NBA 2K27 Takeover 投籃測試
Everyone knows takeover makes you shoot better, but we have never been able to tell you by how much. This year they added the option to turn your takeover on in the MyCourt, so we are able to measure it the same way we can test any jumper. The answer is bigger than anything else we have tested this year.
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. That is the only way to run this test at all: a player who can feel their takeover is up shoots differently from one who cannot, and any comparison built on human releases measures the player rather than the boost.
Two tests in the MyCourt, one with Calibrated active and one with it inactive, back to back in the same session on the same build, the same jumpshot and the same spot on the floor. Each stepped through the green window in 5 millisecond increments at 100 attempts per step, an open catch-and-shoot corner three with no defender. 2,100 shots in total across 13 hold times. The only thing that changed between the two was the takeover.
What we found
Across every release we tested, the takeover greens 79.9% against 64.7% without it. That is +15.2% against a sampling margin of 3.2%, which is not a close call. But the size of the gap is the least interesting thing about it. Three things are going on underneath:
- A stretch that cannot be missed. With Calibrated up, every hold from 531ms to 551ms greened on every attempt. That is 500 shots and 500 greens across 5 cells. With it down there is no hold time anywhere in the test that does that, or comes near it: the single best cell out of 10 is 93%.
- The window is genuinely bigger. The area under one of these curves is the window's real width, and that comes out at 44ms with the takeover against 32.4ms without it. Both figures are floors rather than exact, because neither test was run out until it hit zero, but they are floors measured the same way.
- And it stops wandering. Those two facts do not follow from each other. A window 1.4 times wider would not on its own produce a stretch that never misses, and a window that never misses over 20ms has to be sitting in almost the same place every time. The takeover is not only handing you more room, it is putting the room in the same spot on every rep.
That third point is the one to hold on to. Without the takeover, holding the button down at the exact same timing over a sample does not get you the same result because of the different shot animations, so shooting well means being a little lucky about getting consistent animations. With takeover, a shot anywhere in that 20ms range is a made shot, no matter what. It is the difference between a great shot and a shot that cannot miss.
The two windows, side by side
Both tests on the clock they were recorded on. Three things to look for:
- The shot speed is slightly faster with takeover active
- The width of the pure green is much larger
- There is no drop off on the early edge of the takeover test
How much wider, and by what standard
“Wider” is not one number, because the two windows do not differ by a constant. How much the takeover is worth depends on the standard you hold it to, so here it is at all three of the standards this site uses for a green window.
At the top of the list is 94%, the green line, and that row is the whole page in one picture. With the takeover up there is a 24.1ms band that clears it. With the takeover down there is no band at all, because no hold time in that test ever greened more than 93 times in 100. The comparison is not between two numbers. It is between a number and nothing.
The raw numbers
Every cell we recorded, unsmoothed, so nothing above has to be taken on trust. Both runs stepped on the same 5ms grid, so every row from 536ms to 571ms is the same hold time measured twice, once with the takeover and once without.
| Hold | Takeover off | Takeover on |
|---|---|---|
| 521ms | 75%75/100 | |
| 526ms | 80%80/100 | |
| 531ms | 100%100/100 | |
| 536ms | 21%21/100 | 100%100/100 |
| 541ms | 50%50/100 | 100%100/100 |
| 546ms | 55%55/100 | 100%100/100 |
| 551ms | 80%80/100 | 100%100/100 |
| 556ms | 86%86/100 | 84%84/100 |
| 561ms | 93%93/100 | 83%83/100 |
| 566ms | 93%93/100 | 32%32/100 |
| 571ms | 70%70/100 | 25%25/100 |
| 576ms | 66%66/100 | |
| 581ms | 33%33/100 | |
| All shots | 64.7%647/1000 | 79.9%879/1100 |
What to do with this
Shoot while it is up. That sounds obvious and the numbers say it much more strongly than most players play it: a shot with Calibrated active is not a slightly better version of the same shot, it is a shot with a band in the middle of it that went in 500 times out of 500. Getting an extra attempt up during a takeover is worth more than almost anything you can do to your build.
Target 85 Mid-Range or Three-Point Shot in order to unlock Calibrated, or 89 Mid-Range or Three-Point Shot to unlock Shot Artist. Every takeover and what unlocks it.
Takeover Requirements · Shooting Ratings Test · How to Shoot