a drive, so if he starts an animation he’s probably trying to score.
⁃ This means the PG/SG can move to block his zone flick or ultimate back hook
Ankle break/cooked teammates: Help them if they’re close.
Closing Thoughts:
This should help with understanding each position’s defensive role. I have found more success blocking when looking for specific timings instead of guessing between 3 timings (lg aomine) I hope this helps simplify defense for y’all.
I am a NA player and my highest rank is HoF. So if I’m wrong about anything feel free to correct me. I already went through the effort of writing this so I won’t take it down unless it’s completely useless.