RH2 The Journey Pick a position in Season 5
PG, SG, SF, PF, and C — who should start where, and how height trades speed for contest.
RH2 The Journey is still a five-position basketball game even after the Season 5 creator added 1300+ names, frames, and upbringings. You pick PG, SG, SF, PF, or C before the pie chart matters. The wrong position with a perfect HOF Quick Draw is still the wrong position: a Paint Beast cannot run your Park 3s if you needed a second shooter, and a 6’5” Playmaking Shot Creator cannot protect the rim in Rec if you queued as the only big.
Season 5 went live on 21 August 2026. The experience is released, online multiplayer, and still labeled BETA. Height, wingspan, weight, body type, upbringing, and frame (Anchor, Powerhouse) now sit next to the five attribute buckets. That is why this hub exists separately from the tier list: archetypes tell you what is strong, positions tell you who should pick it. Split the roster from here: guards for PG and SG, bigs for SF, PF, and C — with SF treated as the wing/big hybrid it actually is.
If you are brand new, do not open a 99 OVR clip first. Open getting started, make a balanced shooting guard or a spot-up wing, and learn the shooting window. Copy the build templates only after you can green in Plaza.
The five positions, in plain language
Point guard — the ball is yours. Pass accuracy, ball handle, speed with ball. Season 5’s S-tier name is Playmaking Shot Creator. You inbound, you call the pick, you decide whether Lone Ranger iso or Run as One kick is the possession. If you hate having the ball, this is the wrong row.
Shooting guard — the easiest first character for most players. 2-Way Sharpshooter is the S-tier off-ball card: max shooting, high perimeter, steal in the mid-70s, enough dunk to punish a closeout. You can learn dribbling later without throwing Rec games on day one.
Small forward — the hybrid. ISO SF / Slashing Shooter lives here: strength, athleticism, enough three to keep help honest. In Park 3s you are a wing. In Rec 5s you might be the “small big” who switches 1 through 4. If you cannot decide between guard and paint, start here after you have one jumper you trust.
Power forward — 2-Way 3-Level Scorer is the community default. You stretch, you bump cutters, you are not allowed to be a statue in Park. Rec can hide a lower three. Park cannot.
Center — Paint Beast if you want Rec rim protection. A pure interior no-shoot C is B-tier for Park 3s because spacing dies. Deep Fades is a post tool, not a Park 3s identity. If your friends already have two shooters, make the wall. If you solo queue 3s, make a four who can shoot or stay on the SG line.
Height and wingspan are the actual difficulty slider. Taller plus longer contests more and moves slower. Shorter plus snug wingspan dribbles and turns the corner. Community PGs cluster 6’5”–6’6” (some 99 OVR clips mention 6’6” 180). SGs often sit 6’7” 185. Bigs go up from there until speed with ball disappears. The attribute planner is the right place to see the trade before you commit a Reset Token.
Who should pick what on day one
Beginner, solo, no stack:
- Balanced SG or spot-up SF. You will see the ball without having to run the offense. HOF Quick Draw is a realistic first badge goal.
- Playmaking Shot Creator PG only if you already dribble in other hoop games and you will actually pass. Random Rec will not forgive a 70 pass accuracy hero ball.
- Paint Beast C only if you like boxing out more than shooting, and you have a plan for Park versus Rec.
Stack of three friends:
- One creator PG, one 2-Way Sharpshooter, one stretch four or shooting SF. That lineup plays both 3s and 5s.
- Two guards plus a no-shoot center is a Rec look. Do not take it into Park unless the center has a three.
RHC and Pro-Am can use a dedicated lock SG or a true rim C because teammates will not randomly stand in your paint. Random queues cannot. The tier list hub already marks pure interior C as B for 3s; this hub is where you decide whether you are even allowed to make that body.
Frames: Anchor on a handler who never jumps is fine; Anchor on a shot-blocker fights the tooltip drawback. Powerhouse on a wing who ISOs makes sense. Appearance (skin, face, hair, voice) does not change caps — stop spending the first session there. Recommended versus custom still matters: recommended is a tour, custom is how you reach Range Extender and steal on the same player.
After you pick a row, lock badges on the badge page and takeovers on the takeover page. Then play Plaza until the jumper repeats. Season 5 will keep moving numbers while the BETA tag stays on the door. Pick a position that matches how you actually get minutes, not the position on the 99 OVR thumbnail.
Frequently Asked Questions
Quick answers for codes, builds, shooting, and Park play.
What position should a beginner make first?
A balanced shooting guard or a spot-up small forward. You get shooting reps without running every offense. Walk through getting started before you copy a 99 OVR PG.
Is small forward a guard or a big?
Both. This wiki files SF with bigs because the ISO wing plays as a hybrid, but the jumper still follows guard shooting habits.
How much height is too much?
If speed with ball and acceleration fall off a cliff, you are too tall for that role. PGs usually stop around 6'6". Test wingspan in the attribute planner.
Should I make five characters, one per position?
Not at first. Make one SG you can shoot with, then a PG or a stretch four. Reset Token costs add up while Season 5 is still BETA.
Where do I see which archetype is actually strong?
On the tier list hub and the build templates. This page only answers who should pick the body.