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Position/Tactics Guide by Nitramy

Version: 1.21b | Updated: 10/26/10

Freestyle Street Basketball: Position and Tactics Guide
Version 1.21b
By: Nitramy [nitram_yotab(at)yahoo(dot)com]

I. INTRODUCTION 						    (fsintro)

	Freestyle Street Basketball is an online street basketball game made 
by JC Entertainment, Ltd., distributed worldwide by GameKiss.
	This guide was made with the Philippine version of Freestyle Street 
Basketball, but any of the theoretical content and other matters will be 
useful in whatever version of Freestyle you play.
	Freestyle Street Basketball provides frantic, fun, and fantastic 
online street basketball action. It is also easy to pick up, has relatively 
low system requirements (2.0 GHZ processor, 512 MB RAM, 256 MB video card 
for decent performance), and updates quickly. One of its shortcomings 
though, is that lag becomes a large factor over distance. This game 
requires a fast ADSL or cable connection, and even that is not enough - 
you have to play with others with the same network provider as you, 
otherwise you won't enjoy the experience fully. This game is also not 
recommended to be played over a Wi-Fi internet connection (because 
fluctuations in the signal = lag; and lag = not good).
	Regardless of this shortcoming, Freestyle is still a lot of fun to 
play. You can buy clothes, learn new skills, level up your character into 
an unstoppable hardcourt force, meet fellow street ballers and put your 
street rep to the ultimate test.
	This guide began informally as a set of tips for each position in 
Freestyle, and has evolved into a set of tips meant for both those new to 
this game, and old hands (those around since Beta): to give a basic rundown 
on which position best suits your preferences and abilities, and tips on 
getting that extra bit of performance out of your FS character.

1. Version History                                                   (gvhist)

Version 1.0

First version sent to GameFAQs.

Version 1.15 *Substantial update!!!*

Many tiny revisions.
Added Neoseeker to list of authorized sites.
Added to FS Fashion 101
Added a link to the FS Philippines Message Board in Shout-outs (silly me)
Added a NEW subtopic: Reading Personal Stats

Version 1.18

Many extra information bits added.

Version 1.20

Additional update on FS North America's status, more hints added, and
a lot of other things.

Version 1.21

More additional information added.

Version 1.21b

Post FSPH update. Also added "Rants" section.

2. Table of Contents:                                                 (intoc)

        In using this FAQ, use the keywords placed here in the Table of 
Contents to more easily find what you're looking for in this document. Use 
your program's "Find" function (generally CTRL+F), punch in the keyword, 
and voila!

I. Introduction                                        (keyword: fsintro)
        1. Version History                             (keyword: gvhist)
        2. Table of Contents                           (keyword: intoc)
II. Rookie Channel Essentials                          (keyword: beginner)
III. General tips all FS players must know             (keyword: gentips)
        1. Making Characters for FS                    (keyword: charmake)
        2. Naming Characters for FS 101                (keyword: charname)
        3. FS Etiquette 101                            (keyword: benice)
        4. Reading Personal Stats                      (keyword: crunchystat)
IV. Position-Specific Guide                            (keyword: posguide)
        1. Point Guard                                 (keyword: courtgen)
        2. Shooting Guard                              (keyword: hothands)
        3. Small Forward                               (keyword: doitall)
        4. Power Forward                               (keyword: highflyer)
        5. Center                                      (keyword: bigguy)
V. The FS Item Mini-Guide                              (keyword: pimpin)
VI. Shout-outs                                         (keyword: destinysux)
VII. Contact and Copyright Information                 (keyword: sayhi)
VIII. Rants                                            (keyword: atomicrage)

II. ROOKIE CHANNEL ESSENTIALS                                      (beginner)

	The following are tips you should start learning when starting out 
in Freestyle: keeping these helpful hints in the back of your mind can and 
probably will win you many a game.

	Okay, to begin with, let us answer: what the heck is Through Pass?
Through Pass is a skill that costs around 8500 points to buy. While costly, 
it has a very wonderful effect: the recipients of your passes now don't have 
to stand still to receive the pass - they can catch the ball on the run. 
This skill opens up a multitude of possibilities: so it is important that 
you place a high priority in acquiring this skill.
	* Quit playing zone defense. Again, this is another necessity. This 
applies the most to aspiring Power Forwards and Centers.

	Before 5-on-5 is implemented, zone defenses don't work that well in 
this game. Stick to man-to-man defense.
	* Learn teamwork.

	As in any team sport, this is a must. Not much explanation required 
here, unless you leveled from 1-45 playing strictly 1-on-1. Not that that's
a bad thing...

	* Know your role on the team and stick to it. 

	However, if your role has been scouted, feel free to break character.
Appropriately, most perimeter-heads don't follow this rule.

	* If you want to play as either a Point or Shooting Guard, choose 
Guard as your primary position. Choose Forward if you want to play as either 
Small or Power Forward. Centers don't change their positions... not until 
the Level 60 Caps and Intermediate Promotions are available (and that's a 
long time in coming, believe me).

        * Because even the fastest DSL connections are constrained by the
universal constant of the speed of light, the farther you are from your
teammates and opponents, the greater the tendency to lag. To minimize this,
try to play with those with the same ISP as you, and those who play close
to you - geographic-wise.

        * Cheaters never win. Don't cheat, and remember that when you find
yourself tempted to cheat that it is never worth it. Never.

III. GENERAL TIPS ALL FS PLAYERS MUST KNOW:                         (gentips)

1. These general tips will serve you well, not only in the game of
Freestyle Street Basketball, but can also be applied in the bigger game,
called Life. Read, ponder, and enjoy.

a. "Do not fall into the error of the artisan who boasts of twenty years of 
experience when he has had only one year of experience - twenty times." 
Otake of the Seventh Dan, "Shibumi" 

What this basically means is that you won't outgrow your noobiness just by 
winning, boosting, gaining levels, or whatnot. Be like Terry Bogard, whose 
goal isn't winning or losing, but to gain a bit of experience in every 
game you play, so when you hit the lauded Level 45, you will truly be a 
force to be feared, not because your moves cannot be countered, but because 
you've amassed so much meaningful experience that you can counter anything 
AND everything coming your way.

This also means that you should savor every game, yes, even the crappy 
losses. If you're so concerned about leveling, then you'll stop taking 
notes about how your game changes as you go along... And you know the 
saying about one who does not look back to the past, right? Plus, winning 
by defense is ultimately more satisfying than winning by offense, right?

b. "Offense wins games, but defense wins championships." generic basketball 
analyst quote 

Corollary to the last sentence stated in point a: don't focus on your 
offense too much. If your defense stands, you don't have to worry about 
your offense – your defense will generate your offense. (A.K.A. knocking 
down dribblers usually translates to an unobstructed alley-oop pass for me.)

c. "I don't mind betting on long odds!" Kyosuke Nanbu, from Super Robot 
Taisen Original Generation

While it is fun to stick with the reliable and simply play safe, your skill 
won't improve as much unless you try new things and strategies. Also, if it 
works, do not overuse it. Doing so betrays your noobiness. Sure, you may 
win, but you'll fall into the error of the artisan quoted in a. It also 
becomes (very) hard to climb away from that error since winning constantly 
is too tempting for you to change your game/what works/whatever.

d. "Move, *****; get out the way!" Ludacris, "Move *****" 

If you find you have a bad offensive night, try scoring from in close. 
Also, moving around without the ball will help you get that easy basket. 
If you're a shooter and you find you have a shooting night that well, 
sucks, don't despair. Keep shooting when you get open, because one shot is 
all you need to break your slump and get your confidence back up.

e. "Shut up! My name is Sanger! Sanger Zonvolt! I am the sword that smites 
evil!" from Super Robot Taisen Original Generation

The best team offense's tactic is to break down the defense to get THE EASY 
BASKET. It may be an unobstructed (read: no defenders in the air or with 
broken ankles nearby) three, a mid shot, lay-up or teardrop, but an 
unobstructed shot goes in ALL the time. So, cleave the defense! When your 
team tactic evolves to the point where you leave the defense guessing 
every time, feel free to score with impunity. Besides, getting unobstructed 
baskets with teamwork won't give your opponents any excuse, such as when 
you win only playing isolation, going to your highest leveled player, 
cheating, only going to your strengths, and other unsavory behavior.

f. "When three hearts become one, their courage multiplies by a million!" 
translated lyrics to "Getter Robo!" by Isao Sasaki 

Simply put, exercise teamwork. Let everyone get their touches. Let everyone 
play a role in the game plan. Draw out a game plan, and stick to it. Win or 
lose, your teamwork should be solid. Don't despair when you take a few 
losses, it just means your teamwork needs more work. And when you reach the 
point where you execute no-look passes and picture-perfect plays, it's a 
sign that your team is a well-oiled machine. Also, your courage multiplies 
by a million, like the trio piloting Getter.

g. "Don't believe in yourself! Believe in me, who believes in you!" 
Kamina, Tengen Toppa Gurren-Lagann 

Trust your teammates. When he's having a bad shooting night, give him an 
easy lay-up or signal for a pick and roll, give and go, or whatever play 
your teammate is most comfortable in. If he's hot, ask him to draw the 
defense, or do whatever it takes to get him open. 

h. "Masikip, ‘Wag Ipilit" title of a (crappy) Filipino soft-core porn flick 
(Trust me, it's crappy, I've watched it.)

