DOCUMENT 01 / THE SHOT
How a shot
really works.
Every jump shot, layup and dunk in NBA 2K27 goes through the same six steps, from the moment you press shoot to make or miss. This document walks through them in order, with the game's own numbers at each step and what the Park, Rec and Pro-Am change about them, then covers layups, dunks and free throws, and what 2K's servers decide for each online match. Your jump shot and badges are in Your build; cheating is in Fair play.
Updated October 25, 2026, Patch 2 · 40 min read
Fixedset in the code Built-inthe game's own tuning, Patch 2 Serversent by 2K online What the labels mean
The short version
- Most of a shot is decided before you release it. Your shot rating, the distance and the kind of shot give a starting chance. The defense multiplies it, from about 4.5 times for an open layup to zero when smothered.
- Your release is graded against a window. Online, a jump shot's Excellent starts at 4 frames each side of perfect in the regular styles (Superstar) and 3.7 in the competitive ones (Hall of Fame). Then the look shrinks it: a 40% three in a regular online game gives you about 0.9 frames, 15 ms either side.
- The built-in tuning is green or miss. An Excellent release adds +100% to the chance and every other release subtracts 200%. On any look of 20% or better, an Excellent reaches 100% before the make roll.
- Contested shots can still be Excellent. The check uses the defense after your jump shot's immunity, badges and Takeover have cut it, not the contest label on screen.
- Luck can still overrule you. A team on a cold streak can get a near-perfect release forced in, and a hot team can have a shot forced out.
- Mid-range is weaker in the Park and Rec. Every park and team-up preset cuts the mid-range chance to 86% of itself. Threes get a small push and, in the regular styles, inside shots a bigger one.
- Competitive means tougher defense. A smaller window, block timing, charges, traps and pass-lane reactions all go up in the competitive styles, and bumps favor the defender in every online style.
- Online, 2K's servers can change any of it. Which style a Park court, Rec or Pro-Am game uses arrives from the servers when the match starts. The steps and their order are set in the code. The numbers are the game's built-in tuning on Patch 2, which every offline game uses and online games start from.
How to use this
Online, most of what decides a shot happens before you release it, so the payoff is in which shots you take and how you train your release. These are the parts of this document that matter most in the Park, Rec and Pro-Am.
One shooter, one spot, four ways to shoot it. Each bar is the chance before your release counts. Getting open more than triples it, and a pull-up costs about five points against a catch-and-shoot. Your timing can't make that back.
- Get open, then shoot. No defender multiplies a three's starting chance by about 1.45, and a heavy contest cuts it to a tenth (step 2).
- Catch-and-shoot beats the pull-up. Pull-ups, step-backs and fades use a lower chance table than plain and catch-and-shoot jumpers (step 1).
- Take better looks to get a bigger window. The window grows with the chance before timing, and a three's is 0.75 of a two's (step 3). A good shot is easier to green as well as more likely to fall.
- Build to the badge thresholds. 89 or 97 Three-Point with Set and Fire beats a bare 99 (the best Three-Point rating).
And for the mode you play:
The two park styles side by side, with the highlight moving from regular to competitive. Competitive games give you a smaller window, take away the push on inside shots, and make the defense and CPU help much tougher. Mid-range is cut the same in both.
- Groove your release on the online window. Practice on Superstar for regular games and Hall of Fame for competitive ones (online timing levels). Offline Pro's 4.6-frame window is wider than anything online.
- Hunt threes and rim attacks, not mid-range. A 99's plain mid-range jumper starts around 46% in every park and team-up preset, against 59% on offline Pro (the online presets).
- Attack the rim harder in regular games. The regular presets push inside shots and layups; competitive presets don't, and make blocks harder to time against you.
- Don't count on bumping your way through. The ball handler's bump success drops from 0.75 offline to 0.35–0.45 online. Space and change direction instead.
- Expect more contact shots in competitive games. Contact shots on drives and inside go up, and the Park calls shooting fouls at half the team-up rate.
The six steps
The game decides every shot in this order. Each step below shows the code first, paraphrased in our own words, then what it means in plain language, then the numbers.
Every shot runs through these six boxes in this order. Steps 1 and 2 happen before you let go, so the chance is set before your timing counts. Your hands only matter at step 4. The highlighted box is where your release is graded.
NBA 2K27 · TIMING GRADES AND CONTEST LEVELS (OUR WORDING) Fixed
// Seven timing grades plus "no timing", the same set as 2K19 and 2K20
grades = very early, early, slightly early, excellent,
slightly late, late, very late
// How covered the shot is, plus ten finer on-screen feedback tiers
contest = wide open, open, lightly contested, heavily contested, smothered
// Who sets the window size
levels = Rookie, Semi-Pro, Pro, All-Star, Superstar, Hall of Fame,
and one built from the real player's shooting percentageIn plain words: your release is compared with the perfect moment and lands in one of seven grades. Excellent is the middle one, and green is the meter's way of showing it. The window is the stretch of time around the perfect moment that counts as Excellent.
Step 1 · The chance before timing
Before your timing counts for anything, the game has already worked out how likely the shot is to go in. It starts from one table.
