Home
NBA 2K13 News Post


2K Sports has just released the written breakdown of all 31 NBA 2K13 Signature Skills.

Quote:
Q: Why create these Signature Skills for 2K13 when you already have several attributes in 2K12?

A: We felt that our existing attribute and tendency system quite didn’t lend itself well enough to various situational moments that happen in basketball, nor did it help identify very specialized players. Outlet passes, winning charge calls, staying hot through in-game breaks, etc, are just a few areas where our attributes system failed to give you what you need. We’re now able to dig deeper into these situations to allow players stand out where they’re most known. Let’s take shot blocking for example. LeBron James is well-known as the best chase down blocker in the league. In 2K12, when you were in a chase down situation, LeBron was unable to block the shot from behind as much as we’d like him to because he had only a 60-ish Block attribute. With the inclusion of the new Sig Skill, Chase Down Artist, we’re now able to give him the types of skills he needs to embarrass the unsuspecting shooter, without having to artificially raise his Block attribute (which would then allow him to block shots in areas he’s not known for). There are reasons like this for every skill created, which is why we’re bringing this feature to you for NBA 2K13.

Here is a list of all 31 signature skills.
  • Posterizer
  • Highlight Film
  • Finisher
  • Acrobat
  • Spot Up Shooter
  • Shot Creator
  • Deadeye
  • Corner Specialist
  • Post Proficiency
  • Ankle Breaker
  • Post Playmaker
  • Dimer
  • Break Starter
  • Alley-Ooper
  • Brick Wall
  • Lockdown Defender
  • Charge Card
  • Interceptor
  • Pick Pocket
  • Active Hands
  • Eraser
  • Chase Down Artist
  • Bruiser
  • Hustle Points
  • Scrapper
  • Anti-Freeze
  • Microwave
  • Heat Retention
  • Closer
  • Floor General
  • Defensive Anchor
Read all of the NBA 2K13 Signature Skills details, on the official Tumblr page.

Game: NBA 2K13Reader Score: 8.5/10 - Vote Now
Platform: PC / PS3 / Xbox 360Votes for game: 75 - View All
NBA 2K13 Videos
Member Comments
# 321 sactown_13 @ 09/03/12 05:00 AM
Quote:
Originally Posted by RyanFitzmagic
While a Defensive Anchor’s team is on defense, all teammates on the floor are given up to a six point attribute boost to their defensive abilities.

That goes completely against the concept of a defensive anchor. He doesn't make his teammates BETTER. He covers up their mistakes.

Oh, Jesus.
this is a great point.
 
# 322 RyanFitzmagic @ 09/03/12 05:02 AM
Quote:
Originally Posted by sactown_13
this is a great point.
No, I have no idea what I'm talking about. I've never played basketball in my life. I'm just an all-around dickhead.

Right, guys?
 
# 323 2k10Fonzarelli @ 09/03/12 05:04 AM
Quote:
Originally Posted by triplewgf
Yup. Where Nash excels is the fact that he's less likely to throw a bad pass in the sense that the spot up shooter would have to make a difficult catch, like the one you describe.
Then wouldn't that suggest that receiving a good pass from a good passer raises shot percentages based on the shooters position on the court AND the actual pass itself?

Point is this : Getting a pass from a good player does raise the percentages based on who the passer is most of the time. I used an extreme example sure, but there must be some accuracy discrepancies between a dime from steve nash, and a dime from Jameer Nelson. Nash's receiver is in a more comfortable position to shoot the shot the way he's shot it for his whole life thus making his %age higher.

Of course thats not to say Jameer can't drop a perfect dime.

This all depends on whats going on under the hood of 2k. I've always felt like, if one of my players catches a pass and bobbles it or at least doesn't catch it in a ready to shoot stance, their %age to make the shot is decreased. On the other hand if a great rated passer nails his target perfectly, that shot has an increased %age of going in. This Sig Skill just emphasizes the absolute best of the best so there's a difference between Jose Calderon's 90+ pass rating and Rondo's 90+ pass rating that can't be realistically, or for gameplay balance purposes, implemented through stat slider boosting.

