NCAA Football 09 Walkthrough :
This walkthrough for NCAA Football 09 [XBOX 360] has been posted at 10 May 2010 by johnmarkglinoga and is called "NCAA Football 09 FAQ". If walkthrough is usable don't forgot thumbs up johnmarkglinoga and share this with your freinds. And most important we have 1 other walkthroughs for NCAA Football 09, read them all!
Walkthrough - NCAA Football 09 FAQ
NNN NNN CCCCCCCC AAA AAA 00000000 99999999 NNNN NNN CCCCCCCCC AAAAA AAAAA 0000000000 9999999999 NNNNN NNN CCC AAA AAA AAA AAA 000 000 999 999 NNNNNN NNN CCC AAA AAA AAA AAA 000 000 999 999 NNNNNNNNNN CCC AAA AAA AAA AAA 000 000 9999999999 NNNNNNNNNN CCC AAAAAAAAAAA AAAAAAAAAAA 000 000 999999999 NNN NNNNNN CCC AAAAAAAAAAA AAAAAAAAAAA 000 000 999 NNN NNNNN CCC AAA AAA AAA AAA 000 000 999 NNN NNNN CCCCCCCCC AAA AAA AAA AAA 0000000000 999 NNN NNN CCCCCCCC AAA AAA AAA AAA 00000000 999 **************** *NCAA Football 09* **************** **************** NCAA Football 09 FAQ For XBox 360, PS3 Version 1.2 (8/5/08) Written by Brad Russell "TheGum" Email: firstname.lastname@example.org Website: www.thechaosuniverse.com **************** Version 1.0 - could translate PS3 to 360 controls, and I will add in the football section, but the core is finished. (8/4/08) Version 1.2 - did the 360 translations and added the football section. I sure hope I know what I'm talking about. (8/5/09) ***************** Table Of Contents ***************** Use Ctrl + F to quick find in this guide. Section: Code: 1. A Brief Foreword 2. Controls ( CON2222 ) 3. Starter Tips ( TIPS333 ) 4. Dynasty ( FAQ4444 ) Pre-Dynasty PRDY15 Pick a School PIAS16 Pre-Season PRES17 Regular Season REGS18 Off-Season OFFS19 5. Football ( PLAY555 ) Offense OFF1234 Defense DEF5678 Special Teams SPT9012 6. Glossary ( GLOS666 ) Recruiting REC25 College Football CFB26 Football FOB27 7. Author Info / Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** This is my first attempt to provide insight for a sports game. I fancy myself at being good at football games, and maybe even a smart football fan about all things football. The reason I write this guide is because I noticed my own struggles while playing the dynasty, and I hope to pass the knowledge onto you. If this guide is a success, maybe I can easily transfer it to other football titles. TheGum. ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** This is the most comprehensive controls section I've ever made, so you better like it. Key: When you see X (A), it means PS3 (XBox 360) PS3 = 360 X = A SQU = X O = B TRI = Y L1 = LB R1 = RB L2 = LT R2 = RT LS = LS RS = RS D-Pad = D-Pad L3 = L3 R3 = R3 Start = Start Select = Back ======= General ======= Move player - LS Sprint - R2 (RT) (can be bad at times) Switch player - tap O (B), hold and direction to scroll Show routes (playart) - R2 (RT) + Up; bluff with R2 (RT) + left/right Audible - SQU (X) Preplay help - R3 Replay - L1 + R1 (LB + RB) Timeout - Select (Back) Pause - Start ======= Offense ======= Hurry-up -------- *Hold all of these after a play is over Hurry - X (A) Hurry and call last play - TRI (Y) Spike - SQU (X) Fake spike - O (B) Pre-Play -------- *While at the line of scrimmage Timeout - Select (Back) Snap - X (A) Fake snap - R1 (RB) Quiet Crowd - L3 Audible - SQU (X) and then one of the receiver buttons that corresponds to the pre-set play. These are displayed for you in this game. Motion - hold O (B) + left/right to select a player, then press left/right to send him in motion Flip run - RS left/right Slide Protection - L2 (LT) + up/left/down/right Hot Routes ---------- *These are pre-play Select player - press TRI and then the receiver's button Hot Route - after you select a receiver, press one of the following routes Straight up - LS up Come back - LS down In/Out route - LS left/right Fade - RS up Drag - RS down Slant - RS left/right Block - left/right = L2/R2 (LT/RT) Smart route - R1 (RB) Cancel - O (B) Passing ------- *Keep in mind you can move in the pocket, and run and pass so long as you never cross the line of scrimmage Pass the ball - X, O, SQU, TRI, L1 (A, B, X, Y, LB); tap for a lob, hold for bullet pass Throw away (out of pocket) - R1 (RB) Pump fake - flick RS Run - R2 (RT) (same as sprint) Option Plays ------------ Pitch/Lateral - L2 (LT) Fake pitch - L1 (LB) Fullback (triple option, hold at handoff) - X (A) Running ------- *This is when running to start, with the QB, or after a catch Sprint - R2 (RT) Spin - O (B); RS in a circle Dive - SQU (X) Hurdle - TRI (Y) Stiff Arm - X (A) Protect ball - R1 (RB) Lateral - L2 (LT) Juke - RS left/right/down Highlight stick - RS up Catching -------- Switch to receiver - O (B) Catch - TRI (Y) Diving catch - SQU (X) Blocking -------- *I guess someone may want to do this, sadly For a running play, switch to player like a hot route, then press L1 (LB) to control that blocker after the snap. Press the RS up for an impact block, or down for a cut block. ======= Defense ======= Of course after