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FreeStyle 2: Street Basketball News

Sudden Event



Play 5 matches and get 1 Premium Sub Att every day during the event period.

Event Period: 5/15 00:05 ~ 5/19 23:00 (PDT)

VS Mode Update

Greetings Ballers,

After our upcoming April 22nd Patch, the VS Mode Season’s Cycle will change in a weekly basis, Therefore, the Ranking Reward will also be sent in a weekly basis.

The following will be the changes after April 22nd Patch:

1.
Current : Every Saturday – Sunday 00:00 ~ 23:59
Changed to : Everyday 01:00 ~ 23:00

2. Basketball will be managed in an account basis, VS Mode and Challenge Mode balls will be used separately.

Current : Used both at VS, Challenge Mode
Changed to : Separately used at VS and Challenge Mode


**Changes made at recharging Basketball in VS Mode : Recharges 2 Basketballs in you play 1 regular match

**After the Event Period ends, the Ranking Rewards will also be changed to the previous mode.

**Ranking Rewards in April will be calculated based on the Ranking Information until 4/21 and will be sent on 4/22 maintenance.

-Freestyle2

Sales Sudden Event



Greetings Ballers,

We would like to remind everyone that we will be opening a Sudden Event starting from 4/16 ~ 4/18 and 4/19 ~ 4/21.

1. Premium Prism

04/08 Balance Patch Hot Fix



Hello This is Freestyle 2 Developer.

After the balance patch, we have been checking the areas that were difficult to adapt to, and we're going to put a hotfix by organizing the areas that need to be complemented.

[h3]PF [/h3]

1. Last Resistance set as F Key

2. Beyond Screen Dunk
(1) Screen Mid Shot Resistance Decrease added
(2) Dunk Block Resistance Rate 15 -> 20

**We will be consistently adjusting the parts that could give adequate balance for Pillar Strategy.

[h3]SG[/h3]
1. Back Roll Turn Master Ankle Break Relieved

(1) When defender is standing, Ankle break Check Range shortened
-> Activates Ankle Break when Defender’s Standing status is within a certain range.

(2) Ankle Break Activation Rate Lowered corresponding to the distance with the defender

**When Ankle breaks with Back Roll Turn Master Mastery’s Back Roll turn Speed and Timing Fake, majority of users have faced difficulties in defending, more than expected rate.

Therefore, we have adjusted the Ankle Break to relieve the defending difficulties, we will consistently review the Swing SG Plays in the top tiers and adjust it to create a better efficiency.

[h3]
SF
[/h3]
1. Technical Shot Master
(1) When used with Drift Shot, Speed Increased 3 -> 5

2. Drift Shot Speed Upgrade
(1) Drift Shot Motion Speed 7 -> 5

3. Drift Shot Release Point Upgrade
(2) Drift Shot Release Point 10 -> 7

**We have progressed an adjustment to the Drift Shot Upgrade Mastery like the SG’s Back Roll Turn Mastery since there were higher effectiveness to the offense than intended.

[h3]DG[/h3]

1. Athletic Style Mastery Adjustment
(1) Lv7 Baseball Pass
- Block +4 -> Block -4 (Changed)
- Pass +10 (Added)

2. Drive in Jumper
(1) Shot Release Point Increase

**High Block Mastery of DG as a Ball Handler Roll style is still having a greater effectiveness than intended. Therefore, to run a Ball Handler Roll we have added Pass Att to increase the pass play style, however, decreased the block effectiveness when selecting Baseball Pass. In addition, to give more diverse selection in offense, we have increased the release point for Drive In Jumper.

[h3]PG[/h3]
1. Perfect Pass
(1) When Perfect Pass succeeds, Block Resistance ↑ Increased

**We have increased the effectiveness of Perfect Pass for PG.
The development team will continue to analyze the user’s play and improve it according to the direction as much as possible. Thank you very much

2020.04.1st Balance Patch



Changes in All Positions


[h2] 1. Jabstep[/h2]
A. “Shot Delay after Jab Step” 1 Frame Increased

[h2]2. Hook shot Speed (Mastery Skill)[/h2]
A. Hook shot Speed 46 -> 43

[h2]3. Last Resistance (New Skill)[/h2]
A. Skill description
- When an offense player drives in and makes an inside play with a shot, Defence player with Last Resistance tries to resist the shot behind the offense player with a certain probability.

- Activates when there is no player other than the offense player under the goal post.

- However, Resistance cannot be applied to an offense player with a high tussle
(over 190 Tussle).

B. Position


i.Given as Basic Skill
- Last Resistance Lv1 : PG, DG
- Last Resistance Lv2 : C, PF, CT
- Shot resistance varies in Skill Level.

