Gameplay Courtside Report for NBA 2K26

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Gameplay Courtside Report for NBA 2K26

Postby Andrew on Fri Aug 01, 2025 4:50 am

The first Courtside Report is out, providing an insight into gameplay: https://nba.2k.com/2k26/courtside-report/gameplay/

A summary of the key points of the developer blog is as follows:

  • A new motion engine powered by ProPLAY will debut in NBA 2K26. The blog describes it as the biggest change to player movement since NBA 2K21, with further advances to one-on-one gameplay.
  • Skating has allegedly been removed thanks to the new tech, which includes "dynamic lower-body pose matching" that adjusts the positioning of players' legs and feet.
  • Rhythm Shooting is back, and is still performed via a Down-Up flick of the right stick. Shot Timing and Tempo now allows for quick and slow releases, while still properly timing them to knock down the shot.
  • Green-or-Miss is now the standard approach to shooting across all games modes. However, Green Release windows will scale according to difficulty. Notably, they're more forgiving in team-control modes like MyTEAM, and less forgiving in competitive modes like Pro-Am and Proving Ground.
  • Layup timing is also permanently enabled, as part of an effort to emphasise skill-based gameplay in NBA 2K26.
  • In addition to Signature Go-To Shots, NBA 2K26 will have Signature Go-To Post Shots, giving players authentic moves in the paint as well as on the perimeter. They're performed by hold Up on the right stick in the post.
  • Custom layup packages will allow mixing and matching from a selection of styles: Normal and Reverse Layups, Floaters, Quick Scoops, Euro Steps, Hop Steps, and Spins. In this way, custom signature layup packages can be created for MyPLAYERs and also for original players when editing the rosters.
  • New system-driven technology generates player-to-player collisions that won't feel as scripted as the motion-captured animations in previous games, for more freedom of movement for both the dribbler and on-ball defender.
  • Interior defense has been revamped for more physicality in the paint, including stronger midair body bumps when contesting at the rim.
  • A Green meter will flash at a player's feet to indicate correct timing when jumping for a rebound. Similar to shooting, Green/perfect timing increases the chances of snaring the board.
  • Gameplay has been sped up in NBA 2K26, in order to reward players for faster decision-making and reactions.
  • Tapping the Left Trigger will perform a Quick Protect in order to elude steal attempts. It can also be used while driving to protect the ball and put defenders in a compromising position.
  • Holding the Left Trigger when receiving a pass while standing still will allow you to square up, catch the ball high, and immediately go into your shooting motion for a quicker attempt to beat close-out defenders.
  • Rocking the right stick back-and-forth and left-and-right, or repeatedly flicking it up, will perform two different Signature Size-Up combinations.
  • The Left Trigger can also be held after beginning a Euro Step to decelerate for a slow-motion drag-step finish, throwing off defenders.
  • Wrap passes are performed by double-tapping Circle/B, with more control to ensure they aren't being thrown straight into the back of a defender.
  • Alley-oops now have a randomised finish button on higher difficulty levels, instead of always being Square/X.
  • Screeners now have more control over which way they face. Tapping the left stick slightly left or right from the direction you are currently screening turns your player 45 degrees, while tapping in the opposite direction turns your player 180 degrees.
  • The AI is now more intelligent when it comes to looking for drive-and-kick opportunities, and locating pass recipients in pick and fade situations.
  • Help defense dynamically adjusts to off-ball pressure settings, and where the basketball currently is in relation to the basket, allowing AI defenders to be more helpful on drives and in the paint while also recovering to get back out on shooters.
  • In MyCAREER, AI teammates have improved awareness of your position on the floor, allowing for better spacing and intelligence in finding you while playing off-ball. A set of off-ball Quick Plays can also be called to alert them to your intended actions, such as posting up or coming over to set a screen for them.
  • Double team logic has been enhanced to better track moving targets, identify who to double team and when, and close out more intelligently.
  • AI defenders are also smarter about navigating screens.
  • Playbooks now hold up to 80 plays for greater authenticity.
  • Ten new variables have been added to improve the differentiation between the difficulty levels. These includes awareness of help defense rotations, speed at which help defense commits, and recognition and reactions when playing the passing lanes.
  • A new Shot Timing Ability slider allows us to customise the CPU's ability to time jumpshots and layups, without impacting their intelligence or performance in other aspects of shooting.
  • An Intermediate Tutorial tutorial has been added to bridge the gap between the fundamental and advanced tutorials, providing better onboarding for the gameplay in NBA 2K26.
  • The blog concludes by emphasising that gameplay in NBA 2K26 is intended to "feel smoother, faster, and more seamless than ever before".
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Re: Gameplay Courtside Report for NBA 2K26

