Practical Basketball Dribble Move Probability Calculator: How to Read It

Walk through the Dribble Move Probability Calculator tool, its move bias table, height penalty, and how to apply it to your next isolation scoring decision.

Enter your values to compare scenarios; the calculation runs only in this browser.

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Practical Basketball Dribble Move Probability Calculator

Estimate beat / strip / recover probabilities for crossovers, hesi, spins, and sham-god moves in Practical Basketball. Inputs dimensionless ratings.

Pick a dribble move, enter attacker and defender ratings, and read the beat / strip / recover probabilities plus the recommended follow-up.

Beat defender: 47.7%
Evens up: 10.0%
Recovered by defender: 23.4%
Stripped: 18.9%
Recommended follow-up: kick_pass

Why a dribble-move probability calculator?

Practical Basketball’s isolation scoring depends on the move you pick against the defender profile. The Dribble Move Probability Calculator is a deterministic scorer you can run in your browser. It does not invent data: every probability is computed from the move’s creator advantage, the skill differential, the contest geometry, and a recommended follow-up.

Pick a dribble move, enter attacker and defender ratings, and read the beat / strip / recover probabilities plus the recommended follow-up.

Beat defender: 47.7%
Evens up: 10.0%
Recovered by defender: 23.4%
Stripped: 18.9%
Recommended follow-up: kick_pass

Inputs

  • move — one of crossover, behind-back, hesi, hesi_pull, tween, sham_god, misdirection, half_spin, full_spin.
  • Attacker ratings — ball_handle, speed_with_ball, three_pt_rating (0-99).
  • Defender ratings — perimeter defense, lateral speed, acceleration (0-99); height (60-90 in); distance (0-5 m).
  • Modifiers — sprint_active, two_defenders, is_mobile, stamina_low, hesi_then_jump_shot.

Outputs

  • P_beat in [0.03, 0.85] — you create separation.
  • P_even in [0.02, 0.40] — you trade space.
  • P_recov in [0.05, 0.80] — the defender recovers.
  • P_strip in [0.02, 0.35] — you lose the ball.
  • best_follow_up — drive_layup / stepback_jumper / kick_pass / hesitate.

Probabilities sum to 1.00 within 1% tolerance.

Edge cases

  • Ball-handle and speed-with-ball both 0 → delta = -1; P_beat ≤ 0.10; suggest “pass first”.
  • Defender already on top (defender_distance_m < 0.5) → +0.10 to P_strip, +0.05 to P_recov, -0.15 to P_beat.
  • Sprint active but speed_with_ball < 40 → sprint bonus flips to penalty.
  • Mobile flick noise → multiply all probabilities by 0.95.
  • Two defenders → defender_per_def *= 1.25 (cap 99).
  • Hesi followed by jump shot → +0.06 to P_beat if 3PT ≥ 70.
  • Lockdown defender (PER_DEF ≥ 90 + lateral speed ≥ 80) → cap P_beat at 0.65.