basketball.casa

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Northern Mariana Islands Stallions

Alan Greene

Northern Mariana Islands Stallions in the standings

Their season

Games58
Points24.2
Rebounds9.7
Assists5.5
Turnovers2.0
Steals0.8
Field goal %43.4% (585-1347)
Three-point %31.6% (233-737)
per game, every game the season played

Their body

Height1.84 m
Mass71 kg
Wingspan1.98 m
Hand21.2 cm

Their map

Four quadrants, rated 0-99 against their team and the league; open any to see what each value is built from.

Overall 18team 42

Body

37team 32

Arms

34team 21
Forearm volume cm3the forearm muscle group, flexors and extensors529 cm329team 28
Forearm tensionforce per unit of that muscle, relative to the reference player1.1386team 78
Arm wingspan ratiofingertip to fingertip over standing height: how much longer than tall the arms are1.0869team 50
Arm wingspan mfingertip to fingertip, derived and never stored1.98 m12team 7

each part against the league's middle player

Arm wingspan mcapacity · fingertip to fingertip, derived and never stored1.98 m-6%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Arm wingspan ratiotrait (changes slowly) · fingertip to fingertip over standing height: how much longer than tall the arms are1.08+1%
Arm reach mhow far a hand reaches from its shoulder joint, hand included: the arm a contest is made with0.751 m15team 7

each part against the league's middle player

Arm reach mcapacity · how far a hand reaches from its shoulder joint, hand included: the arm a contest is made with0.751 m-5%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Arm wingspan ratiotrait (changes slowly) · fingertip to fingertip over standing height: how much longer than tall the arms are1.08+1%

Hands

28team 67
Hand length cmpalm base to the middle fingertip21.2 cm15team 21
Hand frictionskin on the ball, dry0.95758team 78

Frame

0team 0
Body mass kgwhat every stride has to accelerate71.4 kg2team 0
Body stature mstanding height: the frame everything below is measured against1.84 m6team 0

Legs

67team 74
Legs lean shareleg lean mass as a share of body mass: the muscle that drives a sprint0.29465team 71
Legs fast fractionthe share of the leg extensors that is fast (type II) fibre0.44951team 78
Legs tensionforce per unit of leg muscle, relative to the reference player1.0257team 50

Endurance

57team 35
Legs critical speed mpsthe fastest they can run without tiring, the edge of the severe domain3.48 m/s45team 50
Legs fatigabilityhow much the same hard running wears their legs for the rest of a game, against the league's: 1 is the middle0.56883team 71
Legs reserve mD′: how far they can run above their critical speed before they must come back under it213 m43team 28
Legs reserve now mhow far they can run above their critical speed, now213 m43team 28

each part against the league's middle player

Legs reserve now mcapacity · how far they can run above their critical speed, now213 m-5%
Legs reserve mtrait (changes slowly) · D′: how far they can run above their critical speed before they must come back under it213 m-5%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0

Strength

62team 60
Grip max na product: muscle size, its quality, a little of the hand's size, and its health632 N62team 57

each part against the league's middle player

Grip max ncapacity · a product: muscle size, its quality, a little of the hand's size, and its health632 N+5%
Forearm volume cm3trait (changes slowly) · the forearm muscle group, flexors and extensors529 cm3-6%
Forearm tensiontrait (changes slowly) · force per unit of that muscle, relative to the reference player1.13+13%
Hand length cmtrait (changes slowly) · palm base to the middle fingertip21.2 cm-5%
Forearm integritystate now · 1 healthy; an injury or pain takes a share away1=
Grip available nwhat is left while part of the group is fatigued632 N62team 57