NBA 2K27 · THE STARTING CHANCE (PARAPHRASED) Fixed
family = the table for this shot type // general, skill, difficult, post hook, post fade range = under the basket, close, mid-range, three, long three, half court, full court low, mid, top = table[family][range] // the chance at three rating points each of low, mid, top goes through the range's slider // see below each is multiplied by the defense multiplier, kept between 0 and 1 // step 2 rating 30 → low, rating 70 → mid, rating 135 → top chance = a straight line between the two nearest points
In plain words: the game looks up three chances for the kind of shot you took and how far out you are: one for a 30 shot rating, one for 70 and one for 135. Your rating lands somewhere on that line. The shot rating here is the one after badges and other boosts, so it can go past 99.
Which table each shot uses
| Table | Shot types Fixed |
|---|---|
| General | Plain jump shots, catch-and-shoot pull-ups, standing and driving layups |
| Skill | Pull-ups, spins, step-backs and standing step-backs, floaters, contested shots, leaners, step-through jumpers and layups, high-momentum pull-ups, a player's go-to jump shot, and spin, euro, hop-step, reverse, scoop, flick and alley-oop layups |
| Difficult | Heaves, awkward leaners, sitting shots and smash layups |
| Post hook | Post hooks and go-to post hooks |
| Post fade | Post fadeaways and go-to post fades |
The table
| Range | General | Skill | Difficult | Post hook | Post fade Built-in |
|---|---|---|---|---|---|
| Under the basket | 55 / 75 / 91 | 41 / 64 / 95 | 41 / 60 / 96 | 41 / 60 / 93 | 30 / 45 / 65 |
| Close | 50 / 66 / 81 | 34 / 61 / 86 | 34 / 57 / 84 | 34 / 58 / 79 | 25 / 42 / 57 |
| Mid-range | 20 / 45 / 65 | 10 / 48 / 65 | 10 / 41 / 55 | 9 / 27 / 42 | 10 / 40 / 55 |
| Three | 4 / 18 / 40 | 1 / 17 / 29 | 1 / 3 / 17 | 0 / 0 / 1 | 4 / 23 / 35 |
| Long three | 1 / 10 / 35 | 1 / 5 / 12 | 1 / 2 / 7 | 0 / 0 / 0 | 4 / 5 / 6 |
| Half court | 1 / 5 / 8 | 1 / 5 / 8 | 1 / 5 / 8 | 0 / 0 / 0 | 0 / 0 / 0 |
| Full court | 0.5 / 2 / 4 | 0.5 / 2 / 4 | 0.5 / 2 / 4 | 0 / 0 / 0 | 0 / 0 / 0 |
Each cell is the chance in percent at a shot rating of 30 / 70 / 135, before the range slider and the defense. A shot between two ranges is blended between them.
What a 99 actually buys
Because the top of the line sits at 135, the climb from 70 to 99 only covers 29 of its 65 points. Here's the general table at three ratings, with a normal contest and every slider at 0.5:
| Range | Rating 60 | Rating 80 | Rating 99 | Rating 99, skill table Built-in |
|---|---|---|---|---|
| Under the basket | 70% | 77.5% | 82.1% | 77.8% |
| Close | 62% | 68.3% | 72.7% | 72.2% |
| Mid-range | 38.8% | 48.1% | 53.9% | 55.6% |
| Three | 14.5% | 21.4% | 27.8% | 22.4% |
| Long three | 7.8% | 13.8% | 21.2% | 8.1% |
Sliders at 0.5 is the neutral setting, not what any mode plays on. The Park and team-up presets lift a 99's three to 32.1% and cut its mid-range to 46.4%; every style's version is in What the presets do to your shots.
The chance climbs in a straight line from 30 to 70 and again from 70 to 135. A 99 sits well short of the top, because the line keeps going past anything on your card. Badges are what carry the shot rating past 99, which is why they move the chance more than the last few rating points do.
Badges add to the shot rating this line uses: a shooting badge adds +0.04 at Bronze up to +0.19 at Legend, every badge together stops at +0.3, and Takeover adds up to +0.15 on top. Since an Excellent on a look of 20% or better ends up a make anyway (step 5), what a higher rating mostly buys you is a wider window (step 3). How much wider, threshold by threshold, is in the best Three-Point rating.
The range sliders
NBA 2K27 · A RANGE SLIDER ON A CHANCE (PARAPHRASED) Fixed
if slider < 0.5: chance × (2 × slider) else: chance + (slider − 0.5) × 2 × (1 − chance)
In plain words: each range (inside, close, mid-range and long) has a slider, separately for people and the CPU. At 0.5 it leaves the chance alone. At 0.43 a chance keeps 86% of itself. At 0.55 it moves a tenth of the way toward 100%, so a 50% shot becomes 55%. Every game style has its own slider set: the online ones are next.