an INT or fumble, normal running moves apply. Pre-Play -------- Timeout - Select (Back) Audible - SQU (X) Jump Snap - L2 (LT) Pump up Crowd - L3 Defensive line audibles - L1 (LB) Linebacker audibles - R1 (RB) Coverage audibles - TRI (Y) D-Line Audibles --------------- *L1 (LB) and then any of these buttons, or O (B) to cancel Shift - LS left/right Spread/Pinch - LS up/down Crash - RS right/left/down DE contain - RS up Linebacker Audibles ------------------- *R1 (RB) and then any of these buttons, or O (B) to cancel Shift - LS left/right Spread/Pinch - LS up/down Blitz - right/left/all = RS left/right/down LB Zone - RS up Coverage Audibles ----------------- *TRI (Y) and then any of these buttons, or O (B) to cancel Show blitz/Show man - LS left/right Soft/Press - LS up/down Safety zone shade - RS left/right Safety shade - RS up/down Hot Routes ---------- *Tap O (B) to select player, then press X (A) and one of these buttons, cancel with O (B) Hook Zone - LS up QB Contain - LS down Man Coverage - LS left + receiver icon Buzz zone - LS right Blitz - RS down Deep zone - RS up QB spy - RS left Flat zone - RS right After Snap ---------- Sprint - R2 (RT) Switch - O (B) Dive - SQU (X) Strip ball - X (A) Strafe - hold L2 (LT) Intercept - TRI (Y) Diving INT - SQU (X) Swat - X (A) Hit stick - RS up for high; RS down for low Bull rush - R1 (RB) Finesse move - L1 (LB) Hands up - TRI (Y) ============= Special Teams ============= Kick - LS change height and direction of kick; RS down until in the red, then up in the direction when in the red or close to it for power. Don't adjust kickoff height please. Punt - same as kick, just know low punts will be returned easier. Fair catch - TRI (Y) Kneel in endzone before leaving - don't move All other moves apply when returning. ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** #1. Watch out for when entering the dynasty mode, as it resets the base difficulty set in you quick games. Basically, if you blow out your first 2 opponents, most likely the game difficulty was set to varsity. Just something to watch out for. #2. In most of the windows there is the option to press select and have a helpful audio track give you some advice. #3. Be sure to quick save (LS) when you've done something, such as finished your recruiting or a game. Not only do you ward off the ability of a storm to ruin your game, but you cheaters can at any time restart when you're losing a game. It's up to you if you do this, everyone has at some point. #4. Please note that there are ways to filter most lists with the shoulder buttons. #5. When playing, I always kick the ball to start a game. That way, no matter what happens in the first half, you can start the second half with the ball. #6. Not much harm in going for it on 4th down when the ball is near the 40, especially on Heisman where kickoffs and returns usually put the CPU team on the 40 anyway. #7. A basic tip while passing is to look downfield. Of course if you have routes that take a while to develop, maybe then you can watch the pocket collapse and enter scramble mode. You should see where the blitz is coming from right after the snap and either respond or see if it's picked up. #8. It's best to learn all the shifts before a play. There are three on defense and one on offense. Then learn all the motions and hot routes for offense; in time you may want to learn about the defensive hot routes too. #9. Must play mascot mashup! Maybe that's ALL you need to play! You can block punts, eh? ***************************************************************************** * 4. Dynasty ( FAQ4444 ) * ***************************************************************************** NCAA Football 09 Dynasty FAQ =========== Pre-Dynasty PRDY15 =========== Before you jump in, I need you to play a normal game. Just play a quick game against the computer. You be a great team and play a decent-enough team. If you win by a lot (20+) then please go to the game options and up the game difficulty. Play another game and if you still win by a lot, play another quick game on Heisman. If you win, and not even by a lot, but if you win a game on the hardest difficulty, you are pretty good. You can play more games, figure out the controls, get to know your team, get to know how the game of football works, and play until you think you're ready to invest some time into this game. Now, if you plan to sim through this dynasty, then it doesn't matter how well you can play the football portion of this game. But if you want to play, if you want to feel what it's like to win and lose, if you want to know what it feels like to kick a walk-off field goal in the BCS title game, please find the difficulty that is right for you. *NOTE: Be aware of what caliber of team you are good with. If you are barely winning games on Heisman with a top school, then you can only hope to play dynasty with a top school. By picking a low school on a hard difficulty you will probably taste defeat a few more times than you think. Then again, if you truly are good, it shouldn't matter - okay, it matters if you take on Georgia with a crappy team.