
Head Basketball is a physics-based 1v1 basketball game developed by D&D Dream Corp., the same studio behind Head Soccer. It’s available on iOS, Android, Mac, Steam, and browser. The game features 49 characters, each representing a different country with a unique ability shot, and 7 distinct game modes. Each match lasts exactly 1 minute. A 3-point shot is scored when the opponent doesn’t touch the ball — if they do touch it, the goal is only worth 2 points, which means actively contesting every shot matters even when you’re defending.
Contents
Controls
| Action | Browser / PC | Mobile |
|---|---|---|
| Move | WASD or Arrow Keys | Left / Right on-screen buttons |
| Dash | Double-tap direction key | Double-tap direction button |
| Jump | Spacebar | Jump button (bottom right) |
| Double Jump | Spacebar twice | Tap Jump button twice |
| Swing (Shoot / Hit) | Designated action key | Swing button (bottom right) |
| Ability Shot | Fires when EP gauge is full | Same — fires when EP gauge is full |
The Swing button does two different things depending on context — it throws the ball when you have possession, and physically hits the opponent when you don’t. That dual function is the most commonly misunderstood mechanic. More importantly: if you swing the moment an opponent fires their ability shot, you trigger a counter shot instead of a normal throw. Most guides miss this entirely. On ability shots: activating while airborne fires a shot, activating from the ground performs a dunk — different trajectory, different defensive response needed from the opponent. On mobile, the button layout clusters Swing and Jump close together, which causes accidental swings instead of jumps under pressure; on browser, the separation of keys makes this less of an issue.
Characters and Unlock Conditions
All 49 characters represent specific countries with named ability shots. Stats differ per character and can be upgraded individually. The table below covers confirmed early-to-mid roster characters with unlock conditions from the official Head Basketball Fandom wiki.
| Character | Country | Ability Shot | Unlock Condition | Points Alternative |
|---|---|---|---|---|
| Taemin | South Korea | Flame shot | Default (download) | — |
| Hayato | Japan | — | Beat 12 Arcade characters | 100,000 pts |
| Alfredo | Spain | — | Win 30 Tournaments | 200,000 pts |
| Harish | India | — | Beat 12 Arcade with clean sheet | 300,000 pts |
| Jacob | Canada | — | Win Tournament Final in Sudden Death | 400,000 pts |
| Tyler | Australia | — | Beat 12 Arcade without using ability shots | 500,000 pts |
| Julia | Brazil | — | Win Tournament Final by 25+ points | 600,000 pts |
| Lucas | Argentina | — | Hit buzzer beater vs 12 Arcade opponents | 700,000 pts |
| Jeremy | USA | — | Hit buzzer beater in Tournament Final | 800,000 pts |
| Linlin | China | — | Reach SS Rank in Survival | 900,000 pts |
| Mark | Russia | — | Reach Level 100 | 1,000,000 pts |
| William | UK | Ghost captain | Complete 10 Campaign endings | 1,100,000 pts |
Notable later additions include Abdul (Afghanistan) with a rifle shot, Kirk (Denmark) with a LEGO figure shot, Kim Jong Un (North Korea) with a nuclear missile shot, and Dante — the final boss of Death Mode, not playable through normal unlock. Every character can alternatively be unlocked by spending enough points, so grinding any mode works if you prefer not to meet the skill-based condition.
Game Modes
- Arcade — Free-pick single matches: you choose your character and your AI opponent. Best for grinding specific unlock conditions (e.g., beating 12 opponents for Hayato) or testing new characters before committing points to them. The AI difficulty is based on the opponent character’s stats, not a separate difficulty slider.
- Campaign — Each character has 6 designated opponents and a story (prologue + epilogue). The final Campaign opponent is equipped with exclusive high-stat gear. Completing a Campaign run with a character unlocks a unique hat or mask exclusive to that character — these cosmetics aren’t available anywhere else.
- Tournament — Three random opponents, then a trophy selection screen with left / center / right options. The trophy choice is random — each gives either 500 or 1,000 points, or a random costume piece for the character you won with. There’s no way to predict which trophy gives what.
- Survival — Endure incoming opponents using a set number of basketball icon “lives.” 15 confirmed rank tiers: F → FF → E → EE → D → DD → C → CC → B → BB → A → AA → S → SS → God. Every 10 Survival upgrades increases your icon count for that character. Reaching SS Rank unlocks Linlin (China) without paying 900,000 points.
- League — Extended competitive bracket across multiple matches. Best suited for players past the early unlock grind who want a longer session format with consistent points accumulation.
- Death — Costs 5,000 points to enter. You face 5 opponents; one carries a Ring Gem. Defeating the Ring Gem holder, then the final boss Dante, earns 1 of 3 ring gem segments. Dante’s ability shots are widely noted as near-uncounterable; his base stats exceed anything the player character can achieve through upgrades. Completing Death Mode is required for certain character unlocks.
- Headcup — Confirmed in the official feature list alongside the other six modes. Specific bracket or objective details aren’t fully documented publicly.
Tips and Strategy
▸ Swing to counter, not just to score
The counter shot mechanic — swinging during an opponent’s ability shot — is the single most valuable defensive tool in the game. Most players never use it because they don’t know it exists. Timing the swing as the ability shot fires sends the ball back as your own shot, turning a near-certain opponent score into a scoring chance for you. It requires reaction time but becomes reliable with practice against repeated ability shot patterns.
▸ Use aerial ability shots, not ground dunks, when ahead
Ability shots fired from the air travel on a shot arc; the same ability fired on the ground produces a dunk. Aerial shots are harder to intercept because they travel over the opponent’s reach. Dunks are useful close-range finishes but can be blocked by a well-timed jump. When you need a guaranteed score late in a close match, jump first, then trigger the ability.
▸ Contest every shot for 2 points, not 3
The scoring system rewards defending even when you can’t fully block a goal. Touching the ball before it goes in reduces it from 3 points to 2. In a 1-minute match, a 1-point difference per goal compounds fast. New players give up on defending a shot that’s clearly going in — experienced players always reach for the touch.
▸ Match your upgrade priority to the unlock condition you’re chasing
Character unlock conditions are specific: buzzer beaters, clean sheets, winning without ability shots. Maxing jump stat makes buzzer beaters and aerial approaches far more reliable. Maxing speed makes clean sheets easier by reaching the ball before the opponent can touch it. Don’t spread upgrades evenly — invest in whatever stat the next unlock condition demands.
▸ Use Taemin’s quick flame shot for buzzer beater unlocks
Unlocking Lucas (Argentina) requires 12 buzzer beaters in Arcade and Jeremy (USA) requires one in the Tournament Final. Taemin’s flame shot fires quickly and reliably when the EP gauge fills — using him for buzzer beater attempts is the community-established fastest method. Time the ability shot in the final 2 seconds of the clock while airborne.
▸ Enter Death Mode only with points to spare
The 5,000-point entry fee is non-refundable on a loss. Dante’s stats are above the player’s maximum achievable level, so losing the final fight after clearing four opponents costs the full entry. Build a buffer of at least 15,000–20,000 points before attempting Death Mode repeatedly, since the ring gem requires multiple completions.