The online presets
Every game runs in a game style: one per offline difficulty, five for online play (head-to-head, park regular and competitive, team-up regular and competitive) and one for custom games. Each style carries a full set of gameplay sliders, separately for people and the CPU. These are the ones that differ online, for your players.
| Setting (your players) | Offline Pro | Online head-to-head | Park, regular | Park, competitive | Team-up, regular | Team-up, competitive Built-in |
|---|---|---|---|---|---|---|
| Timing level | Pro | Superstar | Superstar | Hall of Fame | Superstar | Hall of Fame |
| Base difficulty | 0.25 | 0.5 | 0.5 | 1 | 0.5 | 1 |
| Inside shots | 0.48 | 0.48 | 0.55 | 0.5 | 0.55 | 0.5 |
| Close shots | 0.55 | 0.52 | 0.55 | 0.5 | 0.55 | 0.5 |
| Mid-range shots | 0.55 | 0.54 | 0.43 | 0.43 | 0.43 | 0.43 |
| Long-range shots | 0.58 | 0.56 | 0.53 | 0.53 | 0.53 | 0.53 |
| Layups | 0.48 | 0.48 | 0.55 | 0.5 | 0.55 | 0.5 |
| Contact shots | 0.57 | 0.54 | 0.55 | 0.5 | 0.55 | 0.5 |
| Contested-shot impact | 0.38 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
| Shooting fouls | 0.4 | 0.4 | 0.2 | 0.2 | 0.4 | 0.4 |
| Contact shots on drives | 0.5 | 0.55 | 0.65 | 0.7 | 0.55 | 0.6 |
| Contact shots inside | 0.5 | 0.7 | 0.8 | 0.9 | 0.7 | 0.8 |
| Ball handler wins a bump | 0.75 | 0.45 | 0.4 | 0.4 | 0.35 | 0.35 |
| Ball handler, even bump | 0.7 | 0.35 | 0.3 | 0.3 | 0.25 | 0.25 |
| Block timing difficulty | 0.25 | 0.5 | 0.5 | 0.9 | 0.7 | 0.9 |
| CPU teammates take charges | 0.25 | 0.5 | 0.5 | 1 | 0.75 | 1 |
| CPU help and pick-and-roll traps | 0.25 | 0.5 | 0.5 | 0.85 | 0.75 | 0.85 |
| Pass steals: reaction chance | 0.25 | 0.5 | 0.5 | 1 | 0.75 | 1 |
| Defensive three seconds | 0.2 | 0.3 | 0.3 | 0.4 | 0.3 | 0.4 |
In the park and team-up presets the CPU's values match people's, apart from a few defensive settings.
What the presets do to your shots
Here's a 99-rated plain jumper or layup under a normal contest, worked through each style's range sliders. These are chances before timing; your release decides the rest.
Each group is one kind of shot for the same 99-rated shooter: grey on offline Pro, purple in the regular park and team-up styles, light purple in the competitive ones. Inside shots hold up or get easier online. Mid-range drops the most, by about 12 points, and threes drop about 7. That's the case for shooting threes and attacking the rim in the Park and Rec.
| Shot, 99 rating | Offline Pro | Online head-to-head | Park and team-up, regular | Park and team-up, competitive Built-in |
|---|---|---|---|---|
| Under the basket | 78.8% | 78.8% | 83.9% | 82.1% |
| Close | 75.4% | 73.8% | 75.4% | 72.7% |
| Mid-range | 58.5% | 57.6% | 46.4% | 46.4% |
| Three | 39.4% | 36.5% | 32.1% | 32.1% |
Each column applies that style's range sliders to the neutral chances above. Offline Pro also sets the contested-shot slider to 0.38, which its column leaves out; every online style has it at 0.5. Badges win most of the three back: see the best Three-Point rating. And in the built-in tuning these chances matter mostly through the window they give you (step 3).
Step 2 · The defense
The defense does two jobs. It multiplies the chance you just got, and later it decides whether a perfect release can count as Excellent. In both, the number isn't the contest you see on screen: the game starts from the contest and cuts it down for the shooter first.
NBA 2K27 · THE DEFENSE A SHOT FEELS (PARAPHRASED) Fixed
contest = sum of the defenders' contest parts
contest += sum of every active badge's defense change // never below zero
defense = combine(contest, shooter vs defender ratings)
× height and distance adjustment
× takeover_defense_scale // per active Takeover ability
× unfazed_scale[shooting_level] // a seven-step shooter trait
× immunity_curve(release_immunity) // your jump shot's immunity, 30 to 100
defense = at least the lowest defense level
// The on-screen label uses its own ten cutoffs:
label = how many of feedback_cutoffs[10] the defense reachesIn plain words: a jump shot with high defense immunity, an active Takeover and the right badges can turn a heavy contest into a light one before anything else sees it. Badges add their changes together, Deadeye's cut on a late closeout included, and the total can't push the contest below zero. The label you see comes from ten separate cutoffs, so the word on screen and the number the game uses are two different things.
NBA 2K27 · THE DEFENSE, PATCH 2 Built-in
your jump shot's immunity 35 → defense × 1.2 100 → defense × 0.8 the shooter's unfazed level × 1 · 0.96 · 0.92 · 0.88 · 0.84 · 0.8 · 0.5 defender shorter by 13 in → × 0.5 7 in → × 0.9 2 in or less → × 1 a defender taking a charge × 0.2 on-screen contest cutoffs 0 · 0.01 · 0.09 · 0.18 · 0.3 · 0.52 · 0.73 · 0.95 · 98 · 99 defense levels for the chance 0 · 0.01 · 0.2 · 0.9 · 0.95
In plain words: a release with 100 immunity takes a fifth off the defense, and one with 35 adds a fifth. A much shorter defender counts for as little as half. (Immunity is set by your jump shot's releases: see Jump shots. The unfazed level is a hidden seven-step shooter trait that isn't tied to a visible rating.) The top two on-screen cutoffs are set to 98 and 99, far above any real defense, so the label only uses eight of its ten steps.