Postby Patr1ck on Fri Aug 01, 2025 8:42 am

If the gameplay is sped up, I hope the input feels responsive as well.
I disagree with the green or miss. I think they should have an option for a yellow area where the situation and ratings are taken into the outcome.
Quick Protect reminds me of Elite 11. The player didn't automatically change dribble hands when you change direction from the ball hand, but it had nothing to do with a defender. I know this is different, and people will probably spam L2. I'd rather the L2 button be held down for a protect dribble to keep your body between your defender until you are ready to size up or attack. I like the use of it on drives, though.
No-dip 3's were already in the game since 2K10 or something if your jumpshot animation supported it and timed the catch right.
I hope we can turn off the alleyoop pattern mini-game. At least a patch for offline play.
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Re: Gameplay Courtside Report for NBA 2K26

Postby Andrew on Fri Aug 01, 2025 1:27 pm

Yeah, I'm still not a fan of the metered alley-oops. By all means make it a thing in the competitive scene, but it should be optional offline.

As for Green-or-Miss, I have misgivings about the concept as well. To echo what I said in our Discord, it sounds like a good idea in theory, appeasing the almighty skill gap and putting us in control instead of at the mercy of RNG. However, there are some drawbacks...

  1. Precise timing requires minimal latency, which for online play means robust servers and netcode. Unfortunately, this has been a weakness for NBA 2K for years.

  2. Shooting and shot contest mechanics need to play nice with each other, i.e. be balanced. If a defender can easily take away the Green window just by getting close enough - and thus effectively prevent a make under a Green-or-Miss approach - then you end up with a situation where contested shots are almost always guaranteed misses, which isn't realistic or fun.

  3. This is an even bigger issue offline, despite the lack of online lag. After all, CPU defenders tend to be better at sticking to their mark than most users, and if they're able to do that, it means the only jumpers you'll hit are very rare open looks, and even then you'll be punished for being slightly off. Turning Green-or-Miss off for lower difficulty levels is a fair compromise, though I think it should go up to All-Star rather than stopping at Pro. Pro can be too easy, whereas All-Star can be that intermediate level that's tough and challenging, while still offering some advantages (like near-perfect releases going in).
Of course, despite all of this playing out before, these concerns will be dismissed as "hating" and a need to "get good", especially by shilling content creators. Then everyone will realise what's happening after a few weeks of the game being out, those same creators will complain as if they weren't dismissing those concerns prior to release. Patches will provide tweaks and then a new system will be implemented next year, before we start the whole cycle all over again.

(And I, having seen it all coming, will break out Dr. Cox's "I told you so" dance.)

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Re: Gameplay Courtside Report for NBA 2K26

Postby Patr1ck on Fri Aug 01, 2025 3:58 pm

2. This is why they need a yellow/orange area between green and not. While I was modding NBA Elite 11 to make jumpshots harder after I "got good" I found there are a lot of parameters to adjust for a shot, and there is no way 2K doesn't have something more robust than what they had 15 years ago. Sweet spot, based on rating, distance, and shot type, which is the perfect green release. Distance between sweet spot and rim for both long, short, and sides, which can be adjusted for more realistic rim interaction on slightly-off green timing and angles. Bank adjustments for angle and distance. Distance from the sweet spot for misses, so you can tighten misses onto the rim, or have bad misses become complete airballs. And shot contests don't have to completely remove the green, but shrink it. They can be a curve based on multiple factors like the defender's timing, distance, ratings, and angle to the shooter, as well as the type of contest. I know 2K has different sliders for defensive contest strength on shots and release points. I can only assume the green or brick is coming from online players who are really good at the game.
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Re: Gameplay Courtside Report for NBA 2K26

Postby Andrew on Fri Aug 01, 2025 9:52 pm

For sure, the calls for Green-or-Miss - and a lot of the "skill-based" mechanics - are coming from and catering to the online scene.
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