* ============= Pick a School PIAS16 ============= Your first choice should be easy. If you are an old pro of these football games then you should probably get a lower level school. If you want to play your favorite team, do that too. And if you want to have an easier time, pick a powerhouse school. Colleges are ranked by stars. The best ones have 6 while the weaker ones have just one star. If you scroll through the conferences (which should be a shoulder button as you are selecting a team) and go to the Independents, you will see a one star team - Army - and a six star team - Notre Dame (laugh at that 3-9 record while your at it!). You have a ton of teams to choose from, and the decision is purely yours. Since this is your first dynasty, or you're just brushing up on your skills, then pick a 3-6 star team that you don't hate and go with them to make things easier. I shouldn't have to say this, but the reason why Oklahoma has 6 stars is because high school kids want to go there, and each star less than 6 means that team/school is not going to have as easy of a time as OU at recruiting or even winning games. Of course if you play the games yourself as a 1 star team and you win the BCS title, then things will get better in a hurry. Keep in mind, this is a DYNASTY mode. If you just want to play the games, you can let the CPU handle the recruiting, but you play this mode to see how well you can build up your team's reputation, not to just play the games. You can always change from hands-on to hand-off or vice versa at any time. Pick a team and press start. I know you can control up to 12 teams, but why? Be sure to let the game make names for your players, because HB #12 will get old real quick. ========== Pre-Season PRES17 ========== Pre-Season Recruiting --------------------- First we need to select some high schoolers that will be your targets to join your team. Create a Player --------------- One of the fun things you can do is make your own player when you start recruiting. You can make a lot, 25, but you should only keep it to one or two at the most as it is quite time-consuming. If you are just starting out, you may want to skip this as it doesn't mean you add this player to your team, but more on that later. Creating a player is easy. Pick a position, name, hometown, appearance, and stats. The stats is the main thing to keep in mind as the stats you choose affect the two stats at the top: tendency and overall rating. You should, out of good faith, reduce the stats he does not need at his position and then increase the stats you want him to have. I have not tried it, but I imagine making him 100 in all or the main stats he needs will make him a 5-star recruit and harder for you to grab. So make him good at what he does, but don't overdo it. Some things to keep in mind. His hometown relative to your school's location may have an effect on your ability to recruit him, maybe not, but something to be aware of. You may want to turn him into a senior, as these guys are coming from high school, so it depends on how long you want to wait to get him, on top of if you even win him over or not. And when you make a player(s), be sure to put them on your board in the next step, otherwise all the work you did on him was for nothing if another school gets him. So if you are a bad school, it's possible to get a 5-star player, but it would be easier if you made slightly-above-average players so you can get them easier. Recruiting Central ------------------ So now you're at the Recruiting Central screen and there are a few tabs to open up. Most are not needed, at least not now. At this point in time, I want you to decide if you want to be fully hands-on with this recruiting, or if you are at a 6-star school and you just want to play ball. If you got a top school, you can pretty much let the CPU handle all your troubles. But if you are one of the low teams you should probably do all the work yourself. By default the CPU can do all the work for you, so just press start and be on with it. But if you want to turn off the computer help, go to the Recruiting Strategy tab and turn all three options off, or leave the "Recruiting Board Assistance" one on as it is the most important one. My School --------- I go to The University of Oklahoma / OU / Oklahoma, so I know my school is tops in most of the areas. However, if you have picked a school with lower than 6 stars, you probably need to open this window to view the info. One star doesn't mean your team is terrible in all the values, it just means you'll have a few poors and fairs in there. Look it over, get a feel for what you got, and then exit. Picking Prospects ----------------- You have three tabs to add prospects to your board: Russell Top 100, Search, and Database. All three