Tuesday, May 26, 2009

Zokugaku Chameleons Playbooks

Zokugaku Chameleons

Habashira(UP) playbook

RED Cards

Bison

effect: speed - 1

Injured Player(electric background)

effect: unable to play down

Habashira Grabbing Sena

effect: increases reach(good for receivers, corners, etc)

ORANGE Cards

Cerberus(purple background)

effect: Speed + X( X = 1 for every card discarded when playing the card)

Advertisement(white background with text)

effect: draws 1 play card

Monta w/banana(black backgound)

effect: stamina points - 2

Habashira on Motorcycle

effect: return a set red card to a player's hand

Monta and Sena Running from Tornado(pink background)

effect: discards all green cards on the field

Injured Player(Red background)

effect:

Injured Player(Blue background)

effect: stamina points - 4

Monta and Sena Running from Tornado(whitish background)

effect: sends 4 cards from deck to locker room(discard pile)

Deimon computer virus(Purple)

effect: send 4 cards cards from deck to locker room(discard pile)

Hiruma shooting Sena(Pink thrust marks)

effect: discards 1 green card from field

Hiruma shooting Sena(White thrust marks)

effect: discards 1 red card from field

Box of Deimon figures(green background)

effect: draws 3 cards

GREEN Cards

Tsuyumine Megu

effect: Speed + 1 for nameless players, Speed + 2 for all players if activated

Habashira(RIGHT) playbook

Zokugaku Combination card(#70 + # 80 + #28)

effect: massive yard addition to both pass and run are possible

RED Card

Bison

effect: speed - 1

Injured Player(electric background)

effect: unable to play down

ORANGE Cards

Cerberus(purple background)

effect: Speed + X(X = 1 for every card discarded when playing the car )

Eyeshield 21 Magazine

effect: draws tag team card

Monta w/banana(black backgound)

effect: stamina points - 2

Habashira on Motorcycle

effect: return one played red card to your hand(works on opponent as well)

Injured Player(Blue background)

effect: stamina points - 4

Monta and Sena Running from Tornado(whitish background)

effect: sends 4 cards from deck to locker room(discard pile)

Deimon computer virus(Purple)

effect: send 4 cards cards from deck to locker room(discard pile)

Box of Deimon figures(green background)

effect: draws 3 cards

GREEN Cards

Habashira Yelling at Team(red background)

effect: kickoffs will be squib kicks, 1/5 chance of stealing possession

PURPLE Cards

Habashira Yelling at Team(purple background)

effect: For this down the offense cannot run the ball

Habashira Yelling at Team(green background)

effect: For this down the offense cannot pass the ball

Habashira(LEFT playbook)

RED Cards

Sakuraba catching a ball

Effect: actions use + 1 stamina point

Injured Player(electric background)

effect: unable to play down

Habashira Grabbing Sena

effect: increases reach(good for receivers, corners, etc)

ORANGE Cards

Monta w/banana(black backgound)

effect: stamina points - 2

Bison(with shining face)

effect: nameless players' speed - 2

Mamori w/ Flamethrower

effect: nameless players' power - 2

Panther Eating

effect: nameless players' tactics - 2

Habashira on Motorcycle

effect: return one played red card to your hand(works on opponent as well)

Injured Player(Blue background)

effect: stamina points - 4

Deimon computer virus(Purple)

effect: send 4 cards cards from deck to locker room(discard pile)

Hiruma shooting Sena(Pink thrust marks)

effect: discards 1 green card from field

Hiruma shooting Sena(White thrust marks)

effect: discards 1 red card from field

Box of Deimon figures(green background)

effect: draws 3 cards

GREEN Cards

Habashira Yelling at Team(red background)

effect: kickoffs will be squib kicks, 1/5 chance of stealing possession

Habashira(DOWN) playbook

Zokugaku Tag Team Card(#70 + # 80 + #2Cool

effect: massive yard addition to both pass and run

RED Cards

Bison

effect: speed - 2(not a typo, there just isn't much to distinguish them visually)

Sena Floating(red background)

effect: speed + 3

Habashira Grabbing Sena

effect: increases reach(good for receivers, corners, etc)

Sena kicking rock

effect: on 1st down no stamina points used

ORANGE Cards

Cerberus(purple background)

effect: Speed + X(X = 1 for every card discarded when playing the card)

Monta w/banana(black backgound)

effect: stamina points - 2

Habashira on Motorcycle

effect: return one played red card to your hand(works on opponent as well)

Injured Player(Blue background)

effect: stamina points - 4

Deimon computer virus(Purple)

effect: send 4 cards cards from deck to locker room(discard pile)

Deimon computer virus(Yellow)

effect: discards hand

Hiruma shooting Sena(Pink thrust marks)

effect: discards 1 green card from field

Box of Deimon figures(green background)

effect: draws 3 cards

Habashira's Older Brother

effect: draw two cards instead of one

Tsuyumine Megu

effect: speed + 1 for nameless players, Speed + 2 for all players if activated

PURPLE Cards

Habashira on Motorcycle(green background)

effect: opponent goes straight to SET phase

Note: In regards to the card that is missing the effect text, I will update it when I regain access to my PS2.

