NBA 2K25 Ultimate Gameplay Info Hub (Updated)

NBA 2K25 Ultimate Gameplay Info Hub

We are tracking and accumulating ALL NBA 2K25 Gameplay News, Info, and Impressions that have been made available from multiple NBA 2K sources including NBA 2K, NBA 2K25 Gameplay Director Mike Wang, NBA 2K developers, and other 2K sources. Our friend NBA 2K Tutes also gives explanations of how shooting has been affected in NBA 2K25.

NBA 2K25 OFFICIAL GAMEPLAY TRAILER

ALL NBA 2K25 GAMEPLAY DETAILS

This page will be updated frequently, so be sure to check back here for the latest NBA 2K25 gameplay news!

NBA 2K25 PROPLAY & SIGNATURE MOVES

  • ProPLAY technology (which was introduced in NBA 2K24) uses cutting-edge technology to directly translate movements from real NBA games into NBA 2K25 gameplay
  • ProPLAY Animation Expansion: ProPLAY is realized in an even greater way in NBA 2K25.
  • Using new ProPLA animations, which have been directly translated from real-world NBA footage, gameplay becomes even more authentic as we replace traditional motion-captured animations with ProPLAY animations.
  • Added 9,000 new ProPLAY animations in NBA 2K25, including 1,500 dribbling animations, 1,100 signature shot animations covering most rostered players from the 2023-24 NBA season, and over 1,300 new off-the-ball animations, including 150 new signature motion styles.
  • ProPLAY is revolutionary. 2K had to restructure their teams and tools just to process the amount of data coming through the pipeline. It’s a huge leap forward for authenticity.

NBA 2K25 SHOOTING

  • Added 1,100 new ProPLAY signature shot animations covering most rostered players from the 2023-24 NBA season
  • Creativity, personalization, freedom, and accessibility are the cornerstones of NBA 2K25 offensive updates, catering to both newcomers and experts alike.
  • Features like Pro Stick Rhythm Shooting, Custom Visual Cues and Shot Timing Profiles give players the ultimate customization over how they shoot the ball as they balance the risk-versus-reward of their choices.
  • Pro Stick Rhythm Shooting is a new way to shoot. Instead of just holding down a button and releasing it to get your shot off, with Pro Stick Rhythm Shooting, you want to try and match the rhythm of the player shot. So you pull the right stick down and when he gets to his set point you push the right stick up in rhythm with how he shoots in real life.
  • If you master Rhythm shooting, you can actually be much better than someone who uses traditional regular button shooting.
  • When using Rhythm Shooting, there are two main factors to consider: Push Timing and Tempo. Push Timing is the point you start to move the Pro Stick, which you’ll want to do the moment your player reaches the Set Point of the shot. Tempo is the speed at which you move the Pro Stick to the opposite side of your original stick throw. The goal is finish the stick deflection to the opposite side exactly to match the point the ball releases the player’s fingertips. Generally, this is going to feel a little slower/rhythmic than other double throw mechanics (like Skill Dunks or cross combos), especially with more deliberate shooters like Jokic or Kyle Anderson. Good advice is to go into Freestyle practice and get up a ton of shots, paying close attention to the shot feedback after each attempt. It’ll payoff in much higher shooting %’s if you put in the time to master Rhythm Shooting.
  • If you’re just want to play casually or you’re just picking up the game for the first time put it on low, put it on Real Player percentage and just try to take good shots
  • As you get better at the game and kind of master your timing bumped up to high, you’re going to see that you’re going to perform way better than you did with the other profiles.
  • A new Shot Canceling feature allows you to break out of any advanced shot, any signature go-to shots, you can break out at any time. So if you start a shot (holding the stick up) and then you see the defense collapse or you see an opening, you can flick the right stick to do another move to chain out of it, or you can just throw the left stick and and take a lane to the basket – like a way more robust hesitation feature.
  • Incorporating Go-To shot animations into your dribble combos can create some really unique and shifty sequences
  • Taken last year’s Dribble Breakdowns a step further with Signature Go-To Shots which features dribble-into-shot combos, directly translated from NBA footage – another feature Powered by ProPLAY
  • Free throws have been re-turned based on feedback. They work similarly to last year but the free throw rating plays a bigger role in the calculation to prevent low-rated free throw players from being overly effective
  • There’s a new Shot Feedback option called “Simple” in the Customize HUD menu, that is on by default. This will display your timing feedback immediately once you release your shot. If you want full shot feedback, which includes defensive coverage, you’ll want to change the visibility setting to All Shots. Full shot feedback is delayed, just like it was in NBA 2K24.
  • The Shot Meter works pretty differently in NBA 2K25 compared to previous games. There are 3 options to choose from: Arrow (default), Ring, and Dial. Rather than “freezing” when you release the shot button, all of the meters animate from beginning to end, in sync with the ideal time to release the button. Think of it more as a timeline of the shot animation rather than a traditional meter. The ideal time to release the button is the exact frame the meter disappears from your screen. It’ll make more sense when you try it. One of the main benefits of this change is that shot meters are much more accurate online, so you no longer need to compensate for latency when you’re shooting shots, layups, or free throws online. The size, color, and placement of the shot meter is fully customizable in the Customize HUD screen. And yes, there is still a small bonus for playing with the meter off.
  • KD got a new ProPLAY jumper. A ton of new jumpers were added for NBA 2K25
  • Shot Timing Profile defaults to “Difficulty-Based,” which automatically maps Rookie through Pro to Low, All-Star and Superstar to Normal, and Hall of Fame to High
  • The shooting model is very different this year w/ shot ratings playing a much larger role. You can compensate to some degree if you’re really good with shot timing or rhythm shooting, but most people are going to need higher ratings this year to shoot at last year’s clip.
  • You can’t use Real Player % online
  • Hot zones still give you a small boost to your shot ratings.
  • The shooting model for NBA 2K25 is pretty different than last year so it’s really hard to compare. When compare to NBA 2K24, shot timing in NBA 2K25 is somewhere between Normal and High profiles.
  • You can use rhythm shooting on any jump shot. In Learn2K it’s explained as a down > up motion, but whatever direction you hold RS to start your shot, just move it again in the opposite direction to make it a rhythm shot. Left > Right, Up > Down, etc.
  • Rhythm shooting available off the go to shot mechanic
  • The main difference (between the new shot cancelling feature and cancelling stepback shots in previous games) is that in the new version, you can break out of the jump shot at any point before the player gathers with 2 hands. In previous versions, you were locked into the shot until a specific point. Additionally, the new dribble engine handles the transitions dynamically, making them look and feel smoother than the pre-scripted bridge animations used in previous 2K games.