C. Skill Details i. Arrow Key + D facing the offense player behind the offender's back (For Center, F)

ii. Only activates when there is no player other than the offense player under the goal post.
a. If failed, activates basic block failure motion

iii. Unable to resist to an offense plater with higher tussle (over 190 tussle att)
a. If resistance fails, shows “Last Resistance Unavailable’ ASA

iv. If resistance succeeds, shows 'Last Resistance Succeeded ‘ASA

v. Shot type available for Last Resistance; Lay-up, dunk, double clutch, triple clutch, double clutch dunk.

vi. Dunk shot has lower success rate than other shots.

[h2]4. Screen Kill Pass (New Active Skill)[/h2]

A. Skill Description
Kill pass is possible within the screen range.
(Kill pass is available even if the opponent faces a screen)

B. Position i. SF, SW, PF

C. Skill Details i. Kill-pass available within the range of your team member’s screen.

I. Power Forward (PF)


1) Power Dunk Mastery

A. Beyond Screen Dunk (New)]
Skill description: When dunks behind the screen, block resistance increases according to the tussle value and the resistance to the Screen dunk shot reduces.
Attribute capability: When dunks behind the screen, block resistance increase +15
Within screen range, Steal Resistance 10
Within screen range, Ally Dunk Shot Resistance Decreases
When pivot within screen range, Manual Dunk can be used

ASA Indication: Screen Resistance Reduced, Block Resistance Increased
Speech Balloon Display: Beyond!
a. Mid shot success rate -6
b. 3-point shot success rate -12
c. Block Increase 4
d. Rebound Decrease 5
e. Beyond Screen Dunk Block Resistance Increase +15
f. Beyond Screen Dunk Steal Resistance Increase +10

2) Energy Lob Catcher Mastery

A. Dash Chip Out
i. Chip Out Range 4 Added

B. Strong Will (New)
Skill description: In dunk, the block resistance increases according to tussle value, and chip out range increases

Added to Mastery Lv10
i. When dunk, Block Resistance Increase 8
ii. Chip out Range increase 8
iii. Mid shot Success Rate increase -10

II. Center (C)


1. Heavy Lob Catcher Mastery

A. Quick Rebound
i. Speed increase 4

2. Shadow Rim Projector Mastery

A. Shadow Block Catch Master (New)
Skill Description: When equipped, Shadow Block Catch Success Rate Increases
Added at Mastery Lv5

i. Shadow Block Catch Success Rate Increase 10
ii. Shadow Block Lay-up Catch Success Rate Increase 10
iii. Power Rebound Range Increase – 6

3. New Mastery Skill Added

A. Beyond Screen Buff (New)
Skill Description: When equipped, the higher the tussle, the greater the range of the Beyond screen dunk, and the screen dunk shot resistance is ignored. 'However, Only applies to offense players that can use Beyond Screen Dunk

a. Within screen range Steel resistance 10
b. Displays ASA when dunking within the screen (ignores screen resistance)
Added at Heavy Lob Catcher Mastery Lv7
Added at Shadow Rim Protector Mastery Lv7

i. Power Rebound Range Increase -2 (shadow rim protection Mastery)
ii. Shadow Block Horizontal Range Increase -2 (Heavy Lob Catcher Mastery)
iii. Beyond Screen Dunk Steal Resistance Increase +10

[h2]III. Small Forward (SF)[/h2]
0. Mutual

A. Technical Shot Master
🡪 When Drift Shot is used with other skills, shot speed increases +3
🡪 When Drift Shot is used with other skills, Timing Fake is applied
(Stand Defence Resistance decreases)
🡪 Drift Shot Rate decreases in a small proportion according to the number of Shot fakes

B. Tripping Prevention Lv1
- Active Skill given

1. Standard Forward, Post & Drive Masteries

A. Mastery Level 3 in ‘Standard forward’ and ‘Post and Drive’ will be
reorganized as follows.


i. Drift Shot Speed Upgrade_1 (New)
a. Drift Shot Speed Increase 7
b. Mid-Shot Success Rate Increase 2
c. Long Layup Range Decrease 2

ii. Drift Shot Speed Upgrade_2 (new)
a. Drift Shot Speed Increase 8
b. Mid shot success rate increase 2
c. 3pt success rate -2

iii. Drift Shot Released Point Upgrade_1 (New) (Tentative)
a. Drift Shot Target Point Increase 10
b. Mid Shot success rate Increase 2
c. Long Layup Range Decrease 2

iv. Drift Shot Released Point Upgrade_2 (New) (Tentative)
a. Drift Shot Target Point Increase 10
b. Mid Shot success rate Increase 2
c. 3-pt success rate -2

B. New Skill will be added to ‘Standard forward’ and ‘Post and Drive’
Masteries Lv5 as follows.


i. Drift Pass and Run (New)
a. Skill Description: The dash speed is increased for a certain time after drift pass.
b. Stamina Decrease 4
c. Entry Pass Deny intercept Resistance Increase +24
d. Entry Pass Speed +24

C. New Skill will be added to ‘Standard forward’ and ‘Post and Drive’
Masteries Lv7 as follows.


i. Drive in Dribble Master (New)
Skill Description: If Drive In Dribble succeeds, Ankle Break Time increases
a. Ankle Break Strength 20
b. “Shot Delay after Jab Step” Increase 1

ii. Paint Zone Shooter (New)
Combines the previous Paint Zone Fade Away Shooter and Paint Zone Will of Unity Mastery Skill.