Don't force shots. Let the game come to you. Don't settle for jump shots 
when you have a potent inside game, for instance; and don't drive when 
there's a Center camping in the paint. (That's why we love middle jumpers: 
there's nothing like a good J to wake happy camping defenders up.)

i. "It's not over yet... there's still an eternity of basketball to be 
played!" Joe Cantada 

When you're in a crappy game and time's winding down, don't give up! 
There's always the small percentage you can ignite a furious run. Remember 
McGrady's 13-point flurry versus the corny, David Sirlin-inspired Spurs?

And when you see others following a style of playing that, to you, is loss-
proof, don't be influenced to play THEIR game. Doing so means they've 
scored a mental victory over you. Why? Because they're better at playing 
THEIR game than YOU are; they have had the time invested perfecting their 
game. Stick to YOUR playing style, YOUR strengths, and YOUR moves, no 
matter what. Even if they have the best items, even if they have the luxury 
of boosting, even if they've got the best connections, it doesn't matter. 
One who thinks that FS skill lies in the items/boost/bandwagon can never be 
THE consummate FS player.

j. "True strength resides only in s/he who believes in her/his own 
strength until the very end!" Buster Machine #7

There is no other way to be good at FS than with courage, hard work, and 
guts. Some may boost, others may buy, but only the ultimate FS player will 
work hard, learn, be brave, and hold on to the end. When the ultimate FS 
player finally hits Level 45, even teammates will quake in fear... 

k. "People choose the paths that grant them the greatest rewards for the 
least amount of effort. It's a law of nature." Gregory House, House M.D.

Really good FS players don't just beat you: they beat you with what you're 
good at, not at what they're good at. Skill is not meant to be an excuse for 
winning – it's meant to give your opponents absolutely no excuse whatsoever 
for losing, except the phrase "needs improvement". Real skill is acquired 
by overcoming the basic human nature stated in the quote – to get the 
greatest reward for the least amount of effort. Do that and you'll be 
closer to outgrowing your old, unproductive and rancor-inducing FS habits.

Also, playing not to lose and playing to win are different: if you enter a 
game with a mind set of finding something meaningful in every game you play, 
you've already won, no matter what the outcome is. But, if you play for 
hours at a time and forget about trivial details about the games you've 
just played, then you're not really learning anything, and you're not 
really playing to learn. Also, another important point: if your level is 
really, really high in lieu of your opponents, limiting all your wins to a 
small margin not only teaches you how to act in crunch time situations 
(giving you and your teammates a lot of valuable experience), it also shows 
you're considerate of your juniors (because even if you have a gigantic 
advantage in stats and/or levels, you choose not to push it). It also shows 
you're a bad enough dude to let a lower-level team run over your squad early 
on, because you know you have the skills to snatch victory from the jaws of 
defeat later on.

All that in a few words: real skill is going beyond human nature.

l. "Act well your part: there all the honor lies." Alexander Pope 

Overkill is for noobs. One very inconsiderate thing high-level players in 
FS do is resort to overkill. Grabbing rebounds over smaller players, 
blocking shots and shooting threes when the game's already been decided, 
and generally being a jerk when the game's all but won isn't good form. 
Remember: be humble in victory and gracious in defeat. You know, do what 
real basketball players do when it's garbage time; something like that.

m. THE LAW OF REVERSED EFFORT. Know it, and use it well.

One of the biggest secrets in FS is an oxymoron: if your true intent is to 
make your teammates look good, start scoring; if you want to shoot your 
foe's lights out, start passing. Also, if you prefer individual play, use 
teamwork first; if you like teamwork, play individually first. It might be 
odd to use at first, but IT WORKS. Your best moves should often be saved 
for when they're needed.

n. Bring a mind set of divergent thinking to FS. While convergent thinking 
is all the rage nowadays (because of that "Playing to Win" essay), remember: 
while games are all about winning or losing, what's really at stake is how 
you play the game. You might be that damn good at FS but that doesn't mean 
you're that damn good at life automatically.

o. Keep advanced skills in the Major channel. That's why they called Level 
1-15 the Rookie Channel – for beginners to learn the game basics, not to 
get flattened by two three-point hungry guards and an advance-boarding 
center repeatedly! It might be fun, but it's bad in the long run, because 
that sort of behavior turns off potential FS players. You do NOT want to 
be included among the scapegoats when the game goes kaput... do you? 

p. "After a fair and square fight, everyone becomes friends - That's the 
Rule of Right of Shonen Manga!" Ken Matsushiro, "Yakitate!! Japan"

When playing FS, be the best you can be - not only when it comes to playing
the game, but also behaving in the game. Your online rep will get a major
boost when you can say that even in a bad game, your composure isn't

q. "There are more things in Heaven and Earth, Horatio, than are dreamt
of in your philosophy." William Shakespeare, "Hamlet"

When you hit Level 45 at last, don't immediately assume you're 1337. There
will always be a player better than you at some facet of the game, so it
pays to be humble even if your level is really, really high...

...Also, if you're humble enough to know you still have a lot to learn,
you won't be so obsessed with winning as before - you'll start learning
many more things than you did with your previous mentality.

p. "Card games are serious business!" Seto Kaiba, "Yu-Gi-Oh!: The
Abridged Series"

When you have something that works frequently, DO NOT WHORE IT OUT. 
A skill, play, sequence, or something that you use to win games with
shouldn't be your bread and butter move - save it for crunch time for
several reasons: one, to prevent it from being scouted; two, to show
your foes that you don't just have a limited repertoire (even though
said repertoire can be difficult to defend against); and three, to
prove that you're playing because you love the game, not just to win.
Remember, if you're more concerned about winning than playing, the game 
then becomes serious business and becomes a pain in the you-know-what
rather than something that fosters a love for the game.

q. "I swear to god if anyone seriously believes that KOBE style 
actually works GTFO and uninstall right now because you do not deserve 
to play basketball online or any variations of sports games for that 
matter." SirSlappy from the FS International Message Boards

Enough said. :p

r. Points are points. A lot has been said about how FS back where I play
has degenerated into a three-point shooting contest. This has gotten so
bad that Guards chew out their big man teammates for tipping in their
missed shots. Why? Because to their logic, 3>2. Likewise big men who
have all day to put the easy 2 in pass the ball back out to the guard, 
the ball gets intercepted, hilarity ensues.

For heaven's sake, don't do this, and don't envy people who are good
at this. The world has enough of these types of people. Don't be a

2. MAKING FS CHARACTERS 101                                       (charmake)

   Okay, here are a few guidelines in making characters:

a. Female players are shorter than their Male counterpart across all 
positions. You might want to change your character's gender based on this.

b. Guards tend to be small. Point Guards could use some extra height to 
make use of their reasonably high Jump. Shooting Guards are recommended 
with minimum height, for maximum running. You want to spot up really, 
really easily, and Shooting Guards commonly don't play as close to the 
basket like a Point Guard does. 

c. Small Forwards tend to be at the default height and tend to be smaller. 
Power Forwards start at the default and tend to be taller than others. Of 
course, if you want to make a faster Power Forward, feel free to down-scale 
your character's height.

d. Female Centers tend to focus on speed; Male Centers on height. Adapt 

e. If the Intermediate positions and the level 60 caps are available, feel 
free to upscale your Shooting Guard's size if you're really aiming to 
promote to the Swingman position or downscale your Center's size if you're 
gunning for the Center/Forward. You will, however, have a more difficult 
time going through levels 1 to 45.

f. Guards in general can get by with only five skill slots, Small Forwards 
barely hang in with five; lastly Centers and Power Forwards absolutely 
bleed out of their eyes on one facet of their game with only five skill 

g. If you want to use and set screens, the Screen skill is the only legit 
way to go, no two shakes about it. It is 1200 points worth and one skill 
slot (which is much more expensive than the 1200 points), but if you have 
a group that revolves around cutting, screening and general motion offense, 
why not have it equipped? Of course, screening and rolling works even 
better with Through Pass!

3. NAMING CHARACTERS IN FREESTYLE 101                             (charname)

When naming your character/s in FS (or for any other online game for that 
matter), there's a simple rule of thumb to follow: Choose a name that's 
easily remembered, catchy, and says something favorable about you. 

a. Have some style. The more obscure the name, the better. The FS community 
is large, so you'll have trouble finding an original name without having to 
add numbers or your position to it. I suggest an anagram of your name or a 
small pun contained within 12 characters... something with a personal flair.

b. If you're not that intelligent, then at least try to project an aura of 
intelligence with your player's name. And back it up with your on-the-court 

c. Defend your choice of name if you choose to name your character after a 
real life basketball player. Naming yourself after existing or past 
basketball players isn't a bad idea per se, HOWEVER, be prepared to put 
your money where your mouth is. If you can't perform at their level, you're 
a poseur, and your in-game rep is effectively shot.

d. Don't be a whack job. Inane typing tricks, such as: "HaViNg a PlAyEr 
NiCkNaMe LiKe HoW ThIs SeNtEnCe xXxISxXx o0TYPED0o XIXSX ReAlLy AnNoYiNg 
xXxTOxXx ReAd, SeE" make you look really stupid, really childish, or a bad 
mix of both.

e. This isn't SMS. Don't substitute zeroes for the capital letter o. It 
makes you look and sound lame, kitschy, nouveau riche, or in Filipino, 

f. Don't be Captain Obvious. Putting up your position in your character 
name is lame. Putting excessive numbers on your name is more lame; it means 
roughly twenty-two others thought of that name before you did; finders 
keepers. Putting your playing style (AKA "BigDunker24") onto your player 
name is extremely lame, because: one, it showcases your utter lack of 
creativity, and two, your game gets scouted even before the room server 
presses "Start". (Don't ask me why all your Free Will attempts make you hit 
the floor, otherwise you really ARE lame.)

