DG is pretty much an offensive guard that combines the SG's layup/jumpers ability with PG's speed/steal/pass. Unlike SF, SW or SG, DG really has good perimeter defense due to his second highest steal and speed stats. With the second highest layup stats, combining with speed, decent jumpers, and floater viable, DG can be as deadly as SF, SW, or SG.
DG is often known as "The Pocket SG" due to having the second highest 3pt shot attribute and the ability to assist the main Scorer consisntently.
Pros
Good offense movesets.
Good ballhandler defender due to high steal stats, and SP Steal.
Good Dash defender.
Cons
Weak off-ball defender, lackluster on intercept game.
Weak at blocking shots.
Really struggle playing with dash heavy SG (due to no baseball pass).
Slow roll catch animation.
Play styles
Offense
On offense, DG has second highest layup and jumper, combine these two thing with second highest speed stats, DG can be deadly offensively.
As a layup specialist, DG has lots of useful movesets, such as layup pass, floater, double clutch, eurostep and fake pass. Those skillsets makes DG as the best layup specialist in this game.
As a jumpers, DG also have interesting move like pull up jumpers, jump pass, backdrive and quick jumpers. Those ability makes DG really decent shooter. Keep that in mind, DG does not have any shoot resistance, so your shot miss if you force your shot.
As a three pointers, DG has some decent stats, with SP II. Keep that in mind DG is not a great 3pt shooter as SF, or SG, but can knock down three point shot in wide open.
DG really good at ISO and Swing. Decent at Dash shooter (great dash speed but no shot resist), and pillar (draft shot and fadeaway not viable).
Defense
On defense, DG has second highest steal, and speed, combine this two things with SP III steal, DG really can put pressure on the ballhandler and defend Dash very well. Keep that in mind DG has somewhat high tussle to keep him doing bump-steal.
DG really lackluster on off-ball defense, due to his weak intercept ability, and no overpass intercept.
Playmaking
DG really can play as a playmaker, but keep in mind DG really lackluster as dash passer due to no baseball pass.
* Despite meeting the requirements to become a Dual Guard, Clara and Tyson cannot due to the lack of lvl. 12, lvl. 24 and lvl. 40 Buzzer Beater Coupons
Skills
Default Skills
Shoot Touch III
Successfully matching the shooting gauge will increase shot
success rate and deny defense
Shoot Touch: success↑ +48
SP 3pt Shot II
Increases the chance of a successful 3pt Shot
3pt Shot: success↑ +24
SP Middle Shot III
Increases the chance of a successful Middle Shot
Middle Shot: success↑ +48
SP Pass III
When Equipped, Pass speed increases and you are less likely to be Intercepted
Entry Pass Speed +48
Entry Pass Intercept resistance +48
Kick out Pass speed +48
Kick out Pass Intercept resistance +48
Skill Shop
Direct Pass I
Select which teammate to pass with Q/E
Acquire Direct Pass
LV: 2
P
1000
Non-stop Pass I
Pass the ball quickly as soon as you receive a pass
Acquire Non-stop Pass
LV: 4
P
2000
Rolling Diving Catch I
Catch a loose ball by somersaultint for it
Acquire Rolling Diving Catch
LV: 6
P
3000
V-Cut III
Move away quickly from your defender if you are not in possesion of the ball
V-Cut: speed +48
LV: 8
P
4000
Drive Fake III
Swap directions during a Drive can be done multiple times
Drive Fakes: direction change
LV: 10
P
5000
Manual Layup III
Perform a layup on your chosen direction
Layup: angle +48
LV: 12
P
5000
SP Steal III
Increase the steal speed motion and success rate
Steal: motion +48
LV: 14
P
4000
Quick Jumper II
Fast jump shot as soon as you receive a pass
Quick Jumper: Act speed +36
LV: 14
P
5000
Pass and Run I
Make a short dash after making a pass.
Acquire Pass and Run
LV: 16
P
4000
Jump Pass III
Fake a layup or Dunk and instead perform a pass
Jump Pass: range +48
LV: 16
P
5000
Alley-oop Pass I
Perform an alley-oop pass, your teamate must press F
Acquire Alley-oop Pass
LV: 18
P
6000
Fancy Drive I
Extend your evade drive angle by performing a fancy spin move
Acquire Fancy Drive
LV: 20
P
7000
Drive & Cut I
Cancel your Drive and return to your original position
Acquire Drive & Cut
LV: 20
P
7000
Fade Away II
Avoid the defense by making a jump back shot
Fade Away: success +36
LV: 22
P
8000
Middle Shot Focus I
Increase the the chance of a successful middle shot
Middle Shot: def resist +12
LV: 24
P
7000
Jab Step III
Confuse your component by maneuvering left or right while keeping a Jab Step state
Jab Step Drive: speed +48
LV: 26
P
6000
No Mark Shot I
Increases your chance to make a shot when you are not defended
Jab Step Drive: speed +48
LV: 28
P
7000
SP Drive III
Increase your drive speed
Drive: speed +48
LV: 28
P
7000
Shoot Fake Drive III
After a successful fake shot perform a quick drive
Shoot Fake Drive: speed 48
LV: 30
P
8000
Double Clutch II
Double Clutch: success +36
LV: 32
P
9000
Pull-up Jumper I
Allows you to perform a quick jump shot while drive dribbling
Acquire Pull-up Jumper
LV: 34
P
10000
Kill Pass III
Allows you to make a quick pass while heavily defended
Kill Pass: speed +48
LV: 34
P
10000
Jump Shoot & Pass I
Pass during a fak Jump Shot
Kill Pass: speed +48
LV: 36
P
12000
Intercept III
Intercept a pass while between two opponents
Intercept: success +48
LV: 36
P
12000
Pass Fake I
Fake a pass. It can also be done before a layup
Acquire Pass Fake
LV: 38
P
15000
Pick & Move I
Move faster after a fake Screen
Acquire Pick & Slip
LV: 38
P
15000
Away Screen Move Bonus III
When you are in indirect-offense with a team mate screening near you, your dash speed become faster
Away Screen Move: speed +48
LV: 40
P
120000
SP Intercept II
Increases your intercept range
Intercept: range +36
LV: 40
P
12000
SP Diving Catch II
Improve the distance of your diving catch
Diving Catch: range +36
LV: 40
P
12000
SP Dunk Success III
Increase the chance of a successful dunk
Short Dunk: success +48
Long Dunk: success +48
LV: 42
P
10000
SP Dunk: activation II
Increase your chance in performing dunks
Short Dunk: success +36
Long Dunk: success +24
LV: 42
P
10000
Quick Change III
Increase your maneuver speed upon receiving a Pass