each part against the league's middle player

Grip available ncapacity · what is left while part of the group is fatigued632 N+5%
Grip max ncapacity · a product: muscle size, its quality, a little of the hand's size, and its health632 N+5%
Forearm volume cm3trait (changes slowly) · the forearm muscle group, flexors and extensors529 cm3-6%
Forearm tensiontrait (changes slowly) · force per unit of that muscle, relative to the reference player1.13+13%
Hand length cmtrait (changes slowly) · palm base to the middle fingertip21.2 cm-5%
Forearm integritystate now · 1 healthy; an injury or pain takes a share away1=
Forearm fatiguedstate now · the fraction of the group fatigued0
Sprint f0 npkgthe horizontal push per kilogram at a standstill6.91 N/kg62team 57

each part against the league's middle player

Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Jump height mhow high they leave the floor: the legs' push over their stroke, lower as the game wears them0.449 m50team 50

each part against the league's middle player

Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.449 m=
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0
Jump rise show long they take to rise to the top of a jump: the higher they leave the floor, the longer0.303 s50team 50

each part against the league's middle player

Jump rise scapacity · how long they take to rise to the top of a jump: the higher they leave the floor, the longer0.303 s=
Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.449 m=
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0

Speed

64team 57
Sprint vmax mpsthe speed a sprint tends to, where the legs can push no harder8.01 m/s51team 78

each part against the league's middle player

Sprint vmax mpscapacity · the speed a sprint tends to, where the legs can push no harder8.01 m/s=
Legs fast fractiontrait (changes slowly) · the share of the leg extensors that is fast (type II) fibre0.449=
Sprint tau show long a sprint takes to reach most of top speed: shorter is quicker off the mark1.16 s58team 35

each part against the league's middle player

Sprint tau scapacity · how long a sprint takes to reach most of top speed: shorter is quicker off the mark1.16 s-4%
Sprint vmax mpscapacity · the speed a sprint tends to, where the legs can push no harder8.01 m/s=
Legs fast fractiontrait (changes slowly) · the share of the leg extensors that is fast (type II) fibre0.449=
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Brake decel mps2how hard they can slow to a stop, on average over the steps it takes5.39 m/s262team 57

each part against the league's middle player

Brake decel mps2capacity · how hard they can slow to a stop, on average over the steps it takes5.39 m/s2+4%
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%

Mind

10team 21

Effort

34team 35
Effort runhow much of their sprint capacity they use on a run0.72434team 35

Awareness

13team 21
Awareness spatialspatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD21team 21
Mind scan habithow often they look away from the ball to refresh the court, against the league-0.741 SD21team 28
Track capacityhow many defenders' positions they can hold at once4.12 objects21team 21

each part against the league's middle player

Track capacitycapacity · how many defenders' positions they can hold at once4.12 objects-21%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.599-33%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=
Track carry show long they can follow a defender in their head once out of view0.392 s21team 21

each part against the league's middle player

Track carry scapacity · how long they can follow a defender in their head once out of view0.392 s-22%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Decide latency show long they take from a catch to their decision1.53 s21team 21

each part against the league's middle player

Decide latency scapacity · how long they take from a catch to their decision1.53 s+65%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.599-33%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=
Scan rate hzhow often they look away from the ball to refresh the court0.277 1/s16team 28

each part against the league's middle player

Scan rate hzcapacity · how often they look away from the ball to refresh the court0.277 1/s-38%
Mind scan habitstate now · how often they look away from the ball to refresh the court, against the league-0.741 SD
Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.599-33%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=
reaction0.3 s=all equal

hand-set · will be built from perception, awareness and fatigue

Experience

21team 21
Mind read experiencereading this sport, built by reps: 1 - exp(-reps x rate)0.9=all equal
Mind readthe experience of reading this sport they can use, as far as their awareness lets it count0.59921team 21

each part against the league's middle player

Mind readphysiology · the experience of reading this sport they can use, as far as their awareness lets it count0.599-33%
Awareness spatialstate now · spatial awareness, one kind of awareness and not a basketball skill: natural acuity plus what any training built over the years-0.814 SD
Mind read experiencestate now · reading this sport, built by reps: 1 - exp(-reps x rate)0.9=

Temperament

36team 14
Mind takes contacthow willing they are to stand in a driver's path and take the contact, against the league: a stand-in until research gives it parts-0.332 SD36team 14