The bar is the contest the defender puts on your shot. Each step is something on your side that shrinks it before the game uses it: badges first, then Takeover, then your jump shot's immunity. The dashed line is a limit like the Excellent check. A contest that starts above it can end up below it, so a shot that looks heavily contested can play like a lightly contested one.
What the defense does to the chance
NBA 2K27 · THE DEFENSE MULTIPLIER (PARAPHRASED) Fixed
level = where the defense falls: 0 · 0.01 · 0.2 · 0.9 · 0.95 multiplier[level] = blend(close list, far list, by distance 8 ft → 12 ft) each entry = blend(its low end, its high end, by the open- or covered-shot slider) chance ×= the multiplier, blended between the two nearest levels
In plain words: the defense becomes a multiplier on the table chance. There's one list for shots within 8 feet and one from 12 feet out, blended in between.
| Defense | Within 8 ft | 12 ft and out Built-in |
|---|---|---|
| 0, no one there | × 4.5 (4 to 5) | × 1.45 (1.25 to 1.65) |
| 0.01, a light contest | × 2.5 (2 to 3) | × 1.25 (1.05 to 1.45) |
| 0.2 to 0.9 | × 1 at 0.2, falling toward the next row | × 1 at 0.2, falling toward the next row |
| 0.9, a heavy contest | × 0.2 (0.4 to 0) | × 0.1 (0.2 to 0) |
| 0.95 and up, smothered | × 0 | × 0 |
This document calls a defense of 0.2 to 0.9 a normal contest; every "normal contest" example uses × 1. The first number is the multiplier at a slider of 0.5; the range in brackets runs from slider 0 to slider 1. The game keeps a second, milder pair of lists (2 to 3 times open close in) for some shooters.
Each pair of bars is what a level of defense multiplies the chance by: dark for shots within 8 feet, light for shots from 12 feet out. The dashed line is ×1, a normal contest. Being open helps a layup far more than a three (×4.5 against ×1.45), and a heavy contest wipes out almost all of either. So an open layup is almost always 100% before timing, and a 99-rated three in the Park runs from about 47% wide open to about 3% heavily contested.
Step 3 · The timing window
The window is built in two passes. The first sets a starting size from the level and the way you release. The second scales it for this particular shot.
NBA 2K27 · SIZING THE WINDOW (PARAPHRASED) Fixed
// Pass 1: the starting size
window = start_size[level][release_type] // 7 levels × 3 ways to release
// layups and dunks have their own lists
if shooter is not a person with the meter on: window ×= meter_off_scale
if the shot is a three: window ×= three_scale
if team_control: window ×= team_control_scale
// Pass 2: this shot
window ×= look_curve(chance_before_timing) // jump shots, layups, dunks
× shot_type_scale[shot] // 30 shot types, a second list for threes
× luck_curve(team_luck_total) // with a floor when the defense is light
× takeover_scale // active Takeover abilities
× effects_from_other_players // each one names its target
× two spare curves // empty until 2K's tuning fills them
× minigame_scale // only in the Park shooting minigame
× game_mode_scale // 1 everywhere except MyCAREERIn plain words: the window starts from the level and gets bigger or smaller for each item on the list. Every factor multiplies the others, so a single setting of 0 closes the window completely.
The starting window by level
| Level | Jump shot, Excellent edge | Jump shot, very early or late past | Rhythm stick release, Excellent edge | Layups and dunks, Excellent edge Built-in |
|---|---|---|---|---|
| Rookie | 10.4 frames (173 ms) | 23 frames (383 ms) | 8.8 frames (147 ms) | 15 frames (250 ms) |
| Semi-Pro | 7.5 frames (125 ms) | 16.7 frames (278 ms) | 6.3 frames (105 ms) | 10.7 frames (178 ms) |
| Pro | 4.6 frames (77 ms) | 10.5 frames (175 ms) | 3.8 frames (63 ms) | 6.5 frames (108 ms) |
| All-Star | 4.3 frames (72 ms) | 10 frames (167 ms) | 3.5 frames (58 ms) | 6 frames (100 ms) |
| Superstar | 4 frames (67 ms) | 9.6 frames (160 ms) | 3.2 frames (53 ms) | 5.4 frames (90 ms) |
| Hall of Fame | 3.7 frames (62 ms) | 9.2 frames (153 ms) | 2.9 frames (48 ms) | 4.9 frames (82 ms) |
One frame is 1/60 of a second, about 17 ms. Each edge is measured on both sides of perfect, so on Pro a jump shot's Excellent runs from 4.6 frames early to 4.6 frames late before any factor. Slightly early and late end halfway between the two edges.
The purple block is the Excellent window around the perfect release, cycling from offline Pro to the two online levels. Going from Pro to Hall of Fame takes about a fifth off. This is only the starting size: every shot then scales it by the look and the shot type (Figure 7).