Thursday, May 21, 2009

Oujou White Knights Playbooks

In describing card effects I have decided to do it by playbooks by team. I wont be using card titles and will instead be using the card art to describe the cards. This should make it easier to learn what cards do what for people who can't read any Japanese.

minor areas that will need some editing later:

I will not be including card costs at this moment aside from certain cards.
most play cards have an effect, but at this point I will be focused on the more important ones

Cards that activate at halftime require you to bench a player on the field.

Sakuraba(UP) playbook

RED Cards

Cerberus - green background

effect: speed + 1

Bison

effect: speed - 1

Big Bruiser(Line pad)w/ tape

effect: power + 1

Sena and Monta cleaning

effect: on second down no stamina points used

Floating Sena - green background

effect: tactics + 1

Mamori

effect: Draw an extra card before draw phase

ORANGE Cards

advertisement(white background with text)

effect: draws 1 play card

Monta w/banana(green background)

effect: heals 2 stamina points

Hiruma shooting Sena(White thrust marks)

effect: discards 1 red card from field

Box of Deimon figures(green background)

effect: draws 3 cards

Bison Billboard

effect: speed - 2 for one turn. Nameless players at 50% speed.

GREEN Cards

Coach

effect: Tactics + 1 for nameless players, Power + 3 for all characters if activated

Sakuraba fanclub

effect: speed - 1 for other team's nameless players(other effect deals with trial mode medals).

Ohtawara(RIGHT) playbook

RED Cards

Sena and Monta cleaning

effect: on second down no stamina points used

Mamori w/ Flamethrower

effect: power - 2

Sakuraba catching a ball

Effect: actions use + 1 stamina point

Bison

effect: speed - 1

Mamori

effect: Draw an extra card before draw phase.

ORANGE Cards

Monta w/banana(green background)

effect: heals 2 stamina points

Hiruma shooting Sena(White thrust marks)

effect: discards 1 red card from field

Shin waving his hands

effect: add 2 yards to pass and run defensive yardage

Box of Deimon figures(green background)

effect: draws 3 cards

GREEN Cards

Coach

effect: Tactics + 1 for nameless players, Power + 3 for all playes if activated

Sakuraba fanclub

effect: speed - 1 for other team's nameless players(other effect deals with trial mode medals)

Sakuraba w/ cap

effect: Only effects trial mode medals.

PURPLE Cards

Panther

effect: Opponent loses all boost cards on selected player, opponent draws two cards

Takami(LEFT) playbook

RED Cards

Sena and Monta cleaning

effect: on second down no stamina points used

Mamori w/ Flamethrower

effect: power - 2

Sakuraba catching a ball

Effect: actions use + 1 stamina point

Bison

effect: speed - 1

ORANGE Cards

Monta w/banana(green background)

effect: heals 2 stamina points

Hiruma shooting Sena(White thrust marks)

effect: discards 1 red card from field

Box of Deimon figures(green background)

effect: draws 3 cards

Passing Target(orange background)

effect: adds 4-6 passing yards for one down

GREEN Cards

Coach

effect: Tactics + 1 for nameless players, Power + 3 for all players if activated

Passing target

effect: passing yards + 3

PURPLE Cards

Ohtawara passing gas(green background)

effect: counters red, green, orange, and purple cards during SET phase

Hiruma with Pumpkin(green background)

effect: prevents placement of red and green cards

Hiruma pointing the finger

effect: decreases kicking and punting yards by 15, prevents squib kick

Shin(DOWN) Playbook


Sakuraba/Takami Combination Card

effect: Mt. Everest pass special, ability to add passing yards

RED Cards

Sena and Monta cleaning

effect: on second down no stamina points used

Mamori w/ Flamethrower

effect: power - 2

Sakuraba catching a ball

Effect: actions use + 1 stamina point

Big Bruiser(Line pad)w/o tape

effect: power + 2

Floating Sena - white background

effect: tactics + 2

Sena kicking rock

effect: on 1st down no stamina points used

Mamori

effect: Draw an extra card before draw phase.