are options for picking recruits from around the continent (because even though I'm sure it's legal for someone in Canada to go to the American Army college, it still looks weird). All recruits are listed from top to bottom in best to worst order. I don't like using the search because it will spit out athletes (ATH), and though they may work, you want guys for the positions you need to fill. The Russell Top 100 is nice for late in the season, checking where the top guys went, but it's not a good way to find guys you need. I say just use the Database. You let shoulder button should filter between the postions, while the right one filters by state and Canada; not much reason to use state filter unless your team is that desperate and needs anyone, which may happen. First, you need to press the button at the bottom by your school's name which will bring up the team needs (you can also find these in many other areas). If you need six players, then recruiting will be easy; if you need ten, your job just got a lot harder. Keep in mind you can flip between offense and defense, and don't let a kicker or punter go un-noticed if you need one. *NOTE: Remember, if you made a recruit, go find him. Too bad if you forgot his name.* Just stay on offense, and if QB/HB/FB/WR/TE are needed, go and filter the list to each position and pick a handful of guys from the list. Be sure to scroll through the list for any guys will green dots under "status" as that means they kinda want to go to your school. But also keep in mind of their star rating; if worst comes to worst, you will find tons of 1-star guys that will go to any team. You want guys as high up the list as possible. To make sure you are picking guys that will be easier to grab, look at their "Interest" guage to see if they are willing to play for you at all. If the bar is about a third full, tag them. Of course go through all your positions on offense and defense. You can only have 35 guys, and no matter how many want to play for you, you only have 25 scholarships to offer. MAKE SURE you have at least two guys for each position, and be aware that you may need more than one for any position - in which case go get more of those guys. Once you have a couple of guys for your needs, if there is any more space, go find some top recruits and get them on your board too. You probably won't get more than a few top recruits, but you can at least try. One last thing before you tag a ton of 4-5 star guys, if you are a lower school you will notice that your green-dot guys are only 1-3 caliber players. This means you are more-than-likely out of the running for the 5-star kids, but you may target a few 4-stars, and mostly you will need to set your sights on 2-3 stars for now. Look, if you are a lowly school, this is not a sprint. It's called a DYNASTY, and no one expects you to take Army and make them the national champion this year. You can do it in one year if you manually play all the games, but even then it's an up-hill battle. And before I go too deep, just know that you can only recruit players that want to play for you, period. Recruiting Board ---------------- In the pre-season all you can do is change the ranking of players on your board. I want you to look at the INT, interest, value and see where that player has your school. Put all the guys that say 1st on the top, and then 2nd and 3rd and you get the point, I hope. Then take the kids with N/A interest values and stick them on the bottom, unless you really really want them, in which case you keep them at the top since they will be hardest to win over. The interest means how committed the player is to your school RIGHT NOW, not when he is deciding a school or where he will go. At this momemt it is just what he is thinking about with no schools coming after him. So guys that already think highly of your program are easy to get, and also possible to lose to higher powers, but at least they already like you. So change the ranks of the 35 guys on your board in descending order of their interest, excluding anyone you want really bad (keep them at the top). You don't have to get their ranks perfect, just move high interest guys up to at least the top 20, and the N/A guys to the bottom. Of course lowly schools will probably have boards of ten or so guys that want to go to your school, and then a bunch of guys who are N/A. No matter how many you have, please order your N/A guys in descending order based on their caliber. Remember, you should have all the guys you need on this board, so any order will work. You must also be aware that you will not get all of these kids. Sure, with smart recruiting you can get most, but the higher your standards, and even targetting 3-star kids, the more likely another school will scoop them up. Even on the low level, it's bottom-feeders against bottom-feeders, so you'll have to be smart if you want the guys you want. *NOTE: You may be thinking, what about higher ranked players and better stars and all that. There is no way you can think about a players caliber when your school stinks. Heck, even top schools can't win over all the top players. You need to stick with interest on their part, not yours.