Quote:
Originally Posted by sactown_13
agree with melo having bruiser. but STAT? not so sure man
Stat is a Man-Child, even if its not in his tendencies to bang that much anymore he still possesses the ability to get muscley.
 
# 324 sactown_13 @ 09/03/12 05:34 AM
Quote:
Originally Posted by RyanFitzmagic
So again, why weren't his Minnesota teams great defensively?

Defensive anchors don't make players better. They make it more acceptable (if you will) for the players around them to gamble (play passing lines, play tight defense, etc.), since the anchor can cover up a mistake that might happen as a result.

Also:

When an Eraser swats a shot, he boosts the energy of his teammates and decreases the shooting attributes (up to six points) of the player he blocked for up to a minute and a half.

How does this make sense? What's this trying to replicate, a player getting dejected by having his shot blocked? That doesn't happen-- these are the best basketball players in the known universe. They don't get rattled like that. It should just be up to the user to know that he has to be wary of the shot-blocker inside and adjust accordingly. Shot-blockers don't make players miss jumpers.
Well...in a sense they do if in fact the defender that blocked the shot is guarding them or is in his area. a shot blocker can adjust shots just with his presence. now i do agree that a players shot shouldn't decrease if the shot blocker isnt in the area
 
# 325 sactown_13 @ 09/03/12 05:43 AM
Quote:
Originally Posted by mpenias
You could pick 7or 8 for LeBron. Same for Jordan.
the same could be said for kobe. as a kings fan kobe haunts my dreams but he is well deserving of more than 5 SS.
 
# 326 Mos1ted @ 09/03/12 05:44 AM
Looking at these signature skills from a strategic standpoint, it's looking like NBA 2K13 has the potential to play more like a game a chess than a game of checkers like the previous versions. I'm looking forward to it.

All of the signature skills seem reasonable and within the context of simulation basketball. I'm hoping none of them are exploitable, but then again, we all know how skilled a cheeser can be at exploiting after getting familiar with the game.
 
# 327 iLLosophy @ 09/03/12 05:50 AM
Quote:
Originally Posted by Stickz24
First - they've been making these games for 12 years now. For the most part. They are pretty reasonable in their implementation of these things. Give them the benefit of doubt. Assume they consider the reasonable checks and balances that wont make this the arcade/fantastic game you're arguing it will be.
A few questions...
  • Have you not played NBA 2k12 out of the box?
  • Where were the checks and balances then?
  • Who is this "They"?
  • Did ALL of the people in this "they" work for VC for the past 12 years?
(I would really looooove for someone to use this argument for 20 plus years EA has been making basketball games...)


Anyway, for all of you who are trying to crucify RyanFitzmagic, I'll admit he did come off pretty snobbish, but NONE of you all have provided any proof, data, or science to refute his claim (your own experience on the basketball court doesn't count). Is there at least 1 player who would get rattled by having his shot blocked? Yes. But there's at least 1 player who would not get rattled by having his shot blocked. There's also at least 1 player would actually play better after having his shot blocked. So I can't say I'm too ecstatic about the game applying a blanket ability without any sound data backing it and can impact ALL PLAYERS.


Those who actually research and study the game of basketball already know there is a fair amount of research done that shows "Closer" in basketball is a myth. All data shows they either play the same as they do during the rest of the game or they play WORSE. No player in the history of basketball has their "attributes boosted" in clutch situations. Yet it is in the game. A game that is supposed to simulate actual basketball.


Bottom line, like I said earlier, I really hope there's an option to turn these off. I am against most of these SS as they are making the game easier for unskilled users.

In the case of the Eraser SS - for the AI I'm indifferent, there's still no science to back this up, but if they add it as a slider, people can have it how ever they want it. Win-win. But for the case of a user, I am not a fan of any Psychological elements in the game. This is a basketball simulator, not a psychological simulator. I am of the belief that the Psychology is already built-in by the guy who is holding the stick. There are plenty of guys who that get rattled easily to begin with (including myself depending on what else is on my mind). You get your opponent to throw his controller across the room and you've already won. THAT is the level where user psychology should play a factor. Not some artificial penalty in the game.