ORANGE Cards

Food

effect: Switch with top card from discard pile

Monta w/banana(green background)

effect: heals 2 stamina points

Box of Deimon figures(green background)

effect: draws 3 cards

GREEN Cards

Coach

effect: Tactics + 1 for nameless players, Power + 3 for all characters if activated

Sena and Shin

effect: all players will do max yard additions(if they are capable of them)

PURPLE Cards

Hiruma with Pumpkin(green background)

effect: counters RED, GREEN, ORANGE, and PURPLE cards during SET phase

Wednesday, May 20, 2009

Huddle Phase

Note: these are the base rules and can be altered due to card effects.

[] button: displays card info
r1/l1: toggle between teams
/\: go into field scan mode

start: brings up menu, select first option to go the next step

step 1: Draw a card

If your ace is on the field you can draw as many cards as you want until his stamina is full.
Pressing X will stop drawing cards but you must always draw at least one card.

step 2: Set Characters

3 characters can be set at once. Deployment is not final until start is pressed and confirmed.
When a card is taken of the play field any RED cards placed on the character will be discarded.

step 3: Set a Play card

This is where you set Play cards(BLUE) to determine possible yardage on the play. Non-play cards can also be set and will count for 3 pass yards and 2 running yards on Offense and 1 yard each on defense. Certain play cards can be only set in certain situations and have different costs and effects.

Step 4: Main Phase

This is where you set any other cards including RED and ORANGE ability cards, PURPLE Counter cards, and Green Field cards.

RED cards are set on characters and stay until the character is taken off the field or a discarded by another card.

ORANGE cards are general effect cards and have a variety of uses including but not limited to temporary team stat boosts or discarding/retrieving cards. When boosting team stats ORANGE cards are set onto the team logos.

PURPLE counter cards are displayed face down. Pressing [] will still display card info. Counter cards are set in the same spot at the bottom of the screen as GREEN field cards.

GREEN field cards consist of long effect cards and halftime cards. Halftime cards have a standard effect and an effect that activates if the card is on the field when halftime starts. Certain halftime cards have a different halftime effect depending on if the team was on offense or defense when halftime started. Green cards stay on the field until you run of cards and the deck reshuffles.

Combination cards are also set during this phase. Combination cards are character cards that feature more than one character in the art. To set these cards, all characters shown in the art must be on the field.

Character huddle abilities can also be activated during this phase. Press /\ than use the analog to select the flashing character and press O. The game will then ask for confirmation.

Step 5: Discard Phase

While you can have up to 10 cards at once, you must discard down to 6 cards to end the discard phase.

Step 6: Player Select Step/Strategy Select Step

Here you will be shown 4 characters to use on the play consisting of a nameless player and the characters you set previously. If you set less than 3 characters the remaining slots will be nameless players. Use the dpad to choose the character and press O to select him.

Next, you will choose the type of play, pass, run, or kick. When on defense your options are limited to pass defense or run defense.

If the character you picked has the ability you may discard to add yards to the play.

Now the game will calculate the yardage on the play. If the defense choose the same play type the game will subtract the defensive yards from the offensive yards to determine final yardage. If the defense did not guess correctly no yardage will be subtracted. If the defensive yardage meets or exceeds the offensive yardage the result is a busted play and the play phase is skipped. Usually this results in no change in yardage, although busted run plays will occasionally lose a yard.

How nameless players affect yardage:

If you pick a nameless player and the defense
picks one as well regardless of the yards, you will lose the down(if they
guessed right in terms of pass or run). However, if they did not guess right
than the offense will automatically get those yards(it is possible to score a
touchdown this way). Keep in mind that when you pick a nameless player your
yards go down by half. If you put down say 20 yard pass, 1 yard run card. It will
become a 10 yard pass 0 yard run(the game rounds down they don't give you the benefit of the doubt when the yardage is that low.

Now if you pick an actual player and run a play that they can not perform(for example
running the ball with Kid from the Wild Gunmen) you will not lose any yards. You will
actually run the ball as a nameless player. However, if the defense picks a nameless
player and guesses right you will still automatically lose that down.

All of this stuff is actually pretty important for certain teams and situations
so it is good to know when to take advantage of it.

Keep in mind that nameless players do have defined stats. The runningback for the Wild Gunmen is actually much faster than the White Knights runningback for example.