Which level online games use
NBA 2K27 · PICKING THE TIMING LEVEL (PARAPHRASED) Fixed
if your shot timing setting is Auto:
level = timing_level_for_style[kind of shot][game style]
else:
level = the level you pickedIn plain words: on Auto, the game style decides your window. Pick a level yourself and the code uses yours; whether online modes let you change it is up to 2K's servers.
| Game style | Timing level | Jump shot Excellent edge Built-in |
|---|---|---|
| Online head-to-head | Superstar | 4 frames (67 ms) each side |
| Park, regular | Superstar | 4 frames (67 ms) |
| Park, competitive | Hall of Fame | 3.7 frames (62 ms) |
| Team-up, regular | Superstar | 4 frames (67 ms) |
| Team-up, competitive | Hall of Fame | 3.7 frames (62 ms) |
| Custom | All-Star | 4.3 frames (72 ms) |
| Each offline difficulty | The level with the same name | Pro 4.6 frames, for comparison |
Which style each mode uses is decided per match. No per-mode setting in the code assigns a style to the online modes; the only mode that sets one is MyCAREER's streetball games, which use Pro. An online match's style arrives from 2K's servers when it starts. The names point to the park styles for the Park and the team-up styles for Rec and Pro-Am, but which courts and playlists count as regular or competitive is decided online.
Every factor, with its values
| Factor | When it applies | Value Built-in |
|---|---|---|
| Meter off | The shooter isn't a person with the meter on. That covers meter off and every CPU shooter | × 1.1 |
| Threes | The shot is a three | × 0.75 |
| Team control | Two or more people on one team who can each switch players, as in couch Play Now. Never in the Park, Rec, Pro-Am or MyCAREER, where everyone is locked to one player | × 1.25 |
| The look, jump shots | Every shot, by its chance before timing | 1% → ×0 · 20% → ×0.15 · 40% → ×0.3 · 60% → ×0.4 · 80% → ×0.52 · 95% → ×2 |
| The look, layups | The same | 30% → ×0.2 · 50% → ×0.6 · 65% → ×1.2 · 80% → ×2.2 · 95% → ×4 |
| The look, dunks | The same | 30% → ×0.2 · 50% → ×0.5 · 70% → ×1 · 85% → ×2 · 97% → ×4 |
| Shot type, twos | By the kind of shot | Spin, step-back, standing step-back × 1.25 · spin, euro and hop-step layups × 1.5 · go-to jump shot, post hook, post fade × 1.3 · step-through jumper × 0.95 · everything else × 1 |
| Shot type, threes | By the kind of shot | Step-back, standing step-back × 1.25 · go-to jump shot × 1.3 · step-through jumper × 0.5 · everything else × 1 |
| Takeover | An active Takeover that boosts the window; above 1 it also skips the Excellent check | Jump shots × 1 (no boost) · one layup ability × 1.5 · another finishing ability × 1.2 |
| MyCAREER buddy skill | Your own MyPLAYER in MyCAREER, while a My Buddy timing skill is active | × 1.5, 2.5 or 4 for a set number of shots Fixed |
| Practice drills | Drills that only count Excellent | Fixed cutoffs of 0.25, 0.5 and 0.8 seconds each side Fixed |
The window you actually get online
Put the level, the look and the three together and you get the window you're really shooting into. For a plain catch-and-shoot jumper (shot type × 1), meter on:
| Chance before timing (the look) | Superstar, a two | Superstar, a three | Hall of Fame, a two | Hall of Fame, a three Built-in |
|---|---|---|---|---|
| 20% | 0.6 frames (10 ms) | 0.45 frames (8 ms) | 0.56 frames (9 ms) | 0.42 frames (7 ms) |
| 40% | 1.2 frames (20 ms) | 0.9 frames (15 ms) | 1.1 frames (19 ms) | 0.83 frames (14 ms) |
| 60% | 1.6 frames (27 ms) | 1.2 frames (20 ms) | 1.5 frames (25 ms) | 1.1 frames (19 ms) |
| 80% | 2.1 frames (35 ms) | 1.6 frames (26 ms) | 1.9 frames (32 ms) | 1.4 frames (24 ms) |
Each value is how far from perfect, either side, still counts as Excellent. Superstar is the regular online styles' level and Hall of Fame the competitive ones' (see above). A step-back multiplies these by 1.25, which almost cancels a three's 0.75; a step-through three halves them.
Each pair is the Excellent window you actually get on a regular online court, for a two (dark) and a three (light), at four looks. Going from a 20% look to an 80% one more than triples the window. That's why good looks matter twice: they raise the chance and they make the shot easier to green. A three always gets three quarters of a two's window.
Step 4 · The grade and the Excellent check
NBA 2K27 · GRADING A RELEASE (PARAPHRASED) Fixed
grade = where your release lands against the window's cutoffs
if takeover_scale > 1:
skip both checks // an active Takeover window boost
else:
if chance_before_timing < min_chance_for_excellent[jump shot, layup or dunk]:
no excellent
if defense > max_defense_for_excellent[jumpers or layups]:
no excellent
// "no excellent" turns the release into slightly early or slightly lateIn plain words: a perfect release can be refused Excellent if the look is too poor or the defense too heavy, unless a Takeover boost is active.
NBA 2K27 · THE EXCELLENT CHECK, PATCH 2 Built-in
lowest chance for Excellent 0 // the look never refuses highest defense for Excellent 99 // far above any real contest
In plain words: in the built-in tuning, neither check ever refuses a perfect release. Whether online tuning turns them on is up to 2K's servers. 2K20 refused Excellent above a defense of 0.5 on jump shots, and 2K19 above 0.15.