NBA 2K25 DRIBBLING

  • Added 1,500 new ProPLAY dribbling animations
  • All-New Dribble Engine built from the ground up: NBA 2K25 features one of the biggest changes to gameplay in 15 years with an all-new dribble engine powered by ProPLAY.
  • With the power of ProPLAY, NBA 2K25’s dribble engine generates dynamic motion from real-world NBA footage to create a new and more authentic feel.
  • This update means players will experience a more lifelike movement that is one-to-one with how NBA players dribble in real life.
  • Last year’s dribble styles might have had 4 or 5 unique animations per style, while 2K25’s dribble styles have around 20-40 unique ProPLAY sequences from that player. The new engine is driven by at least 6 times the amount of motion data as previous 2K’s. It’s crazy. Lots of new dribble styles… from 25 last year to 37 in NBA 2K25. More importantly, each dribble style is filled with authentic ProPLAY data.
  • There are 2 things that dribble-heads are going to need to lab on. Many of the moves/combos that you pulled off last year (like the Shammgod) are no longer done by branching from a right stick
    move to left stick movement. All of those advanced combos have moved to the right stick, along with some new stuff. 2nd, dribble movement is very different (launches, turns, stops, etc) And dribble styles can have a big effect on that feel too. So you guys will need to experiment because strats and techniques from past 2K’s may not work this year and you’ll discover new ways to be effective.
  • There’s a new controller setting called “Passive Dribble Hand Switches.” Enabled allows the dribbler to play ambient crosses while standing still waiting for the play to develop. Disable it if you find yourself getting the wrong dribble moves to play.

NBA 2K25 FINISHING / DUNKING / LAYUPS

  • 1478 new ProPLAY layups were added. New packages for SGA, Kawhi, Maxey, Monk, Reaves, Klay, Vucevic, and Wemby.
  • Over 500 new ProPLAY dunks were added Way more than 2K normally add in a typical year.
  • You can no longer perform jab steps when standing under the basket. You’ll get pump fakes now instead.
  • Quick Scoop layups got a small nerf to better balance the risk vs. reward of using those types of finishes.
  • Layup timing is optional and disabled by default but I’d recommend turning it on if you want to gain an advantage as a slasher. Just like shots, there are separate Layup Timing Profile options: Real Player %, Low, Normal, and High. So you can customize the setting to match your ability.
  • Dunk timing is always on for skill dunks, but you can still dunk without using that particular mechanic. The dunk meter logic has also been improved so instead of the window size being determined just at the start of the dunk, it dynamically adjusts throughout the entire dunk sequence to better reflect defensive impact.
  • You can do controllable rim hangs on 1-handed dunks in NBA 2K25 by keeping RT/R2 held after you finish the dunk.
  • There are 3 Dunk Meters: Arrow (default), you want to release the button/stick the moment the little arrow meets the big one. For Dial and Ring, the ideal time to release is the moment those meters disappear.

NBA 2K25 PASSING

  • There are a number of improvements to passing overall, but the most noticeable is improved lob pass logic. The targeting on lobs is much better in NBA 2K25, and is really great for advanced passes or leading a receiver to the basket over a trailing defender. Control-wise, bounce alley-oops are now triggered contextually and self-alleys have been moved to CROSS+CIRCLE (A+B).
  • 1658 new pass animations were added
  • Some players were getting bounce alleys by accident, so in NBA 2K25 bounce alleys happen organically when you double tap Y/TRIANGLE and the lane is clearly wide open and the players involved are appropriate.
  • Another reason we made bounce alleys contextual was to free up the CROSS+CIRCLE (A+B) button combo for self-alley-oops, which some people were getting by accident when they were trying to pass to a teammate.