(EDIT: There was once a player in FSPH who actually went by the name
"BigDunker", and that was a Power Forward who... mostly rebounds.)

g. Don't show off your kitschy tastes. Putting "emo" in your character 
name, somewhere only shows off your arguably bad taste in music and 
lifestyle... not unless it's part of a real word, such as "lemon" or 

h. Don't beat a dead horse. Overused player names are overused.

4. FS ETIQUETTE 101                                                 (benice)

a. Always remember that behind every character you team up with or against, 
there is a human being at the controls – whose feelings do get hurt. Keep 
this in mind and it will serve you extremely well even when you're not 
playing FS.

b. If you're going to play as a female character and you're a guy (a.k.a. 
a trap - google "Jun Watarase" or "Bridget" to see what I mean), try to 
act ladylike, even if you're this big muscled macho man IRL. The community 
will appreciate your restraint, though they won't show it. Also, don't 
scam other more gullible (read: underage) players... that's not nice. Just 
remember the golden rule, and you'll be fine.

c. You may be a member of the urban poor, but please, for the love of 
Jesus, Joseph, Mary and the Donkey, when in-game, don't bring your urban 
poor attitude with you. I'm not asking you to masquerade as Bill Gates or 
Al Gore, but have some urbanidad (read: urbanity) with you when you play.

d. Stay cool! Nobody likes somebody who gets overly hyped in-game.

e. Don't whine when you're losing. This doesn't count half the time if your 
opponent is particularly loud, obnoxious, rubs wins in your face, cheats, 
resorts to overkill, or does things jerks do. Call them out once – that 
should be it. Besides, if you really want to change them, don't be a jerk – 
just kick their ass in-game and don't rub it in their faces like they do.

f. Don't blame your teammates for sucking if you wind up in a bad game. 
They already know they suck, why rub salt in the wound? Instead, offer 
some help or general advice, or something constructive.

g. If you're up against a cheater, just call out their behavior once and 
then play your game. If you lose, so what. It doesn't count since they 
don't really play to have fun – they play so they won't lose. Playing 
just to win makes you half a man – because the losses will pile up and get 
to you.

h. Don't cheat. Period. No comma. Cheating only proves you'll stoop that 
low to win; ergo, it makes you look immature, stupid, or both.

(Say, what constitutes cheating or lousy behavior in FS?)
1. Bug jumping
2. Using the Chip Out bug
3. Screening without using the "Screen" skill (This goes double if it's 
   always a play for the three, never for the easy 2.)
4. Abusing/overusing (IMO) high-level techniques in the low-level 
   channel (just to make your stat page look good)
5. Abusing the numbers game (if one of your opponents went to the 
   bathroom, lagged out, got a smoke, took care of the internet cafe, 
   among other things)

i. Don't rub wins in your foe's face. The golden rule still applies in 
online games. Again, this rule doesn't count half the time if your foe's 
obnoxious, cheats, used overkill on you the game before, or is generally 
a jerk.

j. Transactional Analysis says "I'm ok, you're ok." That's the mindset you 
have to bring to the table when playing FS: give respect to get respect. 
Also, you can't change others: just yourself, and others will change in 
response to you.

k. If your foe lags, don't shoot threes. Play a lagging foe like you would 
a normal foe, i.e. don't take advantage of the fact that s/he's lagging. 
I've lost count of all the ego-maniac noobs who shoot threes over lagging 
foes then laugh about how "pro" they are. You're a "pro" at emulating a 
petulant five-year-old, and that's basically it.

l. Again, show humility in victory and grace in defeat.

m. When I say "don't resort to overkill", I mean this: if the game's 
outcome has already been decided, you can relax on offense, relax on 
defense, or relax on rebounding, but never both, and absolutely never all 
three simultaneously.

n. BE NICE TO BEGINNERS! First impressions are everything, and you have to 
show that the FS community is both friendly AND competitive.


6. READING PERSONAL STATS                                       (crunchystat)

This is just a little part of the guide, showing how to read statistics
and between the lines of these statistics; for the purpose of having an
intelligent guess as to how prospective teammates and opponents play.

Anyway, stats are divided mainly into two: season and career stats.
Season stats are stats a certain player accrues over the period of a
month. Career stats are stats a player acquires over his or her FS career.

Here's what the Statistics screen usually shows (and a description where
it isn't self-explanantory): *I need a snazzy ASCII representation of
the Statistics screen, anyone up for the task? You'll get a big Thanks
in the Credits department for it!*

3 Points
Points per Game
2PFG% - accuracy from 2-point distance
3PFG% - accuracy from 3-point distance
Rebounds per Game
Assists per Game
Steals per Game
Blocks per Game       /------------------------------------------\
Winning Points        | I personally don't know how these two    |
1-on-1 Winning Points | stats work. Can anyone help me out here? |
PoG - short for "Player of the Game". This shows the amount of times 
      you've garnered the MVP award (in a 3-on-3 game).

Also, try to look at career stats: if a baller's career stats are 
disproportionally large compared to his/her level, it just means
boosted stats. Don't team up with this player so they 

Now that you have a basic inkling of how these stats work, here's a little


When recruiting a Point Guard in your team, pay attention to the following:
Assists per Game - if this dips below 3.5, your prospective PG doesn't have
a Point Guard mentality.
2PFG% - If this dips below 30%, engage the Mighty Boot (copyright Duke 
Nukem) and give the PG a nice swift Patriot Missile Kick (copyright Jun 
Watarase) out of your room. Low 2-point shooting means this player's too 
chicken to rush in the lane, and would rather camp out behind the arc and
shoot threes all game long. *LAME*.
3PFG% - If this dips below 25%, check his or her other stats. High 2PFG%
means your prospective teammate is a slashing-type Guard. If you're the 
big man, do your teammate a favor and draw the zoning defender away with 
jump shots to open the lane. High Assists per Game, on the other hand, 
denotes a pure playmaker. If you're not a scorer, this is a good player 
to team up with to polish your offense. Be sure to ask your prospective 
teammate to shoot when open and not to pass excessively.
Rebounds per Game - If this is higher than 1.5 and you find no Small 
Forward in the opposing team's lineup, you (or your big man) can be
confident in chipping out. This PG will help you out on the boards. Try
to chase down shooters if you can, though...

When recruiting a Shooting Guard in your team, there are only two stats
to look at:
2PFG% - If this is lower than 30%, kick the dope quickly. You don't want 
a chicken camping out behind the arc all game long, even if said chicken
is Level 45 and shoots threes at 75% accuracy.
Assists per Game - A reasonable amount would be greater than 3 - this means
your prospective SG has above-average court vision and can play the Point
when harassed defensively.

When recruiting a Sma-ah, heck, Small Forwards are always useful. You have
to see their defensive game at least once to see if they're worth keeping
or kicking.
But just to be sure, check if their stats are well rounded, with decent 
averages across the board. Pay attention to their shooting percentage
to have a good estimate of their consistency.

When recruiting a Power Forward or Center, don't just base everything on
Rebounds per Game. Look at the other stats too.

A Power Forward or Center with an average like so: 4.6 PPG / 6.7 RPG / 5.1 
APG / 60% 2PFG isn't impressive: it's one of the trademarks of the worst
player archetype ever conceived by Freestyle Philippines: the BALL CATCHER
(cue Vincent Price laughter). If you encounter a player like this, do like 
Kamen Rider Black, start the manly posing, and Rider Kick that ball-
catcher's sorry hide out of the room faster than you can say "HENSHIN!"

High RPG (rebounds per game, not rocket-propelled grenade) does not a good 
big man make - honestly. It means several things: his/her teammates are not 
ballers but members of the Habitat for Humanity (lol, bricklayers), whose 
bad shooting is cause for more offensive rebounds. The opposite of this is 
also true - do not just kick a player with a low rebounding average, because 
this player may have a game plan of lots and lots of high-percentage shots, 
eliminating the need for offensive rebounding.

Lastly, if you see that a certain player has overly high stats for a 
certain statistical category, there can only be one explanation: RANK 
BOOST! The player you are teaming up with probably rented out several 
PCs in an internet cafe or got into a shady deal with fellow low-lifes
just to get his/her name in the first page of the Ranking lists! If
you manage to team up with a player like that, show your indignation
by summoning the spirit of Captain Falcon and FALCON KICKing that 
player right out of the room, pronto. (Chances are, he or she won't be
able to put up those huge numbers in a real game, ha ha ha!)


Don't be an insecure prick who kicks Small Forwards out just because
"they get in the way of my rebounding". Also don't just get good
shooters to win, and get only poor shooters to show off your "mad 
rebounding skillz". If you're a ball-catcher, don't just be a ball
catcher, learn how and when to score, especially in various situations, 
such as bricklaying teammates.


Don't just use Rebounds per Game as criteria, and don't kick
Small Forwards just because. This may require a change in mind
set, which is a good thing, in the long run... (you know many 
approaches to a match)


Pray that someone reads this and decides to give you a hand.

Anyway, hope that little bit on statistics helped. On to the next
part, then!

IV. POSITION-SPECIFIC GUIDE                                        (posguide)

We've gone to beyond forty-five per cent of this guide, content-wise. In a 
normal meal, it means we've already finished off the appetizer, and what 
comes next is the main course.

By the way, you might want to read the Q-and-A before actually going and
making your character (if character deletion is not allowed where you play).

Okay, you've picked out the character's name, it's time for me to give you 
what you're looking for: which position best suits you. 