Why a heavily contested shot can still be Excellent
- The check uses the reduced defense. Your jump shot's immunity, your unfazed level, Takeover and badges all shrink the contest first (Figure 4).
- Deadeye cuts late contests. When the shot didn't start under a heavy contest, Deadeye cuts the release defense, by up to 40% at Legend.
- Takeover skips the check. An active Takeover ability that grows the window turns the defense limit off.
- The built-in limit is 99. No real defense comes close, so nothing is refused. What a heavy contest still does is cut the chance before timing (step 2), and under a 20% look even an Excellent isn't a sure make (step 5).
Step 5 · What the release adds
NBA 2K27 · THE TIMING BONUS (PARAPHRASED) Fixed
bonus = grade_bonus[release type][grade] // a jump-shot list and a layup list,
// blended by distance from 8 to 10 ft
bonus += timing_grade_curve(jump_shot_timing_grade)
bonus += takeover_timing_buff[grade]
if chance_before_timing ≥ very_easy_threshold: bonus = at least +100%
chance = min(chance_before_timing + bonus,
chance_before_timing × bonus_cap(chance_before_timing))
chance = remap_curve(chance), kept between 0 and 1In plain words: a release adds to the chance or takes from it. The total can't pass a multiple of where the chance started, set by the bonus cap, so a very poor look can't jump to a sure make.
NBA 2K27 · THE TIMING BONUS, PATCH 2 Built-in
no timing very early/late early/late, slightly excellent jump shots and layups 0 −200% −200% +100% jump shot, rhythm stick 0 −200% 0 0 jump shot timing grade adds nothing Takeover timing buffs all 0 very easy threshold 200% // never reached bonus cap 5% look → 1× its chance, 20% and up → 5× remap curve a straight line: no change
In plain words: the built-in tuning is green or miss. An Excellent release adds a full 100% and any other timed release takes away 200%, which leaves nothing. With the cap, an Excellent on any look of 20% or better reaches 100%; a 15% look tops out at 55% and a 10% look at 23%. Releasing a jump shot with the rhythm stick works differently: only very early or very late is punished, and Excellent adds nothing.
The same 40% look, three ways. Before the release it's 40%. An Excellent release fills the bar to 100%, so the shot goes in before any roll. Any other timed release empties it to 0%. That's what "green or miss" means: in the built-in tuning, the release, not the roll, decides almost every shot.
Step 6 · Make or miss
NBA 2K27 · DECIDING THE SHOT (PARAPHRASED) Fixed
// Each team keeps a luck total per shot type: jump shots, layups, dunks
after every shot: luck += made ? (1 − chance) : −chance
off = how far the release was from perfect, as a share of the window
if luck < −streak_limit and chance > min_for_forced_make and off < small:
forced make // a cold team, near-perfect timing
elif luck > +streak_limit and chance < max_for_forced_miss and off > large:
forced miss // a hot team
else:
card = next card from the team's deck // ten cards, reshuffled at three left
make = chance > card
// the game mode can still change the result afterwardsIn plain words: the game tracks how lucky each team has been. A team that keeps missing shots it should make can have a near-perfect release forced in. A team that keeps making shots it should miss can have a shot forced out. Every other shot is drawn against its chance from a shuffled deck of ten cards, so results even out over a game. Practice drills are the one place where Excellent is an automatic make and anything else an automatic miss.
NBA 2K27 · FORCED RESULTS, PATCH 2 Built-in
jump shots layups dunks forced make needs chance ≥ 65% ≥ 40% ≥ 30%, and a release within a fifth of the window forced miss needs chance < 85% < 60% < 50%, at any timing streak limit 1
In plain words: a cold team's good look with a near-miss release can be forced in, and a hot team's shot under 85% can be forced out whatever the release. In a green-or-miss tuning, that forced miss is the only thing that can take away an Excellent on a 20%-plus look.
Layups, dunks and free throws
Layups and dunks
Layups use the same six steps with their own window and look lists. Dunks and alley-oops skip the shot table: each has a short table of its own, read by the defense level and the dunker's rating at the same 30, 70 and 135 points.
| Defense | Dunk | Alley-oop Built-in |
|---|---|---|
| 0, no one there | 100 / 100 / 100 | 80 / 100 / 100 |
| 0.01, light | 100 / 100 / 100 | 80 / 100 / 100 |
| 0.2, normal | 60 / 85 / 95 | 50 / 85 / 92 |
| 0.9, heavy | 10 / 50 / 65 | 15 / 25 / 38 |
| 0.95, smothered | 0 / 10 / 25 | 0 / 10 / 23 |
Chance in percent at a rating of 30 / 70 / 135. Posterizer multiplies the chance of a contact dunk, from 1.1 at Bronze to 2.2 at Legend.
Layups and dunks get a wider starting window than jump shots, 6.5 frames each side on Pro against 4.6, and the look grows their window far more: a 65% layup gets 1.2 times its window and an 80% one 2.2 times, where an 80% jump shot is still at about half its window.