Skill Description:
In Paint Zone Area, allies Defense Resistance Decreases
In Paint Zone Area, Fadeaway Shot Success Rate and Defense Resistance Decreases

iii. Entry Killpass (New)
Skill Description: Gives a kill pass to the team members in a paint zone.
a. “Shot Delay after Jab Step" Increase 1 (added)
b. Long Layup Range -8
c. 3pt Success Rate -8
d. Mid shot Success +2
e. Entry Kill Pass Sped Increase +24

D. Other changes in Standard Forward Mastery

i. Jump Pass Range Increase
a. “Shot Delay after Jab Step” Increase 1 (added)

ii. Kill Pass
a. “Shot Delay after Jab Step” Increase 1 (added)

E. Other changes in Post&Drive Mastery
i. Kill Pass
a. “Shot Delay after Jab Step” Increase 1 (added)

2. Optional Lob Catcher Mastery

i. Dash Rebound
a. 3pt shot success rate decrease 10 (Added)
b. “Shot Delay after Jab Step” Increase 1 (added)

ii. Box-out Swing Move
a. 3pt success rate Decrease 6 -> 12 (Changed)

iii. Kill Pass
a. 3pt shot success rate decrease 10 (additional)
b. “Shot Delay after Jab Step” Increase 1 (added)
iv. Faster spin-move lay-up
a. 3pt shot success rate Decrease 6 -> 12 (Changed)

[h2] IV. Shooting Guard (SG) [/h2]

1. Swing & Swing Mastery A. Mastery Lv3 reorganized as follows.
i. Breakthrough Upgrade_1
a. 3pt att -4
b. Drive: speed↑ 3

ii. Breakthrough Upgrade_2
a. 3pt success rate - 2
b. Drive: speed↑ 3

iii. Back Roll Turn Master (New)
Skill Description:
- When Drives with Back Roll turn, applies an ankle break to a defender who is moving to the opposite direction or in stand status
- When Back Roll turn succeeds, Ankle Break Strengthens
- Timing Fake Applied when Shot casts right after Back roll Turn
- Applies both at Back Roll Turn 1 and 2
a. Back Roll turn 1,2 Fixed Motion Speed + 10
b. “Shot Delay after Jab Step” Increase 1
c. Drive: speed↑ 10

# When Back Roll Turn Master is equipped, 2 Lines of card attributes of Drive: speed↑ or Back Roll Turn Speed ↑ decreases efficiency of the attribute ‘back roll turn speed’

iv. 3 pt shot upgrade
a. 3pt : success%↑ +2
b. Long Layup: range↑ -3

B. Modifies and adds Mastery Lv5 as follows.
i. Crazy Step
a. Shot delay after crazy step Decrease 1

ii. Side Hop Step
a. Side Hop Step Speed Decrease – Removed

C. Modifies and adds Mastery Lv7 as follows
i. Quick Change Upgrade (deleted)

ii. Drift Pass and Run (New)
Skill Description: The dash speed is increased for a certain time after drift pass.
a. Entry pass speed +24
b. Entry pass : intercept resistance +24
c. block -3

D. Adds Mastery Lv10 as follows
i. Entry Killpass (New)
Skill Description: Gives a kill pass to the team members in a paint zone.
a. 3pt Success Rate +2
b. Long range: range +4
c. Entry Killpass speed +24

2. Catch & Shooter Mastery

A. Away Screen Move Upgrade
a. “Shot Delay after Jab Step” Increase 2 (added)

B. L Cut
- When Skill used, stamina decreases

[h2]V. Swingman (SW)[/h2]
1. Modify Mastery Skills

i. Jump Pass Range Increase
a. “Shot Delay after Jab Step” Increase 1 (added)

ii. Kill Pass
a. “Shot Delay after Jab Step” Increase 1 (added)

[h2] VI. Point Guard (PG) [/h2]

1. Perfect Pass (New Passive)
Skill Description:
- If Pass is successfully made to a team member with an open spot, Block Resistance’s Buff Increase will be applied

- Only Mid shot and lay-up can apply block resistance’s Buff increase

- Depending on the pass attribute, the perfect pass activation condition mitigates

- When Away Screen Move Buff is applied, Perfect Pass Buff does not apply

i. If previous Kill Pass condition is met, skill activates
ii. Buff only applies at 2pt Jump Shot, Drift Shot, Scoop Shot, Layup, and Floater Shot
iii. Buff Maintains for 1.5 Seconds

iv. ASA Notification
a. When Pass, : ‘Perfect Pass’ shows
b. When receiving pass : ‘Block Resistance Increased’ shows

2. Baseball Pass Given by Default

3. Jump Pass level Changed to level 2