Here we go: the position guides!

1. THE POINT GUARD                                                 (courtgen)

Q: Why would I want to be a Point Guard?

A: Because...
a. ...you want to be a leader on the floor, or want to acquire leadership 
b. ...you want your Guard to dunk. Admit it, it is one reason. Point Guards 
really do dunk earlier than their Shooting Guard brethren.
c. ...you want to alley-oop. Come on, it's nice, flashy, and effective.
d. ...you want to play a nice, all-around game.
e. ...your jaw literally dropped nine feet when you saw Jason Kidd pass off 
to Antonio McDyess for the alley-oop from half-court.
f. ...you want to take charge of your team's offense.

The Point Guard Archetypes

a. The Passing Point Guard... passes a lot. He or she tends to get the 
passing variations and then the shot variations last. This player also 
prefers Passing, Dribbling, Speed then 3-point shooting as a last resort, 
if any. 
IRL counterpart: John Stockton. Though a great three-ball shooter, he's most 
known for Stockton-to-Malone.

b. The Offensive Point Guard (also known as the Combo Guard #1)... gets the 
dribble and shot variations before the passing variations. Prefers Middle 
Shooting, 3-Point Shooting, Dribbling, Speed, Passing and Dunking (last 
five attributes improve in that order, IMO).
IRL counterpart: Steve Francis. (This is because most Combo Guard #1 type 
players tend to dribble excessively without penalty.) Tony Parker can also
be included here, because he slashes to the hoop more than usual. (Thanks
J. He!)

c. The Hybrid Point Guard: can pass AND shoot. Gets the pass and shot 
variations alternately. Takes some time to grow, but when all skills are 
acquired, this type can potentially be the hardest player on the court to 
IRL counterpart: Chris Paul. Need I say more?

Some things to know about the Point Guard:

1. You'll only be consistent in your three-point shooting if you approach 
it proactively... with stat-raising items and stat training. Why? 

2. ...Because comparing an identical-leveled PG and G, the PG actually has 
less 3-point shooting skill than a plain old G.

3. But that's alright, since your Middle Shooting gets a small boost. You 
can start dropping shots consistently around level 30+ with stat-raising 
items and 35+ without. When you break through 40+, you'll have enough to 
be able to consistently drop the middle when open AND have the uncanny 
ability to run rings around anyone who has the gall to defend you on 
one-on-one – who's not a Point Guard.

4. You're even faster than an SG once built up right. You can then use your 
speed advantage to open up the passing lanes for your teammates.

5. When you're a Point Guard, court vision is not optional; it's required. 
I've heard horror stories of high-level players keep dribbling to get the 
ankle breaker to appear, even when they've already gotten a massive head 
start going to the basket; the other defenders collapsing on him; and his 
teammates are wide open for a pass. Don't do this, and don't envy players 
who are good at this. Sticking to only the three-point shot isn't the sign 
of a player who goes with the game's flow.

6. Most of the time, your defensive match-up will anticipate passes. When 
that happens, shoot. The PG is a very good position to play mind games with 
your opponent, but not with the "I-can-shoot-from-anywhere" SG ability or 
the "I-can-do-damn-near-anything" a Small Forward can bring. Plus, when 
your shots start falling in, you might even get doubled, and double-teaming 
a skilled PG is a Bad Idea™.

7. A high-level PG has great Jumping stats. You could work within the paint 
on help defense, diving for loose balls, and as an auxiliary rebounding man. 
I've had lots of laughs overpowering bigger players than myself off the 
boards because of my Jump stat. As an added bonus, if your Jump hits 30 and 
above, get ready to fly. (Note: this was lowered recently though!)

8. Learn where to pull out the finger roll. It's harder to block. The 
distance where you can pull it out increases with your Jump. See a level 20 
and level 30 Power Forward's dunking range as proof.

9. If you want to be defense bait, start scoring. However, don't overdo 
scoring to the point where all you can do is isolate-dribble-shoot (or
isolate-run-shoot). Remember, you're the team catalyst, not the go-to guy. 
(Again, if someone who can counter your excessive dribbling comes about, 
what then? No more threes? Also, digging oneself out of the "isolation" 
mindset is more difficult than you think... instant gratification, anyone?)

10. Another tip: While ankle breaking is the new bread-and-butter FS move, 
don't fall into the trap of jacking it up from beyond the arc once you've 
successfully broken your foe's guard. The best thing to do is to attract 
the help defense. A few passes after that will mean an easy, wide-open 
shot, saving you (and your team) a lot of trouble and effort. Plus, it 
makes Shooting Guards and Small Forwards want to team up with you all the 
time, because you make their job even easier. Remember: having high Pass 
stats then dishing it to your teammate in their comfort zone and you hear 
the words "Wide open!" or "Nice pass!" is guaranteed money.

11. Corollary to #10 and #11: if you're really good at ankle breaking, try 
to mix in enough ball rotation in between shots; or if you tend to pass 
first, try to suddenly fire off a jump shot in between passes. That way, 
the defense won't know where you'll be coming from, keeping your foes 
offside and unsure how to defend you. 

12. The PG (and SF, by extension) are positions which rely on how evenly 
distributed your stats are. If you buy your items based on improving your 
strengths instead of covering your weaknesses, you'll have a problem being 
versatile on the court; ergo, you'll want to go to fewer and fewer options 
every time. So – balance your stats to make sure you don't get into that 
habit, and maintain your versatility.

13. Some say "you're only as good as your teammates". So if your teammates 
kick ass, keep feeding them. If they have a bad day, give them easy shots. 
Lastly, if they have a really bad day (like the Daniel Powter song), then 
feel free to take charge of the offense.

14. Point Guards have problems using the pump fake, because they cut all 
the time. To use the pump fake, spot up for a second so you can drive after 
the pump fake. If you get the pass on the run, the pump fake won't let you 
run afterwards. On the other hand, if you rely on the pump fake drive too 
much you won't get to use the kukgi technique often. In that case, use the 
fake pass combo.

15. Most use the fake pass combo for one thing only: the 3. Don't do this. 
Try to attract the defense then pass off. It opens up more ways for your 
team to get open.

16. Most positions worry about their offense. Point Guards in general have 
defense as the first thing on their minds. Why? A great Point Guard can 
make anyone, even a level 16 player who just stumbled into the Major 
channel, look good; and also score IF NEEDED. And there's nothing like 
scoring a few easy baskets to make you defense bait, leading to plenty of 
easy scores (and easy assists).

17. Taking a good, long look at the Point Guard's stats and stat growths 
show that the PG is a natural playmaker. While just about any player can 
take on the playmaker mantle, stat-wise the PG takes the cake. A natural 
playmaker and natural shooter are like left- and right-handedness, 
respectively – a playmaker can learn how to shoot easier than a shooter 
can learn how to dictate the offense.

18. Hooray, (Point) Guards now have a freestyle dunk! But seriously, unless 
you have someone making sure nobody's camping out in the paint, slashing 
isn't that viable. Go 2 point shot or middle jumper if someone's pitching a 
tent under the basket.

19. While you may be a balanced, all-around threat on the floor, one very
crucial mistake most high leveled point guards do is try to do everything
all at once. As I said earlier, you are the team catalyst, not the 
go-to guy.


* 3-point plus for top [Level 16-35] (You need as much of this as you can, 
especially in lower levels.) OR Middle plus for top [Level 36 and up] (You 
want this. Especially if you want to really be a magnet for the defense.) 
When buying +5/+2 clothes, get Dunk/Lay-up +2.
* Steal plus for bottom (For defensive purposes. Rebound plus is also good, 
but not that useful as Steal. Dribbling is also good versus pesky ankle 
breakers, but Steal is the best well-rounded option available.) Get Rebound 
+2 if you're buying the Point-based +5/+2 bottom, because point guards need 
rebounding, not blocking. You can also get Pass +5 if you're starting out 
playing Point, or your playing style revolves around ball rotation. (Get 
Block +2 if your Jump isn't that high – for defensive purposes.)
* Jump plus for shoes. You don't need extra running, and you need every 
Jump point to throw down the ball more often and fire off the Guard's 
version of the three-step finger roll from longer range. Also, since most 
Guards are small, extra Jumping gives a lot of benefits: catching misfired 
Chip Outs, blocking shots and rebounding, aside from the three-step and dunk 
benefit I mentioned earlier.
* When buying accessories, the key word is specialty. Buy items based on 
your playing style. (For example, if you want your PG to be a more all-
range threat, buy two Middle+1 accessories, giving you an extra 6 Middle 
attribute with the Premium Card bonus – very nice. You could also add it 
to your weaker stats: Jump, Lay-up, or Rebound.)

2. THE SHOOTING GUARD                                              (hothands)

Q: Why would I want to be a shooting guard?

A: Because...
a. ...you've seen Reggie Miller shoot two straight three-point shots in 
around ten seconds in that playoff game versus New York that had Spike Lee 
saying "even if he's 90 years old and they drag him out to the Madison 
Square Garden floor on a wheelchair, he'll still hit threes". 
b. ...you scream "MICHI-BOY!!!!" every single time Hisashi Mitsui (from the 
manga and anime "Slam Dunk") hits it from beyond the arc.
c. ...you want to score. A lot. ("Huh-huh... he said score.")
d. ...you want to be Mister Instant Offense, the Miracle Worker, capable of 
bringing games back from the dead.
e. ...you want to prove that there's more to Shooting Guards than just the 
f. ...you want to prove that Kobe Bryant isn't a ball hog – he's just the 
only reliable scorer on the Lakers.
g. ...You like to do more jackin' than that guy in Grand Theft Auto.
h. ...You saw Tracy McGrady do like 13 points in thirty-five seconds versus 
the (incredibly corny) Spurs.