* Once your board is ready, exit this screen and go to redshirting. Redshirting Players ------------------- You may be like me where you've heard of redshirt players and kinda assumed it meant they sat out a year. Yes, that is what it means, but there's a bit more to it. For one, you need your best players on the field, especially if they are seniors. You also need backups at each position, 5-6 WR's, 4-6 CB's, 1 kicker, 1 punter, and then at least two of everything else. So if you have a lot more than you need players at a few positions, then you can redshirt some. However, it's best to only redshirt freshmen or sophmores. Why? Well because redshirting means that player cannot play this year, but they can still play for four years, meaning they are on your team for 5 years max. So the perfect redshirt candidate is a freshmen (FS), that is in the low 60's or is just not needed to backup. A bad situation is when you have 5 HB's, most seniors or juniors, one low year guy, and all of them are in about the 70's. Keep the best guy if he's a senior and then redshirt any of the 1-2 year guys. It's best not to redshirt more than two players at any position, and you can usually redshirt a guy at each position, usually; not if you only have two on either line. If a player has a (RS) next to their year, then they've already been through this and cannot be redshirted again. Keep in mind you can take off the RS of any player during the season, but you can't put it back on them again. If you're not so keen on the positions, here are my minimums for each: QB - 2 HB - 2 WR - 4 TE - 2 FB - 1 LT - 2 LG - 2 RT - 2 RG - 2 C - 2 LE - 2 RE - 2 DT - 4 LOLB - 2 MLB - 2 ROLB - 2 CB - 4 FS - 2 SS - 2 K - 1 P - 1 You don't want to redshirt juniors or seniors, but you can if don't need that players skills, or he's just not that good. You don't redshirt freshmen when they are extremely good for that position. But if a freshman is 76, the second best at that spot, and a junior below him is 74 or so, then it doesn't make a big difference if you redshirt the new guy; unless you really need his skill- set, the junior is fine. One key thing to keep in mind is that there is such thing as special teams, the team of players that hits the field between possessions. These squads are made of the second and third stringers, with top players in there too. So sometimes you may want to keep more than the bare minimum, but it's hard to tell who makes the special teams. It's not a big deal, just something to consider. It's tricky, and each team and each year is different, but you need to keep a pulse of your future. Again, keep your best, redshirt the extras and new guys. Depth Chart ----------- Should be a shoulder button to auto-re-order, which is wise if you've put the redshirt on some players. The guys at the top will be your starters, with the guys below them as backups or as the next in line (such as the WR). Redshirts are out, and you'll see them in your substition list at the bottom. For the open slots you can fill them yourselves. The only position I worry about is whether or not the fullback (FB) is fast. I would replace a slow one with a fast TE if there were extre TE's, but that may not be the case for you. Again, just let the computer fix things up and you're good to go. Custom Schedules ---------------- Most of your games are set, the ones will locks by them, but you can select any other game and change it to another team that is free for the week. By pressing left or right you will change whether it's a home (vs) or an away game (at). The main thing to keep in mind is the "Strength of Schedule" rating at the top. Any A means that if you win 10 to 12 of your games, you have a good shot at playing for the national title. Anything less means you depend on the season and going 12-0 in order to play for the big prize. Please make an A schedule if you are a good team. If you are a bad team, you should shoot for a C- at the least. Your goal is to make a bowl game, which doesn't mean you can be the #1, but at least you'll have had a good year. Of course you still have to win those games, so don't think you can schedule top teams and walk into the title. Your default schedule should be about where you want to go, but feel free to put in a team in the top 25; maybe a 20-25 school at the most. Please, don't put in the Bulldogs or OU unless you want a game you are sure to lose. Set your sights low and things should work out. As a low team, you just want to make a bowl game, no matter which one. Let you skills as a football player decide which top 25 team you select. Also, if you know nothing of college ball, most of the teams not in the top 25 are still pretty good. Then again, teams