Free throws
| Level | Excellent edge | Very early or late past | Rhythm stick release, Excellent edge Built-in |
|---|---|---|---|
| Rookie | 5 frames | 7 frames | 5.5 frames |
| Semi-Pro | 4 frames | 6 frames | 4.5 frames |
| Pro | 3 frames | 5 frames | 3.5 frames |
| All-Star | 2.6 frames | 4.6 frames | 3.1 frames |
| Superstar | 2.3 frames | 4.3 frames | 2.8 frames |
| Hall of Fame | 2 frames | 4 frames | 2.5 frames |
NBA 2K27 · FREE THROWS, PATCH 2 Built-in
meter off window × 1.25
the look 40% → ×0.3 70% → ×0.8 99% → ×1.6
grade bonus the same green-or-miss list as jump shots
the meter fades out close game, late, and the shooter's free throw rating is low:
within 2 points, last 24 s: below 85
within 2 points, last 2 min: below 70
within 6 points, last 24 s: below 75
within 6 points, last 2 min: below 60
the meter shakes (0 to 3) 90+ never · 80–89: 2 late, 1 earlier · 70–79: 3 and 2 · below 70: 3
// in untimed games, by how many baskets separate the teamsIn plain words: free throws have a tighter window than jump shots, 3 frames each side on Pro and 2 on Hall of Fame, and the same green-or-miss bonus. In clutch moments a poor free throw shooter's meter fades out or shakes; a 90-plus shooter never shakes.
Online modes and the server
How online tuning works
Every online game starts from the tuning the game ships with. Before tip-off, 2K's servers can swap in a new tuning file and pick the match's game style and settings, and your match plays on whatever comes out the other side. Numbers marked Built-in are that first box; anything the servers send is the second.
Mode by mode
| Mode | What the code sets | What the server decides |
|---|---|---|
| Park | The park styles exist in regular and competitive versions. Park 3v3 and 5v5 share the easiest synergy counts; Park 1v1 has none. Most Park games are untimed, so good plays fill Takeover 25% faster. | Which courts use regular or competitive tuning |
| Rec | Shares synergy counts with Crew HQ ranked 5v5 and Casual Corner 5v5: 2 to 5 uses for most badges. | The style, presumably a team-up style |
| Pro-Am | No synergy counts are set. Since Patch 2 its result report carries each player's game ID. | The style, presumably a team-up style |
| Ante Up (formerly the Stage) | 1v1, 2v2 and 3v3 each use the matching synergy group. | The style |
| Proving Grounds and the matchmaking building | 1v1 to 4v4 use the matching synergy groups; their 5v5 has none. | The style |
| Crew HQ | Ranked 3v3 and 5v5 have synergy counts; private games have none. Patch 2 reworked crew tournaments. | The style |
| Online head-to-head | Its own style and preset, on the Superstar window. | Any overrides |
Every badge's synergy count in every group is in Synergy badges.
What each match can change
When an online match starts, the game reads the match's settings from the server and applies them before tip-off. The list it understands has 522 entries. Most are switches for presentation and modes; the ones that matter for play include:
- The game style, and with it the timing level and every preset slider.
- Per-setting overrides for things like timing models, free throw and layup timing modes, the shot meter's control mode, and pass and switch modes.
- Anti-cheat switches. In the built-in tuning the random jump-shot speed is off, the hot-shooter hold can never switch on, and the perfect moment never moves under defense. The server can turn each one on; Fair play explains what they do.
- A whole replacement tuning file. Any number marked Built-in can be replaced that way: windows, the timing bonus, presets and synergy counts included.
What can't change per match is how things work: the steps of a shot, how badges and Takeover plug in, and how jump shots are graded are Fixed in the code.
Your questions, answered from the code
Why do half-court step-backs in 3v3 count as normal shots?
3v3 is played on a half court, so a "half-court" shot is taken from around the half-court line, about 42 feet from the rim. 2K27 decides whether a shot is a heave by distance alone.
NBA 2K27 · WHEN A SHOT BECOMES A HEAVE (PARAPHRASED) Fixed
distance = shooter to the rim
if distance ≥ 60 ft: long heave
elif distance ≥ 47 ft: heave
elif distance ≥ 10 ft and the game is in one state it checks for
and under 0.6 s remain on the clock:
buzzer heave
else: a normal shot, timed like any other
// separately, 2K's tuning can switch timing off for heaves (built-in: on)In plain words: a shot from the half-court line is under 47 feet, so it's a normal jump shot with the full Excellent grade and the full timing bonus. What stops it going in is only the general rules: a long three's low table chance, the look shrinking the window, and the bonus cap.
The dot is a shooter backing out from the three-point line to half court. It stops before the first dashed line, so the game still treats the shot as an ordinary jump shot, with the same window and the same green-or-miss bonus. Only past 47 feet does a shot count as a heave.
2K19 and 2K20 had one rule aimed at repeated deep greens: past 60 feet, every Excellent shrank the next window, and the sixth closed it. 2K27 removed it, and it never covered 42 feet anyway. Why scripts in particular green these shots is in Fair play. Why a contested shot can still be Excellent is in step 4.
Which Three-Point rating gives you the most Excellent releases is answered in Your build.
