Start with the finish you actually want
| Task | Reported PC input | Starting condition |
|---|---|---|
| Shot | Hold E | Begin stationary when learning the difference from a fake. |
| Pump fake | Tap E | A tap differs from a sustained shot input. |
| Layup | Hold E while approaching the rim | Movement and court position change the context. |
| Standing dunk | Hold Space | Near the basket. |
| Driving dunk | Shift + Space | Approaching 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
- Choose one action and keep the starting position consistent.
- Check whether the reference says tap, hold or double-tap.
- Use the release prompt in your current client. We do not supply a universal millisecond threshold.
- 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.