The Shooting Guard Archetypes

a. The Monster Shooting Guard... prefers inside and middle shooting, with 
plenty of combos to improve his Middle, Dunk and Lay-up rating to back up 
his 3-point shooting. Also goes for Power and Jumping. I've never seen 
anyone in FS use this type of player yet. 
IRL counterpart: Dwayne Wade and/or Rip Hamilton

b. The Streak-shooter Shooting Guard... prefers shooting from outside. He 
or she goes for combos that increase Middle, 3-point Shooting, Speed and 
Dribbling. This type of player's expertise is shooting from any damn 
location on the court. 
IRL counterpart: Ray Allen

c. The Passing Shooting Guard (also known as the Combo Guard #2)... prefers 
to get his teammates hot first then he starts shooting. Uses his passing 
and playmaking skills to get open. Can shoot, but would rather pass. 
IRL counterpart: Mo Williams (thanks to E. Casimir for this!)

Some things to know about the Shooting Guard:

1. Be an all-range threat, not just a three-point threat. When you make 
your first three shots from anywhere, you're set for a torrid shooting 

especially important when your level is hitting 30-ish. Not only will you 
be much harder to defend, you'll have much more options to use every time 
you have the ball rather than limited to one, or two, or maybe three moves 
...at most.

3. Don't pick spots. Learn to shoot from every conceivable direction. 
Hitting Free Training every time you get online is a wise suggestion.

4. On the floor, the defense will collapse on you at every, and I mean 
EVERY, opportunity. Shooting Guards can literally jack it up from anywhere 
and are nigh impossible to stop once they get into their rhythm. Consider 
getting the pass variations so you can take it to the open man if you're 
getting harassed when you have the ball. (Also, buying items that increase 
your Pass stat isn't a bad idea at all.)

5. While Shooting Guards' are focused on shooting, be reminded that a 
Shooting Guard's Steal stat is higher than an equal-leveled PG's Steal 
stat. An SG on defense prefers double-teaming passively (i.e. double-team 
when you run across someone who's not your match-up). Also, get in the 
passing lanes if you're up against a team that likes to limit themselves to 
one type of offense, and watch the interceptions pile up!

6. Try to drive once in a while. It might open up the perimeter for you.

7. SHOOT ANYWHERE! Your middle shot is effective when your level hits 
around 25, and is lethal beyond level 30. 

8. Did I remind you NOT TO PLAY SPOT-UP? The SG is a fast creature. Play 
one as such.

9. The new three-point variations are frighteningly hard to defend. 
Consider buying them so you have a better chance of making it once you're 
open. I recommend buying them when your level goes higher than 25.

10. FS is plagued with "money moves", moves which a high-leveled player 
regularly pulls off with relative ease and with little risk. Power dribble 
into a quick three mostly results in the defender getting thrown off the 
dribble, resulting in an unobstructed shot. While this "money move" is 
generally reliable, you won't get any respect going to one move all the 
damn time. Mix and match. The best guards have enough moves to keep the 
defense guessing.

11. Corollary to #10: Just because you're so skilled at the ankle breaker 
doesn't mean you're an ace at FS. If the move is weakened, what do you fall 
back on? The screen? Those who can counter screening plays will see it 
coming a mile away; then you'll end up screwed a La Blue Girl (horrible 
pun, I know).

12. Corollary to #2: YOU HAVE A GOOD GODDAMNED MIDDLE SHOT. USE IT. In high-
level games, shooting from anywhere isn't optional; it's required. Players 
these days anticipate the dribble-three; show them you know better. AGAIN, 

13. Swallow your pride if you're used to being the main scorer, but the 
team uses you as bait and gets a lot of assists from you. You might not 
score as much but in 3-on-3 games, 30 PPG is necessary for the MVP plum, 
and smattering around 5 or 6 dishes per game would go a long way if you're 
playing for MVP.

14. Shooting Guards aren't supposed to be Dribble Guards. If you want each 
of your three-pointers to have real impact, learn to move without the ball. 
Or taking a cue from your PG brethren, try attracting the help defense when 
you do use your ankle breaker. My point is: you have many other options 
than the ankle breaker if you understand that Shooting Guards don't just 
camp out in the perimeter and shoot threes; and that the ankle breaker has 
so much more possible uses when you don't think in terms of "ankle break 
then three".

15. If you did something counter-intuitive (such as, say, making a tall 
SG), then it's best to not play like the other smaller shooting guards 
you encounter. Consider employing tactics for the Small Forward (a la 
posting up, shooting more middle shots and less threes).

16. Try to think of shooting threes like sniping in real life: don't shoot 
until conditions are perfect. When you do that, your field goal percentage 
will rise exponentially, and you'll also look like gold to your teammates 
because you don't seem to miss.

17. Remember, it's not how many shots you make over the shots you take that 
say how good you are: it's how and when you fire off a shot. You may only 
pass at the start and light it up at the end, just when your team needs you 
most. Quality over quantity, and so many high-level SG's just don't 
get what I mean by this.

18. Also, don't just mix and match your moves to get an easy three (as a 
matter of fact, I don't recommend the mind set that "threes are easy" at 
all). Mix and match your offense so your foe won't see just exactly where 
you're coming from. A drive down the middle, a super lay-up, a pinpoint 
jump shot, drawing the double-team then passing off... the Shooting Guard is 
so much more than three-point shooting if you look at using the Shooting 
Guard thinking more than just three-pointers.

19. If you play about a hundred games versus teams which include a level 
30 and up Shooting Guard, you'll notice something distressing. THEY. ALL. 
PLAY. ALIKE. Different names, different outfits, but everywhere you look, 
the playing style doesn't change. For the love of Jesus, Joseph, Mary and 
the Donkey, don't jump on the bandwagon. It may be efficient but it's not 
interesting, and frankly, bandwagon mentality sickens me. Draw the line. 
Don't be afraid of taking risks and incurring losses just to liven up the 
SG game.

20. Even if the dunk requirement has been lowered, your Dunk stat is still 
in the crapper, so don't be surprised if your lay-ups and dunks don't find 
their mark.

21. Remember your Freestyle Shooting pattern so you'll know what to use for 
which occasion.

22. I've said it once, I've said it twice, I'll say it a million times: 
you're a Shooting Guard, not a Shooting-from-the-outside-only Guard.

23. No matter how good you are at shooting the three-point-shot, if you're
not a team player, some teams WILL boot you out. Good shooting is not an
end in and of itself but a means to an end.

24. One edge the Shooting Guard has over a Small Forward is that
A Shooting Guard has great Pass stats and can start off the kukgi rhythm
on his/her own while a Small Forward usually needs a Point Guard's help
to start his/her rhythm because a Small Forward's passes are unfortunately 
prone to interception. (Obviously, the big man has to have Through Pass 
for kukgi to work.)

25. If you have only one three-point shooting freestyle skill, using 
kukgi won't be as effective. When you see a skilled Small Forward going
through all his/her shooting styles in one game and apply that principle 
to your game, you'll understand what I mean.

26. Corollary to #26 - don't wear out your arsenal of shots early on. The
key here is subtlety, and you don't want to get scouted at game's start.

27. Unlike a Point Guard, the Direct Pass of a Shooting Guard does not
allow for Through Pass to take effect when using it. Doesn't mean you
should ditch it, though. Being able to determine who to pass and be able
to pass on the run is too good - if you know the proper time and place to 
use both Direct AND Through Pass.


* Middle plus for top. (For obvious reasons, because your 3-point shooting 
is high enough already.)
* Pass plus for bottom. (You need this because ankle breakers and steals are 
just all about proper timing.) Get Block for your secondary.
* Run or Jump plus for shoes. (I suggest the Jump attribute for all-purpose 
usage; Run if you're a spot-up shooter.)
* Most prefer 3-Points for their accessories (kinda useless since any 
3-Points attribute above 90 won't increase your accuracy). I would suggest 
you increase Running, Pass and Middle in turn.

3. THE SMALL FORWARD                                                (doitall)

Q: Why would I want to be a Small Forward?

A: Because...
a. ...you want to have jumpers like His Airness, three-pointers like 
Vinsanity, dunking like Dr. J, and defense like Pip.
b. ...you prefer a challenge.
c. ...you've deduced that a Small Forward is the fastest character to use 
the Screen with out of the front-line positions. (note: the front line 
positions are the SF, PF, C, while the PG and SG are the backcourt)
d. ...you like playing mind games with your foes, never going to the same 
moves over and over again.
e. ...you want to be... complete. (like Piolo the trap or Angel the sellout)
f. ...your favorite Street Fighter character is Akuma. (I'll explain this 
further down the list.)
g. ...it was a good idea at the time they fixed the Small Forward's whacked-
out stats, especially Running.

The Small Forward Archetypes

a. The Finesse Small Forward is primarily an offensive threat. Middle 
shots, 3-pointers and Super Lay-ups are this player's specialty. 
IRL counterpart: Karl Malone (while he's technically a Power Forward, his 
play style is more of a Small Forward - focusing on grace than power, 
which is what a Small Forward generally does.)

b. The Monster Small Forward... plays like a Power Forward and drives a 
lot. Uses his slashing ability to gain room for his jump shot. 
IRL counterpart: Josh Smith, Vince Carter, Julius Erving

c. The Defensive Small Forward rarely scores, but is an absolute ***** to 
play against. This kind of player makes his man literally bleed out of his 
eyes for points. Back when there still was an FS Philippines, this was the 
type of Small Forward most often seen, because players there tended to use 
the two-guard lineup. 
IRL counterpart: Scottie Pippen, Tayshaun Prince, Bruce Bowen

Q: Hey, where's LeBron?
A: I didn't include him.

