@8_24Mamba4Ever @Asiidix stop the bs. Bron dominated against kobe in matchups. Bron was 16-6 against Kobe. Stop glazing. RIP Mamba, he's forever a legend. You aint gotta tear down one player to uplift another. Yall make me sick
Man please get rid of this SBMM. Idc how many games i win, it's annoying. If we wanted to sweat every game, there's modes for that. Not every mode needs to be like this. Sometimes we just wanna hop on the game & chill. Its unnecessary! @Beluba
Not to mention playing the same people over & over. I played 4 games yesterday in proving grounds & EACH game was against the SAME people. Like they were the only other team playing 2’s in that mode.Matchmaking isn’t working..
@NBA2K@itsEvanCC love waiting 30 minutes in proving grounds 2s to get a game so that I fall asleep 2 days in a row before I can actually play the game & lose 32% rank dropped from 10th 71% to diamond to 16th 39%. Maybe I wouldn't fall asleep if was actually playing 🤷♂️🤦W SBMM💯
Real NBA ball. Real NBA players. Real foul. Pretty sure thats real ball. Dont matter how the ball go in the basket. Mf’s just find a way to hate anything
@Beluba@itsEvanCC@NBA2K why isn’t there an anti-cheat implemented? Why cheaters aren’t being permanently banned? Why won’t you guys address this directly? Why are you purposely allowing it? Why are VC earnings reduced? Why aren’t we getting answers??
What is going on?!
This is why 2K can’t emulate realism into the video game, because if a 7’5 center comes up court doing this you are going to complain or turn off your console.
FINISHING IN #NBA2K26 NEEDS A MAJOR CHANGE❗️
One of the biggest inconsistencies right now in NBA 2K26 lies within the finishing system, especially in how it interacts with defensive contests and the logic behind the dunk meter.
There are too many moments where the defensive effort being made doesn’t match the outcome of the play. You can make the right read, drive with the correct angle, and still get punished with a tiny or unpredictable green window… while on the other end, defenders can get beat and somehow still manage to heavily affect a dunk attempt.
It almost feels like the logic behind finishing doesn’t align with the defensive animation or contest that’s actually happening.
If we compare it to shooting, the difference in consistency is night and day. It’s far easier to green a jumpshot than it is to green a dunk meter. Shooting gives players multiple learning paths (Rhythm Shooting and Button Shooting) both of which reward timing and IQ. Finishing, however, doesn’t have that same depth or balance.
The button finishes feel noticeably weaker and less reliable than the dunk meter, which in itself can be extremely unforgiving. The green window on dunk meter attempts is incredibly small, even on what appear to be open takes. This makes finishing feel more about luck or animation RNG than player skill or decision-making.
Another major factor tied to this is interior defensive consistency. The way contests register inside the paint feels disconnected from how they function on the perimeter. Combine that with how post play has been watered down compared to last year, and we’re left with a finishing system that lacks the stability and satisfaction it once had.
To make Finishing BETTER:
• The dunk meter logic needs to better reflect real defensive positioning.
• Button finishing should be viable, not a gamble.
• Green windows for dunks and layups should scale more dynamically based on interior defense, attributes, and badges.
• Post control, strength, and timing should matter the same way shooting attributes do.
If 2K can bring finishing up to the same level of refinement and consistency as shooting, NBA 2K26 could easily reach one of the best gameplay balances we’ve had in years.
Finishing should reward skill, decision-making, and timing… not randomness.