NBA 2K25 POST OFFENSE

  • There are some new post fades and hooks thanks to ProPLAY
  • You don’t need Post Control for post fades, Post Control is more for post moves. Post fade success is driven by your shot ratings (close/mid) and badges.
  • Post fades and hooks now use a different set of contest logic than normal shots. The new logic better simulates how shooting out of the post is in real life and puts more of the make vs. miss on the shooter’s ability to time an inherently more difficult shot. Defenders will still want to get a hand up or jump to contest to make it tougher for the shooter though.

NBA 2K25 REBOUNDING

  • (TBD)

NBA 2K25 DEFENSE

  • Brand-new defensive cutoff system that empowers defensive-minded players. Dynamically change direction using the right stick to control a player and quickly slide laterally into position to cut off an offensive player’s attack.
  • With new defensive mechanics called the Defensive Movement System, if you’re holding down the intense D trigger you can slide left and right laterally or forward and back, can even cut off the ball handler, and if you can anticipate well and you time it right, you can cause them to lose their dribble or pick up their dribble.
  • The Shot Contest System received significant changes and now uses a dynamic weighting system, rather than a fixed one, that evaluates the impact of defense at the start of the shot versus the release and computes the proper coverage impact accordingly.
  • You can still do RS steals by releasing Intense-D (LT/L2). With the trigger held, you’ll get cutoff moves.
  • Height and Interior/Perimeter Rating are much stronger factors in the shot contest calculation this year.
  • There’s no explicit penalty for playing off-ball but there are definite advantages to manually controlling the on-ball defender. User-controlled defenders get a slight boost to their contest scores compared to AI-controlled teammates. Also, users can take advantage of the new defensive cutoff mechanic to get more jam ups and fumbles against the ball handler. AI teammates also have “perception delays,” so based on their ratings, they may not be as reactive and give up driving lanes more often than a solid user-controlled defender would.
  • The new cutoff moves on defense don’t cost adrenaline
  • If you can anticipate those moves and bump the dribbler he’ll fumble the ball. The higher the delta between the defender and ball handler, the easier it will be to force the fumbles.
  • There’s obviously still a lot of value in using the Block button. You’ll need to use it if you actually want to send shots away and it’s essential to hit Block if you’re contesting from help side or trying to close the gap on the shooter.
  • Hold the right stick in any direction to contest shots. Holding the right stick will also allow you to play vertical contest jumping contacts in the paint. It is much easier to put a body on the shooter this year. If you want to avoid fouls let go of RS.

NBA 2K25 BADGES

  • Whistle Badge has been removed

NBA 2K25 TEAM CONTROLLED MODES & A.I.

  • AI gameplay has been improved across all platforms to play a more complementary role with updates to Court Spacing, Offense, Defense, Coaching, and the AI Difficulty to elevate the overall experience.
  • The Al’s spacing engine also got a huge upgrade. Compared to just a few static locations last year, there are now over 20 dynamic adjustment locations constantly feeding the Al a stream of spacing information. This helps Al teammates properly space to give you more room to isolate or work the 2-man game. It also helps them understand more advanced spacing concepts when deciding to help, double, and rotate on defense.
  • Players now have the ability to save and share their playbooks with the NBA 2K Community

NBA 2K25 NEW CONTROLS 

  • Size-up into Jumpshot: Hold Right Stick Up
  • Pro Stick Rhythm Shooting: Hold Right Right Stick Down and then Up to release jumpshot
  • Right-Stick Steals: Press RS in multiple directions (without LT/L2 held)
  • Cut-off Defense: Press RS in multiple directions (with LT/L2 held)
  • 1-Hand Rim Hangs on Dunks: RT/R2 held after you finish the dunk
  • Self Alley-Oops: X + Circle / A+B at the same time
  • Bounce Alley-Oop: Double tap Y / Triangle (contextually happens now with a wide open lane and the right players)
  • Slow Fade: Down -> Up on the Right Stick without holding turbo
  • Hop Jumper: Down -> Up on the Right Stick with turbo

NBA 2K25 MISC.

  • The player-to-court ratio in NBA 2K25 has been adjusted to give players more room to operate. It’s improved the flow of the game and allows for certain cuts that would often get jammed up before.
  • If you like playing in 2K cam but hate the change of possession flip, 2K added a new camera you might like called 2K Wire. Takes some getting used to on the defensive end of the floor, but it’s Mike Wang’s new go-to cam in PvP modes. It’s similar to playing on 2K cam with the flip option disabled.
  • The physics team spent a lot of time improving our player to player in-air collisions to make them more reliable and to maintain player’s momentum/velocity better
  • Those collisions where blockers land on ball handlers trying to drive around the defense after a successful pump fake have also been dialed way back. So it’s important not to jump around aimlessly on defense unless you want to give up easy baskets.

NBA 2K25 GAMEPLAY EXPLAINED (VIDEOS)