How 2K19 and 2K20 did it
For comparison only; nothing above depends on them.
| NBA 2K19 2K19 | NBA 2K20 2K20 | NBA 2K27 Built-in | |
|---|---|---|---|
| What Excellent does | Doubles a jump shot's chance | Multiplies it by about 1.22 to 1.30 from Pro up | Adds +100%, capped at 5× the chance |
| Excellent window, Pro, meter on | 1 frame: 1 early to on time | 2 frames: 1 early to 1 late | 4.6 frames each side, then scaled by the look and shot type |
| Defense limit on Excellent | 0.15 jump shots, 0.4 layups | 0.5 jump shots, 0.7 layups | 99: never refuses |
| Takeover | Window 1.5× jumpers, 2× layups, check skipped | The same | Per ability; no jump-shot window boost |
| Random target shift | Up to 1 to 3 frames by shooter tier and defense | None when open; up to 1 to 3 frames under defense | All zero |
| Deep-shot rule | Past 60 ft, each Excellent shrinks the next window | The same | Removed |
| Luck | None | Forces makes and misses on streaks | Forces results, and changes the window |
| Where tuning comes from | Shipped with the game | Shipped with the game | Shipped with the game, and 2K's servers online |
2K20's cutoffs, meter on
NBA 2K20 · RELEASE CUTOFFS BY DIFFICULTY, IN FRAMES 2K20
Rookie Pro All-Star Superstar Hall of Fame
very early ← −10 −9 −8 −7 −6
early ← −5 −4 −3 −3 −3
excellent ← −2 −1 −1 −1 −1 (start)
excellent → +1 +1 +1 +1 +1 (end)
late → +5 +4 +3 +3 +3
very late → +10 +9 +8 +7 +6
meter off, and every CPU shooter, at any difficulty:
−10, −3, −1 | +1, +3, +10
layups, every difficulty:
−10, −5, −1 | +1, +5, +10
then every cutoff × look scale (10% → 0.3×, 20% → 0.5×, 30% → 0.7×, 40% and up → 1×)In plain words: 2K20's Excellent window is 3 frames wide on Rookie and 2 frames from Pro up. Higher difficulties only tighten the outer cutoffs.
2K19's window
NBA 2K19 · RELEASE CUTOFFS IN FRAMES 2K19
jump shots, Pro and up layups, any difficulty
very early more than 8 early more than 10 early
early 8 to 2 early 10 to 4 early
slightly early 2 to 1 early 4 to 3 early
excellent 1 early to on time 3 early to 3 late
slightly late on time to 2 late 3 to 4 late
late 2 to 8 late 4 to 10 late
very late more than 8 late more than 10 late
// On Rookie, jump shots get 10, 2, 1 early and 1, 2, 10 late
every cutoff × look scale (10% → 0.4×, 20% → 0.6×, 30% → 0.8×, 40% and up → 1×)
× Takeover (1.5× jump shots, 2× layups)
no Takeover and defense above 0.15 (0.4 for layups):
excellent becomes slightly early or slightly lateIn plain words: from Pro up, 2K19's Excellent window on a jump shot is a single frame, about 17 ms, and any real contest takes it away.
The moving target
| Shooter tier | 2K19 open | 2K19 contested | 2K20 open | 2K20 contested 2K19 · 2K20 |
|---|---|---|---|---|
| Great (85+) | 0 | ±1 frame | 0 | ±1 frame |
| Good (75–84) | ±1 frame | ±2 frames | 0 | ±2 frames |
| Bad (below 75) | 2 frames early | ±3 frames | 0 | ±3 frames |
| Full contest at a defense of | 0.5 | 0.2 | ||
2K27 has the same kind of tables, with shooter tiers at 90, 75 and 60. In the built-in tuning every range is zero, so the perfect moment never moves.
NBA 2K19 AND 2K20 · THE DEEP-SHOT RULE (PARAPHRASED) 2K19 · 2K20
after a timed shot from past 60 ft:
excellent → deep_streak += 1
any other grade → deep_streak −= 0.2 // never below 0
on shots from past 60 ft:
excellent window × (0 → 1×, 3 → 0.5×, 6 → 0×)In plain words: each Excellent from past 60 feet shrank the next one's window, and after six in a row the window closed.
What Excellent was worth
| Difficulty | 2K20 Excellent, close / long | 2K19 Excellent jump shot 2K19 · 2K20 |
|---|---|---|
| Rookie | 2.00× / 2.00× | 2.00× |
| Pro | 1.30× / 1.23× | 2.00× |
| All-Star | 1.27× / 1.21× | 2.00× |
| Superstar | 1.24× / 1.19× | 2.00× |
| Hall of Fame | 1.22× / 1.17× | 2.00× |
2K20 multiplied the chance by about a quarter on Excellent and forced makes and misses from the luck total whatever the release. 2K19 doubled it, so any look of 50% or better was a sure make on Excellent. 2K27's built-in tuning goes further than either: green or miss.
Green isn't the same as Excellent
Excellent is the timing grade. Green is the meter's feedback afterwards. The make is decided as the ball leaves the hand, so the result already exists while the feedback plays.
Code blocks paraphrase what the game does in our own words; the names are ours, and no game code or assets are reproduced. Built-in values are Patch 2's; online games can use different values sent by 2K's servers. NBA 2K is a trademark of Take-Two Interactive; MyBaller is not affiliated with or endorsed by 2K.
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