Q: Why didn't you include him?
A: Put two and two together.

Some things to know about the Small Forward:

1. The Small Forward is, simply put, a jack of all trades. He can do 
anything on the court: rebound, defend, shoot.

2. That's why the SF is considered the most ruthless mismatch exploiter in 
Freestyle today. Against Guards, the SF can simply just use his opponent's 
heads as shooting aids or simply steamroll them over on the way to the 
basket. Against Power Forwards and Centers, one quick first step and you 
get an easy jump shot or baseline drive. 

3. It becomes obvious, then, that the only player that can defend a Small 
Forward properly is... another Small Forward.

4. Concentrate on Speed, Power, or outside shooting, depending on your 
playing style, and depending on who you're playing against. If you're up 
against a Guard, play smart positioning to be in his face at all times. 
Against Forwards and Centers, don't let your man get into their favorite 
spots, and if they try their money move, be prepared to time a block. No 
easy baskets!

5. A good SF mixes and matches his/her shots to keep his defender guessing. 
If you shoot too much, you'll get blocked. If you drive too much, you're 
going to taste dirt eventually.

6. Also, what makes a great SF is that he/she goes with the flow of the 
offense, and doesn't lose sight of the game plan even in dire situations. 
He or she stays cool when everyone around him is boiling.

7. When it comes right down to it, since the Small Forward can do 
everything adequately yet only excel in one thing (the middle shot), the 
SF is probably the hardest position to master in Freestyle. The defensive 
handicaps (Let's see: no dive and dribbling difficulties versus guards and 
not enough power and rebounding priority versus power forwards and centers) 
and how you work around them just show how much mastery you have over the 
game of Freestyle.

8. If or when Small Forwards get Box Out, they become even more broken. 
Imagine the speed advantage over Power Forwards and Centers, plus 
reasonably high Jump, and this, used with a good rebounding nose will 
make Small Forwards the terror of FS. So what if you don't have the other 
rebounding skills? You'll grab the board even before those slowpokes can 
even blink. (Hint: there's this trick called the "sprite board". Timing 
your jump at the perfect moment the shot bounces off the rim ensures you 
get the board every time, even before tip AND chip.)

9. The Street Fighter character I most often compare the Small Forward to 
is Akuma. Why would I say that? Well, the reason for that is because 
despite Akuma's versatility and ability to use more than one tactic 
versus opponents, he has a 30% damage handicap. Sort of like the Small 
Forward, eh? This should motivate you to try giving the Small Forward a 

10. Learn when the "Sprite Board" timing window appears, and use it often. 
This should help against other big men.

11. Watch out if the big men use Chip Out a lot. You could grab more boards 
than usual if you get a good line on where the Chip Out is heading.

12. If you want a real challenge, be the designated big man in a 3-on-3 
team. Are you a bad enough dude to waste veteran Power Forwards and 
Centers? (Hints: Use your shooting to draw your defender out of the paint,
and have your team avoid shooting threes except when open to avoid 
high bounces which - theoretically - you can't kal board.)

13. The technique called "kukgi" turns Small Forwards from "meh" players
into unstoppable shooting forces. Seriously. Learn what "kukgi" is and use
it all the time. Getting astronomically high shooting stats will help your
team, because all the defense is thinking about is how to stop you.

14. Use your slashing and Pass in the Air to wreak havoc on your foes:
not only will you cause them to probably bite on the drive (leading to
an easy 2 points), you'll also nudge the big men away from their 
rebounding sweet spot!

15. Most high level Small Forwards try to play like Guards. That's fine,
but you're not using your character to its fullest potential.

16. Don't stick to using moves that your foes can't counter. Try to save
them for when your team is in dire straits, or as a feint. Dream Shake 2,
I'm looking, no, GLARING at you.

17. On the other hand, you won't win any Rebounding contests consistently.
A Small Forward does EVERYTHING on the court. Don't limit yourself to
a few tasks when you are already good at most of them.

18. You'll rarely find a point guard who can match the timing of his/her
passes towards you - it's your responsibility then to match your PG's 
timing. Alternately, you can play many games with one PG to find out when
and where he or she throws the pass to get your kukgi timing on.

WARNING: once you become a true master of the Small Forward, matches often 
become one-sided and boring. (Look, 10-point lead!) You might also find it 
boring to use the Point Guard. (Holy smoke, 10 assists a game!)


* 3-point or Dunk/Lay-up plus for top (I prefer 3-point.)
* Pass or Dribble plus for bottom (Tossup, but I prefer Pass.)
* Any attribute primary for shoes... Running in general, Jump if you play 
on a Nellie Ball team (you're the big man), Power if you like using a 
little skill called Screen.
* When accessorizing, try to think of which stat would make the biggest 
difference on both ends of the floor. Pick the stat you like the most.

4. THE POWER FORWARD                                              (highflyer)

Q: Why would I want to be a Power Forward?

A: Because...
a. ...of two words: Sakuragi Hanamichi.
b. ...you wanna be as bad as Dennis Rodman wanna be.
c. ...you saw that Nike commercial featuring Amar'e.
d. ...you want to show how Rasheed Wallace kicks it.
e. ...you want to prove that the Power Forward does not live on dunking or 
rebounds alone.
f. ...the Power Forward is the most balanced frontline position to use
the Screen skill with.

The Power Forward Archetypes

a. The Pure Offensive Power Forward... relies on the Super Lay-up and dunks 
mostly. However, many fail to realize that the Power Forward has a reliable 
middle jumper to fall back on, and that's the missing ingredient in this 
type of Power Forward. Consequently, a player of this caliber is rare in 
today's Freestyle. 
IRL counterpart: Darryl Dawkins (has a good jumper, but is most known for 
dunking rims off backboards.)

b. The Pure Rebounding Power Forward... relies more on the Super Lay-up 
than the other Power Forward types. Generally goes for lots of Jump, Power, 
and Rebounding for plenty of put-backs and dunks. 
IRL counterpart: Danny Fortson (You don't know him?)

c. The Hybrid Power Forward is a rebounding machine and offensive threat 
all in one. A mix of the previous two playing styles, this forward is a 
two-level offensive threat: from inside with the dunk and the put-back or 
from the middle with the jump shot or the super lay-up. 
IRL counterpart: Rasheed Wallace (trash talking definitely NOT included)

Some things to know about the Power Forward:

1. While the "Direct Shoot" (Free Will dunk Skill) button (press the "F" 
key to dunk and "D" to shoot) is a very powerful part of your arsenal, 
don't forget that you still have a good middle shot. Use it to soften up 
the driving lane, which means you get more dunks for your buck. And also 
don't forget about the three-step lay-up, which, as you increase in level, 
can be used further away from the basket, and runs over defenders with 
extreme prejudice like a Philippine Rabbit bus (it's an exaggeration).

2. Use "Chip Out" judiciously. Especially against a smaller lineup, do not 
use Chip Out at all – your jumping and timing will ensure you get the board 
every time. Remember, you also have the Box Out skill.

3. Don't go into a game thinking "I'll get every board and make a double-
double". Stick to your team's game plan and do not worry about stats – once 
you've hit your stride, stats won't be a problem.

4. In rebounding, do what Bill Russell said: go after where the ball is 
going, not where it's been.

5. On defense against a smaller lineup, do not play zone. Any player worth 
his salt will just shoot over you, then point and laugh at your inability 
to play defense, or most likely run around you, then point and laugh at 
your relative lack of speed compared to other positions. Zone defenses are 
for noobs, and screens kill zone defense easily. Once you hit Major, or are 
about to, do not take the zone defense mindset with you.

6. A little tip on playing defense: Commit too little and your opponent 
will use your head as a shooting aid. On the other hand, commit too much, 
and your opponent will use a quick first step and leave you eating his dust.

7. Most high-level Power Forwards use their money move: power dribble into 
a quick dunk. HOWEVER, while this money move is reliable, treat this like 
any other skill in FS: do not overuse it. Consider equipping Double Clutch 
in tandem with this money move for sexy results.

8. Keep one thing in mind when you consider shooting middle shots as a 
Power Forward: at lower levels, you suck. You'll probably get your shooting 
touch back, with or without items at around Level 30, lower with items and 
training. Also, when shooting middle shots, remember that the Middle stat 
governs all shots between 2-point and 3-point range. Shoot just under the 
three-point line if you want a really spread-out floor. Then, drive against 
a slower Center or use the three-step lay-up/teardrop shot versus smaller 
defenders. Another thing to know is that getting a nice pass from a Point 
Guard makes your shooting percentage skyrocket.

9. If you have nerves of steel, do not jump when the rebound's up for 
grabs. If your foe chips it, you're in prime position to beat him to the 
board. (This usually happens when you beat your opponent to rebounding
position - most players use Chip Out when they're in a bad rebounding 

10. Don't shy away from easy baskets in the paint if you're teamed up with 
shooting guards. You get few opportunities to score, why not cash in on your 
chances? Also, take advantage of your teammates' pass stats, and go shoot 
some jumpers!

11. If your teammates like to attack the basket, do them a favor and draw 
your match-up big man away from the basket by sinking middle shots. That 
forces him to focus on you and not the basket, allowing for many easy 
lay-ups (because back here, many FS backcourt players can't defend 
slasher-type guards worth a damn).

