Shooting without charging
A tap is not a shot. The meter fills while you hold, and the green band sits near the top of the arc. Releasing too early is the most common reason a new player cannot score.
Chapter 01
A match is four quarters of five-on-five with a 24-second shot clock. The rules on the floor are ordinary basketball; what makes Pokéjam its own game is that every action resolves through a timing window or a type matchup.
Quarter length is a setting, not a fixed rule: one, two, three or five minutes each. Shorter quarters reward dunking and punish jump shooting, because one cold stretch ends the game. Ties go to overtime.
Stamina is restored between quarters and more generously at half time, which is why the third quarter often decides a match: both teams start it fresh, and whoever has the deeper bench keeps that freshness into the fourth.
The game opens with a jump ball. Nothing you do decides it — the winner is a coin flip — so the first real decision is your defensive matchup.
You control whichever player is nearest the ball. Turbo reaches half court faster, but it costs stamina you will want at the rim.
Drive, pass, or shoot over the top. Every option is a timing problem: the shot meter for jumpers, proximity for dunks, type matchups for contact.
Switch defenders with the pass button. Contest with the shoot button, steal with its own key, and shove when you want to make it physical.
Starters tire. In Franchise you also get substitutions at dead balls and a bench order to set; in Quick Play the rotation is automatic.
The shot clock starts at 24 seconds. Two resets matter:
Practical consequence: a missed shot is not a lost possession if you crash the glass. Two offensive rebounds a quarter is worth roughly six extra shots, which is more than most rating differences produce.
Every player has an energy bar. Turbo drains it, contact drains it, and the game multiplies shooting by how fresh a player is — a drained starter is a worse shooter than a fresh backup with a lower rating.
In Franchise the coach pulls tired starters at the next dead ball, using your bench order, sixth man first. Auto subs are on by default; turning them off hands you the rotation and the risk. Either way, order the bench deliberately — it is a depth chart, not a list.
A tap is not a shot. The meter fills while you hold, and the green band sits near the top of the arc. Releasing too early is the most common reason a new player cannot score.
Covering point guard through centre gives the whole lineup a bonus. Two shooting guards means somebody defends out of position for four quarters, and the glass punishes it.
Turbo drains stamina, and stamina feeds every shot: the game multiplies make chance by how fresh the shooter is. A tired guard misses greens he would otherwise hit.
The bar only fills by playing — a made score, an assist, a block. Sitting on a full bar is throwing away a guaranteed-perfect shot or a five-second escape.
Twenty-four seconds is longer than it feels. If the clock drops under five and you have not started a shot, the possession is already lost.
Play Quick Play against Brock on Rookie. He brings Rock types: slow, physical, and easy to get around. Draft a fast point guard and a centre who can rebound, then spend the first quarter doing only two things — shooting when the meter is green, and dunking when the lane is empty. Once that feels automatic, raise the difficulty. The rules do not change; the timing windows tighten.