Decisions

=all equal
decision noise (1/IQ)0.1=all equal

hand-set · will be built from awareness: perception and experience

Condition

=all equal

Fatigue

=all equal
Legs spentthe share of their reserve above critical speed spent now: seconds to minutes0=all equal
Legs wornhow far a game's hard running has lowered their sprint and reserve: recovers between games0=all equal
Forearm fatiguedthe fraction of the group fatigued0=all equal

Injury

=all equal
Forearm integrity1 healthy; an injury or pain takes a share away1=all equal

Skills

55team 88

Ball security

65team 78
Hand hold nthe pull the hand resists on a ball before it slips303 N65team 78

each part against the league's middle player

Hand hold ncapacity · the pull the hand resists on a ball before it slips303 N+12%
Grip available ncapacity · what is left while part of the group is fatigued632 N+5%
Grip max ncapacity · a product: muscle size, its quality, a little of the hand's size, and its health632 N+5%
Forearm volume cm3trait (changes slowly) · the forearm muscle group, flexors and extensors529 cm3-6%
Forearm tensiontrait (changes slowly) · force per unit of that muscle, relative to the reference player1.13+13%
Hand length cmtrait (changes slowly) · palm base to the middle fingertip21.2 cm-5%
Forearm integritystate now · 1 healthy; an injury or pain takes a share away1=
Forearm fatiguedstate now · the fraction of the group fatigued0
Hand frictiontrait (changes slowly) · skin on the ball, dry0.957+6%

Shooting

49team 50
Release rim show long a layup takes to leave the hands after the stop: the plant, then the rise0.403 s49team 50

each part against the league's middle player

Release rim scapacity · how long a layup takes to leave the hands after the stop: the plant, then the rise0.403 s=
Jump rise scapacity · how long they take to rise to the top of a jump: the higher they leave the floor, the longer0.303 s=
Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.449 m=
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0
Release jumper show long a jumper takes to leave the hands after the stop: the set, then the rise0.763 s49team 50

each part against the league's middle player

Release jumper scapacity · how long a jumper takes to leave the hands after the stop: the set, then the rise0.763 s=
Jump rise scapacity · how long they take to rise to the top of a jump: the higher they leave the floor, the longer0.303 s=
Jump height mcapacity · how high they leave the floor: the legs' push over their stroke, lower as the game wears them0.449 m=
Sprint f0 npkgcapacity · the horizontal push per kilogram at a standstill6.91 N/kg+4%
Legs lean sharetrait (changes slowly) · leg lean mass as a share of body mass: the muscle that drives a sprint0.294+2%
Legs tensiontrait (changes slowly) · force per unit of leg muscle, relative to the reference player1.02+2%
Body stature mtrait (changes slowly) · standing height: the frame everything below is measured against1.84 m-7%
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0
an open three-0.36 log-odds=all equal

hand-set · will be built from release mechanics, practice, fatigue

Speed

42team 64
Run vmax mpsthe top speed they run at in a game now: capacity times effort, as far as their legs have it left5.8 m/s42team 64

each part against the league's middle player

Run vmax mpscomposite · the top speed they run at in a game now: capacity times effort, as far as their legs have it left5.8 m/s-4%
Sprint vmax mpscapacity · the speed a sprint tends to, where the legs can push no harder8.01 m/s=
Legs fast fractiontrait (changes slowly) · the share of the leg extensors that is fast (type II) fibre0.449=
Effort runstate now · how much of their sprint capacity they use on a run0.724-3%
Legs critical speed mpstrait (changes slowly) · the fastest they can run without tiring, the edge of the severe domain3.48 m/s-1%
Legs spentstate now · the share of their reserve above critical speed spent now: seconds to minutes0
Legs wornstate now · how far a game's hard running has lowered their sprint and reserve: recovers between games0

Finishing

=all equal
an open finish at the rim4.18 log-odds=all equal

hand-set · will be built from touch, reach, practice