12. If you get a pass down low and there's no one to block you, don't be 
a colossal prick and dance around before putting the ball in the basket 
(to rob your teammate of the assist). It doesn't make you a better player 
if you rob your teammates of stats and put your teammates down to advance 
yourself. This just illustrates how crab mentality can ruin your
on-court rep.

13. Power Forwards are actually more versatile than you think. All it 
requires is you think of your PF as a Small Forward that can rebound,
rather than a Center with range.


* Middle plus for top (Obvious reasons: for you to use your middle shot!)
3-points is also good for massive zone-defense killing lulz.
* Rebound, Pass or Dribble plus for bottom (Rebound – for obvious reasons; 
Dribble – for defense vs. Small Forwards; or Pass for lower chance of 
interception after boards. Choose your poison. This also applies to 
whether you get rebound or block as secondary stat on the Bottom slot.)
* Any attribute for Shoes (no, really. Each has their purpose. Jump for 
supercharged rebounding and blocking, Running for outracing slowpokes 
and Power if you just love using Screen.)
* Get Rebound plus accessories as a first option – Middle, Pass, and 
Running are also good.

5. THE CENTER                                                        (bigguy)

Q: Why would I want to be a Center?

A: Because...
b. ...you want to dominate like Shaq. Either that or you want to shoot hook 
shots with impunity a la Kareem.
c. ...you wag your finger every time you block a shot.
d. ...you want to know what it's like to be seven feet tall.
e. ...you want to prove that you're not compensating for something.
f. ...you're lazy. Admit it. Playing the Center is just as simple as 
camping out in the paint. The only time you get down to business is when 
you're up against a stronger Center or Power Forward.

The Center Archetypes

a. The Low-Post Center just scores from the middle, grabs boards and blocks 
shots. May be efficient but not that interesting. 
IRL counterpart: Dikembe Mutombo

b. The Forward/Center is trained to shoot from the inside and middle range. 
Because of this, he's even harder to defend than the other type of center. 
Generally uses the speed and shooting advantage versus Centers and Power 
versus Forwards. 
IRL counterpart: Amar'e Stoudemire

c. The Ball Catcher is perhaps the most annoying player type to play with, 
or against. Doesn't score except for tip-ins, whines when he doesn't get 
double-digit rebounds a game, camps out in the paint, and lets his 
teammates (usually two guards) do the scoring. 
IRL counterpart: Nobody (because nobody plays like this in real life)

Things to know about the Center:

1. Get Speed and Dribbling training as soon as you can afford them... 
pronto. Also get items that increase your Speed and Dribbling. You also 
might want to consider making a slightly shorter Center to get a bit more 

2. Stay near and around the paint, not inside at all times. While staying 
in the middle is generally successful, you'll end up skilled only in one 
play: the post-up. What happens when you reach the All-Star channel? A 
certain blue hedgehog would tell you: "that's no good".

3. As stated before, since Centers have massive rebounding priority, 
consider not using Chip Out/Tip In/Tap Dunk versus a smaller lineup.

4. While it's very tempting to just play the low block, your game will take 
a longer time to improve if you do so. Remember, Centers have a decent 
stroke from mid range too... if you power-up your Middle stat. And just like
the middle jumper animation from 3 point range, Centers can shoot middle
jumpers using their "2-point shot" stat. The mechanics are the same with
forwards in shooting three-pointers that run off your middle shooting 

5. Use your size to give your teammates moving room. Accordingly, if the 
ball's loose, counter-hustle opponent guards by simply standing in their 
way so they can't dive for the rock. (This is probably the only occasion 
where using a moving screen is sanctioned; because ball possession is up 
for grabs.) Most of the time, standing still in your foe's way will be
enough interference.

6. Try to Screen not just on the perimeter – every time you see a teammate 
in need of some space, saunter over and Screen. Remember that Screening 
lets you spin your opponent right round, like a record, baby: that effect 
alone makes Screens oh-so valuable: a two-second mismatch almost always 
guarantees a score, unless you are picky with your shots.

7. As corollary to #5, on defense, you're very vulnerable to the 
Pick-and-Roll and its variations, ESPECIALLY against a fast pair like a PG 
and SF. Be extra careful to not over-commit or under-commit, or you'll 
suddenly be looking at a huge deficit before you can say "Pick-and-Roll". 
That's why I place emphasis on Speed.

8. As with the PF, do not, I repeat, do NOT play zone against a smaller 
lineup. They'll use the tips of your shoes to see just how far they need to 
shoot in your face.

9. Matter of fact, I don't recommend playing zone... at all. When a good 
outside shooter sees you zoning - he'll spot up. Suddenly, you'll end up 
screwed a La Blue Girl (holy smoke, that bad pun again!). As said before, 
FS is a dynamic game. Play it like it really is one.

10. Use the semi-hook! A lot of Centers rarely use it, and its efficiency 
is topnotch. Also, use the basic close-range shot! It comes out fast, is 
mostly unexpected by the defense, is as reliable as your basic lay-up, and 
runs off your really high 2-point Shooting stat. It's best used after a few 
tips and boards, and when your foe expects you NOT to shoot (it happens 
frequently, since people expect Centers to be Ball Catchers where I play).

11. Centers should buy Through Pass and keep it equipped. Everyone should. 
It is proof you're not a noob.

12. Setting screens without the Screen skill might not be tournament-
illegal, but people get stabbed over it in real life. So don't get used to 
doing it all the time, or stick to using the legit screen, if you don't 
mind losing a skill slot for Screen, that is. Also, since you're slow, you 
might want to use the Screen in the area between rainbow country and the 

13. Avoid resorting to overkill, camping, or cheating. It just shows again, 
you only settle for playing safe and betrays your laziness (Centers are by 
far the laziest position in FS, because all you do all game long is turtle 
in the paint.)

14. When teaming up with a three-point shooting lineup, resist the urge not 
to score. There will come times when you have a wide-open shaded area but 
then you'd rather have your teammates take the three. You'd pass off an 
easy basket? Don't be stupid. Also, if your teammates stop being basketball
players and start laying bricks for the Habitat for Humanity project (lol), 
shouldn't it be your job to take up the scoring load?

CHANNEL. If you do, show your foe how it's done.

16. If you get a pass down low and there's no one to block you, don't be 
a colossal prick and dance around before putting the ball in the basket 
(to rob your teammate of the assist). It doesn't make you a better player 
if you rob your teammates of stats and put your teammates down to advance 
yourself. This just illustrates how crab mentality can ruin your
on-court rep. (Yes, I repeated this, but it needs emphasis, especially 
where I play. Bloody noobs.)

17. If you're playing on a team that scores with only three-point shots,
what are you doing blocking two-point shots, then? Overkilling your foe?
You're already stooping low enough sticking to just the perimeter and
nothing else, so why are you going even lower? It goes without saying that 
doing nothing but rebounding, blocking, the pass-fake play and moving screen 
easily makes the Ball Catcher Center the scum of the FS world.


* Dunk / Lay-up plus for top (2 point plus is also good.)
* Pass plus for bottom (This is to avoid those annoying interceptions when 
clearing the ball out. Also to cover up your atrocious passing stat gains. 
Don't be tempted to jack up your Rebound stat, it is high enough already.) 
* Run or Jump plus for shoes (You can try adding to your Jump to increase 
your take-off and rebound range, or Run if you want more mobility with your 
* Most generally get Rebound and/or Jump accessories: Middle, Pass and 
Running are also good.

V. ITEMS! ITEMS! ITEMS! The FS Item Mini-Guide                       (pimpin)

A. What items are available?

a. Shirts (Middle | 3-Point | Dunk/Lay-up | 2-Point)
In general, you should buy a normal shirt when starting out, with no stats.
Just so you don't look like a newbie who wandered into this game. These 
usually go for 1000 to 1200 points.
Upon hitting level 16, consider buying a +5/+2 shirt that buffs up your 
best offensive stat. Guards start off with 3-Point, Forwards with Middle, 
and Centers with Dunk/Lay-up... you will use this shirt for most of your FS 
career, so be warned!
Guards also have the option of going with Middle+ shirts when their level 
reaches around 31 or above...

b. Pants (Pass | Dribble | Steal | Rebound | Block)
Pants are pants. Everyone loves pants. Pants that boost your Pass stat are 
always good, whether you're level 1 or level 45, or whatever position you 
Power Forwards and Centers like Rebound plus (but Centers could use the 
Pass boost), Guards like Dribble a lot (but Steal and Block are also 
solid options). For Small Forwards, it's really a question of playing 
style. The clothes you choose depend on it.
A good set of +5/+2 pants will ultimately last you your whole FS career from 
level 16 onward, so choose wisely.

c. Shoes (Running | Jump | Power)
Point Guards and Centers like Jump, both kinds of Guards like Running, 
Power Forwards like Running and Power (redundancy, ho-ho-ho); and Small 
Forwards, again, choose dependent on their playing style.

There is a shoe called the Refined Welt that gives you +7/+2, and can only 
be worn by players level 31 and up: and the complicated thing is that it's 
sold with Points.

