Start with the finish you actually want

TaskReported PC inputStarting condition
ShotHold EBegin stationary when learning the difference from a fake.
Pump fakeTap EA tap differs from a sustained shot input.
LayupHold E while approaching the rimMovement and court position change the context.
Standing dunkHold SpaceNear the basket.
Driving dunkShift + SpaceApproaching the rim with movement.

The common inputs agree across the linked references. The tutorial image in the November report shows a Jumpshot step with E; it does not verify every advanced finish.[1][3]

Separate a button from its timing

  1. Choose one action and keep the starting position consistent.
  2. Check whether the reference says tap, hold or double-tap.
  3. Use the release prompt in your current client. We do not supply a universal millisecond threshold.
  4. Observe the animation before changing the setup.

This is a suggested way to diagnose an attempt, not a measured training routine. If a basic shot works but a moving finish differs, compare movement and modifier state before assuming the E key is broken.

Floater, euro step and spin gather

The PC charts list Shift + two E taps for a floater/euro-step input while approaching the rim, and two E taps for a spin gather. The shared sequence does not mean either animation can be forced from any position.[2][4]

Read Shift + E → E as keeping the modifier while making two distinct E presses. Do not release Shift first and treat E as an unrelated action. The input board separates held modifiers from successive taps.

Directional shots add another condition

The references list Shift + D + hold E for a right-moving shot, Shift + A + hold E for left, and Shift + S + hold E for a fadeaway. Direction, movement and shot input form one instruction; adding more keys does not certify a better shot.[1]

If a dunk becomes a layup

First distinguish the E finishing input from Space. Then compare standing with moving toward the rim. The dunk report discusses approach and timing; it does not give us a verified universal attribute threshold for every build.[3]

Change one condition at a time and read the current prompt. We have not tested these bindings in the Alpha client and cannot promise a contact animation or successful finish. For a lob, keep the throw and catch/finish stages separate.