Learn one family, then stop
Public guides name crossovers, behind-the-backs, hesis, tweens, spins, Shamgods, misdirection, pump fakes, fadeaways, floaters, euros, hop steps, jelly finishes, and alley-oops. A long chain is not automatically better than one read. Practice five reps on each side, name the advantage the move should create, then add one defender position.
The stationary keyboard chart below is the August stress-test list. The November agreement covers hesi, crossover, stepback, snatchback, half spin, and full spin. The extra rows are in the longer chart and were not rechecked on the alpha client.
| Move | Documented PC input |
|---|---|
| Hesi right / left | C / Z |
| Crossover right-to-left / left-to-right | Z / C |
| Double crossover | CC / ZZ |
| Stepback | X |
| Snatchback | XX |
| Behind the back | CX / ZX |
| Double behind the back | XZ / XC |
| Tween | ZZ / CC |
| Double tween | VC / VZ |
| Behind the back between the legs | VZ / VC |
| Half spin | V |
| Spin | CXZ / ZXC |
| Shamgod | VV |
Escape rows from that same August chart, also not rechecked live:
| Move | Documented PC input |
|---|---|
| Escape crossover | Shift + Z / Shift + C |
| Push crossover | Shift + W + Z / Shift + W + C |
| Directional crossover | Shift + A + Z / Shift + D + C |
| Diagonal stepback | Shift + D + X / Shift + A + X |
| Forward between the legs | Shift + W + ZZ / Shift + W + CC |
| Escape tween | Shift + ZZ / Shift + CC |
| Escape double tween | Shift + VC / Shift + VZ |
| Escape behind the back | Shift + CX / Shift + ZX |
Triple-threat jabs in that chart use C, Z, and X, with Shift added to exit. Those keys overlap hesis and stepbacks, so the animation depends on whether you are already in a triple threat.
How to choose
Use a crossover when the defender has committed to one side. Use a behind-the-back when you need to change sides without exposing the ball. Use a hesi when you need a pace change, not more dribbling. If the defender stays balanced, pass or reset. Chaining into a crowded lane only makes the next move obvious.
Ball hand matters. Z and C are not universal cross buttons. They follow the hand the ball is in.
Shooting and finishing choices
Start stationary and open. Add lateral movement only after the release is repeatable. Pump-fake when a defender is ready to contest. If they do not leave their feet, you have not created an advantage.
A driving dunk wants momentum and a lane. A layup or a change of angle is the safer finish when a defender is already under the rim. A self lob is F toward the backboard while you still have forward speed. A teammate alley-oop is T plus their number, thrown when the cutter is open, not after the lane has closed.
No current green-window time in milliseconds is published in the charts this page trusts. Do not copy a timing number from a fan calculator.