My 2 cents....
 
# 328 sactown_13 @ 09/03/12 06:03 AM
Quote:
Originally Posted by RyanFitzmagic
No, I have no idea what I'm talking about. I've never played basketball in my life. I'm just an all-around dickhead.

Right, guys?
i am in agreement. and ive read a few comments a few pages back that KG had a good defensive coaching staff, which those celtics did/still have minus Thibodeau. but i dont wont people to forget the impact that rondo and tony allen had on that team. And lets not forget that tony allen has and is a great defensive presence on every team he has been a part of. so at times they had 3 players on the floor with great defensive abilities. while KG did have a big impact on the defense its not like he made rondo and allen great defensive players. they already were....
 
# 329 Mos1ted @ 09/03/12 06:13 AM
Quote:
Originally Posted by djwax90
Heat Retention has me mildly worried that it's gonna be OP. Basically, if you have it, once you're hot, the only way you'll cool off is if you miss shots or commit turnovers... a LOT of them, which won't happen if you're hot, so you'll stay hot, etc, etc.
That's where the basketball IQ of the user comes into effect. How would you stop a hot player in real life? Double team, better help D, etc. Just because a player is hot doesn't mean he's invincible. Of course, if you continue to leave him open or continue with the same defense that got him hot in the first place, then you deserve to continue getting torched.

 
# 330 Mos1ted @ 09/03/12 06:31 AM
Quote:
Originally Posted by iLLosophy
A few questions...
  • Have you not played NBA 2k12 out of the box?
  • Where were the checks and balances then?
  • Who is this "They"?
  • Did ALL of the people in this "they" work for VC for the past 12 years?
(I would really looooove for someone to use this argument for 20 plus years EA has been making basketball games...)


Anyway, for all of you who are trying to crucify RyanFitzmagic, I'll admit he did come off pretty snobbish, but NONE of you all have provided any proof, data, or science to refute his claim (your own experience on the basketball court doesn't count). Is there at least 1 player who would get rattled by having his shot blocked? Yes. But there's at least 1 player who would not get rattled by having his shot blocked. There's also at least 1 player would actually play better after having his shot blocked. So I can't say I'm too ecstatic about the game applying a blanket ability without any sound data backing it and can impact ALL PLAYERS.


Those who actually research and study the game of basketball already know there is a fair amount of research done that shows "Closer" in basketball is a myth. All data shows they either play the same as they do during the rest of the game or they play WORSE. No player in the history of basketball has their "attributes boosted" in clutch situations. Yet it is in the game. A game that is supposed to simulate actual basketball.


Bottom line, like I said earlier, I really hope there's an option to turn these off. I am against most of these SS as they are making the game easier for unskilled users.

In the case of the Eraser SS - for the AI I'm indifferent, there's still no science to back this up, but if they add it as a slider, people can have it how ever they want it. Win-win. But for the case of a user, I am not a fan of any Psychological elements in the game. This is a basketball simulator, not a psychological simulator. I am of the belief that the Psychology is already built-in by the guy who is holding the stick. There are plenty of guys who that get rattled easily to begin with (including myself depending on what else is on my mind). You get your opponent to throw his controller across the room and you've already won. THAT is the level where user psychology should play a factor. Not some artificial penalty in the game.

My 2 cents....
You have to remember that none of us have the skill to compete in the real NBA. If we did, we'd be looking forward to the NBA regular season and getting ready for training camp, not browsing OS looking for information on NBA 2K13. Regardless of how well we may know the sport of basketball, there is a difference between knowing how to play basketball and actually being able to physically play basketball. Some of the greatest coaches in basketball history were mediocre players in their day.

Yes, this is a basketball simulation, but it's also an NBA simulation. The goal here is to not only replicate five on five basketball but NBA basketball as well. To me, Signature Skills makes it more possible for that to take place.