Tuesday, May 19, 2009

Basic Controls

Play phase:

Controls:

General Controls:

R2, L2 - toggle players when controlling a blocker, lineman, or defender
R1 - Hold R1 and press the corresponding face button to perform specials. Regular passes are not possible when holding R1 as the QB

Runningback -

() - stiff arm
X - press before getting tackled to do a spin move, timing is very tight

Quarterback -

Targeting Accuracy - When the reticule is in the targeting zone, the percentage will rise to a maximum of 100% This represents how connected the receiver is to where the QB will throw the ball. It's possible to throw the ball as low as 60 or 70%(the higher the QB's tactics the better a low percentage pass will be) however you run a high risk of the ball being intercepted. If you want to throw the ball into double coverage you will need a high percentage. Even at 100% the ball can still be deflected or intercepted. It is possible to lead the receivers just move the cursor to the edge of the zone in the direction you plan to lead them(I usually put the reticule outside the zone)

L1 - Hold to move the targeting reticule with the left analogue stick

/\ - brings down the targeting reticule and allows the QB to scramble.

It's still possible to pass from a scramble but the targeting accuracy will be at 0%. However when you bring up the reticule again the TA will be where you left it. You can not scramble past the line of scrimmage. Scrambling once the line is broken then bringing up the targeting reticule does not work too well. When you reset the reticule you have to re-aim and then throw which takes a lot of time. It may also be possible to fumble the ball when scrambling. It has not happened yet, but it would make sense since you can not fumble the ball in the passing posture. Because interceptions spike considerably when a lineman gets knocked over or they start closing in on the QB, scrambling towards the line of scrimmage is much safer alternative.

() - throws the ball.

You will also throw the ball when the counter reaches 0. There is no penalty for letting the counter run down. However, the pass may come out quicker than usual and be too hard for the receiver to catch sometimes.

What effects the Targeting accuracy?
- bumping the receiver
- The offensive line gets pushed back or knocked down

note: Even though successfully knocking down the opponent's center is difficult, interception rates can still go up especially if your power is much higher than the center's.

Receiver -

() - Jumps for the ball

Simple controls for a somewhat tricky position. As the receiver it can be hard to get enough space from the defense and It's harder to catch under double coverage. The position is at it's best when you only have to deal with single coverage. Creating space is much easier and you can get the max yards for the catch(cpu tends to do comeback routes and basically blow the advantage).

Although they do not show up on the stats, there are other factors to pay attention to. Reach(Habashira), Catch, and Height are all factors(Sakuraba owns Ikkyu for instance).

Cornerback controls-

X - this bumps the receiver

/\ - brings up(or brings down) the bump window.

This is the position you start in and comes down once you have bumped the receiver. You move really slow in this position but the percentage damage is greater than a X bump. Use it for the first bump but ignore it from then on(unless you and the other corner manage to trap the receiver).

() - Jump for the ball

Useful for interceptions and knocking over the receiver. In my opinion this is the hardest position to play. Letting the computer play cornerback usually gives you better results.

Kamaguruma, Shin, Ikkyu, and Habashira are exceptions.

Habashira is excellent when cpu controlled but his ability can come in handy when dealing with a quick QB.

What about the line?

The defensive line acts first. You switch linemen with the analog and then press any of the face buttons. The offensive line must then move to the corresponding linemen and press the same face button before the counter expires. If the offensive linemen presses the button before the hatch mark he will push back the D-Lineman. If he presses the wrong button or does not press it in time the D-Line will push the O-line backwards. Two consecutive pushbacks will create a sky blue. Once you knock down the O-Line you can only control the free lineman(although there is enough time to control one last lineman.

Important line stats:

- Power determines the speed of the counter.
- Tactics determines where the hash mark appears.

ex. The O-Line has higher power and higher tactics. The counter will run slower and the hash mark will be closer to end of the counter.

Line theory -When playing the D- line you can work towards two goals. Work on one lineman and try to get pressure on the QB quickly. The other strategy is to work on multiple lineman and lower the Targeting Accuracy to get an interception. If you get it too low the QB will just throw the ball away.

If both players are playing as the line, the O-line has the advantage since it's really easy to hit the buttons before the window runs down. You really need a huge stat advantage to make it at all difficult.

Monday, May 18, 2009

Introduction

Eyeshield 21 Amefuto no Yarouze is a ps2 game based on the anime of the same name. It's a football/card game and is the most in-depth game based on the show. It's only available as an import and is completely in Japanese. This blog will cover all the gameplay mechanics, card descriptions, player abilities, and team strengths/weaknesses. The game is very match-up dependant and because of this I will give some thoughts on how I believe each of these match-ups would play out in a real game situation. Keep in mind that without extensive competitive play much of these suggestions are only in theory.

This blog is meant to replace the guide I have posted at www.deimonhigh.com since that one is really out of date and needed several corrections.

I consider Es21 for the ps2 to be one of the better anime licensed titles ever produced and alot of care went into designing the teams to resemble anime/manga counterparts. Other es21 games while more successful and easier to learn are fairly lean when it comes to actual depth and strategy. I hope this blog will help out those players who feel a little daunted by the amount of content the game holds.