in the top 25 may turn out to be terrible. All you can do is play the teams you play, what those teams do is out of your control. Now exit, save your changes to the schedule, save your game (should be the left stick), and then start your season. ============== Regular Season REGS18 ============== So now you're ready to play, maybe. If you just want to recruit and sim games, that is fine. If you have the CPU recruiting for you and you want to sim the games, that works for me too. If you want to do it all, keep reading. Basics of Recruiting -------------------- Go to your recruiting board and get ready to go after some players. This is your weekly routine, so learn it well. First, let's look at the basics. INT - This means how the prospects looks upon your school, not how many interceptions he will throw/get. If this value has a 1st, then the guy is probably committing to your program. Keep in mind that when he commits depends on this next value. Stage - Top 10, Top 8, Top 5, Top 3, and then over. I would be the first to admit I'm wrong, but I'm pretty sure this means what schools they are deciding between. If it's top 3 and their INT is still 4th or N/A, then I'm pretty sure you have no chance at getting them. I know this because you never get a guy that has you any lower than 1st in INT. So really, the stage doesn't matter so much as INT, and if the guy isn't warming up to you, check his stage and consider dropping him off your board. CH - Change is either a dash or a arrrow point up or down. A dash means he has not improved his feelings toward you, and the arrows mean how you are dropping in his interest. If it's staying the same, but he still has interest in you, you can still change it. If you're falling late, perhaps it's time to give up on him. Visit - This is either N/A or Ready. If he's ready you can call him and schedule a visit to your campus. You need to pay attention to this for all the players on your board (even guys not on your board can be ready), and get a visit planned ASAP. Don't put everyone in a visit on one game, but please get them to come early or else they may lose a ton in interest in your program. Offers - Yes, No, soft, hard, tot, and none are the values here. If a guy has no offers late, offer him a scholarship and he's likely to commit. If he's got ten early, good luck getting him. Soft means the kid is leaning toward that school, and hard means he has committed to you or someone else. And that's it. Aside from his caliber and position, these are the values you need to keep in mind. As the season rolls on and you add/drop players from your board, you will need to consider rankings and their caliber. But assuming you have the players' interest in your program first, you are off on the right foot. Week 1 Recruiting ----------------- Here is the main portion of this game, maybe even above or on par with the football stuff. Think of it as a board game within a real game. You need to win this game more so than the games on your schedule, especially if you plan on having a true dynasty; the games will handle themselves, or maybe you can have a hand in that too. Stay on your recruiting board and go down your list. Select your top prospect and select the Quick Call option. Select either 30 or 20 minutes, depending on how many of your 10 hours you want to spend on him, and also offer him a scholarship. You may want to spend 45 minutes (which is 30 and then 15 for offering) on top players that aren't very interested in you, and then 20 mintues (with the offer included), on the guys already into your school. It's a good idea to get the top 15-20 guys offers as soon as possible. You may notice after each call you get a "Results" window that has "Pitch Results" and then a list of items. We will discuss these later in detail, but for now just know that the mores pitches you unlock early, which means spending more time with guys, the easier it will be to reel them in. If you spend 20 minutes on guys, then you only unlock one pitch since you only had 5 extra minutes to talk, but sometimes this is your best option, especially early. Now big schools can go hard after top guys and then lightly entertain the rest. Smaller schools need to spend 20 minutes max on each guy and offer them spots because your board will probably fill up with players that commit elsewhere. You could maybe just go hard after a few guys, but that is a big risk if you can never get them to warm up to you. You better just go for quantity, not quality. So you've spent all ten hours making these offers. There is no more you can do but edit your rankings, but no reason to do that now. You are done with recruiting for this week. ----- As is the case for every week, after recruiting you should save, look up the headlines and news, maybe eyeball the Heisman watch and other things of interest. And when ready, go play/sim your week so you can get to the next week of recruiting. Remember not to pass