If you don't think a psychological effect takes place, then check these out:





 
# 331 fluent2332 @ 09/03/12 07:41 AM
One thing I think we can safely say about Signature Skills is that people are going to complain about them, regardless of how they are implemented. The very second a "Corner Specialist" hits a game-winning 3 after receiving a pass from a "Dimer", and the user loses the game because of it, you will see complaining. The moment a "Brick Wall" puts the user on the floor and leaves someone open for a 3, you're gonna hear about it. That's for sure. It's going to be this year's up-and-under or spin layup.

As for how they will be implemented, I imagine overall this is a good addition for 2K. I don't necessarily agree with the philosophy behind the skills, such as "Defensive Anchor" flat out making people better, but hey, at least 2K is trying to add a different element to their game. And it's not like they are pulling these skills out of nowhere, a lot of analysts would agree with their philosophy behind this, so hey, whatever's clever. I like the prospect of role players being more valuable because of their skills. Role players should now have the most value they have ever had in the 2K series, and that's pretty exciting.
 
# 332 UnbelievablyRAW @ 09/03/12 09:01 AM
Remove ankle breaker from making people fall. That sort of thing was in Live 07 and it was cheese. My brother would always use Deron Williams on Utah and would simply just run up the court and do a step back or spin and I'd fall over without pressing anything then he'd pull up for open shots. With 2k making ankle breaker similar to the old Live expect to fall over frequently (30% is nearly 1/3 times then do a signature crossover you'll get shook)

I know players that have ankle breaker and shot creator will be cheese because they can easily get loose of defenders and then **** creator will kick in and make them automatic.

I want dropping someone to be RARE

I want to be like "Oh sh*t I just dropped this guy! Did you see that!"
 
# 333 nova91 @ 09/03/12 09:06 AM
I think everyone may be blowing the Ankle Breaker skill out of proportion. Out of the thousands of iso moves I used and seen used against me, I have only seen my guy fall about 6 maybe 7 times and the guys I use them against fall about 6 times. A 30% increase isn't much.
 
# 334 triplewgf @ 09/03/12 09:10 AM
Quote:
Originally Posted by 2k10Fonzarelli
Then wouldn't that suggest that receiving a good pass from a good passer raises shot percentages based on the shooters position on the court AND the actual pass itself?

Point is this : Getting a pass from a good player does raise the percentages based on who the passer is most of the time. I used an extreme example sure, but there must be some accuracy discrepancies between a dime from steve nash, and a dime from Jameer Nelson. Nash's receiver is in a more comfortable position to shoot the shot the way he's shot it for his whole life thus making his %age higher.

Of course thats not to say Jameer can't drop a perfect dime.

This all depends on whats going on under the hood of 2k. I've always felt like, if one of my players catches a pass and bobbles it or at least doesn't catch it in a ready to shoot stance, their %age to make the shot is decreased. On the other hand if a great rated passer nails his target perfectly, that shot has an increased %age of going in. This Sig Skill just emphasizes the absolute best of the best so there's a difference between Jose Calderon's 90+ pass rating and Rondo's 90+ pass rating that can't be realistically, or for gameplay balance purposes, implemented through stat slider boosting.



Stat is a Man-Child, even if its not in his tendencies to bang that much anymore he still possesses the ability to get muscley.
Ah, I understand your point now. Yup, I agree.

What "feels" wrong to me is that it seems to be an automatic thing, without context -- get a pass from Nash, automatically, the percentage is higher. Would there be a world of difference, for example, if Nash, from a standstill, throws a basic chest pass to a shooter curling off a screen, as opposed to Jameer throwing the same pass?

It would be awesome if those bobbles and bad catches and stuff would actually be implemented (maybe the receiver's hands rating could come into play) and result in a significant delay before the shot can go up. That way, the defense can recover and influence the shot.

I guess the way I'd implement it is to consider that "catching in a ready to shoot position" thing as super important -- good passers could hit the shooters in that position more often, more consistently, and with more difficult passes.

