Basketball27: MT Clutch Time

MyTEAM's Clutch Time Breakout. Like Triple Threat Breakout, MAN moves around the Breakout board, clears tiles and collects rewards — but the games are 5v5: each possession MAN inbounds, calls a play and passes to the shooter you pick, who takes a green-lock shot.

PlayShootingGreen lockBoard5v5Beta
Pick in MAN"Basketball27: MT Clutch Time" (paid, marked "Beta")
FirstConnect PS5 or Connect Xbox with picture and input working

Beta

Clutch Time is new in 2.0.6. It works, but we are still tuning it on real consoles, so getting stuck is expected. Send it to us with "Upload log" or the stuck screenshot in MAN. Board layer 1 is stable, layer 2 is marked "Untested", and layer 3 is coming soon.

1In-game settings

Same as MT Triple Threat Breakout: the position (player indicator) and view (camera) settings below are required. Favorite plays don't need changing — the game's defaults are fine.

GameCustomize HUDPlayer Indicator (position)
Player IndicatorOn
StyleFlame · Red · Large
Takeover IndicatorOff

This is how MAN finds your position. MT uses red, unlike Streetball King. MAN locates your player on the court from the red flame — moving, passing and shooting all depend on it; red walls, floors and scoreboards are never mistaken for you.

GameShot Meter
Shot MeterOn
StyleStraight
PositionBeside player
SizeLarge

With Green lock on, MAN watches the green timing window on this meter. Set Size to Large, not Medium, or MAN can't read the meter reliably.

GameCamera (view) and Shot Feedback
Camera2K Classic · Zoom 5 · Height 10
Shot FeedbackAll shots · Top center · all four on

The camera must match exactly. MAN works out the court and the three-point line from this view; with a different camera, positions and shot zones come out wrong. See Open Court in-game settings for each item.

2Get into position

  1. Open MyTEAMStop on MyTEAM's "Play" page where the Clutch Time Breakout card is visible
  2. Don't go in yourselfFinding the card, entering Breakout, picking tiles and starting games are MAN's job
  3. Don't worry about the lineupThe lineup has 5 players; if it is expired or has gaps, MAN fills it with the game's auto-fill

3Set the Breakout goal

The Breakout goal works exactly like Triple Threat: Target layer, Target reward tier (Tier 1 / 2 / 3, Clear everything, One match then restart) and When reached (fight the gatekeeper / end the round and restart). See Triple Threat's goal for what each option means.

4Offense in matches

Every possession follows these steps, all keyed off the scoreboard's 24-second clock:

  1. InboundWhen the clock is stopped, taps ✕ to inbound; after switching to offense it first waits "Delay before ✕"
  2. Sprint1 second after ✕, holds R2 and sprints forward for "Sprint after ✕" (0 = no sprint)
  3. Call a playD-pad ← opens favorite plays, ✕ picks the first row (default plays are fine), then waits "Wait after play"
  4. Pass to the shooterHolds R1 and picks the teammate at the "Shooter" position, then waits "Wait after pass"
  5. Green-lock shotAs soon as the shot cursor is recognized it rises into a green-lock shot — no arc walk
Parameter What it does
Shooter SG (default) / PG / SF / PF / C, or "Call for ball" (asks for the ball with ✕ and shoots yourself, like Triple Threat).
Delay before ✕ / Sprint after ✕ / Wait after play / Wait after pass Waits between the steps, default 3 / 3 / 1 / 2 seconds. If it shoots before the ball arrives, raise "Wait after pass".
Shot gear Standing fake-pass shot (default), Stepback shot, Screen stepback, Random mix — same as Triple Threat.
Green lock / Release latency On by default; factory release latency 170. Tune it like Streetball King's green lock.

Other holds the defensive spot range and when to crash after the shot feedback; defaults are usually fine.

5Start and follow progress

Same as Triple Threat: pick a run duration and press Start; the current session shows the layer, reward points, losses left and rounds finished, with earnings counted in MT coins.

If something goes wrong

  • Wrong player picked: the player indicator must be a red flame. Clutch Time's pink floor gets in the way, so MAN uses its own high-saturation red calibration — don't change the indicator style.
  • The wrong player gets the pass: check who is at the "First pass to" position in your lineup.
  • Player drifts or shot zone is off: check the camera (view) setting above first.
  • Stuck on the board: handle it as in Triple Threat.
  • Anything else: see the FAQ, or send the monitor view and event log to the community.