NBA 2K27 Shooting Ratings Test

We wanted to test all the usable three point ratings to see how attributes affect your chance of making a shot, and which thresholds you should aim for. So we held the shot button for a fixed number of milliseconds, 100 times, and counted the makes. Then we did it again at the next hold time, and the next, up to 10 of them for every rating from 65 to 99. That is 30,700 jump shots.

The answer is not what most people assume. The part of the window that goes in almost every time is nearly the same size at a 65 as it is at a 99. The part that grows is the margin around it, which is the room to be early or late and still get a make.

What we found

The 94%+ core±3.1ms → ±3.6msAcross the whole 65 to 99 ladder. Barely moves.
The 70%+ shoulder±5.8ms → ±13.9ms2.4× more room to be wrong. This is what rating buys.
Attempts behind it30,700307 tested combinations, 100 shots each.

Read those two bands together, because either one on its own is misleading. Going from a 65 to a 99 buys you about 0.5ms of extra room on the part of the window that greens on nearly every rep, a difference small enough that neighboring ratings trade places with each other inside it. Over the same ladder it buys you roughly 2.4 times the room on the shoulder, where a shot is not automatic but still usually falls.

In plain terms: rating is not what makes you green. Timing is what makes you green, and rating is what stops a slightly bad release from becoming a brick.

Every rating, one set of axes

Each line is one rating's make rate as the hold time moves through its green window. They land almost on top of each other, which is the first finding on its own: a green window has the same shape at every rating. What separates the lines is out on the shoulders.

Pick a rating below to trace its curve.

All 35 ratings from 65 to 99. Every curve peaks at the same hold time, and they stack almost on top of one another through the middle, because a green window is the same shape at every rating. What separates them is out on the shoulders, where the higher ratings fall away more slowly. Hover any rating on the scale above to trace it.

What a rating actually buys you

The same data, measured rather than drawn: for each rating, how far either side of perfect you can release and still hit a given make rate. The innermost band is the one everyone expects to grow, and it is the one that mostly does not.

  • 94%+ make
  • 90%+ make
  • 80%+ make
  • 70%+ make

Drag the slider or move across the chart to read a rating.

How far off the center of your window you can release and still expect the shot to fall, at every rating from 65 to 99. The tight inner band is nearly flat: greening on almost every attempt takes about the same precision at 65 as it does at 99. The outer band is the one that opens up. A 99 keeps a 70% shot roughly 2.4× further off perfect than a 65 does. Each edge is averaged across the two ratings either side of it, because at 100 shots per cell a single rating carries a point or two of sampling slop, and the outer band is drawn from the shallowest part of the curve, where that slop moves it furthest. No make count is changed by that averaging.

How we tested

Shots were taken on an automated testing station that holds the shot button for a set number of milliseconds and then releases it, so the release timing is fixed rather than judged by a human hand. Every millisecond tested is 100 attempts every 5 milliseconds throughout the green window. These shots are open, from the same spot, with no badges, hot zones or boosts in play.

The raw numbers

Every cell we recorded, unsmoothed, so nothing above has to be taken on trust.

The raw grid

rows = ms held · cols = rating · cell = makes per 100

Makes per 100 attempts, by hold time in milliseconds (rows) and shooting rating (columns). Empty cells were not tested.
hold6566676869707172737475767778798081828384858687888990919293949596979899
5743738383842403840424441424443424645
579222524303940413844402431393839394042414341464850494746485050
5843840444651525965646173717773696163626568686868706870707068717276787876
5894652525158606365656771797677756774727372737375747674787672777580808182
5949796979699979799979695949694969695949594959592949494969594969895989498
5999899979498989898979896969595969494959496959396100989896969810096989498100
6046261616565656568687263515058556967686773767480807874768278777684808282
6095560606162616165656653484850496866656768686668707270747875767672767678
614232830303322212325253231323538434244464646444447484654525056
6193031323130383736394038424038444042464244
20% → 100% make94%+ covered on nearly every repnot tested
The ringed cells are not the green window. They are the hold times where the window's roaming still covered the release almost every time. The window itself reaches well into the mid greens on both sides: those cells greened too, just not on every rep. Reading a column top to bottom gives you one rating's whole curve, and reading the ringed band across shows how little the core of the window moves from 65 to 99.

Conclusion

Shooting attributes matter, but they are not what decides whether a shot falls. Your timing, your jumpshot, your badges and your animations all do more for a make than the rating on its own. What the rating mostly buys you is access to those, which is what the rest of this list is about.

  • There is no cliff to aim at. Nothing in the results steps at 80, at 85, or at 90. The bands climb gradually the whole way up, so a build that lands one point short of a "breakpoint" is not giving anything away. Spend the points where they change something else.
  • Rating is insurance, not accuracy. If your timing is genuinely consistent, the difference between a 65 and a 99 on the core of the window is about 0.5ms. If your timing drifts, late in the fourth, contested, off a hard closeout, that is exactly when the wider shoulder pays out.
  • Aim at the thresholds for badges you will actually run. This is the strongest reason to pick one rating over another, and it is not the same as qualifying for as many badges as possible. In 2K27 you have a limited pool of badge slots and badge tokens per discipline, so meeting a badge's requirement does not mean you can equip it. Pick the shooting badges you will genuinely use, buy the ratings that unlock those at the level you want, and ignore the thresholds for badges that will never make it into your loadout. Badge requirements by rating.
  • A rating point can still pay you even when it unlocks nothing. Badge tokens and badge slots are handed out according to how much you have invested in each discipline, so pushing your shooting rating up can hand you tokens to spend elsewhere in shooting even when that particular point crosses no badge threshold. Worth checking before you write a rating bump off as wasted. One catch: cap breakers do not grant tokens, so points added that way buy you the rating without the token. Badge tokens.
  • Attribute points are not the cheapest millisecond you can buy. A jumpshot's Release Window grade and its release speed move the same window, and they cost you nothing on the build screen. Get those right before you spend badge points chasing the last few rating points. Compare measured jumper windows.
  • Ratings still gate your animations. This test measures the window only. Your Three-Point and Mid-Range ratings also decide which bases and releases you can equip at all, which is a separate and often larger reason to raise them. Animation requirements by rating.
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