I'm really excited for 2K13 )
 
# 335 Thunder Storm @ 09/03/12 09:35 AM
Quote:
Originally Posted by raidertiger
LeBron can have around 27 of those skills, will he actually get them?
gimme a break..
 
# 336 UnbelievablyRAW @ 09/03/12 09:35 AM
Quote:
Originally Posted by nova91
I think everyone may be blowing the Ankle Breaker skill out of proportion. Out of the thousands of iso moves I used and seen used against me, I have only seen my guy fall about 6 maybe 7 times and the guys I use them against fall about 6 times. A 30% increase isn't much.
30% is almost 1/3 times. Yup that's very small
/s
 
# 337 Thunder Storm @ 09/03/12 09:39 AM
Quote:
Originally Posted by UnbelievablyRAW
30% is almost 1/3 times. Yup that's very small
/s
then you take the regular percentage for an ankle breaker to occur, which is maybe a 5-6 % chance and multiply it by 1.3 ... what is that 6.5-7% now ???

So it's not really a big deal. People just don't understand percentages, all they're seeing is "30 % increase".
 
# 338 KasparV @ 09/03/12 09:41 AM
Quote:
Originally Posted by iLLosophy
Anyway, for all of you who are trying to crucify RyanFitzmagic, I'll admit he did come off pretty snobbish, but NONE of you all have provided any proof, data, or science to refute his claim (your own experience on the basketball court doesn't count). Is there at least 1 player who would get rattled by having his shot blocked? Yes. But there's at least 1 player who would not get rattled by having his shot blocked. There's also at least 1 player would actually play better after having his shot blocked. So I can't say I'm too ecstatic about the game applying a blanket ability without any sound data backing it and can impact ALL PLAYERS.

I believe you are right in this, not every player reacts the same in a certain situation.
But I believe that there are more players in the league that are rattled by being blocked then there are players who are not or play better after being blocked. I have no data to back this up, but I think this is the case.

If we just assume this is true (maybe it is, maybe it isn't but hypothetically speaking because I think so and this is my opinion):
To me, perfection is unreachable, so the next best thing is to be as close to perfection as you can; if you have a league (NBA) where most of the players play a little worse after being blocked then I rather have that in a simulation everyone plays a little worse in the game then no-one, because it resembles reality more.
Do you understand my point?
 
# 339 silverskier @ 09/03/12 09:44 AM
Quote:
(30% is nearly 1/3 times then do a signature crossover you'll get shook)
no, it is not. Ankle breaker will be contextual with the defender movement. If you perform an isomotion correctly and your opponent doesn't defend well, maybe you have a 20% to break his ankles. You just have to multiply it by 1,3 and then you'll have the probability of a player with the SS of ankle breaker, a 26%. So no, it is not a 1/3 to break the ankles of your opponent =]
 
# 340 iLLosophy @ 09/03/12 09:46 AM
Quote:
Originally Posted by Mos1ted
If you don't think a psychological effect takes place, then check these out:
Maybe I made that post too long, but I just reread it and I'm pretty sure that I didn't say or imply that. I merely said a) no one has provided any science or proof that every player in the nba gets loses confident for 90 seconds after getting their shot blocked by these guys and b) I want the psychology to take place when playing User vs User, actually between the Users....not Blake Griffin's psychology vs Serge Ibaka's.



Just some hypothetical questions - say you did one of those dunks on Blake griffin against me:
  • What is my (meaning me - iLLosophy) psychological state after getting posterized and hearing the crowd go crazy?
  • Is it possible I (iLLosophy) could be demoralized after you did that, thus impacting how I play the next several minutes? My thoughts could be like this: "Man Mos1ted better not submit that dunk for OS top 10...that was some bs....I can't believe they called foul on me." Completely throws off my game for the next few minutes. I start 2nd guessing myself, throwing bad passes, leaving guys wide open, etc
  • Is it possible you (Mos1ted) get hype after doing that dunk and gives you a boost in confidence? If not you, maybe someone else?

That should give you a better insight into the psychological game I want to play. And I'd prefer to play it without the game compounding or negating the effect
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.