(As of this time, more level 31 and above shoes have been released.)

d. Sets
There are several kinds of item sets: the Shirt + Pants set (which gives 
bonuses ranging from +3 to +7; the Shirt + Pants + Shoes set (which gives 
+7/+6 bonuses); and the Hair + Shirt + Pants + Shoes set (identical to the 
previous item).
All sets are not sold via Points, which make them eyebrow-raising expensive. 
They are also mind-bogglingly impractical, because if you factor in 
accessories and the Premium User benefit, an Item Set gives less in total 
than three items.
And there are those promo sets that allow you to supercharge a stat: if
they're available through promos, I suggest you take the extra effort 
to acquire them.

e. Hair and Accessories
When buying accessories, bear in mind that the accessories and hair that 
give you a bonus stat isn't permanent. While this gives you the leeway 
for customization, you will be put under time pressure to make the most out 
of your item purchase within the time allotted (usually 30 days). The same 
goes for the Premium User Card - which boosts primary (the +5 in a +5/+2 
item) item-enhanced stats by a further 2 points and gives +50% extra 
experience and points earned) and the 5 Skill Slots.

Erasing characters is now not allowed, so the most you can make of a bad 
situation is to buy another character slot. Oh, well. 

(GameKiss has PERMANENT +5 SKILL SLOTS. Power Forwards, Centers and
Point Guards from FS Philippines rejoiced when they discovered this.)

f. Tattoos
Tattoos in general give great after-game bonuses, and are never bought 
with Points: some boost points, others experience, and still others both. 
Tattoos are never permanent, and are not based on time allotted – they have 
a limited amount of games where you can use their effect. Once the counter 
hits zero, ancient Egyptian laser beam surgery will get the tattoo out of 
wherever it's supposed to go and from your inventory, too. So if you're in 
a bad tailspin of games, consider not equipping a tattoo. Then again, 
anything can happen in a basketball game – it will be your call, eventually.

B. FS Fashion 101 (or how not to look like a fashion victim)

Anyone and their dog knows the right mix of stat when item-shopping for 
their FS character – this is not that kind of guide. This guide aims to help 
pimp out your character to the fullest - to not only kick ass, but also look 
good while kicking ass.

General Guidelines:

*  Understand the place of color in your wardrobe.

*  Line is probably the biggest consideration you will make when selecting 
   clothes to buy.

*  Neutral or earth colors are your best bet, for they blend with other 
   colors better.
   Examples of neutral colors: Black, White, Grey, Dark Brown

*  Keep your use of opposing colors to a minimum – the opposing contrasts 
   are not easy on the eyes.
   Examples of opposing colors: Blue-Yellow; Green-Violet; Red-Aqua

*  Stick to complementary colors if you find your favorite outfit doesn't 
   have it in neutral.
   Examples of complementary colors: Red-Purple; Red-Orange; Yellow-Orange

*  It's your call if you want your FS avatar to dress like a skank. Just 
   don't go and demand respect when you do. Remember, if you dress like a
   skank, play like a skank, and talk like a skank, don't whine if (and 
   when) the community does treat you like a skank.

*  Don't dress too loudly. You want to attract the right kind of attention.

*  Don't succumb to bandwagon mentality.

That's it for now... more in future updates.

C. Secret Item Combos (will be expanded)

1. The Teana Lanstar cosplayer (female)
Hair: Flower-like hairdo
Set: Cowgirl Style
Accessories: Rubber Gloves

Now you can be like Teana of Magical Girl Lyrical Nanoha StrikerS! Just
be sure to be a dead shot from the perimeter like Teana the tsundere
battle mage. Bonus points if you understand why Rainbows Are Straighter
Than Subaru Nakajima. :)

(I don't know if these items are currently available in GameKiss.)

VI. SHOUT-OUTS                                                   (destinysux)

Special Thanks to the following:

1) The /m/echa section from the Area 51 of the Internet. Because chicks dig 
giant robots. We are all Ryusei clones now. Also shin/m/chan.
2) Hikaru Sakajou, because everyone loves a girl with glasses. 
3) Everyone I played with - or against - in FS Philippines: 

In no particular order: 

TwiztedGurl (ane-san!) 
SkillzYo (Kukgi Monster) 
crewguy (first FSPH friend) 
WastedLyf (SG extraordinaire)
phEu01 (FUBAR'd Kukgi Monster)

...And many others.

4) Atlus for localizing Super Robot Taisen: Original Generation,  
Original Generation 2, and Endless Frontier. Three wonderful games to 
play... while maintenance is ongoing. (Tip: buy SP Regenerate and 
Focus/Mental for your pilots first. Also, Rampage Ghost kicks ass, Trombe! 
overrides everything, Seolla is a ****ing tsundere, Arado is a pervert, 
Ryusei is... oblivious to two hot lolis chasing him, and Alfimi... 
Alfimi is made of gold, win, additional pylons, mass carriers, sugar and 
spice, everything nice, Einst technology, and bunny outfits.)
5) GameFAQs: for hosting this and for its wonderful message board 
6) JC Entertainment, for making a game that is not a die-hard basketball 
sim nor NBA JAM, but a good mix of both.
7) J. He and E. Casimir for their help on "Player Archetypes". \m/
(Their e-mail addresses are currently hidden so they won't get spammed.)
8) Trevanian, for writing three novels which kick more ass than Dan Brown's 
entire collection combined: "The Eiger Sanction", "The Loo Sanction" and 
9) Level-Up! Philippines for having brought an addictive game to our 
shores. Thanks for the memories! \m/
10) Bridget of Guilty Gear, Jun Watarase from Happiness!, Miyanokouji 
Mizuho from Otoboku, Lucius from Fire Emblem 7, and Hideyoshi from Baka 
Test to Shoukanjuu for breaking down the walls of traditional gender 
roles. Hey look, it's Admiral Ackbar.
11) The Undefeated of the East, Master Asia, for being the standard by 
which real men aspire to. The East is forever burning red.
12) Samuel L. Jackson, for being a BMF.
13) Tyler Durden, the most epic philosopher of these modern times.
14) JAM Project for their epic SRW songs, such as Machine Soul 2005, GONG, 
and SKILL, to name a few. There are few songs that heat up your blood to 
the point that you clench your fist and shed epic manly tears of 
15) Buster Machine #7: for its epic introduction; making one of the most 
soul-stirring speeches ever; and for reviving the ideal of COURAGE, HARD 
16) Simon the Driller, Kamina the Great, King Kittan, and the cast of 
Tengen Toppa Gurren Lagann, for showing us mere mortals the virtue of 
17) Tim Hardaway for being man enough to admit two things: one, he's
homophobic, and two, he hates being homophobic. Truly a /m/an's /m/an.
18) YOU, for reading this.

No thanks to:
1. Level-Up! Philippines for not doing a good enough job cleaning pRO of 
botters. Seriously, Umbala 2? What the hell?
2. Mitsuo Fukuda and Chiaki Morosawa: The Peter Principle Personified.
3. The FS Philippines community for being a bunch of newbie-stomping jerks.
4. That one guy who can only criticize but can't offer helpful advice.
Have you written anything with 180k or more words yet, hm?
5. LeBron James. Don't go calling yourself a King when you haven't got a
championship ring on that finger, buddy.

VII. CONTACT AND COPYRIGHT INFORMATION                                (sayhi)


For comments, questions, feedback, requests, general help, marriage 
proposals, death threats, advice, and what have you, feel free to contact 
me at: 


I used to play the Philippine version of Freestyle Street Basketball...
...and these were my IGNs:

Alchemie (PG)
Nitramy (SF)
DabZee (C)
CrossMirage (SG)
JunWatarase (SG) <- lol XD
Azaghal (PF)

What else could be needed in this FAQ?

If you want to be included in the Special Thanks section, help this guy out!

I have need of the following:

a. Lists of cool clothing combos
b. How to kukgi
c. How to sprite/advance/kal board
d. How to sprite/advance/kal dive
e. More techniques and position-specific advice
f. Use of skills, and skill sets
g. Should I make this into a general FAQ? Yes or No
h. ASCII art

Many thanks in advance.


Freestyle Online are copyright and/or registered trademarks of JC 
Entertainment, Inc. and distributed in the Philippines by Level-Up! Games 
Inc. This guide is copyright Nitramy 2007-08, and is protected by the 
Intellectual Property Act of the Philippines, and can only be distributed 
with the author's consent. Any copyrighted material used within this FAQ is 
only for reference and/or informative purposes. The author of this FAQ will 
not be liable for any (crappy) losses incurred when trying out strategies 
in the preceding document.

Currently, GameFAQs (http://www.gamefaqs.com/) and NeoSeeker 
(http://www.neoseeker.com/) are the only sites authorized to display 
this FAQ. If you want your site to be added to the list, (drop me a line and 
take a number) you can contact me at the Contact Data portion of this FAQ.

And if you see this FAQ anywhere else, contact me ASAP.

VIII. RANTS                                                      (atomicrage)

This is a new section, where I post things that are relevant to the game of 
Freestyle Street Basketball; and maybe basketball at large.

1. I miss the 90's-era NBA.

No, really. Back then, it was a lot better time to be a basketball fan. 
The 90s NBA had better fundamentals, better superstars, better
officiating, and many other things. While I wouldn't see 81-point games,
there were a different set of highlights and plays that would make my jaw
drop at the awesomeness of it. Jordan's Flu Game is probably the best
representative of the era.

Nowadays? We have stuff like THE DECISION.

Go figure.

And while most of the 2000's-era moves were motion-captured for FSSB, it is
the 90's-era mentality that separates skilled players from maestros of the

Anyway, I'll probably update this depending on the feedback, so check back
in every now and then.

Freestyle Street Basketball (Philippines):
Basketball Position and Tactics Guide 
by: Nitramy [nitram_yotab(at)yahoo(dot)com] 2007-10

"What happened commander? They got you pushing too many pencils?"
- The Thor pilot, Starcraft II
(Watch "Predator" and you'll understand why.)

See you around.

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